Boardgame, geek, Tariff

Tariff Talk from Stonemaier, Cephalofair, Game Trayz Lab, and Steve Jackson Games | BoardGameGeek News

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by W. Eric Martin

If you’re tired of all the tariff talk, click away to somewhere else on this site. If not, let’s survey what publishers are posting on the topic on their websites and elsewhere, keeping in mind that many of these posts refer to a 54% tariff on goods from China to the U.S. compared to the 104% tariff that is in place as of April 9, 2025.

[Update just prior to publication: On April 9, U.S. President Trump raised the tariff on goods from China to 125%, while placing a 90-day pause on the “reciprocal” tariffs announced on April 2 and imposing “only” a 10% tariff on other countries.]

ā–Ŗļø In “The Math of Tariffs“, published on April 7, Jamey Stegmaier of Stonemaier Games runs through the numbers of how tariffs could impact the retail price of a game based on the additional cost that a publisher must pay thanks to the tariff.

Let me highlight one detail from his post:

In general, the prices for products already in any publisher’s U.S. inventory and the prices of goods sold to non-U.S. consumers are not directly impacted by the tariffs. However, the economics of globalization cast a tangled web over pricing. I hear the concern from non-U.S. consumers that they might absorb some of the cost increases, but costs have never been 1:1. Freight shipping to Europe costs more than freight shipping to the U.S.; Europe also has VAT. This doesn’t mean that U.S. customers have been absorbing higher costs for Europe for years. It’s just the nature of having a worldwide price rather than constantly changing prices based on a variety of fluctuating costs for each country.



In response to a reader asking why publishers don’t vary prices globally, stating “It’s just hard to accept that my games in Aus[tralia] will be increased at the retail level to help cover the cost of the tariff for U.S. based customers”, Stegmaier responds, “You’re currently paying less than those in the U.S. (based on the cost to games to you in Australia ā€“ fewer games sent there at higher freight shipping costs per unit), and that’s been the case for a long time. So if retail prices go up a few dollars, it evens out.”

As that detail makes clear, unless you have experience managing an international business, you might not be aware of all the factors that go into the costs of running that business and what owners have to account for when setting prices.

ā–Ŗļø In a prior post on April 3, “The Darkest Timeline“, Stegmaier states what many other publishers have: “Manufacturing the types of games we make is not an option in the U.S.” He then links to a story I’ve run across a few times, but haven’t yet shared: “My Year in Manufacturing & Games“, a February 17, 2025 article by Steve Heumann that details the fruitless efforts by publisher Quimbley’s Toys & Games to produce games in the U.S. Excerpts:

One of the primary focuses of Quimbley’s was going to be the building of a manufacturing plant here in Utah that would allow games and toys to be produced in the United States as opposed to China. This is the goal (at least stated goal) of so many politicians and business leaders across the country.

We were going to put our money where our mouth was and produce right here at home…

We found that producing a board game here in the states would cost us almost double what it would in China, meaning we would have to charge double in order to pay for everything…

Even with the machines we had bought, we still couldn’t compete with Chinese prices. We tried different products and fun RPG battle mats, but we always came back to the same conclusion. We were able to produce some things pretty well, like wooden accessories and such, but not at the scale that would make them viable mass market products.



What was Quimbley’s trying to produce?

Quimbley’s was the brain child of a good friend of mine. He had taken over the flailing game company Petersen Games, producers of the famous board game Cthulhu Wars. After a long list of successful Kickstarter games, Petersen had run into logistical problems and had failed to produce their last five fully funded games. The plan was to produce those games and use them as a means of catapulting Quimbley’s to the top of the charts…

And then we started looking more closely at what had been promised to the backers and how much it would cost to fulfill in the real world. The prices they had paid on the Kickstarter would barely cover production on one of the more complicated games, let alone shipping costs and having any profits left over. There were so many plastic miniatures in the game that tooling alone was a crushing financial burden that would cripple the merchandise line commercially before anything else was even produced.

What we thought would catapult us into the stratosphere turned out to be digging our grave.



So that was two giant mistakes undertaken by Quimbley’s: trying to manufacture in the U.S. without understanding the costs involved, and trying to resuscitate an underwater project without understanding the costs involved…and yet Heumann writes, “Just because it didn’t work out exactly the way we’d hoped doesn’t mean it wasn’t a success. Success is measured in a lot of different ways, and for me, Quimbley’s hits too many of them to be considered anything less than a triumph of grit, determination, and the desire to bring good into people’s lives.” We had grit, determination, and desire ā€” that’s three successes!

ā–Ŗļø In an April 3, 2025 post titled “Tariffs Are Driving Up Game Prices Now“, Steve Jackson Games CEO Meredith Placko writes:

[W]e 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.

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.



Note that with a 104% tariff, the game manufactured for $3.00 would now cost $6.12, so that once-$25 game would now be…$50?

Some people ask, “Why not manufacture in the U.S.?” I wish we could. But the infrastructure to support full-scale boardgame production ā€“ specialty dice making, die-cutting, custom plastic and wood components ā€“ 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.



I realize that I’ve posted statements like this from publishers many times. I’m posting it again (and again) to try to get people to understand that the people involved with the production of these games have investigated alternatives and not found them. Instead of saying “Why not manufacture in the U.S.?” yet again, listen to those who have already looked into this possibility, with Placko’s final paragraph summing up the problem:

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. [emphasis added] 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.



“There is no national plan” ā€” to a large degree, U.S. state and federal government seems to mirror the approach of corporations in their focus on quarterly benefits for stockholders. Most activity focuses on immediate gains, with no thought as to what will make things better for citizens over time. These tariffs are a prime example of this behavior.

ā–Ŗļø In mid-2023, Cephalofair Games ran a US$5 million crowdfunding campaign for various –haven items, anticipating that Gloomhaven (Second Edition) would be delivered by mid-2024, but the game finished manufacturing only in early 2025 with shipping scheduled to start…in mid-April 2025, which means the price of that project will now essentially double.

On April 9, Cephalofair COO Price Johnson posted a tariff-related update on the company, with this being the bottom line: “Our next steps are uncertain and being forced to change daily.” In more detail:

Speaking bluntly, our industry, our jobs, and our projects are under attack by volatile, and self-inflicted, U.S. trade policy. Our manufacturing costs in the last two months have seen an increase of 104% due to U.S. tariffs…

The impact that 104% tariffs will have on our industry, and our company, are nothing short of devastating and are already having immediate consequences that will be felt knowingly and unknowingly by everyone who enjoys this industry – from the hobbyist, the retail store owner, the publisher, and ultimately our communities…

Board games are HIGHLY custom, and include a magnitude of custom parts made from a wide range of custom materials ā€” made available to us under a single partner and project manager in China. Domestically, we’d have to bid individual producers for each custom good (assuming our print run is large enough to earn their attention), import raw materials, then provide or seek out our own assembly labor to bring it all together. This (if possible) would lead to exponentially higher prices than anywhere currently found in tabletop.



To repeat myself:

Domestic manufacturing does not exist for the products we make. Nor do many of the materials. I wish they were. I like having my product when it’s ready and not having to depend on a 30-45 day buffer between manufacturing and ocean freight.

The reality is that China has been our industry’s gold standard for quality for decades, and continues leading the way in innovative new processes, materials, and capabilities. I’ve visited our facilities in person. I meet with our teams multiple times per year. We can bid a project with well over two dozen reputable and specialized board game manufacturers internationally on a new project. We don’t have anything that resembles that level of availability, competition, or experience here in the United States that could support our products, let alone those of our entire industry.



And to second the lack of a plan:

Suddenly punishing foreign manufacturing before standing a roadmap or solutions for building domestic options is backwards and will not lead to anything close to overnight manufacturing options ā€” especially when machinery, materials, raw goods would all be subject to 104% import taxes as well. The cost has literally never been higher for a company/entity to consider such investments.



Imagine Price Johnson’s sharp intake of breath when contemplating the following:

We have approximately $1.2M in product produced and awaiting shipment from China currently. The United States generally accounts for ~60-65% of our business. If we shipped what we’d normally be allocating to the U.S., we’d be looking at a U.S. tax bill of ~$800k+ once it lands at port and before we even start making any new sales (slower sales, at new higher prices).


ā–Ŗļø In an April 5 Kickstarter update for Forsaken from Game Trayz Lab, co-designer Michael Mihealsick writes: “This represents an existential threat to every American board game publisher on par with a Thanos snap ā€“ and it will only be that gentle if nothing gets worse.” (Narrator: It got worse.)

More from Mihealsick:

Any publisher who has product on the water right now is facing a life-changing invoice, and any publisher who has product on the water and doesn’t have enough liquid on hand to settle that invoice is looking at a lot of bad scenarios.

The game industry is certainly not the only one to be affected, but we are particularly vulnerable to these kinds of importing shake-ups because of the nature of our cash flow.



Game Trayz Lab plans to drop its print run from 10,000 copies to “significantly” less so that it reduces the tariff cost, while also turning to a focus on direct sales (and away from retail) since the margins on retail sales are much smaller. They also plan to create a promo pack of playable content “to raise cash in advance to cover current tariffs (and prepare for any more in the future)”.

Mihealsick then goes on to detail the many reasons why board games won’t be manufactured in the U.S. anytime soon:

Today there are definitely factories right here in the USA that will take quotes and make games for you. In my personal experience, those quotes are typically 4x-10x higher than what we see from manufacturing partners in China. To be specific, the last quote I got from a U.S. factory was $6.81 per unit for a game that would have cost $0.98 to make overseas.

In a vacuum, if you don’t know the first thing about anything else, then it might feel like there’s a numbers-based carrot-and/or-stick solution that will push U.S. publishers to manufacture in the U.S. Unfortunately, in reality there are a lot of other barriers.



Mihealsick then details aspects of game production that do not exist in the U.S. or that require imports (mostly from China). This is the link to share with anyone who still asks “Why not manufacture in the U.S.?” He concludes:

The U.S. government made a conscious choice and effort to source manufacturing offshore that dates back to the 1950s in an effort to globalize the U.S. dollar. As a result, other countries and partnerships became staked in our success, and the USD became a major fixture in the world economy.

Americans have been reaping the rewards and eating that cake for the last 75 years, but now America wants to have that cake, too. Unfortunately, at least for the game industry, that’s just not going to happen any time in the foreseeable future.

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