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Fantasy role playing firm Games Workshop has seen profits almost double in the past 12 months.

The company, which owns the Warhammer franchise but produces dozens of different games, saw pre-tax profits reach £74.5m, up from £38.4m.

Its annual report also confirmed a surge in revenue from £158m to nearly £220m.

Last month staff at the Nottingham-based group shared a £5m bonus in anticipation of the results.

The company's shares have risen by nearly 150% in a year as it continues to bounce back from a difficult period when sales faltered.

The firm makes 75% of its revenues overseas, and has benefited from the weak pound.

However it has warned Brexit could impact on the business and "these risks are being assessed".

You might also be interested in:

Games Workshop CEO Kevin Rountree said: "Our business and our Warhammer Hobby are in great shape, the best shape either has been for some time.

"And as we stride into the year ahead with more energy, ideas and drive, it's clear to me that we're only just getting started."

The humble beginnings of a games empire

Games Workshop was founded in 1975 by three friends - Ian Livingstone, Steve Jackson and John Peake - who handmade and sold traditional wooden games from their London homes.

The business grew when it secured a European distribution agreement for Dungeons and Dragons, a fantasy table-top role-playing game which originated in the US.

John Peake had left by this point and the two remaining friends invested all of their money in the business, even sleeping in a van to save money on rent. They opened a retail shop in Hammersmith, London, in 1978.

In 1979 they opened Citadel Miniatures, a company producing miniature figures for tabletop wargames, in the Nottinghamshire town of Newark. The company moved closer to Nottingham a few years later, and all UK operations were moved to the Lenton area of Nottingham in 1997.

The business is now planning to expand its manufacturing base so it can produce more figures.

The firm, which has nearly 490 stores worldwide, said it aims to open 25 more, mostly in Germany and the US.

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Games Workshop sees profits nearly double

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Fantasy role playing firm Games Workshop has seen profits almost double in the past 12 months. The company, which owns the Warhammer franchise but produces dozens of different games, saw pre-tax profits reach £74.5m, up from £38.4m. Its annual report also confirmed a surge in revenue from £158m to nearly £220m.

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this website has different sections on it

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Op-ed: Warhammer Has Outgrown The Tabletop - Bell of Lost Souls

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In the past few decades Warhammer has grown from a niche hobby to a cultural juggernaut, and transcended its tabletop origins. The Warhammer universe(s?) that Games Workshop has created has brought joy and happiness to millions people the world around. From humble miniatures they've grown an empire (and killed a few along the way, RIP Old World).

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Op-ed: Warhammer Has Outgrown The Tabletop - Bell of Lost Souls

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In the past few decades Warhammer has grown from a niche hobby to a cultural juggernaut, and transcended its tabletop origins. The Warhammer universe(s?) that Games Workshop has created has brought joy and happiness to millions people the world around. From humble miniatures they've grown an empire (and killed a few along the way, RIP Old World).

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THE government has triumphantly announced that one small sector of the British economy will not be adversely affected by Brexit.

An impact report found that the fantasy role-playing game industry will suffer no disruption, despite sectors such as manufacturing, finance and agriculture going to shit.

Brexit secretary Dominic Raab said: "This is excellent news for lovers of dice-based tabletop games involving dwarves and completely vindicates our decision to go ahead with Brexit.

"Introverted dweebs can rest assured there will be no shortages of Dungeons & Dragons paraphernalia in the small number of fantasy games shops across the UK. Warhammer will similarly unaffected.

"The niche nature of the industry shields it from economic upheaval. That and the fact that people who buy D&D figures have literally nothing else to spend their money on."

Games Workshop franchise owner Martin Bishop said: "I was worried I'd have to arrange emergency shipments of small metal orcs, wizards and balrogs from Kenya.

"It's a huge relief. The only better news I can imagine is finding out I'm going to lose my virginity."

However economist Donna Sheridan said: "I'm afraid the government has miscalculated. Tariffs and higher raw material costs will mean a single goblin will cost £193."

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Government finds the one single thing that Brexit won't f**k up

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THE government has triumphantly announced that one small sector of the British economy will not be adversely affected by Brexit. An impact report found that the fantasy role-playing game industry will suffer no disruption, despite sectors such as manufacturing, finance and agriculture going to shit.

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LONDON--()--According to the latest market research report released by Technavio, the global board games market is expected to register a CAGR of almost 23% during the forecast period. However, the growth momentum of the market is expected to decelerate due to a decline in the year-over-year growth.

This research report titled 'Global Board Games Market 2018-2022' provides an in-depth analysis of the market in terms of revenue and emerging market trends. It also includes an up-to-date analysis and forecasts for various market segments and all geographical regions.

This report is available at a USD 1,000 discount for a limited time only: View market snapshot before purchasing

The market research analysis categorizes the global board games market into the following products:

In 2017, the table top board games segment accounted for 62.81% of the global market and is projected to decline to 59.73% by 2022, exhibiting almost 3.08% decrease in market share.

Global board games market: Top emerging trend

The growing development of apps based on board games is an emerging trend in the jewelry space. The idea of developing applications based on board games has emerged due to the increasing use of smartphones. Although, playing a board game on a smartphone will not give the experience that a traditional board game offers, it can at least become an option for playing board games rather than replacing it with a substitute.

Looking for more information on this market? Request a free sample report

Technavio's sample reports are free of charge and contain multiple sections of the report including the market size and forecast, drivers, challenges, trends, and more.

Technavio's report provides expert market research on the following topics:

Executive Report

Market Outline

Global Board Games Market Overview

Market Insights

Market Sizing and Forecasts

Market Growth

Market Drivers and Challenges

Key Emerging Trends

Market Segmentation Analysis

Regional comparison (APAC, Americas, and EMEA)

Key leading countries

Market segmentation by product (table top board games, card and dice games, and RPGs)

Vendor Landscape

Vendor classification

Market positioning of vendors

Competitive scenario

Analysis of top vendors (Asmodée Editions, Goliath B.V., Grand Prix International, Hasbro, and Ravensburger)

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio's report library consists of more than 10,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

If you are interested in more information, please contact our media team at media@technavio.com.

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Global Board Games Market 2018-2022 | Table Top Board Games Segment Dominates the Global Market | Technavio

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LONDON--()--According to the latest market research report released by Technavio, the global board games market is expected to register a CAGR of almost 23% during the forecast period. However, the growth momentum of the market is expected to decelerate due to a decline in the year-over-year growth.

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How board games become billion-dollar business

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How board games become billion-dollar business

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In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart. It all felt disturbingly familiar - except that these politicians were brightly coloured cartoon drawings, their policies were drawn from a fat deck of cards and the people pulling the strings of government were a young family and a bunch of cheerful twentysomething men in T-shirts.

This was Statecraft, one of hundreds of board and card games on display at the UK Games Expo (UKGE) in Birmingham last summer. Now in its tenth year, UKGE is Britain's biggest event in the increasingly crowded and profitable world of tabletop gaming and, with its milling crowds, loud music, packed stalls and extraordinary costumes (I spotted Judge Dredd, Deadpool, innumerable Doctors Who and more sorcerers than you could shake a staff at), it felt like a mixture of a trade show, a fan convention and a free-for-all party.

For anyone whose last experience of board games was rainy-day Monopoly and Cluedo, or who has doubts about the place of cardboard in an entertainment landscape dominated by screens, there was no better place to come for a Damascene conversion.

Statecraft's creator, Peter Blenkharn, a gangly and eloquent 23-year-old with an impressive froth of beard, was in his element. "Our game also has one-party state scenarios," he explained, brandishing a colourful deck of terrifying political events. "Sectarian violence. Hereditary establishments. An egalitarian society. Each one tweaks the mechanics and the mathematics of the game. There might be a housing crisis, a global pandemic, extremist rallies, a downturn in the economy, and with each you get a choice of how to react."

Blenkharn is one of many new designers making careers out of the current boom in tabletop gaming. He founded his company, Inside the Box Board Games, with Matthew Usher, a friend from school and Oxford University, and raised £18,000 on the crowd-funding platform Kickstarter to make their chemistry-themed puzzle game, Molecular. It was manufactured in China and shipped to Blenkharn's mother's house, where his family helped to send copies to the game's backers. Last year, a second Kickstarter campaign for Statecraft made more than twice as much money, prompting Blenkharn to go into the business full-time.

"Publishing your own games is definitely profitable," Blenkharn told me. "The profit margins are enormous on medium runs, and there's a huge amount of room for more indie publishers . . . People collect 20, 30 or 40 board games at £20 or £30 a time. You can play with a range of different people. And while video games have a fairly niche age range, as you can see . . ." - he gestured around at the milling crowds - ". . . these games appeal to everyone. The market is exploding."

The figures appear to support this optimistic prognosis. Last August, the trade analysis magazine ICv2 estimated that the "hobby games" business in 2015 - that is, board and card games produced and sold for a dedicated "gamer" market, rather than toys - was worth $1.2bn in the US and Canada alone. On Kickstarter, where independent designers can gauge interest and take pledges to fund production, tabletop games made six times more money than video games in the first half of 2016.

One of the most startling of these Kickstarter success stories was Exploding Kittens, a simple, Uno-like game illustrated by the creator of a web comic called The Oatmeal. This unassuming deck of cards, crammed with daft cartoons and surreal humour, earned nearly $9m in the month of its crowd-funding campaign, making it the seventh most successful project in Kickstarter's eight-year history; so far, the only products on the platform to raise more money have been four iterations of the Pebble smart watch, a travel jacket with a built-in neck pillow, a drinks cooler that ices and blends your drinks - and a reprint of another board game, the fantastical (and fantastically expensive) Kingdom Death Monster, which costs $200 for a basic copy and is taking pledges of up to $2,500. It has already raised more than $12m. The figures for other games are scarcely less impressive: a game based on the Dark Souls series of video games, for example, raised £4m in crowd-funding pledges last April.

Touring the aisles of the UKGE, I started to wonder if there was any subject about which someone hadn't developed a board game. A family was deep in a new edition of Agricola, a German game that involves scratching a living from unforgiving 17th-century farmland. "I'm going to have trouble feeding my child this harvest," I heard one of the players say. Nearby, two people were settling into Twilight Struggle, a tussle for ideological control set in the Cold War, in which the cards bear forbidding legends such as "Nuclear Subs", "Kitchen Debates" and "We Will Bury You".

I spotted three games about managing fast-food chains, one about preparing sushi, one about eating sushi, one about growing chillies and one about foraging mushrooms; I watched sessions of Snowdonia, about building railways in the Welsh mountains, and Mysterium, a Ukrainian game in which a ghost provides dream clues to a team of "psychic investigators" using abstract artwork. A game called Journalist ("'Where is that promised article?' roars your boss") seemed a little close to home.

Spurred by the opportunities of crowd-funding and the market's enthusiasm for new ideas, a legion of small and part-time designers are turning their hands to tabletop games. I met the Rev Michael Salmon, an Anglican vicar whose football-themed card game Kix, a tense battle between two players with hands of cards representing their teams, has echoes of the Eighties classic Top Trumps. Nearby was Gavin Birnbaum, a London-based driving instructor who designs a game every year and carves them individually from wood in his workshop; 2015's limited edition from his company, Cubiko, was Fog of War, in which perfect little tanks crept around a board of wooden hexagons, zapping each other.

Perhaps the most impressive prior CV belonged to Commander Andrew Benford, who developed his hidden-movement game called They Come Unseen beneath the waves in the Seventies while serving on Royal Navy subs. Sold at UKGE in a snazzy cardboard version by the war games company Osprey, it had come a long way from the "heavily engineered board covered with thick Perspex and secured to an aluminium board" that the nuclear engineers prepared for the original. Benford, now retired, was already thinking about an expansion.

This surge in innovation has also made these interesting times for established creators. Reiner Knizia, one of the best-known names in board games, told me, "There are enormous changes in our times, in our world, and this is reflected in the games. It's wonderful for a creative mind." Knizia is a German mathematician who quit a career in finance to become a full-time designer in 1997. His interest in games began in his childhood, when he repurposed money from Monopoly sets to devise new trading games, and he now has more than 600 original games to his credit.

Knizia's games are frequently remarkable for a single innovative twist. In Tigris and Euphrates, a competitive tile-laying game set in the Mesopotamian fertile crescent, players compete to win points in several different colours, but their final score is calculated not on their biggest pile but their smallest. His licensed game for the Lord of the Rings series developed a method for co-operative adventure - players collaborate to win the game, rather than playing against each other - that has become a separate genre in the 17 years since its release.

But Knizia is no doctrinaire purist. The design experiments he conducts from his studio in Richmond, London ("I have 80 drawers, and in each drawer I have a game, but no sane person can work on 80 products at the same time"), embrace new methods and unusual technologies - smartphones, ultraviolet lamps - in their pursuit of what he calls "a simple game that is not simplistic". When I mentioned the assumption common in the Nineties that board games would be dead by the millennium, he raised an eyebrow. "That clearly wasn't going to happen," he said. "Just as if you said travelling would die out because you could see everything live on television. There are basic needs of human beings: to socialise with other people, to explore things, to be curious, to have fun. These categories will stay. It doesn't mean that we have to have printed cardboard and figures to move around: we might lay out a screen and download the board on to the screen. The act of playing, and of what we do in the game, will stay,
because it is in our nature."

This question of the appropriate shape for board games - and how they are to utilise or shun the glowing screens that follow us everywhere - is one that many game designers are asking. Later in the summer, I had the chance to play the second edition of a game called Mansions of Madness, a reworking of an infamously complex board game based on the work of the horror writer H P Lovecraft. In its original incarnation, players navigated a series of terrifying colonial mansions, encountering monsters and events that needed to be drawn from piles of pieces and decks of cards by a human opponent. Like many games that involve huge numbers of interacting decisions, the first edition was a horror of its own to manage: the set-up took an eternity and one false move or misapplied card could ruin an entire game. For the second edition, its publishers, Fantasy Flight Games, streamlined the process - by handing over responsibility for running the game to an app for smartphones and tablets.

"To some, I'm the great Satan for doing that," Christian T Petersen, the CEO of Fantasy Flight, told me when we discussed the integration of apps and games. "There was a portion of the gaming community that resisted it for various reasons: some on the basis that they didn't want a screen in their lives, some on the basis of interesting thought-experiments that if they were to bring their game out 50 years from now, would the software be relevant or even possible to play? Maybe it won't. I don't even know if some of these inks that we have will last 50 years."

Also a designer, Petersen was vigorous in his defence of the possibilities of mixed-media board gaming. "We're trying to use technology to make the interface of games more fun," he said. "Too much integration and you'll say, 'Why am I playing a board game? I might as well be playing a computer game.' Too little and you'll say, 'Why is it even here?' But I believe there's a place in the middle where you're using software to enhance the relevance of what this can be as a board game. We're still experimenting."

Other experiments have gone in different directions. The program Tabletop Simulator, released in 2015, is a video game platform that represents tabletop games in a multiplayer 3D space. Players can create their own modules (there are hundreds available, many of them no doubt infringing the copyright of popular board games) and play them online together. A recent update even added support for VR headsets.

While designers debate the future of the medium, tabletop gaming has been creeping out of enthusiasts' territory and into wider cultural life. In Bristol, one evening last summer, I stopped by the marvellously named Chance & Counters, which had recently opened on the shopping street of Christmas Steps. It is a board game café - like Draughts in east London, Thirsty Meeples in Oxford and Ludorati in Nottingham - where customers pay a cover charge (£4 per head, or £50 for a year's "premium membership") to play while eating or drinking. The tables have special rings to hold your pint away from the board; the staff read the rule books and teach you the games.

"When I was growing up," explained Steve Cownie, one of the three owners of Chance & Counters, "board games were associated with family time: playing Monopoly at Christmas and shouting at each other. Now, it's been repositioned as a way for young professionals, students, just about anyone, to spend time with each other. It's a guided social interaction, where there's a collective task or a collective competition."

There is barely a smartphone in the place. "People aren't sitting around checking Facebook," agrees Cownie. "They're looking each other in the eye, competing or co-operating. It's amazing to see, really."

A board games café is an odd social experience but a compelling one. Before taking our seats at Chance & Counters, my companion and I were ushered by a waiter towards a wall of games that ran down the side of the building, past tables of other people bent in rapt concentration or howling in riotous disagreement over rules. "Would you like something light?" he asked. "Something heavy? Something silly? Something strategic?" The rows of gleaming boxes stretched out before us. Somewhere in there, I knew, was exactly the game we wanted to play.

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How board games became a billion-dollar business

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In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart.

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Global tabletop gaming market- industry analysis, market size, market share etc

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Global tabletop gaming market- industry analysis, market size, market share etc

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The global board games market is anticipated to reach values of more than $12 billion by 2023, growing at a CAGR of over 9% during 2017-2023. board games market provides comprehensive industry analysis, trend forecasts, and competitive analysis. The research study segments the market by product type (tabletop games, card & dice games, collectible card games, miniature games, and RPG games), by theme type (strategy & war games, educational games, fantasy games, sport games, and others), by distribution channel (online and retail), by geography (APAC, Europe, North America, Latin America, and MEA), and offers detailed competitive analysis. The global [...]

Click here to view original web page at www.einpresswire.com

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Global Board Games Market - Industry Analysis, Market Size, Market Share, Top Trends & Growth Forecast 2023 | Arizton - Newspaper - Board Game Academy

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The global board games market is anticipated to reach values of more than $12 billion by 2023, growing at a CAGR of over 9% during 2017-2023. board games market provides comprehensive industry analysis, trend forecasts, and competitive analysis. The research study segments the market by product type (tabletop games, card & dice games, collectible card...

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Tabletop Gaming Market study report Titled Global Tabletop Gaming Market 2018 Industry Research Report recently published on marketsnresearch.com The market research report of the global Tabletop Gaming market is a fundamental study carried out by the experts with a perspective of the global market. It gets to the details of competing structure of industries worldwide. Composed by using proficient standardized tools like S.W.O.T Analysis, the global Tabletop Gaming market research report provides thorough judgment of the global Tabletop Gaming market.

The global Tabletop Gaming market research report provides complete estimation of CAGR of the concerned period in percentages which will guide the users to take choice-based decisions over the predicted chart. The major players [ Alderac Entertainment Group, Arcane Wonders, Asmodee, Blue Orange Games, Days of Wonder, Decipher, Inc., Fantasy Flight Games, G3, Gamelyn Games, Games Workshop, Grey Gnome Games, IELLO, Kenzer & Company, Mayfair Games, North Star Games] who are leading the Tabletop Gaming market throughout the globe are also covered in the report.

Ask for sample link here: www.marketsnresearch.com/request-for-sample.html?repid=67072

The experts have calculated the size of the global Tabletop Gaming market on the basis of 2 major aspects: 1) Income (US Dollars) and 2) Production Volume. The subtle analysis of the key chunks of the Tabletop Gaming market and their geographical diversification [ Detective Gaming, Strategy Gaming, Theme Gaming, War Gaming, Others] all the world has also been carried out. Numerous properties of global Tabletop Gaming market like upcoming aspects, limitations, and growth factors related to every segment [ Childern, Adults, Family, Party ] of the report have been put up thoroughly.

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The global Tabletop Gaming market research report covers in-depth analysis of current policies, rules, and regulations along with chain of global Industries. Other than this, factors like production chain, key producers, goods, supply as well as demand for those goods along with the price structure as well as the revenue are also covered in the global Tabletop Gaming market research report.

The various properties of supply and demand, chronological presentation, manufacturing capacity along with the detailed analysis of global Tabletop Gaming market are also calculated in the global Tabletop Gaming market research report.

Global Tabletop Gaming Market study objectives are:-
To study and analyze the Tabletop Gaming industry sales, value, status (2013-2017) and forecast (2018-2025).
To study the major players in the world (North America, China, Europe, India, Japan, Southeast Asia ), to study the sales, value and market size of major players in the world.
Main Focus on the worlds major Tabletop Gaming industry players, to study the sales, value, industry size and future expansions plans.
Main Focus on the worlds key manufacturers, to define, describe and analyze the industry competition landscape, SWOT analysis for Tabletop Gaming industry.
To define, describe and forecast the Global Tabletop Gaming industry 2018 by key players, region, type, application.
To analyze the worlds major geographical regions as well as sub-regions Tabletop Gaming industry, their potential and advantage, opportunity and challenge, restraints and risks.
To study important trends and segments driving or inhibiting the worlds Tabletop Gaming industry growth.
To study the opportunities in the world Tabletop Gaming industry for stakeholders by identifying the growth segments.
To study every submarket with respect to individual growth trend and their contribution to the Tabletop Gaming industry.
To study competitive developments such as expansions, agreements, new product launches, and acquisitions in the Tabletop Gaming industry.
Global Tabletop Gaming Market 2018 Industry Research Report recently published on marketsnresearch.com is the key document for industries/clients to understand current global competitive market status.

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Global Tabletop Gaming Market 2018 - Alderac Entertainment Group, Arcane Wonders, Asmodee, Blue Orange Games, Days of Wonder

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Tabletop Gaming Market study report Titled Global Tabletop Gaming Market 2018 Industry Research Report recently published on marketsnresearch.com The market research report of the global Tabletop Gaming market is a fundamental study carried out by the experts with a perspective of the global market. It gets to the details of competing structure of industries worldwide.