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Meeple Mountain Goes to Gen Con 2025

The Meeple Mountain team was in full force at Gen Con 2025. Join Abram, Andy, Joseph, Justin, and Kevin as they each share their experiences at the biggest board gaming event in North America.

2025 was another amazing year in the Gen Con history books. According to ICV2, Gen Con had yet another record-breaking year, with attendance hitting about 72,000. While big crowds don’t really bother the Meeple Mountain team, the sardine-tin feel of the exhibit hall was definitely noticeable this year. Despite efforts to reduce congestion by banning wagons and large backpacks (the latter wasn’t really enforced), the flow still felt tight. Still, we swam through the masses to talk with some publishers and get the scoop on cool upcoming games and hot titles.

Since January, the Meeple Mountain team has added 5 new contributors, and two of those team members made the trek to Indianapolis to join us in evaluating the most anticipated games of Gen Con 2025. So without further ado, let’s the gang to talk about the show in their own words.

What’s Old is…Old Again (Justin)

I stopped by the Leder Games room near the main expo hall on Friday; Leder wasn’t debuting any completely new IP in 2025, so I entered expecting to see tables full of Arcs, their hottest release of 2024. Or, maybe Root, a game with thousands of fans around the world. Instead, I found a room full of…Ahoy displays. Ahoy is a good game, but it is certainly not on the level of Arcs nor Root. But the room was packed, three years after Ahoy’s initial release.

That was a running theme throughout the show. A few friends talked about the fact that Asmadi Games’ booth, littered with copies of their newest version of Innovation, brought them into the fold with a game that many had not previously tried. A number of booths had demo tables for games that were their 2023 or 2024 Gen Con releases. Restoration Games hosted an entire panel to talk about new games…and all of those games were actually new expansions of existing properties, such as Unmatched or Return to Dark Tower.

There was nothing that I would call a hot discovery at Gen Con 2025, at least not in the tabletop space and areas of interest that I cover. Sure, Disney Lorcana is great…but announcements about the next 12 months of timed releases aren’t the same as announcements about the game the first time. Sure, Lightning Train was a hot seller and initial impressions from friends appear to be strong. But if you wanted to get a copy, it was easy to wait in line and get one during the first two days of the show.

Many things factored into this phenomenon in 2025. Tariffs killed a number of tabletop publishers while forcing others to abandon their presence at the show. Some companies had shipping issues. Others have decided to hold off on big releases for SPIEL later this year. But this phenomenon had a chilling effect on the show, in interesting ways.

Speaking of old releases hitting the market again…Star Wars: Battle of Hoth is a reskin of 2004’s Memoir ‘44 (Tauntauns not included).

Passionate People (Abram)

As the resident RPG guy, I always gravitate towards new-to-me roleplaying games being showcased at Gen Con, and this year was no exception. We managed to snag an available demo table for the Warhammer 40K universe game Imperium Maledictum which came out a few years ago, and dove into Hive Rokarth for a quick introduction to the system and adventure featured in the Starter Set. Our Gamemaster, Curtis, was exceptional, rolling with our antics as we investigated heresy on behalf of the Imperium.

On the other side of the hall, I spoke with Paizo’s Joe Pasini about the ins and outs of their soon-to-be-released Pathfinder Quest, a campaign game in the Pathfinder universe whose story unfolds based on your choices in-game. I also talked with Thurston Hillman about the blockbuster release for Starfinder Second Edition, including getting some insights on the full Core rollout, which may or may not include a Tech Core release coming in the near future. Regrettably, I didn’t get to connect with Adam Daigle, but I’m sure that conversation would have gone similarly to all of the others in the TTRPG space—abounding with passion.

It’s very clear when people are talking about projects that they’re fully invested in, where they have poured nothing but love and adoration into their creation. Finding a Gamemaster like Curtis or creators like Joe and Thurston are what these hobbies are all about, and I could talk with any of them for hours on end.

A Standing Ovation (Justin)

Andy and I attended the Restoration Games panel, hoping to hear news about big releases for 2026. While Restoration didn’t announce any new IP, they did share my favorite news of the show—Thunder Road: Vendetta, one of my top five games of 2023, is getting a campaign game.

It is important to clarify that the new content, coming to crowdfunding “soon”, is a campaign game but it is NOT a legacy game. Given that Rob Daviau was in the room—a Restoration Games co-founder and a member of the panel—it was easy to confuse the idea that the man who created legacy games might be giving us another legacy experience. Not the case. While details were sparse, it is clear that this new expansion, Interstate of Decay, will require the base game, and the campaign is short—four games, which drove me to stand and applaud the campaign’s announcement.

Campaigns that require players to do 10-15 games, 30+ hours, with the same group over weeks and months? No thank you. I’ll be able to knock out campaigns of Interstate of Decay over maybe a couple of game nights. Plus, the campaign can be expanded with each use afterwards, creating an ongoing narrative for dedicated players. It’s incredible to say this, but this announcement was hotter than any game I tried at the convention this year.

Andy – he’s not kidding about the standing ovation. In a room of 50 or so people, Justin literally stood up as he slow-clapped to the Interstate of Decay announcement.

Sanctuary (2025, Feuerland Spiele)

Sanctuary: Ark Nova, Faster (Justin)

The team at Capstone Games offered Meeple Mountain a chance to try the upcoming Ark Nova tile-laying spinoff Sanctuary, so both Kev and I did separate demos on the first day of the convention. Capstone’s demo team was joined by Frank Heeren, the co-founder of German publisher Feuerland and the person who helped bring the original Ark Nova to the masses. We got the chance to get about 90% through a four-player game of Sanctuary before I had to run to another meeting.

Sanctuary’s biggest change is the streamlined approach it takes to offer players a chance to build their own zoo. It’s now a dedicated tile-laying game (the base game does feature tiles, but most players would call Ark Nova first and foremost a hand management card game), where players take turns drafting tiles from a market then later placing those tiles into their player board zoo. All of the base game’s animal and region icons are here, along with some of the Appeal scoring mechanics and language that will be familiar to Ark Nova junkies everywhere.

When I say streamlined, I mean it. Even during our demo, I could tell that the game can easily be completed in about an hour with 2-3 players, and maybe even a full four-player game with fast players. Most people I know try to keep Ark Nova plays limited to two, maybe three players, but Sanctuary really pushes play by dumping the requirement of building structures before playing animals into those structures on later turns. Scoring is very straightforward in Sanctuary and tiles are constantly moving into and out of the market.

I thought this first play was interesting, but I want to see the game again with different players outside of the demo environment. The question everyone asked at our table—a question that Kev himself asked when we chatted about the game later—was in regards to the target audience for Sanctuary. Many players I know think Ark Nova is the best medium-to-heavyweight strategy game ever made. (A designer friend has played Ark Nova in person more than 200 times.) I don’t think hardcore Ark Nova players will want to play Sanctuary over Ark Nova, because Sanctuary is such a stripped-down experience. However, I will definitely get my wife to play Sanctuary and it will scratch some of the Ark Nova itch that I enjoy, particularly when players get to stare at their new creation.

Kevin

I thought Sanctuary was a decent game, but it lives in this odd middle ground. It’s not really “Ark Nova light,” and it doesn’t feel unique enough to stand on its own either. It borrows a lot from what came before, but never quite twists it into something that feels totally fresh. Going in, I was hoping for the same kind of magic that Pirates of Maracaibo pulled off with Maracaibo—streamlined, polished, and good enough to make the base game feel unnecessary. Sadly, Sanctuary doesn’t quite get there.

Now, don’t get me wrong, there’s some fun to be had. The combos can click in a satisfying way, and the action tile management is still a mild little puzzle. When you chain the right moves together, you get that “oh yeah” moment. Our three-player game wrapped in under an hour, and that was with teaching. Quick, snappy, and easy to reset. It’s a decent warm-up game or something you can squeeze in before the heavier stuff hits the table.

Here’s the thing, though: I can’t help but feel this game would’ve landed better if it dropped before Ark Nova. Imagine getting this lighter, accessible version first, then graduating to the big one later. Instead, it’s the other way around, so Sanctuary ends up feeling like the younger sibling who showed up late to the party.

Still, I think there’s an audience for it. If Ark Nova feels a little too big or intimidating, Sanctuary offers a tasting menu of the same experience—enough to get the flavor without committing to the full feast. With Essen and the official release just a few months away, I’d bet it still lands on the top of plenty of people’s buy lists, even if it won’t dethrone its big counterpart.

Frosthaven Digital (Kevin)

I had the chance to sit down with Isaac Childres, creator of Gloomhaven and Frosthaven, and Brad Crespo of Arc Games (of Remnant II and Torchlight III success) during the Gen Con buzz around the launch of Frosthaven Digital, now in Early Access on Steam and the Epic Games Store.

We talked about the enormous success of the franchise, the challenges of adapting a sprawling tabletop epic into a streamlined digital experience, and where the series could go next. Isaac shared that he has been deeply involved as a consultant, reviewing and approving each stage of development. The Snapshot team, led by XCOM creator Julian Gollop, is developing the game, and Isaac described the collaboration as smooth, supportive, and true to his creative vision.

Frosthaven Digital launched in Early Access on July 31 with about one-third of the final planned content. Players currently have access to eight characters (six starting, two unlockable), over 40 tactical quests, more than 100 choice-driven events, an evolving Outpost system, single-player and online co-op modes, GeForce NOW support, and a tutorial path to ease new players in.

Isaac emphasized that the digital version is not simply a direct port of the board game. It is designed to bring the world of Frosthaven to life with improved user experience, better accessibility, and a much lower entry cost compared to the physical edition.

While the project builds on the codebase of Gloomhaven Digital, it required extensive reworking to handle Frosthaven’s heavier mechanics. The addition of a structured tutorial, a “Story” difficulty mode for casual players, and quality-of-life automation were all conscious design choices to make the game as approachable as it is faithful.

Fans are invited to shape the game’s journey, with new content, balance changes, and quality-of-life updates scheduled to roll out every few months during Early Access. When building the roadmap for the future of Frosthaven Digital, Arc Games is listening closely to the community to ensure the experience is as fun online as it is on the table.

Interior Design Credits (Abram)

Gen Con attendees have their attention constantly pulled in every which way, giving them hobby whiplash as vendors and publishers do their best to gain an edge with their presentation. Because before you can sell a game, you have to get people in the seats. There were definitely some issues regarding QR codes; you couldn’t walk ten feet in the convention center without being bombarded with a half dozen of the digital squares. This also became something of a liability, with attendees stopping abruptly in the middle of walkways to scan a code.

What impressed me, however, is how companies are pushing themselves to stand out in a sea of games. Last year, Asmodee had the big castle structure surrounding their booth and there was that double-decker Gnome Hollow booth (which seems to have triggered a new rule because instead of seeing a bunch of copycats this year, there were zero booths taking to the skies). But take IV Studio, known for their impressive visuals and components, who took their logo and put it out in front of their room on a cube all lit up like a loving beacon for gamers. Or the Marvel room where they lined the entrance with various iterations of Tony Stark’s Mark armor suits with sufficient illusion and lighting to make them seem more real than the backdrop they were. And then there’s the annual balloon sculpture which was influenced by Leder Games’ Ahoy.

In an industry already beset with razor-thin margins—now hampered by tariffs and uncertainty—companies willing to push the limits on innovative marketing are the ones we will still be discussing in passing conversation ten years from now.

The Friends We Made Along the Way (Andy)

I love board games, but I always enjoy meeting and talking with people more than just picking up games. And Gen Con is definitely the place to do it. Within minutes of getting in line to pick up my badge on Wed afternoon I ran into two different people I knew…and that was only the start.

The Meeple Mountain crew attended a slew of parties this year, all of which focused on networking, product demos, and general fun. From the asmodee room in the convention center, to the Allplay party at the Yard House, over to the Lucky Duck party, and then bouncing back to the convention center to close out the night at the Hachette party. And in every place, more people that we already knew, or had the chance to meet for the first time.

Glorious.

From top left: Jason Schneider from Happy Camper Games, Chris Kirkman from Dice Hate Me, Chad Elkins from 25th Century Games, and Ruel Gaviola from so many things.
Wine Cellar designer Andrew Stiles (far left) gathered a few friends to join Justin for dinner to celebrate the game’s release

Pubs Have Upped Their Party Game (Justin)

The team’s social connections really showed during Gen Con this year…we had the chance to attend more than a dozen parties over the course of the week, and a mix of our contributors tried to hit them all. One thing is for sure: publishers, manufacturers, content creators, and even charity partners put on a great show at Gen Con.

But not all parties were created equally.

Chris, aka The Charity Boardgamer, did another great event this year in partnership with The Spiel Foundation to help raise money for board game donations in the Indianapolis area. That event, pitched mainly to creators and designers, has been running for a bit and this was my third year taking part. Some parties were sponsored by publishers, from KOSMOS to Lucky Duck to Allplay and a half-dozen others. One of my favorites is the event run by the team at Panda Manufacturing, who put on a big show every year and always offer great food, drinks, and desserts (this year’s cake was, once again, money).

But the big thing with all these events comes down to three things: networking, drinks, and swag bags. (Food is another talking point, but I am finding that more often than not, I like to skip the food at these events and eat something reasonably healthy at an offsite dinner to ensure I have something green during the weekend.) Across the 12 parties I hit, I have to give a special shout out to Chip Theory Games…because in the tabletop industry, it’s rare to see a partner go as hard as Chip Theory did with their event. Not just an open bar, but a top-shelf open bar (hey hey, Blanton’s!), a top-flight swag bag, games on the table, and hosted at a local arcade. Chip Theory hosted a smaller group, so I had the chance to chat with Neon Reign designer Aaron Hein as well as multiple members of the Chip Theory team.

I have a special spot in my heart for the parties at the SPIEL shows because booth parties are just easier to hit than walking to a bunch of different bars all over town. Still, Gen Con parties are catching up, and they are a wonderful way to expand one’s networks.

Kevin

A few of us attended Allplay’s launch party for Twinkle Twinkle, and they knocked it out of the park. Echoing Justin, the parties are getting bigger, and this one was no exception. Since this was my first year attending as media, I’d been told to eat beforehand because it’s usually just snacks. However, when I walked into Yard House, I was greeted not only with a buffet but also an open bar!

Allplay gave us a fun bingo card to fill out, with tasks ranging from creating videos with other media folks to snapping a picture of a game being signed (I had Chris Yi sign my Soda Jerk!). It was great meeting not just other creators but also the designers themselves. Ammon Anderson was there in all his humbleness, and the ever-kind artist Sai Beppu was an absolute pleasure to chat with.

It was a fantastic event for all sides of the industry to network and “schmooze” it up. For someone new to this side of the hobby who doesn’t know many people, it was especially helpful. I left feeling like I’d made a few new friends—and then we all shuffled off to the next party together.

The Fate of Middle Earth (Abram)

I haven’t played Pandemic in nearly a decade, but when we entered the exhibit hall on Thursday morning, a table of the new The Lord of the Rings: Fate of the Fellowship called to us and we slid into a 45 minute demo playthrough. At first, this doesn’t seem like a Pandemic game at all, with the individual character abilities, marching armies, and sprawling map of Middle Earth being a far departure from the high-contrast world map in the original.

As you play, however, you see the telltale influence of Pandemic. Mordor’s armies spread and advance on the Fellowship much like infectious strains and players are cycling through a deck to see the situation worsen at the conclusion of each turn. However, the Barad-dûr dice tower, Nazgûl miniatures, and the ever-watchful eye of Sauron immerse you into Tolkien’s world fully, making this truly feel like a game that’s simply borrowing the occasional mechanic from an older title.

At the conclusion of our demo window, our army of men converged upon the massing army of Sauron’s forces, and we rolled the outcome of that battle on a gigantic Barad-dûr with dice the size of grapefruit. Good had won the day, but it was refreshing to see a reimagining of Pandemic that wasn’t a shameless IP grab. With our brief experience, it felt as though The Lord of the Rings: Fate of the Fellowship stands on solid ground as its own contributor to fandom and gamers alike.

Designer Richard Borg, showing off his new game for Asmodee, Battle of Hoth, and artist Sai Beppu, at Allplay’s Twinkle Twinkle party

Meet the Press (Joseph)

For the last three years, I’ve been coming to Gen Con as a part of a group that runs hundreds of tabletop games at Lucas Oil Stadium, Game Base 7, but this was my first on a Press badge, as a member of the media. Basically, in addition to teaching games from 9am-5pm for my game group, I would then almost immediately head out to meet with publishers and attend media parties for Meeple Mountain, until the wee hours of the morning. Then get up and do it all again. It was exhausting, but in the best way possible.

While this meant I had little time to actually see or play many games in the convention hall, aside from the weekend (when my game-running schedule lightened up), it did give me the opportunity to talk to lots of people. The first night alone, I got to chat with one of my favorite designers, Richard Borg, at the Asmodee event, and share a drink with one of my favorite artists, Sai Beppu, at Allplay’s party. It was also really great to meet so many other media members, from Youtubers to podcasters to fellow writers, many of whose content I regularly check out. Everyone was very welcoming and you can’t help but make connections as you bump into the same folks at various events, especially when there is whiskey involved.

Most importantly, I actually got to meet some of my own colleagues at Meeple Mountain for the first time, face-to-face. All of us are spread out across not only the country, but the globe, so it was a blast to spend time, in person, with folks I’ve been working with and messaging on a daily basis for the better part of a year. There were certain points where, walking down the streets of Indianapolis, rolling 5 deep, I honestly felt like an Avenger.

The Gamer Bourbon Society (Justin)

Two of the guys in my review crew, including Meeple Mountain contributor Joseph Buszek, joined a small group of people through Facebook that call themselves the Gamer Bourbon Society. It’s exactly what you think it is: gamers who enjoy some sauce together at conventions. After missing last year, I wanted to make sure I took part in this year’s event, so I made my way to an area outside of the Hyatt Regency to check it out.

Friends, this might have been my favorite moment of the show. I got to the event around 10 PM and found nearly 40 other people responsibly enjoying samples from a batch of nearly 50 different bottles of bourbon. But better than that were the laughs. The expertise. The stories of where some of the more niche bottles had come from. We also got a little lucky; the group normally meets indoors but was asked to move outside, on the north side of the building in a large courtyard outside PNC Bank next to the hotel. That meant we got to drink outdoors on a night when the temperature was a perfect 70 degrees.

Bourbon, forever

I asked to join the Facebook group on the spot. Now I can count myself amongst the almost 300 members of this fine institution…and I can’t wait to see when I can meet up with the group at future shows. Combining my love of bourbon with my love of games was a home run!

Kevin

This is what happens when I decide to play games instead during Gen Con, I miss the bourbon!!

“We are The Game Makers, we are the dreamers of dreams” (Kevin)

I was fortunate to be invited to run through a demo of the highly anticipated The Game Makers from Bezier Games with other content creators. I joined the table, greeted by the ever-loving Jay, and was handed a personal promo card for the game based on my own favorite title (Arkham Horror). This set a positive precedent that was further enhanced by meeting my opponents, Zazu (of ZazuX2games) and Christina (of Going Analog). I was mic’ed up and put in front of a camera as our game was filmed and the banter recorded. Now, I like to chat it up at a gaming table—but now the smack talk will be forever recorded in history? I enjoyed that way too much.

The prototype featured a fun rondel that even has a handle to spin around as the dial moves. Wait, everyone’s player pieces are MicroMachine-sized, colored forklifts? The production just keeps getting better and better. I enjoyed the simultaneous action selection, which led to smooth turns once we understood what was really going on. It’s the board game for board gamers: games within games, mechanics within mechanics. Essentially, you’re collecting resources and building an engine to create board games and display them on your shelf. However, no action is wasted, and the game oozes with theme. The main games you build range from cooperative to engine-building to set collection, and each genre scores much like the mechanics it’s based on. Each also has scoring conditions tied to its position on the shelf. Half the fun was announcing which game we had finished building, only to nerd out about how much we liked that specific title.

And then there’s a QR code that opens a scanner to label, in real time, the games’ ranking on BGG—with the tiebreaker being whoever built the highest-ranked game. This means scoring can potentially change on the fly!

Even though it was a prototype (a handsome one at that), the game has a huge table presence. I’ve been told it might be a bit hard to slim it down to a retail-only version, so this may be an all-in-or-nothing experience. But the concentrated fandom in this game is unmatched.

Left to right: Dan “Shoe” Hsu, Christina Ha, Jay Bernado, Zazu Payne, Kevin Brantley

Marvel Horror: The Big Card Game (Kevin)

Every year, I make the effort (and time) to jump into the Arkham Horror LCG big game. These usually consist of around 90 players, split into pods of four, all simultaneously taking on one giant big bad. I don’t normally play AHLCG in my everyday gaming, but this is one event I’ll never miss—luckily, I have friends who set me up with juiced decks.

This year featured the Film Fatale scenario. To my disappointment, there was no “big game” interaction; every pod was siloed and had no effect on the others. That’s fine and all, but the draw of the event is the idea of one massive, shared calamity that everyone is trying to defeat together. That said, the scenario itself was extremely fun, with the main story branching into one of three very different paths. The premise is classic Cthulhu on a 1920s Hollywood set.

A new addition this year was the first-ever Marvel Champions TCG big game, featuring the Sinister Trickster scenario. I was excited to see this system get the AHLCG “big game” treatment since I play it a lot more in my regular gaming rotation. Unlike the AHLCG event, this was a highly interactive, collective fight against a big bad Loki. Four teams of four were split into pods, and the encounter deck included events and minions too tough for any single team to handle alone.

Two of the other teams were generous with their help, acting like true superheroes. However, one team chose to silo themselves off and stay in their lane, ignoring the rest of us. Sure, play how you want—but that kind of defeats the purpose of a big team game, doesn’t it?

Cool Stuff with Kev (Kevin)

I spoke with Tom and Ryan Lauket at Red Raven Games about the success of the updated Above and Below: Haunted, among other releases. As someone who really digs Sleeping Gods, I was ecstatic to hear about their upcoming project riding on the heels of that success. Song of Silveranth is their new big-box campaign game, slated for 2027. While it’s not exactly another Sleeping Gods, it shares a lot of its DNA and is still set in the mythical world of Arzium. The premise focuses heavily on exploration while incorporating a dungeon crawl element. Players can travel across different regions on the “big world map” and then zoom in to crawl through dungeons. The early concept art looks fantastic, and if executed well, I could see this taking the gaming world by storm in two years.

Another title I played was Spooktacular from Level 99 Games. I hadn’t heard much about it until someone described the premise to me, and I was instantly intrigued. This asymmetric game casts players as off-brand movie monsters who’ve come alive in a movie theater to haunt and terrorize the patrons. The game features twenty unique monsters, each with their own mechanics, in addition to a shared base deck. I had a blast playing as the Angler, setting up trap doors in the theater and slurping up unsuspecting meeples to boost my score. The game plays fast—our three-player match wrapped in just 35 minutes. It has the asymmetric charm of Vast without the drag in pacing. It’s already out of print, despite just releasing. It’s so hot that even the distribution folks are sold out. But fear not, I’ve been assured the reprint will land before Halloween this year.

Lastly, I checked out Thebai from Board & Dice. As a predominant Euro player, I was a bit bummed not to see many new heavy games on the floor. But like finding an oasis in the desert, my friend Brian showed me this potential drink of cool, cool water. In Thebai, players take on the roles of influential leaders vying for power by rebuilding the great cathedral (Cadmea) of Thebes, exporting goods, and protecting citizens from war. While it sports the standard “beige Euro” aesthetic, it introduces an interesting mechanic of moving your die around the board—but you’ll want to be careful not to boost other players’ dice in the process. I only had a short demo, but this feels like something people will be buzzing about at Essen.

A worried Brian

Strangers are Friends not Yet Met (Kevin)

This was my first Gen Con as media, and I’ll admit I was slightly intimidated. I’ve been lucky to attend other conventions alongside fellow Meeple Mountain folks, who can introduce me to others and quickly break down barriers. I work in sales in my full-time job, so striking up conversations comes naturally—but here, it felt like all the media folks already knew each other. The upside is that this industry thrives on networking. Despite being a global hobby, there are relatively few people behind the scenes building it. The downside is that breaking into an already-established social circle can be a bit challenging.

But honestly, the people are one of the best parts of the industry. At every demo, every party, every media event, folks were quick to introduce themselves and get to know you. You know that awkward moment when you’re walking with a friend, they run into someone they know, and you just stand there without an introduction? That hardly happened—if at all—this year. People were excited to introduce you to others, and connections formed almost instantly. We all love games, so the camaraderie is already built in.

Kevin Brantley and Andrew Stiles

The best part of these conversations wasn’t even the game talk. Despite being at the largest U.S. board game convention, games weren’t always the main topic. Instead, we talked about life—everything beyond the cardboard box. Even when chatting with designers, the focus was often on the person, not the product. And I love that. Games are cool and all, but people are far more interesting. Hearing about someone’s background, job, other hobbies, travel adventures, or even their food and beer critiques—that’s what stuck with me. I left the convention feeling like I had a whole roster of new friends, some of whom I’ve been texting constantly since the show.

Ryan Guerra and Kevin Brantley

You don’t need to be in the media or have a channel to get in on the social side of gaming. Some of my best conversations happened while waiting in line or hanging out at the hotel bar. There’s something magical about the social flow of board gaming. Most people in the hobby are open-minded, easy to get along with, and genuinely welcoming—and I think that sometimes gets overlooked. Sure, there’s controversy and critique online, but when you close the laptop, step away from social media, and cut through the noise, you find incredible people everywhere. That goes for any convention, not just Gen Con. Even if a show’s schedule isn’t packed with excitement, I know I’ll always have a great time chatting away with convention folks.

Left to right: Ammon Anderson, Melanie Anderson, Matheu Ryan, Taylor Herndon, Chris Porter, Kevin Brantley

The Best Board Game (Shopping) Bag In the World? (Kevin)

I had to add a blurb here because I’m still blown away by the shopping bag given away by IV Studio. Normally, publishers hand out ugly cloth or heavy plastic bags that are slapped with cover art and barely last a week before falling apart. We’ve grown accustomed to this, but IV Studios, alongside their booth grandeur, went above and beyond with their bags.

The bag is made of recycled nylon, recycled polyester, and laminated polypropylene, with a handle on the back so you can easily slide it over a luggage handle. It fits one or two big games or a bunch of small ones with ease and style. There’s even a small pocket on the back.

This is something you’d expect to see from lululemon or Vuori, folks. It’s a high-quality bag that my wife has since stolen to use as her pilates bag. So IV Studio, if you’re reading this, please send me another one. Thanks.

What Will Next Year Look Like?

While this year’s Gen Con was a success by almost every metric: turnstiles, booth sales, and general enjoyment, the board game world is still experiencing uncertainty. Big names like TheOp weren’t in attendance and many other publishers had trouble receiving shipments in time for the show because of tariff troubles and slowdowns in shipping. Most publishers were hopeful though, and grateful for all the gamers who made purchases directly from their booths.

But no matter what happens in the future, the Meeple Mountain team will continue to attend, and write about our experiences.

About the author

Andy Matthews

Founder of Meeple Mountain, editor in chief of MeepleMountain.com, and software engineer. Father of 4, husband to 1, lover of games, books, and movies, and all around nice guy. I also run Nashville Tabletop Day.

About the author

Kevin Brantley

I’m a two-dog dad in Chicago passionate about board games, rugby, and travel. From rolling dice to exploring new cuisines and places, I’m always chasing my next adventure.

About the author

Justin Bell

Love my family, love games, love food, love naps. If you're in Chicago, let's meet up and roll some dice!

About the author

Abram Towle

Foldable Gamemaster with an affinity for goblinoids. Wades through unnecessarily mountainous piles of dice. Treks through National Parks. Plays tennis with middling success.

About the author

Joseph Buszek

Midwest boy through and through. Video editor, husband, dog dad, record nerd, long-suffering Lions fan.

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