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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 .

How competitive TCG accessories are influencing hobby retail strategy in Europe: Sanseking [Sponsored]

15. Juli 2026 um 17:30

As trading card games continue to drive growth across the tabletop industry, hobby retailers are increasingly looking beyond games themselves to the accessories that support organised play and competitive communities. In this sponsored article, TCG and board game accessories maker Sanseking explains how changing player behaviour is influencing retailers’ approach to inventory, merchandising and long-term store strategy, and why competitive accessories are becoming a more important part of the European hobby market.

A growing crossover between board gaming and trading card games is beginning to reshape hobby retail strategy across Europe according to TCG, board game, and collectible accessories maker Sanseking, with competitive accessories emerging as an increasingly important category for stores.

What was once a relatively clear divide between casual board game retail and competitive TCG communities has evolved into a far more interconnected ecosystem, the company says, where stores are expected to serve multiple types of players simultaneously.

Sanseking production manager Ding Guang

That shift is particularly visible in the accessories market according to Sanseking production manager Ding Guang, who says retailers are increasingly treating competitive sleeves and protective products as core components of long-term business planning rather than simple add-on purchases.

“Accessories used to be viewed mainly as supplementary sales,” Guang told BoardGameWire. “But competitive communities create repeat purchasing behaviour that changes how retailers think about stability, inventory, and customer retention.”

Hobby retailers now commonly operate within a mixed environment that includes casual board gamers, organised play communities built around titles such as Magic: The Gathering, Pokémon and Yu-Gi-Oh!, and players who actively move between both spaces.

That convergence has become especially visible at events such as Spiel Essen, where accessory brands increasingly exhibit alongside publishers and competitive card players mix naturally with broader tabletop audiences.

But for retailers, the two customer groups behave very differently.

Board games typically generate one-off purchases tied to seasonal launches or major releases, while competitive TCGs create recurring engagement cycles through tournaments, deck rebuilding, league play and shifting formats – and those cycles also generate consistent accessory demand.

Competitive players replace sleeves far more frequently than casual players, Sanseking points out, adding that frequent shuffling, tournament preparation, the need for consistency and sensitivity to tactile feedback all contribute to repeat purchases.

That rise in accessory demand has also been driven by the stellar growth of TCGs more generally, with long-time heavyweights such as Pokemon, Magic: The Gathering and Yu-Gi-Oh! joined more recently by a flurry of other successful entrants to the market, including One Piece, Disney Lorcana and Star Wars Unlimited.

That demand pushed the overall value of the global TCG market to $7.8bn last year according to veteran research firm BCC, which projects the segment will reach $11.8bn by 2030 with a CAGR of 7.9%.

In many European hobby stores, tournament nights now represent some of the most reliable recurring foot traffic. Players attending weekly organised play events increasingly view accessories not as optional extras, but as part of their competitive equipment.

According to Guang, that recurring demand can help retailers smooth revenue fluctuations during slower periods in the board game release calendar. But at the same time, competitive players also tend to be far more selective.

“They pay attention to things casual players may never think about,” Guang said. “Edge structure, shuffle consistency, durability over repeated use, and manufacturing consistency between batches all matter.”

The Growing Importance of Segmentation

That growing attention to performance characteristics is also pushing retailers to rethink how accessories are presented in-store, according to Sanseking.

Historically, sleeves were often treated as largely interchangeable products differentiated mainly by colour or price point.

But as organised play communities mature, stores are increasingly recognising that accessories serve multiple functional segments, ranging from casual ‘kitchen table’ play, to hobby-level regular play and competitive or sanctioned environments.

Retailers that fail to distinguish between those categories can create unnecessary friction, Sanseking says.

The company points out that a product optimized for softness and casual handling may not satisfy a competitive player seeking predictable shuffle feedback. Conversely, a structure-focused sleeve may feel unnecessarily rigid or specialized for a board gamer.

As a result, some retailers are beginning to adopt more structured merchandising approaches, using clearer pricing tiers, competitive-focused shelving, and staff recommendations tailored to different player types.

“The stores performing well are usually the ones creating clarity,” Guang said. “Not necessarily carrying the most SKUs, but helping customers understand which products fit which type of play.”

Risk, Inventory, and Shelf Strategy

From a commercial perspective, competitive accessories also offer several advantages compared to boxed games, including lower unit cost, a smaller shelf footprint, faster turnover when tied to active communities and strong repeat purchase potential.

Retailers can still perceive the category as niche, however – particularly when shelf space is limited. According to Sanseking, the most effective approach is usually a balanced one – not one that offers endless fragmentation, but a core range which covers general use, alongside clearly identified competitive-focused options for players who care about performance.

The importance of organised play also continues to shape purchasing behaviour, with competitive events a significant driver of repeat store visits, even amid wider economic pressure on hobby spending.

Within those communities, accessory choices increasingly function as part of player identity.

“Players often become loyal to specific performance characteristics rather than just aesthetics,” Guang said. “That creates opportunities for retailers to position themselves as serious competitive venues.”

Some stores are already leaning into that approach by highlighting ‘competitive-ready’ accessory sections, aligning certain products with tournament nights, and using more technical product descriptions instead of purely visual merchandising.

The growing overlap between board game audiences and competitive TCG players is also accelerating the trend, according to Sanseking’s experience of the market.

The firm said that many customers who first enter hobby stores through board games gradually become exposed to organised play environments, while competitive card players often purchase board games for more social settings.

Accessories sit directly at the centre of that crossover, with protective products one of the few categories that naturally serve both audiences while still supporting different performance tiers, it added.

For retailers, that makes accessory strategy not just an operational decision, but a bridge between communities, Sanseking says.

As Europe’s tabletop market continues to evolve, Guang believes accessories will become more strategically significant across the retail landscape.

“Players are becoming more informed about performance trade-offs, and retailers are having to serve more diverse communities across the same limited shelf space,” he said. “Clear segmentation and clear communication are becoming much more valuable.”

For brands, that means designing products with defined use cases rather than relying on broad universal claims. And for retailers, Guang argues, success may depend less on scale than structure.

“In a market where casual and competitive audiences increasingly overlap, clarity is often more important than simply offering more products.”

Anyone interested in working with Sanseking can visit their website for more details about what they offer, and contact them here.

The post How competitive TCG accessories are influencing hobby retail strategy in Europe: Sanseking [Sponsored] first appeared on .

GAMA seeks hobby shops setting the standard for design, innovation in 2027 Power Retail Awards

15. Juli 2026 um 13:56

Tabletop gaming trade organisation GAMA has opened nominations for its 2027 Power Retail Awards, inviting gamers and industry professionals from around the world to spotlight stores and cafés they believe represent the industry’s best.

The annual awards, which have now been running for 17 years, aim to act as a showcase and celebration of business practices, community-building and operational innovations that other hobby retailers can learn from.

More than 750 retailers were submitted for inclusion in last year’s awards, with nominations coming from Friendly Local Game Store (FLGS) customers before being voted on by a GAMA committee of retailers and emeritus ‘team retail’ members.

The awards cover four categories: Retailer of the Year, Innovation in Games (Retail), Outstanding Contribution to Games Industry (Retail) and Outstanding Store Design, with winners of each receiving a one year GAMA membership, recognition in its online database and in the Spring issue of its Around the Table magazine.

That prize was reduced by GAMA last year, with retailer of the year having also previously receiving $1,000 and the other category winners $500 each.

Any tabletop retail business can be nominated regardless of country or GAMA membership status, although US-based businesses have heavily dominated the awards since they were launched in 2010, picking up 50 out of the 63 wins to date.

That total does not include the 2021 Retailer of the Year award, which was presented to every GAMA retailer member at the time to recognise and celebrate them having survived the impact of the Covid-19 pandemic.

Arizona-based Silver Dragon Games scooped Retailer of the Year in the 2026 awards, adding to the Innovation In Games (Retail) and Outstanding Store Design titles it won at the same awards in 2024.

They were joined this year by Illinois-based Fantasy Books and Games, which won the Innovation in Games (Retail) award, Minnesota’s The Gamers Den, which sealed Outstanding Contribution to the Games Industry (Retail), and Wisconsin-based Oddwillow’s Game Haven, which won Outstanding Store Design.

Team Members from Oddwillow’s Game Haven, the winner of this years’ Outstanding Store Design Power Retail Award || Photo Credit: GAMA

UK retailer Eclectic Games remains the only non-US winner in the past two award cycles, having scooped Outstanding Contribution to the Games Industry in 2025, while Mexico City-based La Piramide is the only store from outside of the US, Canada or the UK to win an award, which it claimed during the inaugural contest in 2010.

Nominations are open to stores that have been operating for at least one full year, while previous winners cannot win the same category twice.

Anyone interested in nominating an outstanding hobby retailer can do so here.

The post GAMA seeks hobby shops setting the standard for design, innovation in 2027 Power Retail Awards first appeared on .

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