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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.”

The post Game Store Day gets more time, more publishers – and bigger ambitions – for year two first appeared on .

Ants beats designs including Galactic Cruise, Speakeasy to win Portugal’s heavyweight-focused Game of the Year award

14. September 2026 um 11:41

Ants, the debut release from designers Renato Ciervo and Andrea Robbiani, has scored its first board game award by picking up this year’s Jogo do Ano, the Portuguese game of the year prize.

The worker-management title triumphed amid strong competition from titles including Galactic Cruise – which already has the Dice Tower Awards game of the year and Golden Geek heavy game of the year to its name, and is one of the three finalists for this year’s Deutscher Spiele Preis.

Vital Lacerda design Speakeasy, Dave Beck and Abe Burson’s Luthier and Toni López creation Ada’s Dream were also nominated for the annual prize, which is organised by the non-profit board game association Spiel Portugal.

The Jogo do Ano, which has been presented since 2006, tends to skew towards the heavier end of board gaming, with recent winners including SETI, Nucleum, Barrage and Imperial Struggle.

Spiel Portugal says the type of game it looks for is “strong, spirited, dense, and stimulating”. Each member of the organisation initially selects ten games, with the resulting five finalists played again and scored according to a weighted set of criteria.

Half of the final score is based on what Spiel Portugal calls “time/fun”, with production accounting for 15%, theme, mechanics and replayability each worth 10%, and player interaction making up the remaining 5%.

Ants’ win follows a pair of high-profile award nominations for the design, through both the French As d’Or and the best expert game category of the Nederlandse Spellenprijs.

Ants, designed by Renato Ciervo and Andrea Robbiani

The title was originally published by Italy-based Cranio Creations, and has since been picked up for localisation by publishers including US-based Capstone Games and Germany’s PD-Verlag.

Ants is the sole design to date from chemist Renato Ciervo, who also works with Italian publishers as a game developer, according to his BoardGameGeek page.

His Ants co-designer, engineer Andrea Robbiani, has subsequently created Maestro – themed around the fierce rivalry between Leonardo da Vinci and Michelangelo – and co-designed Timeless Journeys: The Italian Grand Tour with Nestore Mangone.

Ciervo and Robbiani have another unnamed co-design together due to be released next year, according to Robbiani’s BoardGameGeek page.

Jogo do Ano awards 2026

Winner:
Ants – designed by Renato Ciervo and Andrea Robbiani (Published by Cranio Creations)

Nominees:
Ada’s Dream – Toni López (Alley Cat Games)
Galactic Cruise – TK King, Dennis Northcott, Koltin Thompson (Kinson Key Games)
Luthier – Dave Beck and Abe Burson (Paverson Games)
Speakeasy – Vital Lacerda (Eagle-Gryphon Games)

The post Ants beats designs including Galactic Cruise, Speakeasy to win Portugal’s heavyweight-focused Game of the Year award first appeared on .

Neu auf Board Game Arena: Pondscape, Dragon Overload und Texas Bingo (KW 35, 2026)

24. August 2026 um 09:13
Neu auf Board Game Arena: Pondscape, Dragon Overload und Texas Bingo (KW 35, 2026)

In der vergangenen Woche sind auf Board Game Arena drei neue Titel gestartet. Die Bandbreite reicht von einem ruhigen Legespiel um Frösche und Teiche über ein schnelles Zwei-Spieler-Duell mit Drachen bis zu einer Westernvariante von Bingo. Wir stellen dir die Neuzugänge der Kalenderwoche 35 mit den wichtigsten Eckdaten vor.

Pondscape: ein Teich voller Frösche

Pondscape ist ab sofort auf der Plattform spielbar. Das Spiel lässt sich ohne Abo spielen. Du baust Karte für Karte deinen eigenen Teich, sammelst verschiedene Froscharten und Insekten und richtest dich dabei nach den Bedingungen der einzelnen Froscharten. Ein gemeinsamer „Sprungfrosch“ jagt zusätzlich Insekten, die am Ende Bonuspunkte bringen.

Das Spiel von Tomáš Holek (Capstone Games, 2025) ist für 1 bis 4 Personen ab 7 Jahren gedacht und laut BoardGameGeek auch solo spielbar. Eine Partie dauert 20 bis 35 Minuten. Als Mechaniken nennt BoardGameGeek Grid Coverage und Handmanagement. Die BGG-Wertung liegt bei 7,09 bei rund 910 Stimmen, das Gewicht bei leichten 2,0.

Dragon Overload: Duell um fünf Reviere

Dragon Overload tritt als reines Zwei-Spieler-Duell an. Für diesen Titel wird ein Premium-Abo benötigt. Du schickst Drachen in fünf Reviere und willst dort die Mehrheit halten, jedes Ausspielen zwingt dich aber, deinem Gegner eine Karte aus der Brutzone zu schenken. Wird die eigene Drachenmacht in einem Revier zu groß, kippt die Kontrolle in einen chaotischen „Overload“, und das Revier geht verloren.

Das Spiel von Jay Bendixen (Lookout Games, 2026) ist ab 8 Jahren freigegeben, eine Partie dauert laut Verlag rund 15 Minuten. BoardGameGeek nennt als Mechaniken unter anderem Handmanagement, Set Collection und ein Rennelement. Die BGG-Wertung steht bei 6,19, allerdings erst bei 86 Stimmen.

Texas Bingo: Poker trifft Bingo im Wilden Westen

Texas Bingo verbindet Poker-Logik mit einem Bingo-Raster. Das Spiel lässt sich ohne Abo spielen. Reihum deckst du gemeinsam mit den anderen Spielenden eine Karte auf und legst sie verdeckt auf dein eigenes 5-mal-5-Feld, gewertet werden am Ende zwölf Linien aus Reihen, Spalten und Diagonalen nach Pokerhänden. Ereigniskarten und optionale Missionsziele sorgen für zusätzliche Wendungen.

Das Spiel von minjae kim und yeonwoo (Ludibox, 2026) ist für 1 bis 4 Personen ab 10 Jahren gedacht, eine Partie dauert 15 bis 30 Minuten. Bei BoardGameGeek steht die Wertung bei 5,59 bei 107 Stimmen, das Gewicht bei sehr leichten 1,2.

Valor Mountain challenges hobby game publishing’s “safe bet” mentality as it ramps up ambitions

16. Juli 2026 um 18:36

After years spent engaging with publishers and designers – both at Capstone Games and through his Board Again Gaming podcast – Christopher High believes the several thousand new board games and expansions released each year are pushing publishers towards commercially safer bets. Now he’s wagering his company Valor Mountain Games can succeed by taking chances on the kinds of titles other publishers are passing over.

High, who spent the past two years as a product manager at Ark Nova and Gaia Project publisher Capstone, co-created Valor Mountain in 2023 alongside Tim Densham as an offshoot of the latter’s historical games-focused publisher Catastrophe Games.

He became sole owner of Valor Mountain in May after buying out Densham’s share of the business – and now plans to expand the company from creating small side projects into a business targeting five or six traditional print-run releases a year.

High told BoardGameWire he is “putting his own money on the line” betting on a strategy built around taking chances on games other companies might reject – saying he believes the hobby industry has become increasingly focused on commercially safe decisions, leaving opportunities to back more unusual designs and under-represented creators.

Christopher High and Tim Densham from Catastrophe Games

He said, “Generally publishers make safe decisions. And that’s their job. As far as breaking the mold, I rarely see a game anymore that truly ‘wows’ me in this sense.

“It happens, it just seems like our industry defaults a lot to what they think will sell a game rather than being willing to take a risk”, adding that he highly rates the kinds of designs currently being put out by publishers such as DVC, Hollandspiele and CMYK.

He added, “There are tons of games that get passed over in traditional publishing because they aren’t safe bets. I want to be a smart business person, but I also want to take some risks on designs and designers that are doing interesting things.

“There are literally thousands of products that come out each year which are just iterations of previous designers, maybe smashed together in a new way. It would be fantastic to give some games a chance at a larger audience which would be too risky for other publishers.

“I also want to give voice to more artists and designers who may be from overlooked or under-represented communities. As to genres, I would love to see a truly branching narrative euro game that isn’t afraid to let you push the limits of what’s acceptable in that genre.”

Asked whether his comments about ignoring what other publishers are doing reflected increasing “trend chasing” within hobby games, he replied “Yes”, adding “I have to do my own [thing].

“….What I do need is community and art. I want these things and my values to drive what we do as a company, not the market. The market is and will always be fickle.”

High’s new strategy has seen Valor Mountain seal a partnership with Pink Troubadour Games, which will see it bring several of the European publisher’s titles to the North American market – including Pilgrims: Curious Adventures, Movie Fight, Loony Clues and Dirt & Glory.

High’s previous employer Capstone partnered with Pink Troubadour while he was with the US company, to bring SETI creator Tomáš Holek’s design Galileo Galilei to North America.

High told BoardGameWire, “I had a good working relationship with the Pink Troubadour team when I worked for Capstone. However, I reached out after I was done working at Capstone to see if there were new ways I could work with them. 

“I am planning on taking steps to foster our relationship as I see their trust as essential, since in some ways we are a new company to the market.”

High added, “It’s exciting, and it came about because I reached out to them since I saw that these games were not available in the North American English market.  They are a wonderful team to work with, and it is my hope to do more games in the future with them as our capacity increases.”

High seems especially enthusiastic about bringing family-weight competitive movement puzzle game Pilgrims: Curious Adventures to North America, saying, “I played the video game it is based on and it is super quirky. The board game, like the video game, is very straightforward.

“If I had to describe it in one word: chill. I think it is that perfect type of game for those who want to explore board games without diving in too deep, it feels like you are doing something without being overwhelmed.

“It’s one of those bridge games between gamers and non-gamers and has delightful artwork from Amanita Design.”

Valor Mountain has also dipped its toes into crowdfunding again, following campaigns for a trio of small-box titles in 2023 and roll and write game Birdsong in August last year – all of which raised between about $1,300 and $3,000.

The new campaign features a trio of trick-taking titles – Supercollider, Growing Groves and The Franciscan Diamond, the latter of which High said was a great example of the kind of Valor Mountain release other publishers might not take a chance on.

He said, “Trick-taking games are probably past the zenith of recent popularity, plus this game has a super obscure scoring system. It’s by an unknown designer, but it is really clever.

“I love it. Will anyone else? Maybe? I think it’s going to be a divisive game though.”

He added, “I hope to eventually move away from crowdfunding. There are lots of reasons I don’t like it. However, with all of the capital outlay I have right now, I need just a little more to ensure I can do everything I want to do this fall.

“My project goal on there is a true goal, it helps ensure the proper operational flow of putting these games out.”

High also credited years of conversations with designers and publishers through the Board Again Gaming podcast with shaping his approach to publishing, and helping “keep my curiosity alive”. 

He said, “I love talking to and hearing from designers. It reminds me how little I know and how much there is to learn.

“The world is a big place and people have so much creativity. I want to help bring more of that to a wider audience.”

For High, that curiosity may ultimately be Valor Mountain’s defining characteristic. Whether betting on unusual designs proves commercially successful remains, by his own admission, an open question.

Asked whether a publisher can succeed by deliberately pursuing games larger companies pass over, High said: “I don’t know. I guess I will find out as I put my own money on the line.”

Valor Mountain’s latest Kickstarter campaign runs until August 10.

The post Valor Mountain challenges hobby game publishing’s “safe bet” mentality as it ramps up ambitions first appeared on .

Capstone Announces Streamlined Terra Mystica Game Terra Nova

02. Juni 2022 um 19:47

June 2, 2022 – Publisher Capstone Games has announced a brand new Streamlined Terra Mystica Game Terra Nova. The brand new creation from newcomer designer Andreas Faul takes the original area control game and takes it down to more manageable levels. The game is expected to debut with a $54.95 MSRP at Spiel in Essen with the worldwide release shortly thereafter on October 26, 2022.

Terra Nova 3d Game Box

In Terra Nova, players choose from 10 different factions, each with different abilities. Spread out on the central map as skillfully as possible and achieve certain goals from round to round. In peaceful competition with the other factions, erect buildings and settle new territories. Use your faction’s special abilities in a clever way to control the largest territory at the end, and win with the most points.

Terra Nova Board Game Components

A game of Terra Mystica has been known to go 4 hours plus. This new take on the games has a game time estimation of 60 – 90 minutes.

This new version of the game comes ten years after the original Terra Mystica was released in 2012 and five years after the successful sci-fi implementation the Gaia project released in 2017. Both games are both still incredibly popular but they are long and intense, making them not for everyone. This new title looks to broaden out that base, with the gameplay ideals that so many have been attracted to over the years.

Source: https://capstone-games.com/board-games/terra-nova/


What are your thoughts on the announcement of this streamlined Terra Mystica game Terra Nova? Let us know in the comments below!

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