Games Workshop sees £269m revenue in ‘best financial year in its history’

Games Workshop is celebrating what it has hailed ‘the best financial year in the company’s history,’ having reported a revenue of £269.7 million for the 12 months to May 31st 2020. That’s an increase of over £10 million on the £256.6 million it totalled for the same period in 2019.

The miniatures manufacturer and name behind the globally popular Warhammer franchise also saw pre-tax profits grow from £81.3 million to £89.4 million over the financial year.

Commenting on the results, chief executive officer, Kevin Roundtree, said: “An amazing set of results – the best year in Games Workshop’s history, so far.

“You can once again see from these results that our business and the Warhammer hobby are in good shape. We look forward to the year ahead and will face any challenges head on and learn from our mistakes.”

Headquartered in Nottingham, Games Workshop’s business had been closed for more than a month at the height of the UK’s lockdown measures, including its high street retail outlets.

However, a ‘particularly strong’ appetite for the latest Warhammer launch and an around 40 per cent jump in user numbers on the Warhammer website to over 8 million appears to have helped the miniatures company maintain its momentum.

Games Workshop’s Roundtree added: “We thank our staff and customers and other stakeholders for their continued support during these uncertain times.”

 

Dark Horse Comics teams with Studio71 Games to launch The Umbrella Academy card game

For everyone who enjoys a bit of pop culture nerdery, Dark Horse Comics is looking to provide your latest fix with the launch of a new battling card game based on the hit comic series-turned Netflix series, The Umbrella Academy. The news arrives as season two of The Umbrella Academy readies to land on Netflix this July 31.

The card game has been developed by the comic book publisher in partnership with Studio71 Games, a Red Arrow Studios company, and aims to bring the fantastical and dysfunctional world of The Umbrella Academy to life in the living room.

“We are thrilled with the continued fan response and reception to The Umbrella Academy. Our love for these stories and characters is what makes us excited for you all to get to experience them firsthand with the Studio71 Umbrella Academy Card Game,” said Gerard Way and Gabriel Bá, creators of The Umbrella Academy comic series.

The game brings together your favourite seven siblings to defeat hordes of villains in cooperative battle. Play as Five, Séance, Space Boy, The Rumor, The Horror, The Kraken, or Vanya, each with their own unique powers. These abilities give players a powerful strategy to follow during the game.

Players will battle deadly villains like Carmichael, Dr. Terminal, Perseus X and Medusa, Hazel & Cha Cha, and more. Based on the number of players, shuffle and place the indicated number of villain cards in the middle of the play area, face down. Those villains will use villain attack cards to battle against the siblings.

‘An Umbrella Academy game would be nothing without a little dysfunction, brothers will fight, there will be confrontation, hopelessness, you might even hit rock bottom,’ reads the game’s description. ‘Throughout the game, dysfunctional family cards bring the comic themes to life and affect each round. The siblings are victorious when all the villain cards are defeated, but if the villains overwhelm the siblings the world will be destroyed.’

The Umbrella Academy Card Game is available to pre-order now.

Asmodee’s Aconyte Books strikes UK distribution deal with Simon & Schuster

Aconyte Books, the fiction imprint of the global games company, Asmodee Entertainment has entered into a distribution agreement with Simon & Schuster for the UK book trade.

Under the new deal, the publishing house will handle sales and distribution when the Aconyte portfolio launches in the UK this October. A partnership with Simon & Schuster is already in place for the US market.

Aconyte’s mission it to create deep tie-in fiction set in the fantasy world’s of much of Asmodee’s game portfolio, as well as those of other partners including Marvel.

Sarah Anderson, client publishing director at Simon & Schuster, said: “We are delighted to welcome Aconyte to the Simon & Schuster family, and we look forward to a long and fruitful partnership over the years to come.”

Aconyte’s publisher, Marc Gascoigne added: “This is lovely news. We’re doing something a little different with fantasy fiction, and the experienced team at Simon & Schuster are a perfect fit. With their impressive track record handling tie-in books based on world-famous properties, Simon & Schuster are the ideal partners to help launch our novels into the British book trade.”

Funko Games: “The future of gaming? Things are going to get weird”

Jay Wheatley, general manager of Funko Games has a simple vision of the future of tabletop gaming as it continues to push boundaries and draw in new audiences, and that’s that things are going to ‘get weird.’

It’s an idea that strikes a particularly sweet chord with the man now heading up Funko’s recently acquired games division. It was, after all, in a former life that Wheatley once took particular pleasure in imposing ‘weird and uncomfortable’ scenarios upon diners back in the days of his experiential restaurant business Entros.

He recounts to ToyNews a time he instigated a game between two players who were given the roles of a car salesman and a car buyer, each with their own backstory and specified amount they had to sell and buy a car for. The pair would then spend the evening negotiating, in a back and forth game play. This all took place in the middle of his packed out Seattle restaurant; subverting social constructs like awkwardness to turn it into entertainment.

This is the kind of ‘weird future’ Wheatley envisions for the tabletop gaming hobby. And this is the kind of man now presiding over Funko’s boldest move for the board gaming space today.

It should come as no surprise, of course. Wheatley – and the team of creative thinkers, game designers, and all-round play creators around him – has made quite the career out of tinkering with gaming mechanics to develop and innovate the tabletop gaming genre for some 20 odd years now. In doing so, he has also led a team that has produced and licensed games to some of the biggest names in the space today, the likes of Spin Master, Mattel, Asmodee, Hasbro, and Goliath included.

“In fact,” he recalls, “we have probably made around 400 to 500 games.” And that even extends to some of the most recent New York Toy Fair launches in Disney’s Villainous, Jaws, and Universal Monster’s Horrified, all of which were licensed to Ravensburger back before his team was acquired by Funko at the end of 2018. If there’s one man who knows the business of board gaming – and how to continue to push the boundaries within it – it’s going to be Wheatley.

The move came just a couple of months into a commissioned project to develop a strategy game that used the Funko Pop! figures by bringing them into a common universe, or Funkoverse, for tabletop gameplay. Having taken a shine to the output, ethics, and methodology of this team of game creators, and with an eye on making a concerted move into the board gaming arena, Funko’s Andrew Perlmutter and Brian Mariotti tabled a deal to acquire this unit of creatives.

“To us, it sounded like heaven,” Wheatley tells ToyNews. “Funko was the embodiment of what we love. We were making non-licensed games, but we were also making a lot of licensed games, and we love all of that kind of stuff . This was a deal that was about like-mindedness and culture, and we immediately saw that synergy with Funko.

“This is a company that is extraordinarily passionate about pop culture and properties, brands, stories, and characters, and bringing those to life and celebrating all of the touchstones that we have grown up with.”

By 2019, the team had been acquired and Funko Games had been established, and Wheatley had been given a new remit to explore a world of pop culture IP – a library literally in its thousands – and what it could mean for the tabletop gaming space.

“It’s wonderful to be with Funko,” Wheatley continues. “As great as our relationships have always been with Ravensburger, Asmodee etc, the companies we highly respect, deeply, there is a certain distance that creates between us and the consumer.

“If they are doing the marketing, or making the decision around customer service or they’re between the creation of the items and the retailers that they are presenting it to, all those elements of distance are things that we can close now, as we are able to have that direct relationship with the consumers – we are able to present the games directly as we intended them in the creation of them, and we are able to develop a brand that is recognised by everyone.”

For Wheatley, it means making decisions on what licenses the unit develops games for, from what he calls Funko’s “playground of licensed properties that it is working with.” It also means being able to have a real conversation with the end user, the gaming audience itself, as well as licensors – an asset that, he realises, is integral in pushing the envelope in gaming today.

“Funko does a lot of business with licensors, and it allows a certain amount of partnership that we haven’t experienced in the past that the licensors see what Funko has done in terms of licensing and product categories,” says Wheatley. “I can’t think of any company other than Funko who could come up with a game system of multiple different licenses that you can place within one kind of universe, I think that would have been a hard sell for most publishers.”

Of course, Funko Games’ board gaming output may start with Funkoverse, but it certainly doesn’t end there. Wheatley tells ToyNews of the excitement around New York Toy Fair earlier this year, when it finally got to reveal a raft of signature games, including Back to the Future, Godzilla, Yacht Rock, and a Pan Am licensed title, all of which go a very long well to not only establish Funko’s credentials in the tabletop gaming arena, but reflect the fascinating relationship that tabletop gaming now has with society today.

“And that really is a fascinating subject,” says Wheatley. “There was a time in the mid 2000s when we thought we were going to go out of business because of the rise of app games. It was an existential time for board games. People began playing games everywhere and all of the time, whether in mass transit or before they went to bed.

“But actually, we think it whetted the appetite and made game playing more of a constant part of people’s worlds and lifestyle, and so today, board gaming has never been stronger.

“In the last year or two, we have seen the adoption of more complex or interesting games (what we used to call Eurostyle games, but now days are coming from all corners of the world), we are seeing game nights become a standard part of people’s social behaviour, and there is a robust world of gaming happening.

“It reminds me of the quote from [Canadian philosopher] Marshall McLuhan that ‘the medium is the message.’ For me, I think of ‘what does the medium say here?’ What does game playing say about society and our culture, irrespective of the content? What does this medium say about us in this time and place of human existence?”

What it says, Wheatley answers, is that people want to spend time together.

“They want to sit across a table and share experiences, laugh, have fun in a big shared space together, and how great is that?” he says. “Tabletop gaming is one of the healthiest things people can be doing – spending social time together, engaging their intellect, their imagination, and sharing all of these wonderful things.”

Then there is what this newest ilk of board game developers are bringing to the space by exploring an IP’s narrative to its fullest and bringing it to life on the board and in game play.

Wheatley continues: “We love diving deep into the content and the licenses. It is one thing to have a game that is filled with imagery and words, and ideas and characters that people recognise, but that is not enough. It’s very important that the actual structural experience of the game, the mechanics of the game, support the message or theme, or principals of the property itself.”

Wheatley takes the work he and his team put into Jaws prior to the Funko acquisition as an example. Jaws is a hidden movement game which builds up a lot of tension through its cat and mouse gameplay.

“And that’s great, because that is what the movie is about. You could take a game and put a shark on it, and a few touchstones from the movie, but it is not good enough unless you’re putting players into something evocative of the emotional and psychological experience that the property offers,” the game designer explains.

Wheatley breaks it down into three elements; diegetic, extra-diegetic, and nondiegetic, these being elements from the property itself – many of which you will find in Funko Games’ Back to the Future board game; elements not from the property but built into the game’s narrative in order to enhance the gaming experience and still rooted in that world; and elements such as randomisers (like dice) and point scoring systems, respectively.

According to Wheatley, a successful game knows how to strike the right balance or cook up the right recipe with the correct quantities of each of these elements.

“It can be challenging, editorially, to make all of these components work together in order to keep players immersed in the IP’s narrative and not distracted by those elements that are necessary, yet have the ability to take them out of the narrative if the balance isn’t right.”

The technicalities in this regard can run deep, and it is obvious that this is a favoured topic of talk for Wheatley, a man who self-professes ‘feels like he has studied a Phd in board games’ simply through the number of hours he has dedicated to the craft.

We, however, stop short, to tackle the topic of where tabletop gaming is heading from here.

“The bar is constantly being raised, and everyone in this industry is super energised about delivering for gamers these incredible experiences that are authentic and feel immersive,” he explains. “It is a great time to be a gamer because everyone is trying to deliver that deeper and better experience.

“I think we are going to see more innovative and interesting ideas, and I don’t just mean what’s happening with the variables and equipment at the table, but things that produce unique behaviours; things where the gameplay is taking place not just in the same room, not just in the same time space, but taking place over longer periods of time, or connecting people in different ways.

“I think we are going to see more experimentation and they’re not all going to work, but that is the way it is when you try new things. We are going to see more exotic, meta experiences happening. We have a couple of things in the works – things we started before we became Funko Games that will come out through other channels, but that is an area to keep your eye out for because there is going to be some weird games, in the very best of ways.”

Asmodee Entertainment stikes deal with Dark Horse Comics to develop tabletop art book series

Asmodee Entertainment is secured a new partnership with Dark Horse Comics to create a series of licensed art books for three of the tabletop gaming titan’s leading gaming properties.

Under the new deal, Dark Horse has tapped into Asmodee’s portfolio of over 300 gaming IPs to curate a collection of unique art books showcasing the artwork from the worlds of Android Universe, Arkham Horror, and KeyForge through a collection of never-before-seen art and commentary.

Delving into the games from the renowned games studio, Fantasy Flight Games, the first of the three art books will debut at the end of this year, or early next year. Dark Horse’s art books have been billed as ‘the perfect companion piece for fans of these beloved game universes.’

“With their amazing range of top-quality art and background books, Dark Horse is a natural partner for capturing the richly detailed and very stylistically different worlds of Arkham Horror, KeyForge and the Android Universe through this first series of artbooks,” said Andy Jones, head of Asmodee Entertainment.

Dark Horse Comics editor, Ian Tucker, added: “As a tabletop gamer with many an Asmodee product populating my overflowing shelves, I’m beyond excited to be working with Asmodee and the rest of the Dark Horse team to bring these books to life.

“Our goal is to showcase these diverse and exciting properties in all their glorious detail, and we can’t wait to share the fruits of this partnership with readers, players and fans.”

Asmodee Entertainment appoints Games Workshop’s Christian Dunn as interactive game licensing manager

Asmodee Entertainment has appointed the 20 year licensing and publishing veteran Christian Dunn to the role of interactive games licensing manager.

Dunn joins the team from Games Workshop and will principally be focusing on interactive licensing opportunities across Asmodee’s gaming brands, including Catan, Ticket to Ride, Dobble, Arkham Horror, Keyforge, and Legend of the Five Rings.

Based at Asmodee Entertainment’s head office in the UK, he will be forging ahead with many opportunities in PC, console, mobile and VR gaming, working closely with Asmodee Entertainment’s LA-based SVP of business development Darren Kyman.

Kyman himself is currently is focusing on developing Asmodee’s wealth of intellectual properties for TV, film and other media opportunities, while Alexander Thieme – who has recently come on board – focuses on merchandise, apparel, consumer products, publishing and other core licensing categories.

Andy Jones, head of Asmodee Entertainment said: “Recently we made the truly exciting announcement that, together with our partners at Asmodee Digital, we are opening the doors for more of Asmodee’s amazing IPs to be available in the interactive gaming space through licensing partnerships across a wide range of exciting opportunities.

“I am really pleased that Christian has joined the Asmodee Entertainment team as another key recruit to help us take this initiative from vision to reality. Christian brings years of experience plus an unparalleled enthusiasm for the opportunity, so it is a pleasure to welcome him aboard.”

Asmodee Entertainment and Hourglass Escapes unleash the Arkham Horror Files franchise on experiential licensing

The Seattle-based puzzle room specialists, Hourglass Escapes – renowned in the pop culture circles for its licensed Evil Dead 2 escape room, has partnered with Asmodee Entertainment to unleash a new brand of horror to the experiential genre.

Working with the board game publisher-turned-entertainment studio, Hourglass Escapes has constructed a new Escape Room experience inspired by the Arkham Horror Files tabletop gaming franchise.

The launch will mark the first of its kind for Asmodee Entertainment and Fantasy Flight Games as it delivers “Lovecraftian monsters in the first official Arkham Horror Files escape room in the US.”

Hourglass Escape’s officially licensed Evil Dead 2: Dead By Dawn Escape Room has become a hit with pop culture fans, having received over 100 five-star reviews.

“It was such an amazing experience developing and opening the Evil Dead 2 Escape Room,” said Hourglass Escapes’ founder and creative director, Seth Wolfson. “We feel so lucky to have a chance to create a new experience based on the iconic board and card games set in the Arkham Horror Universe published by Fantasy Flight Games.”

The concept will launch this summer and will transport participants back to 1927 where the owner of the Gilman Hotel on the coast of Innsmouth has died under mysterious circumstances. Players will have 70 minutes to solve the unnatural mystery or fall prey to its horrors.

As an added level of geekdom, the voice actor of Spider-Man from the PS4 game Marvel’s Spider-Man, Yuri Lowenthal will star as the in-game narrator. Players will also be able to download their characters and costume ideas, as well as receive a special item on arrival that will help their chosen character within the game.

“This new game is going to blow both Arkham Horror and Lovecraftian fans away,” said Wolfson. “Based on A Shadow Over Innsmouth, this will be a story driven escape room with the classic Arkham Horror Files game mechanics woven in.”

The Asmodee Group is opening its games portfolio up to interactive and video game developers

The Asmodee Group, a powerhouse in tabletop gaming and board game entertainment, is looking to bring its portfolio of brands and IPs into the interactive video games and digital games market.

In the firm’s latest move, it is opening the floodgates to developers in the video gaming sector, eyeing partnerships for physical game brands within its portfolio, including the likes of Dobble (Spot It), Ticket to Ride, Pandemic, Braintopia, Small World, KeyForge, or heavyweight titles like Legend of the Five Rings and Twilight Imperium.

The boardgame goliath is urging developers looking for publishing partnerships, including development and marketing supports, to connect with Asmodee Digital via the unit’s COO Nicolas Godement. Developers and publishers looking to create interactive titles under license meanwhile, are being guided towards the Asmodee Entertainment team.

With more than 250 Asmodee games and IPs in the company catalogue, there are many exciting new opportunities for developers and publishers in the interactive games market.

“Asmodee has established a world-leading platform for developing and publishing authentic and compelling digital versions of the best board and card games,” said Nicolas Godement, Asmodee Digital’s COO.

“Now, while we can’t wait to disclose some of the exciting titles we have been working on, and to sign new ones, we also look forward to working with the experienced licensing team at Asmodee Entertainment to further expand the range of interactive games based on our sterling array of Asmodee properties.”

Andy Jones, head of Asmodee Entertainment, added: “This is a fantastic opportunity for developers, publishers and of course, Asmodee Entertainment to enter into many new licensing partnerships and further explore the wealth of Asmodee titles through interactive games across all platforms and genres.

“We encourage developers and publishers to get in touch at licensing@asmodee.com, and meet up with us at GDC in March.”

Funko launches new licensed board games, opens shop-in-shop with Hamleys and moves for the kids toy space

Funko has now partnered with Hamleys Russia to launch a new Funko shop-in-shop in the toy retailer’s flagship Moscow store – helping the firm step its international efforts up a level.

The partnership between the two titans kicked off with a launch party to amplify the shop within a shop model being rolled out in store this February. The Moscow shop-in-shop – also known as the Funko Zone, launched on February 21st to media and influencers, followed by a grand opening for the public on February, 22nd.

 Key press and taste makers took part in photo opportunities at the opening of the new permanent shop-in-shop, which plans to offer an immersive experience, allowing customers to experience and celebrate a world of Funko through a life sized Pop! box, large statues of Disney’s Maleficent, Harry Potter’s Hagrid, and a Star Wars Storm Trooper.

There will also be screen takeovers with Funko’s own animations of Disney’s Frozen and Star Wars.

 The space, which will be a tribute to the Funko stores in Seattle and Hollywood, will be home to new Funko launches including Loungefly (fashion accessories), Funkoverse (board games), a wealth of Pop!, and more, but to kickstart it all – will be the launch of the following Hamleys Russia exclusives; Overwatch D. Va Pop! (Diamond Edition), Cruella De Vil Pop! (Diamond Edition) and Pennywise with Glow Bug Pop!

 Andy Oddie, managing director at Funko, EMEA, said: “Launching a shop-in-shop in Moscow’s iconic Hamleys store is an absolute honour and a key milestone for us. The famous store and brand is the perfect home for a Funko Zone, bringing our pop culture retail experience to Moscow’s city centre.”

 Sveta Farnieva, brand director of Hamleys Russia, added: “Partnering with the pop culture giants of today to bring their collectibles and apparel via the vessel that is our store is just the beginning of amazing things to come. Watch this Funko space.”

Funko has been expanding its brand depth in recent weeks, culminating with the recent unveiling of the newest titles to emerge from its Funko Games umbrella. It was at this year’s New York Toy Fair that Funko Games, the board game group of the Washington-based pop-culture firm, unveiled a diverse lineup of games.

Among its first wave were the likes of Back to the Future: Back in Time, Godzilla: Tokyo Clash, and a new title making use of the Pan Am license.

“The Funko Games new releases span from deep strategy board games to collaborative family fun to quintessential party picks that are all rooted in clever stories, nostalgic pop-culture touchstones, and fan-favourite licenses,” read a statement from the outfit.

On top of this, Funko also used the New York Toy Fair as the launch pad for its debut into the toy category via its newest product line called Snapsies. Through Snapsies, Funko has developed a toy line specifically for the younger market, featuring patent pending snap-and-match technology which allows kids to add personalisation to a diverse lineup of characters like rock star unicorn Jett, super-athletic mountain goat Billie, and hedgehog Boe, the baker.

Eva Verhaak, head of marketing and strategic sales at Funko, EMEA, added: “We are ecstatic to launch into toys with Snapsies, a product that heroes friendship, creativity and being an individual.

“The fact this is intertwined with a new snapping technology makes it a unique proposition for retailers and consumers. Additionally, all characters were brought to life with beautiful animations created by our in-house team at Funko Animation Studios. Collectively, we can’t wait to see kids ‘snapping and matching’ away this year and building their collections.”

Snapsies  will be available in the UK this summer.

Simon’s Cat lands new board game, card games, and puzzles deals

Simon’s Cat is slinking into the card games, board games, and puzzles sector thanks to a trio of new partnerships to have been signed by the global content creator, producer, and distributor, Endemol Shine.

Inspired by the hit animated series, Simon’s Cat, the popular moggy will be making its debut among leading names in the tabletop gaming space, including with the like of Alley Cat Games – who will develop a new board game for the IP.

Simon’s Cat will also receive its own series of family card games courtesy of MDR Games, available through Amazon in the UK, Germany, and in stores in Poland, and a puzzle deal with the publisher Athesia Kalenderverlag.

Simon’s Cat follows the antics of a mischievous white cat and his long-suffering owner Simon. It was created by the award-winning illustrator, animator and director Simon Tofield and was first seen on YouTube in 2008.

The series is now a worldwide phenomenon, entertaining audiences in over 100 countries.

These latest deals build on the hugely successful extensions of the Simon’s Cat brand in the mobile games space, with titles such as Simon’s Cat Pop Time, Simon’s Cat Crunch Time and Simon’s Cat Dash, which have generated in excess of 16 million mobile gaming downloads.

Jane Smith, group director, brand licensing and gaming, Endemol Shine Group, commented: “These new deals build on an already successful licensing programme for Simon’s Cat across Europe. The humour and warmth of the brand appeals to a broad fan base of cat lovers around the world who can relate to these charming and cheeky characters, and expanding our digital business into physical products is testament to this.”

The Simon’s Cat brand enjoys success across multiple categories including gaming, publishing and apparel. Last year alone saw sell-out success with Teespring plushies; a brand new book Simon’s Cat It’s a Dog’s Life which brings everyone’s favourite feline back to the page, with a canine twist; the rollout of the hit mobile game Simon’s Cat Dashin China; and continued international growth with further agent appointments in the Nordics and CEE, and Southeast Asia.

Nearly two million Simon’s Cat books have been sold, and there are more than 80 million digital sticker downloads.

The brand has over 6.5 million fans on Facebook, two million followers on Instagram, and more than one billion views on YouTube.