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Normale Ansicht

“I wouldn’t expect this to become the norm”: backers overwhelmingly choose King’s Gambit most expensive tiers, power crowdfund past $2.3m

19. Oktober 2026 um 17:02

Restoration Games is no stranger to crowdfunding backers pledging hundreds of dollars for premium versions of its games – but its Kickstarter for The Lord of the Rings: The King’s Gambit has taken that to an entirely new level.

The crowdfund had raised $2.33m from more than 7,300 backers in the early hours of its final day, equivalent to almost $319 per supporter – an average spend well above Restoration’s previous major crowdfunding campaigns, including the roughly $260 from last year’s Battle Monsters: Godzilla x Kong.

Almost three-quarters of backers who have committed to one of the game’s various versions opted to spend at least $379 on one of the Mithril tiers, with more than 2,800 people going all-in on the game’s most expensive $449 option.

Those Mithril pledges together account for about 82% of the total raised at the time of writing – a figure well above that expected by Restoration prior to the campaign’s launch, co-owner Justin Jacobson told BoardGameWire.

Restoration Games co-founder Justin Jacobson

He said the company had expected Mithril to be most popular, but had conservatively projected about three Mithril pledges for every two people committing to the base-level Limited tiers of the game

He said, “I’m not entirely surprised. We created the Limited Edition as a sort-of compromise pledge level for folks who wanted some deluxe elements but didn’t want to go all-in for the Mithril Edition.

“Ultimately, though, most Kickstarter backers are there precisely because they do want to go all in, and we try to make that pledge level as appealing as possible and as good a deal as possible.”

Despite the much higher-than-expected proportion of backers opting for Mithril, Jacobson said the campaign’s overall performance was “pretty in-line” with his expectations ahead of the campaign’s final few days – and that “in a vacuum” he would have hoped for slightly higher numbers.

He pointed to the absence of a standard retail edition from the campaign, Free League’s The One Ring RPG crowdfund running at the same time and wider global economic conditions among the factors potentially working against it.

Jacobson said the pattern of backers favouring Restoration’s most expensive option was familiar from what he described as the company’s previous “spectacle” campaigns, with all-in pledges typically outstripping other pledge levels at the close of those crowdfunds.

But King’s Gambit is generating substantially higher spending per backer compared with Restoration’s previous projects offering similarly expensive all-in options.

Last year’s Battle Monsters: Godzilla x Kong offered a $379 Mega Bundle – the same price as the basic Mithril Edition of King’s Gambit – but averaged about $260 across its 2,301 backers.

Return to Dark Tower: Expeditions went even higher with a $499 all-in pledge including the base game, its expansions and upgraded components – although as an expansion-led campaign, existing owners could enter at just $45. Its $1.49m haul from 11,665 backers amounted to an average of $128 per supporter.

King’s Gambit is currently averaging almost $319 across its backers to date – despite almost 1,000 people having committed just $5 for access to the pledge manager.

Jacobson nevertheless cautioned against seeing the campaign as evidence that $379-plus board games were likely to become commonplace.

“This campaign is unusual, and I wouldn’t expect this to become the norm,” he said. “It stems from the unique way in which the original licensing deal and co-publication arrangement came to be in the first place.”

Opening Gambit

Jacobson told BoardGameWire that the publisher decided to pitch licence holder Middle-earth Enterprises in 2023 for a new version of cult 2000 board game Star Wars: The Queen’s Gambit, but instead based on The Lord of the Rings.

Bringing Queen’s Gambit back had been an ambition for Restoration since its inception – it was the first game Jacobson suggested reviving when he approached designer Rob Daviau about founding the company in 2016, although they decided at the time that it was too ambitious for their first project. Daviau had worked on the original during his time at Hasbro.

Jacobson told BoardGameWire, “I put together a big proposal and sent it in. Meanwhile, while that proposal was under consideration, Rob was at the Cannes Game Festival and got approached by Asmodee about doing the exact same thing.

“It seemed like serendipity so we just started that conversation about working on it together. It offered a lot of benefits to both parties.

“We brought our design pedigree and Kickstarter experience, and they brought their massive team for art, sales, distribution, and more. It’s always challenging working outside your own team, but [Asmodee studio] Space Cowboys have been absolutely amazing and have helped make this game the best it can be.”

Space Cowboys plans to release a retail edition of the game next year, which while sharing the same gameplay will use smaller boards, omit the large plastic Minas Tirith and Mordor set pieces and use just two colours of plastic for its miniatures.

Kickstarter image of components planned for the game

Jacobson said, “It was important that our offering was a stark contrast to the retail edition. That edition will be what lives on for as long as the game is sold, long after the Kickstarter campaign is fulfilled. So, first things first, we had to align on what that version of the game was going to be.

“Then, we basically brainstormed all of the ways we could ‘deluxify’ that. The Limited Edition was a slight bump and the 3D plastic set pieces; the Mithril Edition was the whole list.”

When asked if there had been any concern internally over having such a large gap between the price points of the Limited and Mithril editions, Jacobson said, “Not really. There are so many variables and options in setting up any campaign. You’re never going to be 100% certain that you’ve gone the optimal path.

“That said, we were confident in the overall structure of the campaign, i.e., folks who want the cool 3D set pieces and folks who want everything.

“As I’ve always said, the price is always a function of the cost to produce. So once we determine what a pledge level includes, setting the price is relatively straightforward with some minor adjustments. For example, we actually shaved a bit off the Mithril Edition to try and make it a bit more appealing.”

He added, “It does highlight that all of the economic turmoil folks are feeling are not being felt uniformly.

“It also speaks to hobby gamers in general. When you compare it to other hobbies, it’s still a relatively good deal even at the highest end of things.”

Jacobson told BoardGameWire that Restoration deliberately looked beyond established tabletop audiences when marketing the game, in an attempt to leverage the vast fanbase of The Lord of the Rings.

About half of King’s Gambit backers are supporting a Restoration Games crowdfund for the first time, he said – a slightly higher proportion than the company has seen on some of its more recent campaigns.

“We made a concerted effort to try and reach out to influencers whose audience comprises The Lord of the Rings fans and not specifically gamers,” Jacobson said.

He believes the licence was likely part of the explanation for the campaign’s performance, although added that Restoration titles tend to come with followers even without a large IP, given the nature of the company’s strategy of taking memorable, usually long-out-of-print games and redeveloping them for the modern hobby market.

He said, “Fans of The Lord of the Rings are certainly avid and show up in large numbers, but we’ve seen similar excitement from fans of Return to Dark Tower and the like.”

Aragorn Art

Despite the campaign’s strong performance, the release has attracted a backlash from a small minority of online commenters for depicting Aragorn as Black.

That reaction has spilled into the unreleased title’s BoardGameGeek ratings, where some users have awarded it scores of 10 specifically to counter what they believe are 1 ratings motivated by objections to Aragorn’s skin colour.

Jacobson described the reaction as “disappointing but not entirely unexpected”, while stressing that not everyone who preferred a depiction closer to previous versions of Aragorn was motivated by racism.

Aragorn from Lord of the Rings: King’s Gambit || Kickstarter Image

He said, “The art team for both Space Cowboys and Restoration Games spent countless hours working on an extensively researched and thoughtful art brief for the look of the entire game along with each individual character. It’s 59 pages long!

“Our first priority is always to do something true to the source material. Within those pages though there are a number of interpretations. Ultimately, for each depiction, not just Aragorn, we were looking to do something interesting and perhaps novel that still stays true to the source material.

“I can point to details in the lore that support this depiction, but this just isn’t something I have any interest in debating.

“Great works, whether that’s a game or an epic fantasy novel or something else, only arise when the people creating them have a strong vision for what they want to make and put their full effort into realizing that vision.

“In every case, some folks won’t share that vision. But, in every case, if you set out to try and please everyone, you cannot make something extraordinary.”

He added, “There are folks who prefer a depiction more in keeping with prior ones; where other folks enjoy seeing broader depictions. Whenever you are working with an IP, the fans will have strong opinions. I want to be clear: not everyone who would prefer the former do so from a place of racism.

“That said, there are certainly racists, who are using these types of situations to espouse their abhorrent beliefs. It’s unfortunate that they muddy what can be an otherwise interesting conversation.

“As for folks on BGG rating a game a 1 before it comes out, this has been going on for a while for a host of reasons. There’s nothing we can do about it, so we press on and just make the best game we can.

“When people actually receive and start playing the game, we are confident that there will be a lot of great ratings for it that will make the current kerfuffle just so much background noise.”

The King’s Gambit’s crowdfunding campaign ends at 8.30am EDT on October 20.

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Osprey Games lets entire board and card game development team go, cancels Essen booth

16. Oktober 2026 um 15:14

UK-based Osprey Games has let go of its entire board and card game development team and cancelled its booth at the upcoming Spiel Essen game fair, five months after parent company Bloomsbury began searching for a buyer for the operation.

Osprey revealed in May that multinational book giant Bloomsbury had made the “difficult decision” to sell the board and card game segment as part of a wider “strategic refocusing” on book publishing, which would see Osprey concentrate on its wargame and RPG lines.

Two sources with knowledge of the matter told BoardGameWire at the time that Bloomsbury hoped to find a buyer willing take on the existing board and card game team in addition to its catalogue, which includes acclaimed titles such as the Undaunted and Imperium lines.

But a Bloomsbury spokesperson has now confirmed to BoardGameWire that “all our colleagues who exclusively worked on creating and manufacturing our board and card games have now left the company”.

Multiple sources spoken to by BoardGameWire said those exits were in the form of redundancies at the end of September, although the company declined to say exactly how many staff were affected.

The departures mean Bloomsbury is now seeking a buyer solely for the board and card game catalogue, rather than the department as a whole – but questions remain over exactly how the rights to its portfolio of games could be sold on to a new owner.

Undaunted: Normandy from Osprey Games, designed by Trevor Benjamin and David Thompson

BoardGameWire understands that some Osprey designer contracts include restrictions governing the transfer of publishing rights to third parties, which could complicate the sale efforts – with some agreements seeming to limit transfers to buyers acquiring all or substantially all of the imprint’s titles.

Asked about that situation by BoardGameWire, a Bloomsbury spokesperson said, “The contractual arrangements relating to Osprey Games are confidential, so we’re not able to share details of specific terms or comment on potential outcomes.

“We appreciate that these questions are important to designers and other partners, and we’ll share further information with those directly involved as soon as we’re able to.”

The spokesperson also confirmed that Osprey has multiple unreleased board and card game projects under contract at “various stages of development”, but did not say whether those titles would be published by Osprey or transferred to another buyer.

They said, “As with our published games, we will share information about the future of those projects with the relevant designers as soon as we are able to.”

Osprey’s existing games remain “well stocked”, the spokesperson said, adding that the company had no current plans for reprints “but will continue to review the situation as we move forwards”.

They said, “We remain committed to supporting our fantastic range of board and card games with sales, marketing and licensing efforts and each of our games remains available to purchase.

“Our upcoming games, Undaunted 2200: Revolution from David Thompson and Trevor Benjamin, and Upland & Prairie from Peer Sylvester will be released as planned this month.  

“We are, as ever, incredibly grateful to our brilliant in-house team, to our wonderful designers and illustrators, and to everyone who has supported Osprey Games over the years.”

Upland & Prairie from Osprey Games, designed by Peer Sylvester

Osprey Games was launched in 2015 as part of Bloomsbury arm Osprey Publishing, which had a decades-long history of creating military and historical information and reference books before beginning to publish wargaming rulebooks in 2008.

The gaming arm’s early successes included Peer Sylvester’s The King is Dead and The Lost Expedition, as well as popular titles such as Hal Duncan and Ruth Veevers’ design Cryptid and the second edition of Martin Wallace’s London.

Those releases were followed by the high-profile success of the Undaunted series of deckbuilding wargames from David Thompson and Trevor Benjamin and the Imperium games from Nigel Buckle and Dávid Turczi.

Osprey also gained a reputation for taking chances on a range of titles with intriguing mechanisms and designs, such as Sylvester’s area control and trick-taking hybrid Brian Boru, highly asymmetric area control title Crescent Moon, card-based strategic wargame Battalion: War of the Ancients and small-box, quick-playing conflict title General Orders: World War II.

The publisher has continued releasing games in the wake of the sale process announcement, including Threaded, Flip Pick Towers and Rattlesnake earlier this year and CRAB RAGE! last month.

Bloomsbury has not specified a timetable for completing the sale, with the spokesperson telling BoardGameWire that conversations were “ongoing”.

They added, “I’m sure you’ll appreciate that this is a very complex situation, and the timelines are based around confidential conversations. We will provide updates when we can do so.”

Osprey parent Bloomsbury, which has a stock market valuation of more than £500m, announced in April that it was “streamlining its structure for further growth” – which included a reorganisation of the company’s editorial divisions and the loss of about 55 jobs. No mention of Osprey was made in the restructuring announcement.

Bloomsbury has seen its profits almost double in the last five financial years, and confirmed at its July annual meeting that it expects annual revenue of more than £350m and was on track for record adjusted pre-tax profits of £49.9m, according to Publishers Weekly.

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Spiel Essen 2026: This year’s best talks and panels for board game industry professionals

13. Oktober 2026 um 17:04

The global tabletop gaming industry descends on Germany once again next week for the world’s biggest board game fair, Spiel Essen – bringing together thousands of publishers, designers, distributors, retailers and other industry professionals for four packed days of new releases and networking.

This year’s SPIEL.talks programme of panel discussions will be on the main show floor for the second year running, with sessions in Hall 4 covering everything from artificial intelligence and game localisation to emerging tabletop markets, careers in the industry and the process of bringing a board game from prototype to store shelves around the world.

BoardGameWire has rounded up some of the most interesting-looking sessions for current and aspiring tabletop game industry professionals from across the four days.

Thursday, October 22

Your World, Your Rules, Your AI: Why It Should Come From Europe (German)

11:10am – 11:50am

HillcrownAI founder Oliver Mauckner lays out why he thinks artificial intelligence could be used to support tabletop gaming without replacing the physical experience – from interactive rulebooks capable of answering questions in seconds to tools for introducing new players and expanding game worlds. He will also discuss the potential benefits of publishers retaining control over their own AI systems, including technology hosted on European servers and trained to respond using official game rules rather than generating potentially inaccurate information.

Discovering Careers in Tabletop Game Industry (English)

11:50am – 12:20pm

GAMA vice president and Critical Role integrated marketing manager Ross Thompson explores the wide range of careers available in tabletop gaming beyond game design and marketing, drawing on 17 years of industry experience. Thompson, who also helps run the Tabletop Game Jobs Facebook group, returns to the SPIEL.talks stage after delivering a similar session last year.

Why Translation is not Localization (yet) and Where AI Can Help (English)

12:20pm – 1:10pm

Former Asmodee localisation head Sebastian Rapp joins a panel of experienced board game translators and localisation specialists to discuss the challenges of bringing games to international markets, from adapting rules and cultural references to the growing use of AI in translation. The panel will explore the pitfalls of localization, the need for cultural adaptation in the process, and why translation alone does not equal localization.

Media Literacy & Editorial Policy in the Boardgaming World (English)

1:10pm – 1:40pm

Board game podcaster Kenny Katayama examines some of the thornier issues surrounding tabletop gaming media, including paid partnerships, review copies, bias, AI disclosure and politics in the hobby. The session will explore how publishers, reviewers, influencers and audiences can navigate an increasingly complex media landscape, following several controversies over the past two years.

50 Years of Board Game Designer Networks – A Data Analysis (German)

2:40pm – 3:10pm

Social scientist and board game critic Johannes Blumenberg presents the findings of a study examining 50 years of board game designer networks, drawing on BoardGameGeek data covering more than 132,000 games and almost 60,000 designers. His research found that women have accounted for just 9% to 10% of board game designers since around 2020, and examines how differences in professional networks and collaboration patterns could help explain persistent gender inequalities in the industry.

Why India is the World’s Next Big Tabletop Market (English)

5:00pm – 5:30pm

Phalgun Polepalli, co-founder of Indian tabletop convention TTOX, explores the potential for the country to become a major growth market for board games, highlighting its young population, rising disposable incomes and growing gaming communities. He will discuss consumer behaviour, gaps in the country’s retail infrastructure, localisation challenges and what international publishers often misunderstand about the Indian market.

Board Games Insider… We Make You… The Insider! (English)

5:30pm – 6:30pm

Spiel Essen managing director Carol Rapp joins industry veterans Ignacy Trzewiczek of Portal Games, former Stronghold Games president Stephen Buonocore and Corey Thompson for a special live edition of the Board Games Insider podcast. The session promises a look behind the scenes of the world’s biggest board game fair, drawing on Rapp’s experience running SPIEL and her previous senior roles at Kosmos and Asmodee.

Friday, October 23

Game Studies – Why Is It Needed as an Independent Academic Discipline? (German)

12:10pm – 12:40pm

Institute for Ludology director and German Society for Game Studies board member Jens Junge explores the case for establishing game studies as an independent academic discipline, and what greater recognition of games in education and cultural policy could mean for the tabletop industry. Junge, who has worked in the board game sector since 1984, will discuss the newly founded German Society for Game Studies and its efforts to raise the profile of games in academic research and public policy.

Teaching Game Design: What We Know and Where We’re Going (English)

6pm – 6:30pm

NYU Game Center associate professor Basil Lim and TU Dublin lecturer John Healy explore how game design education is evolving to prepare the next generation of designers for an industry being reshaped by technological advances and changing demographics. The session will examine how universities can balance practical industry skills with creative and critical thinking, and how teaching across both analog and digital games can equip aspiring designers for careers in an increasingly interconnected industry.

Saturday, October 24

From Player to Leader: Building a Career in Tabletop Through Community (English)

12:20pm – 12:50pm

A panel of senior industry executives including Asmodee US commercial distribution head Julien Sharp, former Funko Games and Moose Toys executive Deirdre Cross, and ACD Distribution marketing director Danni Loe explore how networking, mentorship and professional communities can help build careers in tabletop gaming. The discussion, organised around Women in Toys, Licensing & Entertainment, will examine how professional relationships have helped shape the panellists’ paths into industry leadership.

From Prototype to Store Shelf — How a Concept Makes Its Way Through a Global Studio (English)

3:50pm – 4:50pm

Designers from major tabletop publishers including Asmodee studios Zygomatic and Libellud, LEGO board game partner Dotted Games and Star Wars: Unlimited developer Fantasy Flight Games explore what happens after a game prototype is accepted by a publisher. The panel, which also features prolific freelance designer Matthew Dunstan, will examine why promising designs get rejected, how games change during development and the challenges of preparing a title for release in 15 languages.

No Extra Lives Needed; Inclusion by Design (English)

5:20pm – 5:50pm

Blood on the Clocktower creator and Pandemonium Institute CEO Steven Medway explores how board game design choices can make games more inclusive and encourage players to return. Drawing on his experience developing the hit social deduction game, Medway will discuss how components, rules, strategies, artwork and presentation can help create welcoming social experiences without making inclusivity feel like an overt design feature.

Sunday, October 25

Analog Meets Digital: What Connects Games and What They Can Learn From Each Other (German)

2:10pm – 3pm

Spiel Essen managing director Carol Rapp and Ubisoft Europe head Ralf Wirsing lead a panel exploring the similarities and differences between board games and video games, and what the two industries can learn from each other. Joined by game researcher Jens Junge and Darmstadt University of Applied Sciences professor Stephan Jacob, the discussion will examine differences in game design, business models and player experiences, as well as the opportunities emerging from hybrid games and closer collaboration between the analog and digital sectors.

The full schedule of panels, which run from Thursday 22 to Sunday 25 October, is available here.

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Ares Games continues international distribution expansion through deal with Spanish publisher Draco Ideas

12. Oktober 2026 um 17:02

Ares Games has expanded its international distribution business again through a partnership with Spain’s Draco Ideas, bringing the English editions of its games to retailers.

The deal covers games from the company’s two publishing arms, Draco Ideas and Eclipse Editorial, which merged into a single business in 2023.

Ares said distribution of Draco games would begin in December with Viking and Anglo-Saxon territory-building title Dark Kingdoms, the first English-language edition of 2018 release Reconquista, and a second edition of family game RatLand alongside two expansions and a miniatures pack.

The agreement is the latest in a series of distribution partnerships signed by Ares over the past two years, including deals with Armenian publisher Red Cat Games, Italy’s Tabula Games and Czech publisher Albi.

Ares also signed a deal with Dark Horizon Games in July this year to bring its co-operative sci-fi dungeon crawler Earth Under Siege: Flashpoint and three expansions to US retail, with the titles beginning to reach stores last month.

The company has also been extending the geographical reach of its existing distribution business, announcing last December that it would begin supplying titles from five publishers – Galakta Games, Tabula Games, Albi, Nuts! Publishing and Don’t Panic Games – to European retailers and distributors through its Italian warehouse.

That expansion has continued despite the trade disruption caused by US tariffs which prompted Ares to rethink parts of its business model last year, including reducing inventory, becoming more selective about products and increasing direct sales.

Di Meglio told BoardGameWire last December, “We are growing in small steps, but considered how complex is the situation in the US in these days, we are quite happy of this slow but steady progress.”

He added, “The current level of tariffs is not something to be happy about, but manageable. However, we have seen through 2025 that the rates can change abruptly and unexpectedly – this means we must be very careful about which products we pick, more than ever.”

Ares’ distribution partnerships have offered a route into conventional retail for games which previously relied heavily on crowdfunding.

Speaking to BoardGameWire about its Tabula Games partnership in May last year, Di Meglio said the Italian publisher had run successful crowdfunding campaigns, but its games had barely reached retail distribution.

The new Draco deal includes crowdfunded title Dark Kingdoms, a strategy and conquest game set in fifth-century Britain, which will begin being distributed to stores once its Gamefound fulfilment is complete.

That game, which was designed by Marco Antonio del Campo, sees players lead Saxon, Angle, Jute and Briton factions competing for control of territory through resource management, construction and military conquest.

Del Campo also designed Reconquista, originally published in Spanish in 2018, which pits four rival kingdoms against one another for control of the Iberian Peninsula in the 11th century.

The third title, Eduardo Garcia’s RatLand, is a family game in which players compete to grow rival rat colonies while gathering and stealing food. Its second edition will be accompanied by The Conquest of the Port and Automa expansions, alongside a pack of plastic rat miniatures.

Draco Ideas was founded in Spain in 2014 by Luis Álvaro Hernández, initially to publish his own historical battle game ONUS! Rome vs Carthage.

It has since developed into a specialist publisher of historical wargames and strategy games, with Eclipse Editorial covering narrative, adventure and family games.

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Asmodee scores big at Dutch game of the year awards as Take Time, Lord of the Rings trick-taking titles triumph

12. Oktober 2026 um 13:28

Asmodee has sealed a strong showing at this year’s Nederlandse Spellenprijs, with co-operative puzzle game Take Time and its Lord of the Rings-themed trick-taking games taking home two of the three prizes in the country’s longest-running board game awards.

Take Time, designed by Alexi Piovesan and Julien Prothière, beat Castle Combo and Rebirth to the family game of the year award – marking its first major award win, after having picked up a ‘recommended’ in the Spiel des Jahres and nomination in the French As d’Or.

Bryan Bornmueller’s two The Lord of the Rings: Trick-Taking Game releases, which were judged as a single title, triumphed over Dewan and Pondscape in the connoisseur games category, handing a win to Asmodee studio Office Dog.

This year’s expert game prize, meanwhile, went to White Goblin Games’ Dutch-language edition of River of Gold – which saw off competition from Ants and Yokohama. That title was also originally published by Asmodee studio Office Dog in English.

Asmodee’s Yke Rietveld and Hidde van Maurik collect the award for the publisher’s Lord of the Rings trick taking titles || Photo Credit: Henk Rolleman

Take Time’s victory means this is only the second time in five years that the Dutch family game award has not gone to a Spiel des Jahres winner, with Cascadia, Sky Team and Bomb Busters each having claimed both prizes in 2022, 2024 and 2025 respectively.

The victories also mark a second successive year in which a single publisher has claimed two of the three Nederlandse Spellenprijs awards, following 999 Games’ success with Bomb Busters and Botanicus in 2025.

The result saw three-year-old Dutch publisher DSV Games miss out on a prize despite securing a trio of nominations this year – 12 months after picking up its first win in the contest with Tomáš Holek design SETI.

This year’s entire shortlist was shared between just three publishing groups in Asmodee, White Goblin Games and DSV.

BoardGameWire revealed last month that huge demand for co-op puzzle game Take Time had led publishing giant Asmodee to print more than 325,000 copies less than a year after release – outstripping even the company’s high expectations which surrounded its record-breaking launch.

Game line manager Auguste Lecoeur told BoardGameWire, “As soon as the game’s prototype was shown to us and signed, it became an internal priority, with resources and manpower being redirected from other projects to Take Time.”

The title sees players attempting to place cards around a series of clock faces while meeting increasingly challenging conditions, with limited opportunities to discuss their plans before playing.

More than 100 Dutch-language board and card games were assessed by a jury of experts for this year’s Nederlandse Spellenprijs, which is now in its 26th year. Games were assessed on their quality, originality and replayability.

This year’s ceremony marked a change in leadership for the awards, with Anna Wassenburg taking over as chair from Niek Ederveen, who stepped down after nine years in the role.

Another change this year was the physical format of the awards themselves, which are now shaped like pawns with windmill sails.

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Steamforged crowdfunding concerns grow as updates dry up, refund requests go unresolved

09. Oktober 2026 um 15:34

Steamforged Games is facing mounting criticism from crowdfunding backers over unresolved refunds and dwindling updates across its undelivered projects, in the wake of the publisher cutting about a third of its workforce and refocusing towards its Warmachine miniatures line earlier this year.

BoardGameWire reported in June that the UK-based company, which made its name adapting video games such as Dark Souls into multi-million-dollar board game Kickstarters, was reducing its crowdfunding activity following a second set of redundancies in three years.

That left Steamforged with nine campaigns with outstanding fulfilment obligations, which together raised almost £19m including late pledges. The biggest of those is Monster Hunter World: Iceborne, which pulled in almost £6.3m from almost 15,000 backers and was originally estimated to be delivered almost two years ago, in November 2024.

Monster Hunter World: Iceborne || Gamefound campaign image

Steamforged said in a Kickstarter update in January this year that it was aiming to deliver the title to all regions in July, but has provided just two updates since.

The first, in April, said things were “back up and running following Chinese New Year” and promising “more substantial updates” in the coming months, while another at the end of July read:

“We’d like to start by apologising for the lack of a formal update recently. We had intended to have concrete fulfilment information ready for you this month, but this update is waiting on some key information from partners which is still pending.

“In the meantime, we wanted to let you know we are working hard behind the scenes and will have an update to share as soon as we possibly can.”

That lack of communication about the status of projects has been repeated across Steamforged’s other outstanding crowdfunds, which include the £3.2m Helldivers 2 campaign, the £1.8m-raising Elden Ring: Rot & Sorcery and £1.2m Hearts of Iron: The Board Game.

Its other unfulfilled campaigns include the US production and shipping of Horizon Forbidden West: Seeds of Rebellion and Euthia: Cruel Frost, both of which were postponed due to tariffs uncertainty last year, and the second wave of its P3 Paints crowdfund, which has been delayed by up to a year due to a production issue with the metallic colours.

CampaignFunding including late pledgesInitial expected delivery date
Monster Hunter World: Iceborne£6,261,436November 2024
Helldivers 2£3,239,140October 2026
Horizon Forbidden West: Seeds of Rebellion£2,117,290May 2025*
Elden Ring: Rot & Sorcery£1,839,406July 2027
Euthia: Cruel Frost£1,446,056November 2025*
Hearts of Iron: The Board Game£1,240,053June 2026
Terra Mystica Special Edition£1,055,530April 2027
Bardsung: Tale of the Forsaken Glade£910,735April 2026
P3 Paints Wave 2£720,817June 2026
Total£18,830,463
*US fulfilment yet to take place

Steamforged’s sparse status updates have led to rising discontent from backers across the comment sections of its crowdfunds and on its official Discord channel, which members say has been abandoned by company staff since the refocus towards Warmachine.

Backers across those channels are now questioning whether their games will ever arrive, with some reporting waits of weeks or months for responses to refund requests. Multiple backers have now turned to PayPal disputes and credit card chargebacks to recover their money.

At least one of Steamforged’s commercial partners has also expressed concerns. Hearts of Iron IP owner Paradox Interactive confirmed in June that it was in contact with Steamforged and working to ensure customers received their games as soon as possible.

Three months later, Paradox Development Studio Gold’s studio manager described the situation as “truly unfortunate”, saying the project “seemed to be going well, until it wasn’t” and that “it’s not a fast process by any means, but solutions are being discussed”.

A spokesperson for Paradox told BoardGameWire earlier this week, “Paradox has been closely tracking the progress of the Hearts of Iron board game. We are in talks with Steamforged Games to find the best way to get the game completed.

“We are not ready to comment on or commit to a specific course of action on the situation at Steamforged.”

Hearts of Iron: The Board Game || Gamefound campaign image

A spokesperson for Feuerland Games, the publisher of Terra Mystica which teamed up with Steamforged for the special edition crowdfund, declined to comment on the situation to BoardGameWire.

Multiple sources who spoke to BoardGameWire in June on condition of anonymity said the latest Steamforged staff cuts affected departments including the creative, game design, production, project management, QA, marketing and commercial teams – adding that they feared the cutbacks would lead to problems delivering long-term projects.

But Steamforged told BoardGameWire at the time that the “vast majority” of creative work on its crowdfunded board games was complete, described the staff reduction as “carefully considered”, and said the company “retain[s] both the internal resource and the external capabilities needed to deliver on our commitments”.

BoardGameWire has attempted to contact Steamforged CEO Rich Loxam multiple times across August, September and October about the ongoing situation at the publisher, and to ask questions about refunds, production and delivery schedules and whether the restructuring had affected the company’s ability to complete its existing projects – but has received no response.

Terra Mystica Special Edition || Gamefound campaign image

Loxam previously told BoardGameWire during Steamforged’s Terra Mystica Special Edition campaign last November that “backers need to feel heard, valued, and understood, which is why we spend so much time in the comments”.

Reflecting on the difficult fulfilment of Dark Souls: The Board Game, Loxam said in a 2022 blog post that one of Steamforged’s “bigger mistakes” had been handling problems “behind closed doors” and only speaking publicly when it felt there was something important to say.

“We were wrong,” he wrote, adding that Steamforged had “learned the hard way that transparency with supporters, backers, and fans is always the right choice”, and promising to communicate as much as possible to build trust and its reputation.

Steamforged signalled a change in its approach following June’s disclosure of the redundancies, telling BoardGameWire that “in the past, we would post updates once-a-month even during quieter periods for a project”.

“Moving forward, our focus is on providing key updates,” it added.

But the sharp decline in communication has extended beyond crowdfunding updates, with several of Steamforged’s public community channels now restricted or, like the Discord, no longer actively used by staff.

Comments are disabled on Steamforged’s YouTube videos – although the company has not uploaded anything to the channel for eight months – while posts on its Facebook page currently carry a notice saying it has “limited who can comment on this post”.

Despite the absence of staff activity on the Steamforged Discord channel, employees have remained active in the company’s dedicated Warmachine server – where the company has told users not to raise questions about its outstanding crowdfunds.

In a September 23 message on the Warmachine Discord, Steamforged’s head of marketing Chynna-Blue Perkins acknowledged that crowdfunding backers were turning to the server for answers, but said it was not the appropriate place to discuss the company’s outstanding projects.

She wrote, “As much as I understand going where you can to seek answers, I am going to have to draw a line under future Kickstarter queries in this server.

“Everyone’s been respectful considering the topic at hand, and I appreciate that, but this is a Warmachine server and it isn’t the right place for crowdfunding queries.

“The campaign pages are where any and all updates will be shared. I wish I could give you more information, but even if I could, this wouldn’t be the place for it.”

The reduction in communication has left backers increasingly having to divine for themselves exactly what is happening at Steamforged, with discussions in its Discord ranging from questions about whether to withdraw from campaigns and advice on procuring refunds, to speculation about the company’s financial stability.

Backer concerns around the latter were exacerbated at the beginning of last month when Companies House, the UK government agency responsible for company registrations, began compulsory strike-off proceedings against Steamforged Games and its parent company due to their overdue accounts, which were due on June 30.

Steamforged posted to its Facebook two days later:

We’re aware some of you have seen a First Gazette notice relating to Steamforged Games, and we’re sorry for any concern it’s caused.

This is a routine notice Companies House issues when a filing is overdue. Our filing was delayed as a result of the company restructuring work we announced earlier this year and is now being resolved.

To be clear, all business activities are continuing as normal.

The strike-off proceedings were discontinued by Companies House four days later, although Steamforged’s accounts are still listed as overdue on the agency’s website.

While the publisher’s latest accounts remain unavailable, data from Steamforged investor Foresight offers some insight into the company’s recent performance.

The investment house cut the valuation of its Steamforged holdings by almost 74% in the first half of 2026 across its Foresight VCT and Enterprise VCT investment vehicles, from £3.68m to just over £960,000 – although that does not represent the valuation of Steamforged as a whole.

Foresight, which invested £5m in Steamforged in 2019 across those vehicles and a third investment fund, said in an end of June update that the publisher had experienced “a few disappointing crowdfunding campaigns over the last 12 months” and was looking to transition away from that part of the market to focus on its higher-margin Iron Kingdoms business.

Steamforged picked up Warmachine – which is set in the Iron Kingdoms IP – P3 Paints and the Iron Kingdoms RPG from Privateer Press in 2024.

A spokesperson for Steamforged told BoardGameWire in June that Warmachine and P3 Paints revenue had tripled in the prior 21 months, despite significant stock constraints in its first year of ownership due to heavy demand.

They said at the time “Demand has been high and we’ve scaled production to meet it. Our US production capacity for Warmachine has increased by 70% since last March, with a 25% increase in Europe since August and new production facilities introduced in the UK in February 2026.”

But communication problems have also extended to P3 Paints. Backers of the Wave 2 crowdfund have complained about a lack of updates and unanswered refund requests, after Steamforged revealed in May that production problems with metallic colours had pushed expected fulfilment from June 2026 into 2027.

Steamforged has so far completed non-US fulfilment of Horizon Forbidden West: Seeds of Rebellion and Euthia: Cruel Frost this year, as well as the pre-order campaign for 6: Siege – which it picked up from now-liquidated crowdfunding major Mythic Games early last year.

The last crowdfunding campaigns substantially or fully completed by the publisher are all from last year, including Elden Ring: The Board Game, the original P3 Paints campaign and the Iron Kingdoms-set Strangelight Workshop RPG.

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D&D, Magic workers move to unionise, citing crunch and job insecurity despite record Wizards profits

07. Oktober 2026 um 15:56

Dungeons & Dragons and Magic: The Gathering workers are moving to unionise after alleging rising workloads, unpaid overtime and job insecurity at Wizards of the Coast – despite the business having become the main profit engine of toy and game giant Hasbro.

Workers on Dungeons & Dragons, D&D Beyond and Wizards’ Studio X – which develops tabletop Magic: The Gathering and Duel Masters – plan to unionise with the Communications Workers of America, having secured the backing of a “public supermajority” of employees.

The move comes after several years of soaring sales and profits at Wizards, which has increasingly become the financial powerhouse of Hasbro amid struggles at the company’s traditional toys business – which includes Nerf guns, Transformers and Peppa Pig toys.

Wizards provided almost half of Hasbro’s $4.7bn revenue last year, with booming Magic: The Gathering sales pushing Wizards to a record operating profit of more than $1bn in 2025.

That performance was driven by hugely successful Universes Beyond releases including Final Fantasy, Avatar: The Last Airbender and Marvel’s Spider-Man, alongside strong backlist and Secret Lair sales.

Studio X workers specifically highlighted that financial success in announcing their unionisation effort, saying their team had been responsible for “back-to-back billion dollar years and a vast majority of Hasbro’s profit”.

D&D workers, meanwhile, said growing workloads without corresponding increases in headcount had left some teams regularly “crunching” simply to complete planned releases – describing crunch as “intense and mandatory unpaid overtime”.

They are also seeking contractual protections around job security, pay and career progression, saying, “Many of us are bringing home less money every month, adjusted for inflation, than we did when we were hired years ago. That needs to change.”

An open letter from those workers added that employees “live in fear of suddenly losing their jobs, with no warning and through no fault of their own”, and that Wizards prioritising in-office work had left workers “unsure of whether their current living situation is tenable for their role”.

Hasbro cut about 1,900 jobs across two rounds in 2023, including at Wizards, after a sharp downturn in its core consumer products business. That segment saw revenue fall 19% in 2023, swinging to a $64.7m operating loss, while Wizards revenue rose 10%.

Further cuts have followed since, including four Wizards employees during Hasbro-wide redundancies in October 2024, and about 30 developers – roughly 90% of the team working on Wizards’ now scrapped Sigil D&D virtual tabletop – in March 2025.

Hasbro cut roughly 150 more jobs three months later, including D&D staff, and last month D&D community manager LaTia Jacquise and Magic social media manager Jordan Hopkins publicly confirmed their layoffs – with Hopkins describing his departure as part of a “greater restructure”. Wizards has not disclosed the total number of jobs affected.

Magic rules manager Eric Levine said of the union effort, “Everyone I work with makes our company, our game, and our community stronger by bringing their talent, expertise, and effort to making Magic.

“Those incredible people deserve fair compensation, remote protections, clear career progression, and more. Supporting the people who make the game will ensure that Magic keeps getting better for years to come.”

The unionisation push also called for protections for work employees create in their free time, with the D&D workers’ announcement saying, “Currently, if an employee makes anything creative in their free time, with their own resources, Hasbro can claim ownership. What we do in our free time should not be dictated by the company, and what we make in our free time should belong to us.”

The D&D team also used its unionisation letter to reveal tension between Hasbro and Wizards over the use of generative AI, saying, “As pressure has ramped up from Hasbro to adopt LLMs and Gen AI tools in various aspects of our work, WOTC has resisted these efforts and kept AI out of our games.

“That’s good! We want to preserve this commendable stance through a union contract that ensures our games will always be made by people for people.”

Hasbro CEO Chris Cocks was openly enthusiastic about bringing AI into the D&D ecosystem in September 2024, saying at Goldman Sachs’ Communacopia conference that Hasbro was already using AI “significantly and liberally internally as both a knowledge worker aid and as a development aid” – but was more excited about its potential in play.

He added, “I play with probably 30 or 40 people regularly. There’s not a single person who doesn’t use AI somehow for either campaign development or character development or story ideas. That’s a clear signal that we need to be embracing it.”

Hasbro CEO Chris Cocks

In an interview with The Verge in March this year, however, Cocks said that while Hasbro was deploying AI widely across the company, he acknowledged there was resistance to its use in Wizards’ games.

He said, “There are some brands that the audience, the creators, just don’t want it, so we don’t even have it in our pipelines for our video games or for Magic: The Gathering, or D&D.”

Cocks added that he personally used huge amounts of AI-generated animation, images, text, sound effects and voice cloning in his personal D&D games, telling interviewer Nilay Patel there was so much on his home PC that it would “floor” him.

He added that AI was being used extensively elsewhere at Hasbro, including in toy design and as a general productivity tool across the company, and estimated it could save more than one million hours of work this year.

Cocks also told Verge that he did not believe the technology would cost creative workers their jobs, saying, “I see it only making the quality of the creative we have better.”

Other demands from the unionisers include better support for working parents, changes to healthcare provision and greater financial transparency, to aid the unions in collective bargaining.

The latest unionisation push at Wizards comes just a few months after developers of its online platform Magic: The Gathering Arena revealed their own plans to unionise.

More than 100 Arena workers announced their unionisation drive in April, with Wizards declining their request for voluntary recognition. The group subsequently won a National Labor Relations Board election in June, formally establishing the first union at Wizards.

D&D and Studio X workers – who are also organising under the United Wizards of the Coast-CWA – have asked Wizards and Hasbro to voluntarily recognise their respective units by an October 13 deadline, and have filed an election petition with the NLRB to allow the certification process to proceed if that does not happen.

They are also calling for Hasbro and Wizards to adopt a labour neutrality agreement allowing other workers at the company to organise without fear of retaliation.

D&D senior game designer Joey Haeck said they were organising “because scared workers are neither happy nor productive”.

Haeck said, “By organizing to negotiate a fair contract on issues of layoff protections, forced relocation protections, equitable pay and career advancement, mandatory AI use protections, parental support, and more, we make our game better by investing in our human creators and resisting the churn and brain drain caused by roller-coaster layoffs.”

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CMON to give up The Adventurers ownership to get delayed project delivered as it works to stabilise finances

06. Oktober 2026 um 20:31

CMON has found a route to getting one of its delayed projects into customers’ hands without having to fund the remaining costs itself, as the financially-troubled publisher continues its attempt to recover from almost $23m of losses across 2024 and 2025.

Long-time CMON manufacturing partner Top Games has agreed to take ownership of The Adventurers in exchange for covering the remaining production and fulfilment costs for the pre-order title, with CMON continuing to “provide support”, a joint statement from the pair said.

They added that production of The Adventurers had now been completed, with finished games packed at the factory and ready for shipment.

Copies of The Adventurers ready for shipment || Photo Credit: CMON / Top Games

CMON said in January that IP sales and licensing deals were among the routes it was pursuing to secure fulfilment of its large backlog of outstanding projects, as part of its efforts to stabilise its finances.

Those undelivered projects comprise eight crowdfunding campaigns which raised more than $14m, including DC Super Heroes United, DCeased and Massive Darkness: Dungeons of Shadowreach, and four pre-order campaigns including The Adventurers.

CMON warned in the summer that its core business was suffering a “prolonged structural downturn” and was still consuming more cash than it generated, despite a drastic restructuring which has seen the company halve its workforce, sell off some of its biggest game IPs and halt new crowdfunding campaigns.

But the publisher received a major financial boost last month by completing a $19m capital raise – having entered August with just $368,000 in bank and cash balances.

That new funding is needed for far more than clearing its project backlog, however. About 40% has been earmarked for “working capital” over the coming 12 months, including staff costs, royalties, shipping and distribution, while another 20% is set to go towards repaying borrowings and other liabilities.

Another 25% of the new money is slated for expansion in existing and new markets, while 15% will go towards potential acquisitions as part of a push into digital gaming.

Top Games has been a major manufacturing partner for CMON over the years, working on more than a dozen of its games including Cthulhu: Death May Die – Fear of the Unknown, Massive Darkness 2: Hellscape and Zombicide: Undead or Alive, as well as Project: ELITE, Munchkin Dungeon and Starcadia Quest.

Its team has worked in tabletop manufacturing since 2009, and the Chinese company established its own plastics manufacturing facility in Dongguan in 2018.

Cthulhu: Death May Die – Fear of the Unknown || Kickstarter image

Top Games stressed in the announcement that manufacturing will remain the foundation of its business, and said its involvement with The Adventurers had the specific goal of getting the project completed and delivered to customers.

The Adventurers is CMON’s revival of the adventure game series from Guillaume Blossier and Frédéric Henry, which began with The Adventurers: The Temple of Chac in 2009 – originally published by AEG and Dust Games. That title was followed by followed by Dust Games and Fantasy Flight Games’ The Adventurers: The Pyramid of Horus in 2011.

CMON launched a Gamefound pre-order in March 2025 featuring new editions of both games alongside a new entry in the series, The Adventurers: Tomb of the Pirate Queen, with delivery of the project estimated for December that year.

Just a month later, however, the publisher announced it was laying off staff and halting new game development and campaign launches, citing the ongoing unpredictability in US tariffs.

A week after that, CMON revealed it had slumped to a loss of more than $3m in 2024 – a figure subsequently dwarfed by the publisher’s 2025 losses, which spiralled to nearly $20m.

Those losses are almost 5.5-times the company’s profits from the preceding nine years combined – although the company’s recent restructuring efforts have seen its losses for the first half of 2026 narrow sharply, to just over $2m.

CMON’s revenue has fallen dramatically from its pandemic-era highs, dropping to $9.9m in 2025 from between $37m and $45m in each of the previous four years.

The company has blamed that decline on factors including a slowdown in crowdfunding, weaker consumer demand and disruption from US tariffs, leaving it trying to cut costs and reshape a business built around significantly higher sales.

Massive Darkness: Dungeons of Shadowreach, which completed a $2.85m crowdfund on Gamefound early last year, was CMON’s last before it scrapped its future crowdfunding plans two months later.

The company has pivoted in the interim to releasing several smaller-box games direct to retail, including Collect!, Peanuts Talent Show, Fairy Perfume, Rocket Punch and Yokai Carnival.

Its 2026 releases continue that trend via Renier Knizia design KumoKumo Park and Atrah from Jérémy Ducret and Johannes Goupy, while the company has also highlighted Grow Sky as another release it says is ‘coming soon’.

KumoKumo Park, designed by Reiner Knizia || Photo Credit: CMON

The company has not completed fulfillment of a crowdfunding project since Zombicide: White Death in mid-2025, but did manage to deliver pre-orders for Cthulhu: Dark Providence, Marvel United: Witching Hour and Dune: Desert War in the first half of this year.

CMON said in March that it planned to resume crowdfunding in the second half of 2026 – although its latest financial report stopped short of repeating that commitment, saying instead that new titles would be launched selectively depending on market conditions, available financial resources and project readiness.

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Renegade’s Hasbro partnership grows again as pair expand tabletop licensing deal

05. Oktober 2026 um 15:56

Hasbro has extended its wide-ranging licensing deal with Renegade Game Studios, continuing a years-long partnership which has seen the hobby publisher take over and develop a growing collection of the toy giant’s board game brands.

The renewed agreement includes Axis & Allies, Acquire, Diplomacy, Heroscape, Robo Rally and Ikusa, with new games and expansions planned for 2027 and beyond, the pair said.

Recent projects built on existing Hasbro titles have included Axis & Allies: North Africa, Robo Rally Dice and Diplomacy: The Golden Blade.

Box back for Diplomacy: The Golden Blade

Renegade’s work with Hasbro has also spread to subsidiary Wizards of the Coast, with the publisher announcing a new edition of Dungeons & Dragons board game Lords of Waterdeep and its Scoundrels of Skullport expansion last year, and set to bring the long out-of-print Castle Ravenloft board game back to retail in 2027.

Scott Gaeta, the founder and president of Renegade, said, “We’re extremely pleased to extend and expand our relationship with Hasbro. From our beginnings with Power Rangers to our most recent projects on Dungeons & Dragons Lords of Waterdeep, working with the teams at Hasbro and Wizards of the Coast has been a pleasure.

“It’s an honor to be entrusted with bringing these iconic brands to tabletops worldwide.”

Renegade’s relationship with Hasbro began via an unexpected route in 2018, when the publisher signed a licensing deal with Saban Brands to make Power Rangers tabletop games.

Hasbro acquired Power Rangers from Saban later that year while Renegade was developing Power Rangers: Heroes of the Grid – which went on to raise more than $700,000 through Kickstarter, and spawned a line which ultimately stretched to more than 50 releases.

Hasbro expanded its Renegade partnership to G.I. JOE, Transformers and My Little Pony in 2020, and two years later handed the publisher responsibility for established tabletop lines previously associated with Avalon Hill, including Axis & Allies and Diplomacy.

Heroscape followed in 2023, just months after Hasbro’s own attempt to revive the miniatures game through its HasLab crowdfunding platform failed to reach the 8,000 pledges needed to enter production. Renegade has since developed the game into an ongoing miniatures line with new armies, terrain, organised play and regular expansions.

The Heroscape Master Set from Renegade Game Studios

The companies also added Nexus Ops, Vegas Showdown, Risk 2210 AD and Risk: Godstorm to the agreement in 2023, with Renegade saying at the time it planned to preserve the original gameplay while refreshing the games’ presentation and making minor quality-of-life improvements.

Renegade has also increasingly mixed Hasbro’s entertainment properties with the tabletop systems it now publishes, including G.I. JOE: Battle for the Arctic Circle – the first game in its ‘Powered by Axis & Allies’ line – and a G.I. JOE range for Heroscape.

The publisher also revealed more details for Power Rangers: Impossible Odds last week during Renegade Con, its regular online showcase for upcoming games and expansions. The cooperative boss-battling dice game is due for release in April 2027.

Renegade’s wider Hasbro agreement continues to cover Transformers, G.I. JOE, Power Rangers, M.A.S.K., My Little Pony, JEM and the Holograms and ROM the SpaceKnight.

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MyMiniFactory marketing head leaves to launch growth agency for tabletop publishers

02. Oktober 2026 um 16:30

MyMiniFactory marketing and brand head Anjuli Smith has left the 3D-printing marketplace to launch her own tabletop agency, whose work will include helping smaller board game publishers find distributors and expand internationally.

Smith left MyMiniFactory at the end of September to focus full-time on her newly-launched Tabletop Growth Partners, which will primarily target the TTRPG and wargaming sectors with marketing, digital growth and business development services.

But she is also looking to offer international business development support for smaller board game publishers, using contacts built up over 13 years in the industry to introduce them to distributors and support them through sales and negotiation meetings.

Smith told BoardGameWire she is currently in talks with three board game publishers about working with them at the Spielwarenmesse trade fair in Nuremberg next February – including new Canadian publisher Acolyte, which focuses on co-op and semi co-op games and is looking for UK and European distribution.

She said, “An available network is a huge blocker for many smaller and newly launched publishers. Getting your games in front of the right people who know how to market them (and will in fact market them) is key to expansion.

“With over 5,000 new board games releasing annually I think it can be pretty daunting for smaller publishers who lack the massive budget of The Op’s Flip 7. Being able to use someone who people already know and trust to open a door for you is a huge win.”

Smith said her work with those publishers would include introducing them to distributors she already has relationships with, approaching potential new distribution partners and organising their meeting schedules ahead of the show.

She will also sit in on meetings for publishers that request additional support, including helping with negotiations and expansion plans.

Smith said, “I have a huge network of industry colleagues I have grown over the last 13 years and I think it’s important to give back and not gatekeep that.

“I like being able to introduce folks to each other and watch them both grow and succeed because of it.”

Tabletop Growth Partners will also offer marketing strategy, digital storefront optimisation, crowdfunding and subscription support, and representation at international events including SPIEL Essen, PAX Unplugged, GAMA Expo and UK Games Expo.

Spiel Essen in 2025 || Photo Credit: SPIEL Essen/Lars Heidrich

Smith told BoardGameWire she believes the cost of attending international shows could make that kind of support particularly valuable to smaller publishers.

Smith said, “For a small publisher the costs of flights, hotels, and a booth are huge. Asking them to then take time away from sales to talk to others simply isn’t an option.”

She added that many board game studios and publishers had opportunities to expand their communities, but lacked the time, knowledge or money to pursue them themselves.

“At the end of the day they are creatives, they should be creating their next bestseller, not getting bogged down with admin and endless meetings. Let me do that.”

Smith joined MyMiniFactory after previously working as a purchasing assistant at Asmodee UK and at Asmodee Entertainment’s fiction imprint Aconyte Books, and most recently served as the 3D-printing platform’s head of marketing and brand.

Her work there included business development around bringing established tabletop properties into 3D printing, including Steamforged Games‘ Warmachine and Modiphius Entertainment‘s The Elder Scrolls.

Smith said that while she is based in the UK, she has set her working schedule to cover US mornings because she expects “a vast majority” of the agency’s clients to be based there.

The agency has also signed up as an ambassador for MyMiniFactory’s Soulcrafted initiative, which was launched to champion human-made creative work amid the rapid growth of generative AI.

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Codenames makes Netflix debut after streaming giant approached CGE for licence – then hired it to develop the game instead

02. Oktober 2026 um 15:44

Czech Games Edition‘s huge-selling word guessing game Codenames has made the jump to Netflix, with the publisher developing a new digital version of its biggest-selling title for the streaming giant’s push into TV-based social gaming.

CGE told BoardGameWire that Netflix originally approached it about licensing Codenames, before changing tack and asking CGE to develop the digital version itself after trying out the publisher’s existing mobile app for the game.

Codenames Party can be played by Netflix subscribers through their TV by using their phones as controllers, and includes a new ‘party’ mode allowing up to 10 people to compete as individuals rather than in teams.

The deal provides a new source of players for a game which is already closing in on 20 million physical copies sold, a CGE spokesperson told BoardGameWire, adding that “the branding benefits and opportunity to reach a new audience” were important to the publisher.

Codenames and its spin-off titles already account for about 80% of CGE’s annual sales – although company marketing manager Ondřej Skácel told Czech business publication CzechCrunch the new deal would not transform CGE financially, saying revenues from the tabletop version of Codenames remained on another level.

CGE was paid to develop the Netflix version of the Vlaada Chvátil design, and will also receive ongoing licensing payments, that report added – with Skácel telling the outlet “at first, we didn’t believe it and thought it was some sort of hoax” when Netflix got in touch.

Codenames Party on Netflix

Codenames Party’s visual style has prompted questions from some players about whether generative AI was used in its creation – something CGE strongly denied to BoardGameWire.

The spokesperson said, “There are no AI assets in the game or in marketing materials. We saw those comments, but we want to clarify that the new art style was made by illustrators and graphic designers who spent countless hours on it.

“In general, we use human graphic designers and illustrators on all our projects. We’re in turbulent times, but we’re still enjoying the whole ‘old-school’ process of making games.”

CGE also left open the possibility of bringing more of its games to Netflix or similar platforms, telling BoardGameWire, “We’re always open to any new opportunities. If we find a good fit with our games and the specific platforms, we would definitely consider it.”

Codenames was first released by CGE in late 2015 and quickly became an international hit, winning the coveted Spiel des Jahres prize the following year.

The game has since spawned a string of spin-offs and licensed editions, including Codenames: Pictures and two-player cooperative version Codenames: Duet.

CGE has increasingly experimented with bringing Codenames into digital formats, beginning with the free browser-based Codenames Online in 2019 before launching a mobile adaptation developed by its CGE Digital team in 2024.

That app, which clearly made an impression on the Netflix team, introduced asynchronous multiplayer, matchmaking, progression and new game modes rather than simply recreating the tabletop game.



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Game Store Day gets more time, more publishers – and bigger ambitions – for year two

01. Oktober 2026 um 16:09

Editor’s note: GAMA is a BoardGameWire sponsor, and has advertised Game Store Day on the site – but this article is not a paid placement, I just think it’s interesting enough to cover editorially!

Game Store Day, GAMA‘s annual initiative aimed at getting more people into local game stores to play, shop and take part in events, is growing for its second year after retailers and publishers were given substantially more time to prepare than for its debut.

Almost 300 retailers are currently signed up for this year’s Game Store Day on November 7, while nearly 60 tabletop publishers have committed games to a new promotional box, as GAMA looks to establish the event as a long-term fixture on the tabletop industry calendar.

GAMA board member and Red Raccoon Games owner Jamie Mathy told BoardGameWire that rising retailer participation was the clearest measure of success for Game Store Day at this stage, with this year’s 297 sign-ups already ahead of last year’s total with over a month to go.

But he believes there is scope for the event to grow significantly bigger in future years – and said GAMA had already learned lessons from 2025’s relatively short-notice launch.

He said, “Last year, Game Store Day was something [GAMA’s] Team Retail had been advocating for, and then suddenly it was announced and launched with less than eight weeks to prepare. That wasn’t enough time for a lot of retailers to really build it into their calendars or plan meaningful events around it.

Game Store Day 2025 at Games Unlimited in Pittsburgh

“This year stores have had roughly four months to prepare, and we’ve had substantially more time to bring publishers into the program. The Publisher’s Box and other publisher initiatives give retailers additional reasons and tools to build something around the day.

“I think we’ll learn from this year as well. Ideally, I’d like stores and publishers to have even more lead time in future years.”

He added, “There are estimates of roughly 5,000 hobby game stores across North America. If we could eventually get 500 stores participating, that’s approximately 10% penetration and I would consider that a tremendous accomplishment. Getting to 1,000 stores – roughly 20% – would be amazing, even if that’s an ambitious long-term goal.

“More importantly, numbers like that would demonstrate to publishers and retailers that Game Store Day isn’t a one-time novelty. It’s something that has become part of the industry’s calendar.

“There’s a comparison to Free RPG Day here. It started relatively small, retailers can purchase a box of promotional products if they want those materials for their customers, and over time it has become something stores and consumers recognize.

“But ultimately, the part that excites me isn’t the box or even a particular participation number. It’s seeing hundreds of independent stores across the country celebrating our industry on the same day and giving people a reason to come together and play games.”

The short notice for last year’s launch left no time to run a Publisher’s Box – but 59 publishers including Leder Games, CGE, Blue Orange, Capstone Games and Bezier Games have agreed to contribute this year, with another four waiting to take part and others having approached GAMA after submissions had closed.

Publishers contributing to this year’s Publisher’s Box for Game Store Day

The $179 box will contain games, demos, promotional items and other material for participating stores – and Mathy said physical weight and shipping limits had now become the main constraint on adding more publishers.

“Probably, and that’s a wonderful problem to have,” Mathy said when asked whether GAMA would eventually need to rethink how publishers participate if interest continues to grow.

“This is only year two and the first year we’ve even offered a Publisher’s Box. Let’s learn from what works and what doesn’t this year.

“But if publisher interest continues growing, we’ll obviously need to think creatively about how publishers participate rather than assuming everything always has to fit into one physical box.”

Publishers are also beginning to build their own initiatives around the event aside from the promotional box.

Allplay is making 4,900 copies of new game Woo available exclusively to retailers participating in Game Store Day, with COO Joe Wiggins saying, “Allplay has been looking for new ways to work closer with our brick and mortar partners. When GAMA announced Game Store Day, we knew this would be an amazing opportunity. Allplay is all in.”

Mathy told BoardGameWire he believed part of the publisher interest was the difficulty some have in reaching hobby game retailers.

He said, “Game stores are incredibly diverse. We have different ownership styles, different product mixes, different customer bases and very different areas of specialization.

“Red Raccoon, for example, goes much deeper into board games and RPGs than many stores do, and that’s part of what has made us a regional destination. Another successful game store may have a completely different mix.

“That fragmentation makes it difficult for publishers to know where to spend their marketing dollars if they’re trying to get a product in front of retailers.

“Game Store Day gives them a self-selecting group of engaged retailers. A store willing to spend $179 on a box without knowing exactly what will be in it, because they believe in the idea and intend to build an event around it, is probably a pretty attractive audience for a publisher trying to get its products noticed.”

The increased publisher involvement brings Game Store Day closer to events such as Record Store Day – which GAMA has cited as an inspiration – where exclusive products, offers and other incentives have become part of the draw for customers.

But Mathy said, “I don’t personally think Game Store Day needs to become Record Store Day for games. The Publisher’s Box is a great addition, but to me it’s a bonus rather than the purpose of the event.

“I participated last year with essentially an idea, a logo and a store-locator website, and we had 35 people come specifically for our Game Store Day events.

“At its core, I think this should be a day when we celebrate local game stores, bring people together and play games. Publisher exclusives and promotional items can absolutely help stores make the day special, but they aren’t the reason Game Store Day exists.”

That vision has been taken up by participating stores including Oddwillow’s Game Haven in Wisconsin, which is partnering with its local library for activities including button-making, storytimes, miniature painting and game demos.

Gamers taking part in Game Store Day 2025 at Oddwillow’s Game Haven in Wisconsin

Pennsylvania’s Lookin’ For Games, meanwhile, is combining its first Game Store Day with game demos and a special Blood on the Clocktower event with a 24-hour gaming fundraiser for Extra Life benefiting Children’s Hospital of Philadelphia.

Neil Goldberg, the owner of the New York-based Main St Board Game Cafe, said the event was a chance to focus customers on the experience offered by their local game store while also encouraging people to think of board games as gifts ahead of the holiday season.

Mathy said, “GAMA provides the umbrella, publishers can provide additional support, but individual stores make Game Store Day their own and use it to celebrate the communities they’ve built around games.”

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Luxembourg hospitality industry’s drive to get board games into cafés names Pili Pili its 2026 winner

30. September 2026 um 16:43

Luxembourg’s hospitality industry has named trick-taker Pili Pili as its board game of the year, continuing an eight-year initiative aimed at getting modern hobby games onto the tables of cafés, bars and restaurants.

Rather than solely recognising the best game of the year, the Bistrospill award is designed to encourage hospitality businesses to offer games for their customers to play, with the aim of reviving a tradition of cafés and bistros as spaces “buzzing with social life, where bonds were forged over a game of cards or dice”.

Bistrospill been run since 2018 by Horesca, Luxembourg’s association of hotels, restaurants and cafés, alongside the country’s biggest board game club Spillfabrik.

Horesca, which represents about 2,900 businesses, said it wants to re-establish tabletop gaming as a “vibrant part” of Luxembourg’s hospitality culture, harking back to the popularity of trick-taking games such as Whist and Belote in the 19th and early 20th century.

The organisation has persuaded cafés and bars to hold gaming afternoons and evenings, while participating businesses have been offered kits including posters, simplified rules, printed beer mats and suggestions for activities.

Its latest material also encourages hospitality businesses to keep a small selection of games available to customers, arguing that venues do not need to become dedicated board game cafés, and that a small shelf or clearly identified box of carefully chosen titles can be enough.

Spillfabrik is responsible for preselecting games suited to the bistro environment as part of the initiative, focusing on titles which are easy to explain, compact enough for café tables, playable by several people and sufficiently interactive to work in a social setting.

Publishers submitted 76 games for this year’s Bistrospill, with Spillfabrik whittling those down to five finalists – Udo Peise’s design Auf die Eier, Kei Kajino’s dnup, Antoine Bauza and Théo Rivière’s design Oh My Socks! and Sneaky, by Jannik Walter, as well as eventual winner Pili Pili.

The Bistrospill finalists for 2026

Pili Pili was created by Ben B and Jean-Baptiste de Ghellinck, the founders of French party game publisher ATM Gaming – which was acquired by board game giant Asmodee earlier this year in a deal worth up to €250m.

Players predict how many tricks they will take each round, receiving penalties if they miss their target, while mission cards alter the rules as the game progresses.

The game’s roughly 20-minute playtime, compact card-based format and simple rules were among the elements highlighted by Bistrospill organisers as making Pili Pili particularly suited to cafés and bars.

Previous Bistrospill winners have included Illusion, Calavera, Pearls, Hula-Hoo!, Split It, Trio, Quando and last year’s victor Flip 7.

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Werewolves of Miller’s Hollow TV adaptation lands International Emmy nomination

29. September 2026 um 17:48

A TV show based directly on the gameplay of 25-year-old board game The Werewolves of Miller’s Hollow has landed an International Emmy nomination.

Season two of Canal+’s Loups-Garous has been nominated in the Non-Scripted Entertainment category at the iconic awards, which celebrate excellence in television programming initially produced and aired outside of the US.

Loups-Garous attracted more than two million viewers for its launch in 2024 – the best ever launch for a new Canal+ creation at the time – with the Zygomatic-published social deduction game turned into a life-sized competition in which contestants take on the roles of villagers and werewolves.

Season one went on to draw a total of 15 million views according to the game’s publisher Asmodee – and that interest also translated to the physical game, with sales during the show’s launch week 150% higher than the same period a year earlier.

That success has led to international expansion for the show, with TV giant Banijay striking a multi-territory deal last year while describing Loups-Garous as “one of the hottest formats on the market”, and saying the agreement marked “a major coup for us at Banijay Entertainment”.

The deal allows Banijay to develop local versions across its operations spanning the US, UK, Australia and New Zealand, Spain, Portugal, Italy, the Nordics, Netherlands, Israel, Mexico, Brazil and India.

A German edition was also launched prior to that deal, with its first season passing five million streams. The show returned for its second season in Germany earlier this month.

The Werewolves of Miller’s Hollow is far from the only tabletop title looking to make the jump to the screen, with publishing and distribution giant Asmodee particularly active in a push to expand its biggest properties beyond the hobby games market.

Netflix struck a deal last year to develop the first screen adaptations of Catan across scripted and unscripted television, film and animation, and followed that in February this year by picking up the exclusive global rights to Ticket to Ride covering film, TV and other formats. A Ticket to Ride feature film is the first project being developed under that agreement.

Fellow Asmodee title Exploding Kittens has already made the transition to the screen, with Netflix launching an adult animated series based on the hit card game in 2024.

Netflix first teamed up with Asmodee in 2022, when the board game giant worked in the other direction to create a trio of titles based on Netflix shows Squid Game, Stranger Things and Ozark. Those games have been followed by a Bridgerton-themed version of Love Letter.

The streaming giant also brought its own adaptation of Werewolves of Miller’s Hollow to the screen in 2024 with the French film Family Pack – which was released just 12 days after the first episode of Loups-Garous.

Other publishers exploring adaptations based on their games include CMYK, which launched US television game show The Perfect Line last year, inspired by Wolfgang Warsch’s Illusion. That show proved successful enough to return for a second season earlier this month.

CMYK CEO Alex Hague previously told BoardGameWire that the company had received dozens of approaches each year about developing a TV version of its million-selling party game Wavelength.

BoardGameWire revealed in 2023 that Kung Fu Panda animated series writers Ben Mekler and Chris Amick had prepared a movie pitch for Leder Games hit Root, although progress on that was interrupted by the writers’ strike. Mekler and Amick are now attached to Netflix’s Ticket to Ride feature film.

More hobby board game screen adaptations have been mooted over the years, but struggled to make it beyond the development stage.

The screen rights to the Terraforming Mars board game were bought by production company Cobalt Knight in 2022, while DreamWorks Animation picked up the movie rights to Mice and Mystics way back in 2018, although both are yet to materialise.

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Paolo Mori seals second designer of the year award in five months with Lucca Comics & Games win

29. September 2026 um 16:21

Italian board game creator Paolo Mori has picked up his second designer of the year prize in the space of five months thanks to Lucca Comics & Games – one of Europe’s biggest comics and tabletop gaming festivals.

Mori, whose recent designs include As d’Or winner Toy Battle, Spiel des Jahres nominee Captain Flip and historical titles Battalion: War of the Ancients and Battlefields of the Napoleonic Wars, took the award amid strong competition from designers including Bruno Cathala, Johannes Goupy, Tomáš Holek and Reiner Knizia.

The win comes just a few months after Mori was named game designer of the year in Italy’s ioGioco Awards, in which Toy Battle also took the prize for best two-player game.

That title, which Mori co-designed with Alessandro Zucchini, has also won France’s high-profile As d’Or main award, a Golden Geek for best 2-player board game, and landed a ‘recommended’ nod in this year’s Spiel des Jahres competition.

Paolo Mori’s award-winning design Toy Battle

Mori has been a published game designer for 20 years, with his highest-profile creations including Ethnos, Libertalia and Pandemic spin-off Fall of Rome.

A statement from Lucca’s judges – which this year included Spiel des Jahres president Harald Schrapers – said, “The two-year period from 2024 to 2026 saw Mori move with rare ease between diverse genres, from historical wargaming, approached in both accessible and more traditional, simulation-based formats, to international family games, and even a foray into narrative puzzles that took his style into entirely new territory.

“In every case, the author has maintained his signature style of essential rules, rich decisions, and a mechanical balance that never fails. Equally significant is the fidelity with which Mori treats his historical and cultural sources, be they meticulously reconstructed wartime events or literary materials transposed into a gaming environment with respect and precision, a trait that makes the setting an integral part of the gaming experience, never merely a framework.

“This variety of registers is accompanied by a remarkable ability to appeal to diverse audiences, from the most demanding historical simulation enthusiasts to the casual gamer. This approach has made its games effective tools for spreading gaming culture, broadening the target audience for modern board games.

“The jury recognizes Paolo Mori as an author who exemplifies the maturity achieved by Italian game design on the international scene.

“The continuity of his output, the versatility demonstrated throughout his career, and the ability to innovate without losing expressive coherence constitute a significant contribution to the evolution of contemporary gaming language.”

Mori was also a finalist for last year’s Lucca designer of the year award, which was won by Castle Combo and Zenith designer Grégory Grard.

The prize was launched by Lucca Comics & Games and board game designer association SAZ Italia in 2024, with Barrage, Tiletum and Nucleum co-designer Simone Luciani taking the inaugural prize.

Rather than rewarding a single game, the international award considers designers’ bodies of work over its reference period, with judging criteria including originality and innovation, sensitivity to current player and market trends, prolificacy and the ability to work successfully across different styles.

This year’s jury also included Fabio Cambiaghi, former Gioco dell’Anno president Paolo Cupola, SAZ Italia representative and game designer Stefania Niccolini and last year’s winner Grard.

Mori also has history with Lucca’s separate Gioco dell’Anno prize, having won the inaugural edition of the award in its current form in 2013 with Rise of Augustus.

This year’s five finalists for that prize have also now been revealed, with Spiel des Jahres winner Bomb Busters, designed by Hisashi Hayashi, up against Mitch Wallace’s Art Society, Simone Luciani and Roberto Pellei’s Echoes of Time, Reiner Knizia’s Rebirth and Brett Myers and Dave Chalker’s Thunder Road: Vendetta.

The shortlist was whittled down from 50 eligible games, with the winner due to be announced on stage during the Lucca Comics & Games festival, which runs from October 28 to November 1.

The current Gioco dell-Anno award succeeded Lucca Games’ long-running Best of Show award, whose history stretches back to 1993.

Recent Gioco dell’Anno winners include Botanicus in 2025, Planet Unknown in 2024 and Challengers in 2023.

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Railway Boom beats Fate of the Fellowship, Take Time to win International Gamers Award

28. September 2026 um 17:29

Bomb Busters designer Hisashi Hayashi has followed up last year’s Spiel des Jahres triumph with another significant award win, after Railway Boom was named the International Gamers Awards’ best multiplayer game for 2026.

The Arclight Games title is a reworking of Hayashi’s 2022 Japanese release of the same name, with Barrage and Darwin’s Journey co-designer Simone Luciani acting as a developer for the new version.

That result means Luciani has been involved in three IGA multiplayer category winners in the last six years, having previously scooped the award for his co-designs Barrage (with Tommaso Battista) in 2020 and Nucleum (with Dávid Turczi) in 2024. He also won with Daniele Tascini co-design The Voyages of Marco Polo in 2015.

Hayashi was also in the running for the IGA multiplayer award last year with Bomb Busters, but missed out to Tomáš Holek’s SETI. His design Yokohama was also a multiplayer finalist back in 2017.

Railway Boom saw off competition from a heavyweight field including Matt Leacock’s The Lord of the Rings: Fate of the Fellowship, huge-selling Asmodee hit Take Time and multiple Dice Tower Award winner Luthier to take the prize.

Railway Boom || Photo Credit: Arclight Games

The Druids of Edora, Nippon: Zaibatsu, Recall, Sanctuary and World Order were all also in the running for this year’s multiplayer award.

While missing out on the multiplayer award, Fate of the Fellowship did secure a win in the best solo game category, beating out Benjamin Amorin’s Ace of Spades, Tyler Brown’s design Hercules and the 12 Labors and Jamey Stegmaier’s Vantage to the prize.

That result marked Leacock’s first IGA win in any category, 18 years after Pandemic earned him his first nomination in 2008. His other nominations have included Pandemic Legacy, which lost out to Mombasa in 2016, and Daybreak, which was beaten by Nucleum in 2024.

Hans im Glück’s Duel for Cardia, designed by Faouzi Boughida and Mathieu Rivero, took this year’s award for best two-player game.

That title beat a six-strong field which also included Trevor Benjamin and David Thompson’s design Moytura, Richard Borg and Adrien Martinot’s Star Wars: Battle of Hoth, Corentin Lebrat and Gricha German’s Tag Team, Israel Cendrero and Sheila Santos’ The White Castle Duel and Stegmaier’s Vantage.

The International Gamers Awards were founded in 1999 with the aim of recognising outstanding games, their designers and publishers, with winners selected by an international panel of board game critics.

Other previous multiplayer winners have included Carnegie, Lost Ruins of Arnak and Root.

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Ukrainian board game studio born during Russian invasion breaks into US hobby distribution with ACD deal

28. September 2026 um 15:32

Ukrainian board game studio Boardova has broken into US hobby distribution through ACD, four years after being launched by two volunteers who met while supporting refugees and Ukraine’s army in the wake of Russia’s invasion.

ACD has added the Lviv-based publisher’s debut title Aridnyk and upcoming George Orwell-inspired game 1984: Unperson to its extensive catalogue, a year after the first title’s $132,000 Kickstarter success.

The move into US distribution continues a unique success story for Boardova, whose co-founder Volodymyr Kuznietsov told Wargamer earlier this year he had been forced to flee his home city of Sievierodonetsk for the second time amid Russia’s 2022 invasion.

Boardova co-founder Volodymyr Kuznietsov || Photo Credit: Boardova

Kuznietsov relocated more than 1,000km away to Lviv in western Ukraine, leaving behind possessions including his entire board game collection – which he described to Wargamer as being “occupied by Russia”.

He added that while volunteering to support refugees and the Ukrainian army he decided to change the status of those games on BoardGameGeek to “pre-owned” – a joke spotted by fellow volunteer and board game enthusiast Zholud “Acorn” Dobrovolskyy, sparking a conversation which led to the pair founding Boardova the same year.

The company’s first game, Aridnyk, draws on the mythology and traditions of the Hutsul people of the Carpathian Mountains. Boardova released the game in Ukraine in January 2024, before raising more than $132,000 from almost 1,600 backers – almost half from the US – via a Kickstarter campaign the following year.

1984: Unperson, meanwhile, is a semi-cooperative card game designed by Kuznietsov and Yaroslav Kifor inspired by George Orwell’s dystopian novel. The game sees players trying to fulfill collective directives handed down by a totalitarian regime, while also trying to achieve their own secret ambitions.

Directive cards from 1984: Unperson || Photo Credit: Boardova

Kuznietsov told Wargamer the subject had an unavoidable resonance for a Ukrainian studio, describing the dangers of blindly following government orders as a “painful and obvious topic while we are under attack from Russia”.

Boardova has also previously expanded into Germany, signing a localisation deal for Aridnyk with Koalla Spiele shortly after Spiel Essen last year.

ACD said it had separately added five titles from Los Angeles party game publisher McMiLLER to its catalogue, including Jolt, Dummeez and Fish Fight.

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“It is clear that Take Time won’t be a one-hit wonder”: Asmodee hit passes 325,000 copies after record-breaking launch

24. September 2026 um 16:29

Huge demand for Asmodee‘s co-operative puzzle game Take Time has seen the publishing giant print more than 325,000 copies less than a year after release – outstripping even the company’s high expectations which surrounded its record-breaking launch.

Asmodee printed a massive 145,000 copies of Alexi Piovesan and Julien Prothière’s design for its worldwide launch last October, citing heavy enthusiasm from its distribution teams, board game media and pre-release playtesters.

Game line manager Auguste Lecoeur told BoardGameWire, “As soon as the game’s prototype was shown to us and signed, it became an internal priority, with resources and manpower being redirected from other projects to Take Time.

“Huge credit goes to everyone involved in the project for getting it done so quickly while maintaining such a high level of quality, especially considering that the game went through only around six months of visual development.

“When the game was first presented to Asmodee’s distribution units and partners, the enthusiasm was immediate as well, with Take Time being flagged as a key new release for Libellud.

“The same enthusiasm was shared by media outlets and players that were able to test the game prior to its release, so we had multiple positive signals ahead of launch.

“In that sense, we were definitely expecting a strong first print run, but you can never realistically expect to reach 145,000 copies. It was a very pleasant surprise and clearly exceeded our expectations, even though we were prepared for strong numbers.”

Every major reprint of the game since has topped 60,000 copies, Lecoeur said, with Asmodee currently planning another two to three global print runs of the same size each every year to keep up with demand.

Lecoeur said, “At this point, it is clear that Take Time won’t be a ‘one-hit wonder’, a game that enjoys a high initial print run but then quickly fades. Instead, the game is maintaining a strong sales pace and continues to perform well across markets.”

He added, “The game gained strong visibility and positive feedback at conventions such as Cannes’ FIJ and Spiel Essen, while also achieving higher-than-usual numbers online, thanks in part to its visual appeal and the buzz surrounding it.

“More broadly, the game was quickly validated by the core and specialist market, as well as by opinion leaders, critics and content creators within the board game community. It received strong critical acclaim – it is now ranked [in] the top 95 family games on BGG – and was nominated for multiple awards, which played a huge part in its success.

“Sure, we would have loved to win the As d’Or and Spiel des Jahres (who wouldn’t?), but I guess we’re being picky here!”

Success Story

Part of the game’s powerful performance has been down to it penetrating well beyond the specialist board games market, with Asmodee saying its distribution is now relatively evenly split between hobby stores, mass-market retailers and e-commerce.

Lecoeur said, “I’m convinced that this wouldn’t have been possible if the game hadn’t first been embraced by the core gaming community. Their strong support and enthusiasm for the game helped open the door to other distribution channels much more quickly.”

He added that part of Take Time’s wider appeal was down to the game’s compact size and “accessible price point”, as well as its “high level of replayability and substantial gameplay content”.

Those first two elements have become increasingly important amid ongoing financial strain for people in some of Asmodee’s core markets, such as France, Germany, the UK and US, with rising food and energy prices and ongoing economic uncertainty putting pressure on their purchases.

Take Time || Photo Credit: Asmodee

Other successful initiatives which helped boost Take Time’s appeal included what Lecoeur described as an “unusual” cardboard demo kit, with detachable cards and clocks, which could be ordered by distribution units to give players a taste of the game’s core mechanisms.

He said the kit “generated strong enthusiasm at launch”, but added that the format was not something which could be replicated for every one of its releases.

Award nominations also helped drive sales, especially in Germany and France, which Lecoeur said had been two of the strongest markets for the game from day one.

He said Take Time’s Spiel des Jahres recommendation was followed by a higher-than-usual reprint demand from Germany of 30,000 copies – and added that the impact of other ‘smaller’ awards “should not be overlooked”.

Take Time triumphed in this year’s Swiss Gamers Award and also took the Austrian game of the year prize, in addition to its ‘recommended’ nod in the Spiel des Jahres and nomination in France’s As d’Or.

Lecoeur also believes Take Time benefitted from the success of Libellud’s previous release Harmonies, which also picked up a Spiel des Jahres recommendation and the Swiss Gamers Award, as well as a Golden Geek – and was highlighted by Asmodee CEO Thomas Koegler as having had a strong launch.

Lecoeur said, “The fact that Libellud’s previous release, Harmonies, had been a hit certainly helped. It raised expectations around the studio’s next title and put the spotlight on its launch.

“It’s clear that each publisher develops its own reputation and ‘brand’ image based on its releases (among other things) and that this plays a significant role in the confidence they receive from retailers and, to some extent, from players.

“The success or failure of each release will inevitably have an impact on the games that follow, particularly when it comes to forecasts and initial orders.”

Time After Time

Asmodee is now beginning to turn Take Time into a wider product line, with debut expansion Mirage set for release next month, and the company having “many more ideas we’re currently working on for the range”.

Lecoeur said, “As soon as we received the first feedback on the game and it became clear that the launch was going to be massive, the first discussions about an expansion began in April 2025 with Alexi Piovesan and Julien Prothière, the game’s designers, to explore the possibilities for additional content.

Take Time: Mirage

“They worked on it and presented an iteration that led to a contract being signed in November 2025, as the first market feedback started coming in and multiple markets were selling out.

“However, this timeline was only possible because the designers were fully confident that the game offered enough design space to support an expansion, and because they presented an idea that genuinely excited the team, both mechanically and thematically.

“We’re not releasing expansions simply for the sake of releasing them or to get a marketing boost. If an expansion is published, it’s because we believe it genuinely adds something to the game and offers players a meaningful new experience.”

He added, “Mirage’s format also played an important role. It is a compact expansion, with a €7.99 MSRP, that introduces a new chapter while also adding a new gameplay twist that can be used to replay the entire base game in a different way.

“It isn’t a large expansion that takes up a significant amount of shelf space in stores or represents a massive financial commitment; instead, it is designed to complement the base game and extend the experience without overshadowing it. Its difficulty is also carefully tuned so that players can enjoy the expansion even if they haven’t finished the base game.

“Regarding expansions and product lines, there is a balance to strike between fully trusting your game and not overcommitting. You want to anticipate demand for expansions and reprints in order to avoid out-of-stock situations or a lack of releases and support that could hurt a game’s prospects in the medium to long-term.

“At the same time, a game needs to demonstrate commercial stability before being turned into a full-fledged product line and treated as such.

“It’s no secret that overproducing a game is one of the easiest ways for a publisher to get into financial trouble, and we’re doing our best to avoid that. We want to support successful games and build on their potential while remaining disciplined about production and inventory.”

A Board Game Arena version of the base game is also due for release in Q4 of this year.

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CMON succeeds with $19m capital raise in major boost to financially-troubled publisher’s turnaround

24. September 2026 um 14:40

Financially-troubled board game publisher CMON has secured a $19m injection of new capital as it battles to turn around years of heavy losses and dwindling cash reserves – which had left it with just $368,000 in bank and cash balances at the start of August.

The huge investment from new shareholders gives the crowdfunded board game giant much-needed financial breathing room, as it continues its attempt to recover from losses of almost $23m across 2024 and 2025.

CMON warned in the summer that its core business was suffering a “prolonged structural downturn” and was still consuming more cash than it generates, despite a drastic restructuring which has seen the company halve its workforce, sell off some of its biggest game IPs and halt new crowdfunding campaigns.

Those efforts dramatically reduced its losses, with the company reporting a loss of just over $2m for the first half of this year, compared to almost $7m for the same period in 2025.

But CMON’s balance sheet remained under pressure at the end of June, with $7.34m more in short-term liabilities than short-term assets, up from $6.89m at the end of 2025.

A significant part of CMON’s liabilities relates to eight crowdfunded games whose campaigns raised $14m from backers, but which the company has yet to deliver – including DC Super Heroes United, which raised more than $4.4m, and DCeased, which brought in over $2.5m.

DC Super Heroes United, designed by Andrea Chiarvesio || Crowdfunding image

CMON’s directors in its H1 report that the liabilities position had caused the company’s directors to give “careful consideration to the future liquidity and performance of the group and its available sources of financing in assessing whether the group will have sufficient financial resources to continue as a going concern”.

The directors added that they believed CMON would be be able to continue operating – but central to that assessment was the success of the planned share sale, which was designed to raise up to HK$150.5m, or about $19m.

Existing shareholders agreed to buy just 7.76% of the new shares offered to them by the August deadline, leaving CMON looking to raise more than $17.5m from other investors through the rights issue – a figure approaching 2.5-times the valuation of the entire company implied by its last share sale in February this year.

But the company has now revealed that placing agent Yuen Meta managed to sell every remaining share on offer, giving the business the full $19m it had been seeking – a significant mark of belief in the beleagured business.

That capital injection is more than 50-times CMON cash balance from early August, and almost double the $9.9m in revenue CMON generated across the whole of last year, although it pales in comparison to the $37m to $45m revenues it posted each year between 2021 and 2024.

CMON said it plans to use 40% of the newly-raised money to fund its day-to-day operations across the next 12 months, including staff costs, royalties, shipping and distribution, professional fees and other administrative and operating expenses.

Of that slice, about 30% – which works out to $2.28m – was set to go towards staff costs including salaries, bonuses and allowances, 30% towards selling and distribution expenses, and 35% towards general administrative and operating expenses, including its sales operation, utilities, insurance, government registration and filing fees, listing fee, repairs and maintenance. The the final 5% was earmarked for paying professional fees

That news could provide some relief to the tens of thousands of backers still waiting for their games via CMON’s heavily-delayed crowdfunding campaigns – although the publisher has not specified exactly how much of the capital will be used to deliver the overdue titles, or whether the capital is enough to ensure all eight will be fulfilled.

Zombicide: White Death

CMON has not completed fulfillment of a crowdfunding project since Zombicide: White Death in mid-2025, but did manage to deliver pre-orders for Cthulhu: Dark Providence, Marvel United: Witching Hour and Dune: Desert War in the first half of this year.

Four other pre-order titles: Assassin’s Creed Role Playing Game, The Adventurers, The Dead Keep and Super Fantasy Brawl Reborn, all remain undelivered, although the first of those is currently slated for completion in Q3.

GameAmount raised
Number of backers
Fundraise completedInitial delivery estimateLatest delivery estimate (as of September 24, 2026)
Mordred$669,9765,687July 2023August 2024Q4 2026
Masters of the Universe: The Board Game – Clash for Eternia$719,6644,182January 2024November 2024Q1 2027
DCeased$2,564,78912,787December 2023April 2025Q1 2027
DC Super Heroes United$4,478,98914,040August 2024August 2025Q1 2027
God of War$832,9454,388May 2024June 2025Q2 2027
Massive Darkness: Dungeons of Shadowreach$2,854,5539,842February 2025March 2026Q3 2027
A Song of Ice & Fire: Tactics$1,886,5096,406February 2024February 2025Q3 2027
Degenesis: Clan Wars$339,7421,232June 2024July 2025n/a
Total Dollars$14,347,167

About 20% of CMON’s newly-raised capital is earmarked for repaying debts and other outstanding liabilities, including $2.46m owed to a CMON director and $385,000 of unsecured advances from employees, as well as outstanding production, shipping, royalty and other operating costs.

CMON has slated 25% of the new money for expansion in existing and new markets, including strengthening the company’s presence in Europe through marketing and potential attendance at events including Spiel Essen and Cannes, as well as targeting growth in Japan and the Philippines.

The company added that it plans to put 15% of the new capital towards potential acquisitions as part of a push into digital gaming, although said it had not yet identified any targets.

CMON said it intends to look for between one and three businesses, primarily in Asia-Pacific, valued at between about $1.3m and $2.5m each, which could help it develop digital adaptations of its existing games, companion apps and other digitally-enabled features.

The publisher stressed that it intends to retain physical tabletop games as its core business, with the digital push designed to complement rather than replace them.

CMON’s capital raise has also radically reshaped the ownership of the company, with chairman and CEO Ng Chern Ann ceasing to be the largest shareholder after his overall stake was diluted down from about 20% to just over 5%.

The capital raise has made investor Yip Ka Ki Cherry CMON’s largest disclosed shareholder with a roughly 19% stake, personally and via her investment holding company Legend One.

Yip was already an investor in CMON before the rights issue, with a stake of about 4.8%. Her other previous investments through Legend One include Japanese entertainment business TryHard Holdings.

CMON has also strengthened its board following the capital raise, appointing two new independent non-executive directors – veteran financial management, corporate governance and audit executive Chan Ka Kit, and corporate communications, marketing and investor relations specialist Claire Luk.

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Pandasaurus makes significant cut to SPIEL Essen booth size, says lower-cost shift to EPN delivers similar sales volume

22. September 2026 um 23:22

Pandasaurus Games has heavily downsized its Spiel Essen booth this year, after finding it can still sell similar numbers of its hit games through Asmodee arm EPN while slashing its overheads and logistical workload.

The US publisher has shifted to using European Player Network, Asmodee‘s specialist English-language sales and distribution operation in the region, to handle its stock and sales at the giant German show – removing the need for Pandasaurus to transport and store hundreds of games, staff its own retail operation and devote much of its booth to selling them.

Pandasaurus had run substantial booths at Spiel – the world’s biggest board game fair – for several years following the Covid-19 pandemic, but told BoardGameWire its experience using EPN last year persuaded it to heavily scale back its own footprint for the 2026 show in October.

CEO Nathan McNair said Pandasaurus previously spent more than €50,000 ($57,000) attending Spiel with its larger setup, compared to between $20,000 and $25,000 under its current model.

He said games Pandasaurus expects to be hits still sell similar numbers of copies – typically 300 to 500 – under the new setup – although added that Pandasaurus now receives roughly half as much revenue per sale.

“The revenue is lower because obviously EPN will get a portion of the proceeds, but our cost is so much lower that the overall cost to revenue ratio is very similar,” McNair said.

This year EPN will handle the company’s stock and sales operation and host three Pandasaurus demo tables within its booth, while the publisher’s own, smaller stand will be focused largely on meeting space and additional demos of upcoming games.

Titles being shown off by Pandasaurus this year include Alex Cutler design Sandcastles, Machi Koro: Life from Masao Suganuma and embroidery-focused card game Fadenfroh from Jordy Adan and Alexander Pfister.

Pandasaurus’ previous large booth at Spiel Essen

McNair said, “The show is very expensive to get to and logistically trying to run a large booth half a world away is a lot. Running a show like GenCon is already a lot – but finding booth staff for the show when we need to staff 20 or more demo tables, stock games, sell games, figure out how to legally import/pay VAT/collect cash/deposit the cash in the US bank or get a correct license to take credit cards in Europe is a logistical nightmare.

“So, what we found is a way to more economically attend the show, get some marketing done, sell games to players, make sure we are demoing games and getting the meetings we need without having to spend €50,000 or more on the show itself.

“Our cost to attend with this model is roughly 1/3rd as much overhead, and while we make less per order when a game is sold our sales are actually just as strong, so players are still getting the games they want – we come close enough to ‘breaking even’ and it’s just a lot less work for us.”

McNair said US publishers “typically have a smaller footprint in continental Europe than we like to think”, and questioned the need for some English-language publishers to operate such large stands at Spiel.

“A lot of us run booths but I find it a bit strange given our limited sales in the region that so many have large booths,” he said.

“Some of course do sell and distribute in German (or other languages) themselves so that makes more sense – but for English only US publishers continental Europe isn’t our core market.

“If you look at US trade shows for the most part the only European companies with booths tend to be those that sell themselves in the US.”

He added, “I don’t want to tell other folks how to run their business and I’m a big believer that the folks with larger booths probably know more about their situation than me – so they may have found that this is really effective for them.

“I would absolutely prefer this model – it’s just a lot less work – besides the money difference I mentioned has taken the workload of prep and running the show to a fraction of what it was to try and run a larger booth in Germany.”

Part of the European Player Network booth and demo space at Spiel Essen

Pandasaurus’ decision to cut back on the size of its booth comes as Spiel itself continues to move in the opposite direction – with an expansion into all eight main halls at the Messe Essen exhibition centre for the first time expected to see the event challenge its record 220,000 attendance set last year.

Spiel said earlier this year that it had reached the reached the limits of its expansion at its long-time home after boosting floor space to 81,200 sq m – larger than 15 American football fields – amid what it called “overwhelming interest” from exhibitors.

Merz Verlag said demand for the additional space was coming both from existing exhibitors wanting significantly larger stands and an unusually high number of first-time exhibitors, with all available stands booked before the April 30 registration deadline.

And Pandasaurus’ smaller presence does not mean it sees less value in attending, according to McNair.

He said, “For me I really like to focus on meetings, seeing friends, trying to check out some games and building awareness of the new titles at the show – and I think the setup we have works really well for just that at a much lower lift,” he said.

“Essen is a much more international show in a lot of ways than most other board game conventions, so we know there are fans there who want to check out our new games really badly and I want to make sure they can – but if I can do it in a way that is less work and less risk for us I prefer that strongly.”

Spiel Essen 2026 takes place at Messe Essen from October 22 to 25.

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