The Puzzle and Game Legacy of Godzilla

Godzilla has been a cultural icon for seventy years.

Across dozens of films, in a film market with hundreds of behemoths, leviathans, and titans to watch, Godzilla is still the King of the Monsters. Godzilla has battled humanity, aliens, robotic duplicates, and other kaiju, bringing joy and wonder to millions of moviegoers. Godzilla has evolved from personifying the specter of nuclear annihilation to representing the spirit of a proud nation against threats like pollution, environmental catastrophe, and war.

The cultural influence of Godzilla cannot be overstated. So you shouldn’t be surprised to see that it extends into the world of puzzles and games as well.

Now, sure, Godzilla isn’t popping up in crosswords on the reg. Xwordinfo tells us that Osaka has been clued a half-dozen times in relation to Godzilla (and Tokyo nearly as many times).

Godzilla has appeared in New York Times crossword grids four times (including one where they cross paths with King Kong). In comparison, fellow Kaiju Mothra has appeared in New York Times crosswords five times.

Godzilla and Osaka are both in this themeless crossword from Trenton Charlson on June 2, 2018.

But The New York Times isn’t the only publication worth discussing here. No, to truly appreciate the puzzly legacy of Godzilla, we have to discuss G-Fan magazine.

The art for this cover (and a half-dozen others) was done by my marvelous friend Matt Harris!

G-Fan is the premiere magazine for all things kaiju, especially Godzilla, and it was flipping through an old copy of the magazine that inspired this post. (It’s amazing what you unearth when you’re packing up your whole life to move.)

Among interviews, movie reviews, and wonderfully nerdy deep dives into various monster-centric topics, I stumbled across not only a Godzilla-shaped maze (pictured at the start of this post), but a crisscross all about my favorite skyscraper-sized monster.

So, naturally once I started, I kept digging, delving into the G-Fan archives and reaching out to JD Lees, the man behind not only G-Fan, but the annual G-CON / G-FEST convention!

He was kind enough to take some time out to discuss the puzzles periodically appearing in the pages of G-Fan.

What inspired you to start putting puzzles into G-Fan?

When I was a teacher, I would often include puzzles in the worksheets I created for students. I figured it was a way to increase engagement that was a bit fun and different for the kids. I found I enjoyed making them, so when I was creating G-FAN Junior, puzzles seemed a natural thing to include to break up the articles, add variety, and fill space!

Do you have a favorite puzzle (either in terms of topic or overall execution) from over the years?

I have a lot of fun creating the puzzles where a monster’s name is hidden in an unrelated sentence. I first saw this done with the names of the U.S. states and their capitals. I think it was in a puzzle book I used in my Grade 10 math class.

There’s a Godzilla Monopoly game. Is your affection for Godzilla potent enough to make you endure a game of Monopoly through to the end?

Ha ha! I look back and marvel at those long-ago times when my friends and I used to enjoy playing Monopoly. Maybe I’m just getting old. (Actually, no maybe about it!) However, I did buy the Godzilla version of Monopoly for the Gaming Room at G-FEST, and it was used. The second year someone stole all the kaiju tokens, so I replaced them with generic monster figures. Overall, G-fans are very honest, but thousands attend the convention, so I guess there will be a few bad apples.

Although he’s currently taking a break from G-Fan, JD did say he expects to construct more puzzles in the future (though they might not be so kaiju-focused.)


Speaking of the Godzilla edition of Monopoly, that brings me to the other half of today’s post: the legacy of Godzilla in board games.

The many ways Godzilla has been translated to board games. Clockwise from upper left: Godzilla Electronic Wargame (1984), Godzilla: Monsters Attack! (2008), Godzilla pen and paper game (1988), Godzilla: Kaiju World Wars (2011), Godzilla Game (1978), Super Godzilla Tempest (1990), Godzilla: King of the Monsters (2020), Godzilla: Kaiju on the Earth LEGENDS (2022).

There are literally DOZENS of board games inspired by Godzilla and the many kaiju that followed in those monstrous footsteps.

Alongside the aforementioned official Monopoly version, there’s an official Godzilla Jenga, a Godzilla version of The Incredible Hulk Smash (one of several dismal tie-ins promoting the atrocious Fox 1998 Godzilla film), as well as expansions for Cthulhu: Death May Die and an upcoming reimagining of the game Battle Masters called Battle Monsters.

Godzilla-inspired board games date all the way back to 1963, when the imaginatively titled Godzilla Game was released. It was actually the first Godzilla toy produced in the US and only the second Godzilla toy ever made.

In 1978, another Godzilla Game was released, followed by a Mothra vs. Godzilla game in 1982. There have been strategy games (like a pen-and-paper game in Swiss gaming zine AHA in 1988), dice games like Godzilla VS Kong from 2022, and loads of, quite frankly, fairly disappointing board games.

This trend has only reversed in the last fifteen years or so with releases like my all-time favorite Godzilla game, Godzilla: Tokyo Clash from 2020.

There’s also a curious pattern of Godzilla card games with names that go unnecessarily hard, but I respect the manic energy they bring to game shelves. These names include Godzilla: Stomp! (2011), the delightfully named Godzilla Boom (2012), and Godzilla Total War (2019).

Confusingly, there seem to be both a board game AND a card game called Godzilla Rampage, and they both have supplements adding other monster/monster-fighting icons like Ultraman, Gamera, and Daimajin to the mix.

But easily my favorite discovery as I strolled down the well-stomped memory lane of Godzilla games was this 1994 Hungry Hungry Hippos-style game.

From cutesy to vicious, from the pages of fanzines to coffee tables across the world, Godzilla has moved far past the silver screen and become part of the cultural language. People who have never seen a Godzilla film — yes, they exist, and we pity them — still know the name.

Bridezillas the world over owe their monstrous reputations to our beloved atomic-breathed kaiju. We know dozens of other monsters because of Godzilla. Rodan, Mothra, King Ghidorah… heck, even King Kong rides those enormous coattails from time to time.

And it’s fun to remember that even the world of puzzles and games is not immune to the mighty roar or the deep, deep shadow of the King of the Monsters.


Thank you to JD Lees, Matt Harris, and several chums from the Board Game Geek forums for helping me with this post. Be sure to check out the G-Fan website for all things Godzilla, and enjoy this not-at-all-exhaustive list of G-Fan issues with some of JD’s puzzles:

  • Issue #110, Fall 2015
  • Issue #109, Summer 2015
  • Issue #108, Jan/Feb 2015
  • Issue #97, Fall 2011
  • Issue #49, Jan/Feb 2001
  • Issue #42, Nov/Dec 1999
  • Issue #39, May/June 1999
  • Issue #37, Jan/Feb 1999
  • Issue #36, Nov/Dec 1998
  • Issue #33, May/June 1998
  • Issue #32, March/April 1998

Do you have a favorite Godzilla film, Godzilla game, or Godzilla pop culture moment, fellow puzzlers? Let us know in the comments section below. We’d love to hear from you!

The 2025 Conference on BIPOC Game Studies

The 2025 Conference on BIPOC Game Studies convened this past weekend, bringing together students, game designers, college professors, and influential names in the games industry. It was organized in part by the Strong National Museum of Play in Rochester, New York.

The goal? To share research, showcase games, and discuss the future of game studies through the lens of BIPOC experiences (Black, Indigenous, and People of Color).

Here is a bullet point list of themes the conference was designed to explore:

  • Representation and Identity in Video Games
  • Digital & Analog Games as Cultural Artifact
  • Games By & About Black and Indigenous Communities
  • Decolonizing Game Development & Design
  • Integration of Indigenous & Black Knowledge Systems
  • Afrofuturism in Gaming
  • Cultural Preservation & Digital Heritage
  • Social Impact & Activism Through Games
  • Diversity, Equity & Inclusion in Playful Technologies

Both board games and video games were topics of discussion across the three-day event, with panels and presentations covering properties as varied as Yu-Gi-Oh!, collegiate Esports, The Last of Us, murder mystery games, Dragon Age, virtual reality, the cultural value of arcades, and more.

Lindsay Grace, co-chair of the Conference and Knight chair in Interactive Media at the University of Miami, eloquently explained to WXXI News why this conference was not just necessary, but invaluable:

“I think one of the most important things to recognize about games is that they are kind of a cultural artifact. And being a cultural artifact, it’s important to ask questions about what these things mean in society, or what these things mean to the people who make them.”

“… One of the things I think is really interesting in game studies is we have the opportunity to think critically about the kinds of problems we’re solving and then also the kinds of solutions we’re offering. So a lot of what people talk about in, say, decolonizing games is about reinvestigating those two questions, what’s the real problem here? What’s the source of that problem? Similarly, how are we solving the problem?”

For years, I have discussed in this blog how the world of puzzles and games not only reflects our culture and choices, but why that’s important. But I can only examine those things through one particular lens, that of a white cishet male. There are blindspots I’m unaware of and experiences I simply don’t have, despite my best efforts.

That’s why it’s so important to have other voices included in the discussion, and events like this are crucial to the health of the games industry and our understanding of why we play games at all.

While I wasn’t in attendance, I have read through the various studies and papers associated with the conference, trying to better educate myself on these topics.

And the topics presented are fascinating.

How the experiences of Black users suffer in virtual reality due to whiteness as a default in so many games.

How the roles of Black and Latinx characters in games like Overwatch and Marvel Rivals contribute to not just representation, but reinforce perceptions of particular ethnic groups only in violent situations, not those of support or providing nonviolent solutions.

How video games are being used to preserve Latinx culture and the artistic legacy of the Hmong.

I learned about topics like Quare Theory and Misogynoir (how racist and anti-Black depictions affect the public perception of Black women), explained through the medium of video games.

But the article I found myself returning to several times over the last few days was “Decolonizing Play: Exploring Frameworks for Game Design Free of Colonial Values.”

It was startling to realize just how many video games are foundationally built on the values of Colonialism, and how easy it would be to NOT reinforce those harmful cyclical patterns.

From the paper by Elaine Gomez: When the topic of colonization arises, many game developers often hesitate to get involved in meaningful and constructive design conversations around how to mitigate values that are heavily ingrained in game theory and player expectations.

Some of the conversations broached by these panels and papers are uncomfortable, but difficult conversations are worth having. Challenging the biases and preconceived notions that games are often built upon is worthwhile. (I’m hoping to reach out to some of the Conference’s participants for more details in the coming weeks to follow up on these enlightening discussions.)

In the meantime, I encourage everyone to read the proceedings from the event and take some time to really ponder the topics presented.

The world of puzzles and games is big enough for everyone, and only gets better when everyone feels included. The 2025 Conference on BIPOC Game Studies is proof of that.

Happy gaming, everyone.

The RPG and Board Game Community Reaches Out!

One of the best parts of being a puzzle and board game guy is the amazing community of fellow players, puzzlers, and game designers that surrounds you. Yes, puzzles and games are a business, obviously, but every week I see examples of creators and companies giving back, doing charitable acts, and participating in fundraisers for good causes.

Today, I’d like to highlight a few and hopefully bring more attention to these worthwhile endeavors.


Accessible Games: Global Accessibility Awareness Day

Accessible Games understands that every person is different, and that there are many people who don’t feel represented in modern roleplaying games. To that end, they created Survival of the Able, an RPG with disabled protagonists set in medieval Europe during a zombie plague. It shows the challenges people face every day, but also shows that those people are capable of accomplishing extraordinary things. (They even published a special edition of the game that is designed to be more accessible for dyslexic players.)

Between Survival of the Able, their zine Accessible Gaming Quarterly, and their guide to more inclusive tabletop creation — Accessible Guide to RPG Layout — they’re doing a lot of advance the cause of gaming for everybody.

In honor of Global Accessibility Awareness Day (which is Thursday May 15th), they’re offering a 30% discount on their entire accessibility-focused library. You can get your discounted copies between May 15th and May 22nd at this link. Please consider participating.


Kids in the Attic: Hershey Family Recovery Bundle

Kids in the Attic is a roleplaying game company that likes to highlight the weird and whimsical in their fantasy, space, and horror games, but this week, they’re turning their attention to bringing light and kindness to a horrible situation.

They’re currently organizing the Hershey Family Recovery Bundle to support the family of Rick Hershey, a prolific artist in the tabletop roleplaying game community. All of his children were involved in a devastating car accident caused by another driver. Thankfully, they all survived, but the road ahead will be long, and everyone knows the burden that medical bills can impose.

You can click this link to see everything included in the Hershey Family Recovery Bundle and to learn more about Rick. Please consider donating to help Rick’s family get back on their feet.


Tycoon Games: The Box of Giving

Tycoon Games has been an industry leader in charitable work and outreach for years, donating to Toys for Tots, the Boys and Girls Club, and many other worthy organizations.

Their latest endeavor is The Box of Giving, a collection of games intended to help underserved communities, schools, libraries, gaming conventions, and local non-profits experience the joy and camaraderie that comes with playing games. For the cost of shipping alone, each organization receives $500 worth of games!

Please click this link to apply for the Box of Giving program and share the link for any groups that you think would benefit from this wonderful endeavor.


Are there any charitable efforts in the board game or roleplaying world that you’d like to shout-out? Let us know in the comments below! We’d love to hear from you.

Happy gaming, everyone!

Free Board Games and RPGs?

At the start of the pandemic in 2020, game companies around the world rallied around their customers, offering discounts, producing print-and-play versions of their games, and creating new online variants of their games to allow for Zoom play or remote play.

It was a remarkable effort at a very trying time, one that many board game enthusiasts like myself remember warmly.

So, five years later, as this baffling tariff war threatens the industry as a whole, we’re seeing the board game industry again roll with the punches and work with the audience to survive.

Some are having “tariff sales” at deep discounts to help clear inventory, gauge audience interest in certain games, or create a cash bumper to help them weather the uncertain tariff storms.

Others are making PDFs more available to customers, helping mitigate both prices for the audience and reduce production costs for the company.

Today, I want to highlight a few companies that have gone beyond that, offering free products for customers to enjoy.

Yes, they would obviously rather that you visit their shops and pay for PDFs or physical copies, but the fact that they have free board game libraries AT ALL is worthy of attention and admiration.

So here we go!


9th Level Games

Every year, dozens of roleplaying game companies create Free RPG Day handouts for game stores to offer fans. Sometimes they’re quickstart versions of the games to introduce new players. Sometimes they’re exclusive adventures or modules to play either in-store or at home. Othertimes, they’re entirely new games, free of charge.

For five years now, 9th Level Games has created their own Free RPG Day offering, the Level 1 Anthology. It’s a collection of new games by up-and-coming and established RPG creators, all centered around a theme. Last year’s edition was all about programming. This year’s is about the end of the wild west.

You can visit your friendly local game shop on June 21st this year to pick your physical copy of the game.

But if you want to check out ANY of the previous years’ Level 1 Anthologies, they continue to offer the PDFs free of charge!

9th Level Games is one of my favorite RPG companies — making classics like Kobolds Ate My Baby!, Mazes, Return to Dark Tower, and The Very Good Dogs of Chernobyl — and I’m proud to have a game featured in last year’s Level 1 collection as well as a game in this year’s upcoming collection. Please check out both the freebies and the full lineup of games on their website.


Crab Fragment Labs

A company called Cheapass Games launched with a very simple idea: they only give you what you need to play the game. No reselling you tokens and dice and chips and fake money that you can already borrow from other games. Just what you need to play their games. It was affordable and brilliant.

They’ve created some of my all-time favorite board games, including:

The Big Idea (can you put two cards together to make a silly product and market it to your investors/other players?)
Kill Doctor Lucky (can you eliminate the luckiest man alive?)
Unexploded Cow (can you combine unexploded World War II ordnance and mad cows to turn a profit?)
U.S. Patent Number 1 (can your time machine beat other time machines to the day the patent office opened and claim the very first patent?)

And while many games from the Cheapass Games era are still available, their creative legacy lives on through Crab Fragment Labs, a game company that not only develops their own clever and challenge games, but also hosts a free print-and-play library of many board games for you to enjoy.

They have a shop as well, where you can support their gaming mission. Please check them out!


Dungeons & Dragons

I know that the prices of D&D books can seem daunting these days, but what you might not know is that there are publicly available rulesets for you to enjoy right now! You can use their own quickstart rules, as well as the advice on DnDBeyond.com to delve into building your own game world free of charge!


Rowan, Rook, and Decard

If Dungeons & Dragons is still a little intimidating, no worries! Have you ever tried a one-page RPG?

Rowan, Rook, and Decard offers a brilliant library of RPG games at all price levels, and many of their one-page RPGs designed by Grant Howitt are Pay What You Want. It’s a delightfully affordable way to try out the hobby without breaking the bank! (There’s also a free RPG section!)

Want to play bears planning the perfect crime? Try Honey Heist.

Want to play a group of seagulls causing mayhem? Try Everyone Is Seagulls.

Want to see Sean Bean finally survive film? Try Seans Bean Star In: A Very Northern Christmas.

Want to combine Regency romance with giant robots? Try Pride and Extreme Prejudice.

Comedy, horror, action, long-form, short-form? They’ve got it all. Check out their entire library here!


If you’re looking to play online, you have options like Free Board Games.org, Tabletopia, and Calculators.org, as well as this list from RPG Geek.

For those with 3D printers at home, How-To Geek has collected ten board games you can print at home right now. The list includes Connect 4, Battleship, Chess, and Settlers of Catan.

You’d be amazed at what’s out there for gamers on a budget if you just know where to look. Please support any and all of these companies where you can. They’re helping keep the hobby alive, affordable, and exciting.

Happy tabletopping, everyone!

Board Games: 54% Tariff Increases and a Global Coalition to Keep Toys Tariff-Free?

Image courtesy of wilsoncenter.org.

The insane stupid rodeo of tariff threats, retractions, delays, and new threats continues, and the board game industry is reeling.

Some companies are pausing Kickstarter pledge managers and rollouts until they consult with lawyers and printers. Others are cancelling projects outright.

And these companies are being incredibly honest and forthright with their audiences. I’ve seen at least a half-dozen posts from across the industry, and there are probably many others I’ve missed.

But I want to share one in particular.

The CEO of Steve Jackson Games, Meredith Placko, put out a post about the tariff situation and how it’s affecting the industry.

Feel free to click the link to check it out, but I’m going to post much of the text here as well, because it’s straightforward and informative. It avoids hyperbole and confronts the unpleasantness awaiting board game companies going forward. Plus it gives us real numbers to crunch.

(Meredith’s comments are in quotation marks, my comments in italics.)


“On April 5th, a 54% tariff goes into effect on a wide range of goods imported from China. For those of us who create boardgames, this is not just a policy change. It’s a seismic shift.

At Steve Jackson Games, we are actively assessing what this means for our products, our pricing, and our future plans. We do know that we can’t absorb this kind of cost increase without raising prices. We’ve done our best over the past few years to shield players and retailers from the full brunt of rising freight costs and other increases, but this new tax changes the equation entirely.”

Covering the board games industry has been a rollercoaster since COVID 19 reports in China emerged and factories began shutting down. Board game companies adapted quickly, but many suffered, and more than a few closed their doors.

I was hoping that would be the worst of it for the industry, but sadly, that’s obviously no longer the case. I can only imagine what the last five years have been like for board game creators.

Image courtesy of The Wall Street Journal.

“Here are the numbers: A product we might have manufactured in China for $3.00 last year could now cost $4.62 before we even ship it across the ocean. Add freight, warehousing, fulfillment, and distribution margins, and that once-$25 game quickly becomes a $40 product. That’s not a luxury upcharge; it’s survival math.”

Getting real numbers has been a revelation, and I’ve been sharing this post all over in the hopes of people realizing the genuine effect these tariffs will have on businesses.

“Some people ask, “Why not manufacture in the U.S.?” I wish we could. But the infrastructure to support full-scale boardgame production – specialty dice making, die-cutting, custom plastic and wood components – doesn’t meaningfully exist here yet. I’ve gotten quotes. I’ve talked to factories. Even when the willingness is there, the equipment, labor, and timelines simply aren’t.

We aren’t the only company facing this challenge. The entire board game industry is having very difficult conversations right now. For some, this might mean simplifying products or delaying launches. For others, it might mean walking away from titles that are no longer economically viable. And, for what I fear will be too many, it means closing down entirely.

Tariffs, when part of a long-term strategy to bolster domestic manufacturing, can be an effective tool. But that only works when there’s a plan to build up the industries needed to take over production. There is no national plan in place to support manufacturing for the types of products we make. This isn’t about steel and semiconductors. This is about paper goods, chipboard, wood tokens, plastic trays, and color-matched ink. These new tariffs are imposing huge costs without providing alternatives, and it’s going to cost American consumers more at every level of the supply chain.”

Image courtesy of Etsy.

This is the real lesson here for anyone supporting these tariffs. You can’t just say you’re bringing manufacturing back to America. You have to DO it. You have to have the facilities, the manpower, the training, the materials, and the wherewithal. These tariffs aren’t just putting the cart before the horse, it’s pushing the cart down the hill and blaming gravity when it crashes.

“We want to be transparent with our community. This is real: Prices are going up. We’re still determining how much and where.

If you’re frustrated, you’re not alone. We are too. And if you want to help, write to your elected officials. Ask them how these new policies help American creators and small businesses. Because right now, it feels like they don’t.

We’ll keep making games. But we’ll be honest when the road gets harder, because we know you care about where your games come from – and about the people who make them.”


Hey folks, it’s your friendly neighborhood puzzle guy back again. (Just wanted to make it clear that everything you read going forward is me, not Meredith.)

It’s a rocky road ahead for board game companies.

Thankfully, we are already seeing industry leaders making moves to handle Trump’s tariffs.

The U.S. Toy Association (founded over a hundred years ago!) is trying to forge a coalition with toy and trade associations across the world with the lofty goal of a global 0% reciprocal tariff on toys.

The list of organizations agreeing to work on this is impressive… and inspiring. Sure, it’s a business decision. My cynical little heart sees that.

But imagine if they succeeded and made toys tariff-free across the globe. What a gift to parents and children around the world that would be! What a boon that could be to game designers.

(I reached out to the U.S. Toy Association to confirm if board games and RPGs fall under the toy umbrella, but have not heard back yet.)


So, what can you do in the meantime?

Well, if you have the means to do so, reach out to your officials. Support local game companies. Speak up, loudly and often.

When you think of the board game industry, you probably think of the big companies, the big brands… but there’s only a few of them.

The VAST majority are small businesses led by passionate designers, creative minds, and hardworking people of all ethnicities, ages, backgrounds, and gender identities. They are a chorus of voices that make gaming better, that tell us stories about ourselves through gameplay, that bring history alive and challenge our minds, our reflexes, our collaboration, and our cunning.

THAT is the board game industry I want to see succeed.

I hope they can weather the storm.

The more things change… (Tariffs and the Board Game Industry)

containership

Well, this is the worst kind of deja vu.

Five years ago, in February of 2020, I wrote a blog post about how the pandemic was affecting the board game industry, particularly regarding production and shipping from China and how it was hurting (sometimes crippling) board game companies.

And now, half a decade hence, I’m writing a blog post about another global disaster affecting the board game industry:

Donald Trump.

You see, the president’s “genius” plan to enact large tariffs against the US’s trade partners, forcing the American public to pay more for goods from China, Mexico, and Canada, is guaranteed to hurt many MANY industries, and the board game industry is one of them.

Already, game companies are reaching out to their customers with mailing list entries and blog posts and warning them of potential price hikes being forced upon them by this half-witted political stunt.

Atlas Games, for instance, issued a post this week about the current, frustrating, entirely-avoidable situation:

Unfortunately, there’s confusion and a distinct lack of clear guidance at this point. While Canada’s announcement of tariffs they’re levying in response clearly states that goods already en route to Canada aren’t subject to them, the Trump Administration has been contradictory on how and when US tariffs will actually be applied.

For example, two 40-foot shipping containers filled with our new game Vicious Gardens arrived in Seattle on Saturday. These games are on US soil, but they haven’t yet cleared customs. We don’t know if, when they do, we may be handed a tax bill equal to 10% of their value…

We also need to place orders NOW to reprint some of our popular titles. The Pops & Bejou game CULTivate is now published by Atlas Games. It’s out of stock, but we’ve had to delay the reprint because of the lack of clarity about these import taxes. During the election campaign, Trump threatened that tariffs on Chinese-made goods could be as high as 60% to 100%.

Unlike the president and his poor explanation of the current constantly-evolving tariff agenda, these game companies are striving to be as transparent about their circumstances as possible.

That kind of honesty goes a long way with customers, and while both the companies and customers will be feeling the squeeze of these new tariff-induced costs, hopefully the companies can still remain profitable and board game fans can still enjoy these wonderful play experiences.

Sadly, this is no surprise to industry insiders. Steve Jackson Games wrote about the consequences of the tariffs back in early November, and Stonemeier Games soon followed in early December.

A few days ago, CBS8 did a report about a local game shop in San Diego that expects to take a big hit when the tariffs land.

Some companies, like Monte Cook Games, are doing limited time discounts and sales to offset the upcoming tariff pricing. Some tabletop roleplaying game companies are already considering retreating from the physical game market entirely and focusing on PDF and downloadable products to remain profitable.

Much like the ripple effect of COVID in 2020, I suspect the effect of Trump’s tariffs will be felt for years to come.

But, unfortunately, like so many things these days, we’ll have to wait and see… and hope for the best… but expect the worst.