封面
市场调查报告书
商品编码
1941110

桌上游戏市场 - 全球产业规模、份额、趋势、机会及预测(按类型、应用、分销管道、地区和竞争格局划分,2021-2031年)

Table Top Games Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type, By Application, By Distribution Channel, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 180 Pages | 商品交期: 2-3个工作天内

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简介目录

全球桌上游戏市场预计将从 2025 年的 185.5 亿美元成长到 2031 年的 280.1 亿美元,复合年增长率达到 7.11%。

这个领域涵盖实体游戏形式,例如图板游戏、卡牌游戏、微缩模型战争游戏和角色扮演游戏,这些游戏都需要面对面的互动和游戏场地。推动这一成长的关键因素包括消费者对社交互动以改善心理健康的持续偏好,以及群众集资平台的广泛应用降低了独立创作者的进入门槛。这些结构性因素为产业的持续发展奠定了坚实的基础,使其区别于昙花一现的产品趋势。

市场概览
预测期 2027-2031
市场规模:2025年 185.5亿美元
市场规模:2031年 280.1亿美元
复合年增长率:2026-2031年 7.11%
成长最快的细分市场 成人
最大的市场 欧洲

市场扩张的一大障碍是电子游戏和数位娱乐对休閒时间的激烈竞争,它们提供即时满足感和沈浸式虚拟环境。儘管面临来自数位媒体的持续压力,桌上游戏产业在关键地区仍保持着强劲的经济实力。例如,玩具协会报告称,到2024年,美国游戏和拼图类商品的零售额将达到35亿美元。这项数据证实了传统游戏产业在更广泛的娱乐产业中依然保持着强劲的势头和韧性。

市场驱动因素

群众集资作为一种重要的启动方式,透过普及融资管道和降低生产风险,彻底改变了全球桌上游戏市场。这种方式使得独立设计师和大型发行商都能在生产前透过预购来评估消费者的兴趣,从而有效地将产业转变为社区支持的生产模式。各大平台上筹集到的巨额资金充分证明了这一趋势的强劲势头。根据 Kickstarter 2025 年 2 月发布的更新报告《Kickstarter 在 2024 年的游戏领域取得突破》,桌上游戏计划共筹集了 2.2 亿美元。此外, 图板游戏 Wire 在 2025 年 2 月报道称,专业众筹平台 Gamefound 在 2024 年促成了约 1.56 亿美元的资金筹措,证明直接面向消费者的资金筹措模式已成为支撑复杂小众游戏的重要支柱。

第二个关键驱动因素是智慧财产权(IP)授权和流行文化的影响,它将休閒玩家与忠实粉丝联繫起来。为了降低获客成本,并在竞争激烈的环境中确保即时触达零售市场,製造商正积极利用文学、电子游戏和电影等领域的知名IP。这项策略透过版税和跨媒体协同效应,提高了销量并创造了丰厚的利润。对于市场领导而言,此策略的财务影响显而易见。根据Games 研讨会于2025年7月发布的2025年度报告,截至2025年6月的财年授权收入将达到5,250万英镑,其中大部分将来自Warhammer IP在多个媒体平台上的授权。这凸显了在数位竞争的衝击下,游戏产业对知名品牌的依赖,以维持成长。

市场挑战

随着电子游戏和数位娱乐日益争夺人们的休閒时间,全球桌上游戏市场面临巨大的限制。实体游戏需要周密的后勤规划、规则理解和线下聚会,而数位平台则无需或只需极少的准备即可提供即时存取和身临其境型内容。这种便利性的差距使传统游戏处于劣势,尤其是在习惯于按需媒体的年轻一代。随着消费者越来越重视即时满足感,桌游所需的时间往往捉襟见肘,导致游戏频率降低,新产品也更难获得持续的成功。

这种结构性挑战在近期的市场停滞中显露无疑,实体游戏产业难以跟上蓬勃发展的数位经济的步伐。根据英国玩具与爱好协会预测,英国玩具市场销售额预计在2024年达到34亿英镑,比上年下降3.7%。这项数据凸显了消费模式转变所带来的经济影响。随着虚拟媒体和电子游戏持续主导“注意力经济”,实体游戏产业面临着持续的成长瓶颈,儘管其具有固有的社会效益,但其在娱乐市场份额的扩张机会却受到限制。

市场趋势

「童心未泯」的成年玩家群对复杂策略游戏的追捧,正在显着改变全球桌面游戏市场,使其重心从基本的家庭娱乐转向高品质的发烧友体验。这项转变的驱动力在于拥有更多可支配收入的成年消费者,他们追求故事深度、智力挑战和收藏价值。与休閒玩家不同,这群人重视规则的复杂性和组件质量,这使得发行商能够收取高价并维持长期的产品线。 Games 研讨会于 2025 年 7 月发布的 2025 年年度报告印证了这一领域的经济重要性,该报告显示其总收入达 6.175 亿英镑,主要得益于成年玩家对复杂《战锤 40,000》系统的持续投入。

同时,为应对监管压力和消费者对环境影响的担忧,采用环保材料和永续生产流程已成为关键的管理重点。为了实现全球减碳目标,製造商正迅速以可生物降解材料、木质组件和FSC认证纸张取代一次性塑胶和收缩膜。这项转型影响着整个供应链,需要在不牺牲耐用性的前提下,寻找替代原料并重新设计包装物流。产业领导企业正将这些环境目标纳入其核心策略。例如,Asmodee在2025年6月发布的2024/25年度永续发展报告中宣布,其目标是到2025年底,所有发布的游戏都将获得森林管理委员会(FSC)认证。

目录

第一章概述

第二章调查方法

第三章执行摘要

第四章:客户评价

第五章:全球桌上游戏市场展望

  • 市场规模及预测
    • 按金额
  • 市占率及预测
    • 按类型(图板游戏、卡牌游戏、问答游戏、策略游戏、其他)
    • 按用途(儿童、成人)
    • 依分销管道(超级市场/大卖场、便利商店、专卖店、线上、其他)
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美桌游市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 我们
    • 加拿大
    • 墨西哥

第七章:欧洲桌游市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太桌游市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲桌上游戏市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非

第十章:南美桌游市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章 市场动态

  • 司机
  • 任务

第十二章 市场趋势与发展

  • 併购
  • 产品发布
  • 最新进展

第十三章:全球桌游市场:SWOT分析

第十四章 波特五力分析

  • 产业竞争
  • 新进入者的可能性
  • 供应商电力
  • 顾客权力
  • 替代品的威胁

第十五章 竞争格局

  • NSF boardgames and puzzles
  • Ravensburger
  • Hasbro Inc.
  • Australian Design Group
  • Goliath Games, LLC
  • Mattel, Inc
  • Buffalo Games
  • Korea BoardGames
  • Asmodee Group
  • Lifestyle Boardgames Ltd

第十六章 策略建议

第十七章:关于研究公司及免责声明

简介目录
Product Code: 21091

The Global Table Top Games Market is projected to expand from USD 18.55 Billion in 2025 to USD 28.01 Billion by 2031, achieving a compound annual growth rate of 7.11%. This sector encompasses physical gaming formats such as board games, card games, miniature wargames, and role-playing systems that necessitate face-to-face interaction and a playing surface. Key catalysts propelling this growth include a persistent consumer preference for social engagement to enhance mental health and the extensive uptake of crowdfunding platforms, which reduce entry hurdles for independent creators. These structural elements establish a robust groundwork for enduring industry development, distinguishing the market from fleeting product fads.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 18.55 Billion
Market Size 2031USD 28.01 Billion
CAGR 2026-20317.11%
Fastest Growing SegmentAdults
Largest MarketEurope

A major obstacle hindering wider market reach is the fierce rivalry for leisure time presented by video games and digital entertainment, which provide immediate satisfaction and immersive virtual environments. Despite this relentless pressure from digital media, the tabletop sector maintains a solid economic presence in key territories. For instance, The Toy Association reported that in 2024, retail sales in the United States for the games and puzzles supercategory amassed $3.5 billion. This statistic underscores the enduring strength and resilience of the analog gaming industry within the broader entertainment spectrum.

Market Driver

The rise of crowdfunding as a primary launch mechanism has transformed the Global Table Top Games Market by democratizing access to capital and mitigating production risks. This approach enables both independent designers and major publishers to gauge consumer interest via pre-orders prior to manufacturing, effectively pivoting the industry towards a production cycle supported by the community. The magnitude of this driver is demonstrated by the substantial funds raised on leading platforms; Kickstarter's February 2025 update, '2024 Was a Big Year for Games on Kickstarter,' noted that $220 million was raised specifically for tabletop projects. Furthermore, BoardGameWire reported in February 2025 that the specialized competitor Gamefound facilitated roughly $156 million in total funding during 2024, proving that direct-to-consumer financing is now a structural pillar supporting complex and niche titles.

A second vital driver is the impact of intellectual property (IP) licensing and pop culture, which connects casual players with dedicated hobbyists. Manufacturers are increasingly utilizing well-known franchises from literature, video games, and cinema to lower customer acquisition costs and guarantee immediate retail presence in a competitive environment. This tactic drives unit sales and generates high-margin revenue via royalties and cross-media synergy. The financial significance of this strategy is evident in market leaders; Games Workshop's 'Annual Report 2025' from July 2025 revealed that licensing revenue hit £52.5 million for the fiscal year ending June 2025, largely due to adapting its Warhammer IP into various media. This highlights the industry's dependence on recognizable brands to maintain growth amidst digital competition.

Market Challenge

The Global Table Top Games Market faces a significant restraint due to the intense competition for leisure time from video games and digital entertainment. In contrast to physical games, which demand logistical planning, rule comprehension, and in-person gatherings, digital platforms provide instant access and immersive content with almost no setup required. This convenience gap creates a disadvantage for analog gaming, especially among younger generations accustomed to on-demand media. As consumers increasingly value instant gratification, the time needed for tabletop gaming becomes scarce, leading to less frequent engagement and making it more difficult for new products to achieve lasting success.

This structural challenge is evident in recent market stagnation, as the physical play sector fights to keep pace with the thriving digital economy. According to the British Toy & Hobby Association, the UK toy market recorded £3.4 billion in sales in 2024, marking a 3.7% decrease from the prior year. These statistics highlight the economic consequences of changing consumption patterns. As virtual media and video games continue to dominate the "attention economy," the tabletop industry encounters a persistent limit on its growth, restricting its capacity to secure a larger portion of the entertainment market despite its inherent social benefits.

Market Trends

The mainstream adoption of intricate strategy games by the "kidult" demographic is significantly altering the Global Table Top Games Market, moving the focus from basic family entertainment to high-quality hobbyist experiences. This shift is propelled by adult consumers with substantial disposable income who desire narrative depth, intellectual challenges, and collectible value. Unlike casual users, this group values rule complexity and component quality, allowing publishers to set premium prices and maintain long-running product lines. The economic importance of this sector is illustrated by Games Workshop's 'Annual Report 2025' from July 2025, which reported total revenue of £617.5 million, driven primarily by the continued engagement of adult players with its complex Warhammer 40,000 systems.

Concurrently, the integration of eco-friendly materials and sustainable manufacturing has become a key operational priority, responding to regulatory pressures and consumer concerns about environmental impact. Manufacturers are swiftly replacing single-use plastics and shrink wrap with biodegradable options, wood-based components, and FSC-certified paper to meet global carbon reduction targets. This transition impacts the entire supply chain, necessitating the sourcing of alternative raw materials and the redesign of packaging logistics without sacrificing durability. Industry leaders are embedding these ecological goals into their core strategies; for example, Asmodee stated in its 'Annual & Sustainability Report 24/25' in June 2025 that it has set a target to have 100% of its published games Forest Stewardship Council (FSC) certified by the end of 2025.

Key Market Players

  • NSF boardgames and puzzles
  • Ravensburger
  • Hasbro Inc.
  • Australian Design Group
  • Goliath Games, LLC
  • Mattel, Inc
  • Buffalo Games
  • Korea BoardGames
  • Asmodee Group
  • Lifestyle Boardgames Ltd

Report Scope

In this report, the Global Table Top Games Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Table Top Games Market, By Type

  • Board Games
  • Card Games
  • Quiz Games
  • Strategy Games
  • Others

Table Top Games Market, By Application

  • Children
  • Adults

Table Top Games Market, By Distribution Channel

  • Supermarkets/Hypermarkets
  • Convenience Stores
  • Specialty Stores
  • Online
  • Others

Table Top Games Market, By Region

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Table Top Games Market.

Available Customizations:

Global Table Top Games Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Table Top Games Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Type (Board Games, Card Games, Quiz Games, Strategy Games, Others)
    • 5.2.2. By Application (Children, Adults)
    • 5.2.3. By Distribution Channel (Supermarkets/Hypermarkets, Convenience Stores, Specialty Stores, Online, Others)
    • 5.2.4. By Region
    • 5.2.5. By Company (2025)
  • 5.3. Market Map

6. North America Table Top Games Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type
    • 6.2.2. By Application
    • 6.2.3. By Distribution Channel
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Table Top Games Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Type
        • 6.3.1.2.2. By Application
        • 6.3.1.2.3. By Distribution Channel
    • 6.3.2. Canada Table Top Games Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Type
        • 6.3.2.2.2. By Application
        • 6.3.2.2.3. By Distribution Channel
    • 6.3.3. Mexico Table Top Games Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Type
        • 6.3.3.2.2. By Application
        • 6.3.3.2.3. By Distribution Channel

7. Europe Table Top Games Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Application
    • 7.2.3. By Distribution Channel
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Table Top Games Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Type
        • 7.3.1.2.2. By Application
        • 7.3.1.2.3. By Distribution Channel
    • 7.3.2. France Table Top Games Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Type
        • 7.3.2.2.2. By Application
        • 7.3.2.2.3. By Distribution Channel
    • 7.3.3. United Kingdom Table Top Games Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Type
        • 7.3.3.2.2. By Application
        • 7.3.3.2.3. By Distribution Channel
    • 7.3.4. Italy Table Top Games Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Type
        • 7.3.4.2.2. By Application
        • 7.3.4.2.3. By Distribution Channel
    • 7.3.5. Spain Table Top Games Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Type
        • 7.3.5.2.2. By Application
        • 7.3.5.2.3. By Distribution Channel

8. Asia Pacific Table Top Games Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Application
    • 8.2.3. By Distribution Channel
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Table Top Games Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type
        • 8.3.1.2.2. By Application
        • 8.3.1.2.3. By Distribution Channel
    • 8.3.2. India Table Top Games Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type
        • 8.3.2.2.2. By Application
        • 8.3.2.2.3. By Distribution Channel
    • 8.3.3. Japan Table Top Games Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type
        • 8.3.3.2.2. By Application
        • 8.3.3.2.3. By Distribution Channel
    • 8.3.4. South Korea Table Top Games Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Type
        • 8.3.4.2.2. By Application
        • 8.3.4.2.3. By Distribution Channel
    • 8.3.5. Australia Table Top Games Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Type
        • 8.3.5.2.2. By Application
        • 8.3.5.2.3. By Distribution Channel

9. Middle East & Africa Table Top Games Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Application
    • 9.2.3. By Distribution Channel
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Table Top Games Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type
        • 9.3.1.2.2. By Application
        • 9.3.1.2.3. By Distribution Channel
    • 9.3.2. UAE Table Top Games Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type
        • 9.3.2.2.2. By Application
        • 9.3.2.2.3. By Distribution Channel
    • 9.3.3. South Africa Table Top Games Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type
        • 9.3.3.2.2. By Application
        • 9.3.3.2.3. By Distribution Channel

10. South America Table Top Games Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type
    • 10.2.2. By Application
    • 10.2.3. By Distribution Channel
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Table Top Games Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type
        • 10.3.1.2.2. By Application
        • 10.3.1.2.3. By Distribution Channel
    • 10.3.2. Colombia Table Top Games Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type
        • 10.3.2.2.2. By Application
        • 10.3.2.2.3. By Distribution Channel
    • 10.3.3. Argentina Table Top Games Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type
        • 10.3.3.2.2. By Application
        • 10.3.3.2.3. By Distribution Channel

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Table Top Games Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. NSF boardgames and puzzles
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Ravensburger
  • 15.3. Hasbro Inc.
  • 15.4. Australian Design Group
  • 15.5. Goliath Games, LLC
  • 15.6. Mattel, Inc
  • 15.7. Buffalo Games
  • 15.8. Korea BoardGames
  • 15.9. Asmodee Group
  • 15.10. Lifestyle Boardgames Ltd

16. Strategic Recommendations

17. About Us & Disclaimer