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“The future isn’t just about selling products”: award-winning board game retailer on why creating community is key to success

23. Juni 2026 um 15:54

Award-winning board game store owner Matthew Mičetić says independent tabletop retailers can no longer rely on product sales alone, as rising costs, tariff uncertainty and changing consumer behaviour continue to reshape the hobby retail landscape.

Mičetić was named Oregon Small Business Person of the Year last week by the US Small Business Administration, celebrating the 16-year growth of Portland-based Red Castle Games from a small neighbourhood game store into a vibrant space offering organised play, youth camps, community events and an on-site cafe.

He told BoardGameWire the complexity of running a game store had increased dramatically since the store opened in 2010 – but added that widening the venue’s scope had been a key ingredient in Red Castle’s success.

Mičetić said, “Competing solely on product selection and price has become increasingly difficult in a world where customers can order almost anything online and have it delivered to their door.

“What independent game stores can offer that online retailers cannot is community. We can provide places for people to learn, play, compete, socialize, and build friendships. The retail sales often follow from those relationships.”

He continued, “We aren’t just retailers anymore. We’re event organizers, community managers, educators, food service operators, e-commerce businesses, and increasingly technology companies as well.

“The encouraging part is that the core mission hasn’t changed. People still want places to gather, play games, make friends, and feel like they belong.

“The stores that continue to succeed are the ones that adapt to the changing business environment while never losing sight of the community they’re there to serve.”

Mičetić’s drive has seen that community expand from traditional hobby gamers and TCG players to include young people, families and more casual gamers keen to dip their toes into the hobby – something he believes is one of the biggest opportunities for game stores today.

He said, “Some of our most successful recent initiatives have been our youth programs, including Dungeons & Dragons, Magic: The Gathering, and Pokémon camps and after-school programs.

“Parents are looking for opportunities that help kids build friendships, creativity, problem-solving skills, social-emotional skills, and confidence. Tabletop games are uniquely positioned to provide that.

“We’ve also had success reaching beyond the traditional hobby audience. There are a lot of people who can benefit from what tabletop gaming offers who may never have considered walking into a game store.

“That means being willing to experiment, try new things, and sometimes fail. Not every idea works, and that’s okay. The important thing is to learn from it, make adjustments, and keep moving forward.

“I’ve always believed in looking for 1% improvements. Small improvements compound over time. If you can make your store, your programs, your customer experience, and your operations just a little bit better every day, those gains add up to something significant over the course of years.”

He added, “While retail is still the foundation of the business, these complementary activities have become increasingly important both financially and strategically. They reinforce one another.

“Someone might discover us through a D&D camp, become a regular event participant, buy games and accessories, meet friends through the community, and eventually become a long-term customer.

“The café, events, camps, and retail operation all work together to create a stronger overall ecosystem. For independent game stores, I think that’s one of the biggest lessons of the last decade. The future isn’t just about selling products, it’s about creating reasons for people to keep coming back.”

Organised play remains a “core pillar” of the store’s financial prosperity, Mičetić told BoardGameWire, while Magic remains its strongest offering and continues to be a cornerstone of organised play.

Mičetić receiving his Oregon Small Business Person of the Year award

He added, “One Piece has been one of the biggest success stories of the last several years, drawing strong participation. Star Wars Unlimited has also developed a passionate local community and has exceeded our expectations.

“Beyond TCGs, Dungeons & Dragons continues to be a major driver of participation through campaigns, youth programs, and camps. Board game events, painting nights, and miniature gaming also contribute meaningfully to overall attendance, even if they don’t always attract the same numbers as the largest TCG communities.

“What excites me most isn’t any individual game. It’s the diversity of the community. I believe the healthiest stores aren’t dependent on a single title. They’re places where someone can come in for Pokémon, discover D&D, try a board game, join a painting event, and ultimately find multiple ways to engage with the hobby.”

Speaking about current growth areas on the retail side – and areas which could be in decline – Mičetić told BoardGameWire TCGs continue to be the strongest growth category in the hobby, while oversaturation in higher-price point board games was beginning to show strain.

He said, “Magic remains a powerhouse, Pokémon continues to bring in new players, and we’ve seen strong engagement from newer games [such as One Piece and Warlord] as well.

“That said, I do worry that we’re in a boom cycle. I don’t know when it will happen, but historically every collectible market experiences corrections and I think it’s wise for retailers to plan accordingly.

“In board games, I think we’re seeing softness at the higher end of the market. For years, the industry benefited from an explosion of new releases and crowdfunding projects, but I also think the market became oversaturated.

“Self-publishing and crowdfunding lowered barriers to entry, which brought some fantastic games to market, but also a tremendous number of mediocre ones. Consumers have more choices than ever and less time to play them.

“Where I’ve seen the most consistent strength is in smaller board and card games, particularly titles under about $25. At that price point, they’re an easy impulse purchase and a lower-risk way for customers to try something new.

“RPGs are interesting. Product sales have slowed somewhat for us, but organized play and events remain strong. People still want to gather around a table and tell stories together, even if they’re buying fewer books than they once did.

“Miniatures remain a challenging category outside of Games Workshop. Many lines have passionate fan bases, but Games Workshop continues to outperform expectations and demonstrates the power of consistent support, organized play, and strong intellectual property.

“As for crowdfunding, we’ve largely stepped away from it as a retailer. There are certainly successful projects, but we’ve experienced too many delays, failures, and fulfillment issues over the years.

“Tying up cash and shelf space for products that may arrive years late, or not at all, has become increasingly difficult to justify.”

Mičetić said that on the distribution side, relationships had become both more important and more complicated since 2020, with the pandemic having exposed just how dependent the industry is on supply chains and allocation systems.

Mičetić said distribution relationships had become more complicated since the pandemic – and more important

He said, “In many categories, especially TCGs, we spent years dealing with product shortages, allocations, delayed releases, and uncertain restocks. More recently, while still dealing with those allocation issues, we’ve added questions around tariffs, pricing, inventory levels, and market demand.

“The underlying challenge remains the same, uncertainty. At the same time, retailers are being asked to make increasingly complex purchasing decisions with limited capital and shelf space.

“When talking with distributors today, my primary focus is predictability and partnership. I don’t expect every product to be available in unlimited quantities, but I do want transparency around allocations, release schedules, and restock expectations.

“The better information we have, the better decisions we can make. I also spend a lot of time discussing breadth versus depth. Every distributor wants retailers to carry more products, but shelf space, cash flow, and staff attention are finite resources.

“We’re increasingly focused on products that have strong community support, organized play opportunities, or demonstrated demand rather than simply chasing every new release.”

Mičetić’s award recognition follows a turbulent series of challenges in recent years, ranging from navigating the Covid-19 pandemic to enduring ten break-ins over a twenty-month period – a spate of crimes which resulted in more than $250,000 in losses and property damage.

He told BoardGameWire that while the experience was “frustrating and demoralizing”, he was “not willing to let a handful of criminals determine [Red Castle’s] future” – adding that the show of support from customers following the break-ins had helped reinforce why the store exists in the first place.

Mičetić said, “The primary targets were trading card games, particularly sealed Pokémon and Magic products, along with Games Workshop product. Unfortunately, those products are small, portable, and have a well-established secondary market, which makes them attractive targets for theft.

“The financial losses were significant but the larger challenge was the operational and emotional toll. Every break-in meant dealing with police reports, emergency repairs, damaged property, disrupted operations, and the uncertainty of whether it would happen again.

“There were periods when it felt like we were spending almost as much time thinking about security as we were thinking about growing the business.”

He advised other hobby retailers to “invest in security before you need it”, adding that the experience had changed his own understanding of risk.

Mičetić said, “Small businesses often operate on relatively thin margins and repeated criminal activity can have an outsized impact.

“It’s a reminder that when people talk about crime affecting businesses, they’re not just talking about stolen merchandise, they’re talking about the time, money, stress, and opportunity cost that comes with recovering from it over and over again.”

Speaking of his SBA award win, which recognises business owners who demonstrate outstanding business growth, innovation, resilience, and contributions to their communities, Mičetić said, “This recognition is incredibly meaningful because it reflects the community that built Red Castle Games.

“Every customer, staff member, volunteer, and supporter has played a role in our success. This award belongs to all of them.”

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Asmodee unveils debut titles from recently-launched party game studio Moodbox

23. Juni 2026 um 12:53

Asmodee’s recently-launched party games studio Moodbox Games has unveiled its first four releases, with Guess the Mess, Link Out Loud, Photo Dump and Who Says? Friends set to hit retail shelves in July.

The announcement marks the first product reveal from the women-led studio, which Asmodee launched last October as part of a push to reach players beyond traditional hobby gamers.

Moodbox says its games are designed around a philosophy that “playing games should feel like a dose of serotonin”, with a focus on approachable rules, social interaction and creating memorable shared experiences for families and friend groups.

Moodbox head Kelli Schmitz said, “The goal with Moodbox Games is to create experiences that instantly bring energy, laughter, and connection to the table.

“This first lineup reflects the kind of social play we know people are craving right now — games that are approachable, highly interactive, and memorable whether you’re playing with family, close friends, or a large group.”

The initial range draws on a mix of established and emerging tabletop design talent, including Happy Salmon co-designer Ken Gruhl, his Mantis co-creator Jeremy Posner, Word on the Street designer Jack Degnan and first-time published designer Annika Wierichs.

Guess the Mess is a family party game for ages eight and up from Degnan and development studio Hedyverse, which challenges players to decipher deliberately chaotic clues in a race against their opponents.

Link Out Loud || Photo Credit: Asmodee

Link Out Loud, designed by Posner and Gruhl and also developed by Hedyverse, is a team-based word association and communication game in which players attempt to make connections and relay them to teammates under pressure.

Photo Dump, designed by Wierichs and developed by Hedyverse, takes a co-op approach, using players’ own photos as clues in a storytelling-focused experience.

The fourth title, Who Says? Friends, is a quote-guessing game designed by Lloyd Mintz and developed by Bolt Games, with players aiming to identify memorable lines and pop-culture references either individually or in teams.

Moodbox highlighted that Guess the Mess, Link Out Loud and Photo Dump were developed, edited and published by teams of women, describing the process as a “collaborative and inclusive creative approach from concept to shelf”.

The studio is led by former Catan Studio director of brand development Kelli Schmitz and long-time young adult-focused book editor Shaina Olmanson, who joined Asmodee as an operations and communications manager in May last year.

Prior to leading Moodbox Schmitz spent a year working on inventor relations for Asmodee’s social games in the US market, across its family game studio Zygomatic, quiz and party games-focused Bezzerwizzer Studio, and Dotted Games, which Asmodee launched in 2024 to create new LEGO board games.

Moodbox’s development partner Hedyverse was co-launched in 2024 by Jessica Aceti – who previously helped establish Seattle-based game design collective Prospero Hall, was VP of business development, marketing and licensing at board game design studio Forrest-Pruzan Creative, and helped launch Funko Games after Funko acquired Forrest-Pruzan Creative in 2019.

The debut Moodbox titles continue a notable expansion from Asmodee in the social and party games segment, coming three months after the board game giant agreed to pay up to €250m for French social and party game publisher ATM Gaming – the publisher of titles including Speed Bac/QuickstopMouton Mouton and Pili Pili.

It followed that a month later by picking up the rights to party game Time’s Up! from R&R Games, continuing an expansion push predicated on social games being the fastest growing category of the board games market.

Asmodee said at the time of the ATM acquisition that it expects a compound annual growth rate (CAGR) for social games of between 4% and 8% between 2025 and 2030, compared to about 4% for the wider board games market, citing mass market sales research for the US and ‘main European countries’ conducted by Arthur D Little.

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