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From Washington to Tokyo: A Recap of the 2024 Tokyo Trade Mission

In April 2024, six Washington State board game and TTRPG companies along with the Office of the Secretary of Washington State (OSOS) teamed up for a week-long trade mission to Tokyo that culminated at the Tokyo Game Market. I joined as a representative of the Tabletop Game Alliance (TGA), bringing my experience as a community facilitator to establish new friendships and connections while also experiencing the cultural highlights of Tokyo.

The trade mission consisted of 20 people representing tabletop businesses the TGA trade organization or came from the OSOS. Mission members from the OSOS utilized their expertise in previous trade missions and international business to arrange meetings, offer translation, and assist with navigating this large group around the city. Arranging the trade mission trip required the combined efforts of all members and months of planning. Rulebooks and sell sheets were translated in advance and meeting upon meeting every week ensured that once we arrived in Tokyo, it would be smooth sailing.

Photo op at Tokyo Game Market

The trade mission itself had clear goals for the group: focus on establishing trade for these Washington companies through researching the local market, and reconnecting or establishing business partners and selling their product at the Tokyo Game Market trade show.

Day one started with a breakfast briefing and review of the day’s schedule. Each day had a packed itinerary with time in the evening for personal exploration. The trade mission began with our best business clothes (not your typical Washington business casual mind you) for a trip to the US Embassy in Ginza. A panel of ambassadors presented Japanese consumer behavior and current economic impacts to the region while we shared our experience navigating the rules and regulations to sell games in Japan.

The next stops of the day were more formal business meetings between JETRO, a Japanese government organization who helps companies export their games from Japan, and a business luncheon filled with introductions and conversation between Japanese business owners and some of the ambassadors we met earlier.

Nicole, Andy and Ross at Yellow Submarine

 

On the eve of the convention, we toured and played games at the Arclight offices. We were able to meet Patrick from the international board game team and  others in the office responsible for the many titles Arclight publishes or distributes. Patrick and his team were the hard workers behind the Tokyo Games Market convention, a show that boasts 30,000 attendees over two days and a 2-inch-thick guide that lists all the games and events available during the event.


Molly of Flatout Games enjoying Jelly Jelly Cafe

Outside of formal meetings, we split into groups to visit Akihabara and Shibuya, wards in Tokyo known for their concentration of pop culture and home to many game stores and game cafes unique to Japan. These visits thankfully did not require a suit, and we felt at home browsing stocked game shelves and play spaces in Yellow Submarine, Jelly Jelly Cafe, and DyCE Board Game Cafe, the latter which has a monthly international game night that welcomes Japanese and foreigners to connect over a game.

We gathered lots of photos and retail input by browsing and comparing what familiar games were on these shelves and seeing which Japanese games we had not seen in our Washington game stores. We took note of popular themes (cats, food, and cute critters top the list) packaging size and design, and of course brought some games home to add to the library for additional research. A surprise stop in Shibuya connected us with a coworking building, 404Shibuya, that houses video game companies and digital artists. We also toured the fourth floor that was under development to be an event space complete with a stage, panel rooms, 3 kitchen and dining areas, and even an indoor beer garden for about 2000 people.

The finale of the trade mission brought us to the Tokyo Game Market where the game companies ran demos for attendees with the help of translators who were prepped on the games ahead of the convention.


The TGA and OSOS Washington games booth at Game Market
Hair of the Dog demo at Game Market

While a convention is familiar territory, it was quickly apparent the ways in which we should adjust future demos, sales, and displays for the Japanese audience and the customs of a new trade show.

Fall of Magic by Heart of the Deernicorn at Game Market

Overall, the trade mission in 2024 was a success and the trip was the first of many to Japan for myself as I wanted to continue building up these relationships we made overseas. I attended Tokyo Game Market again this year in 2025 at a much larger venue in the Makuhari Messe Convention Center. I was able to reconnect with Patrick at Arclight and his team and visit some of my favorite Tokyo Game Market booths (and some new ones) to buy their latest titles. My hope in the future is for another trade mission to Tokyo that will build upon what we learned to have even more success for the Washington State tabletop business and creators looking to bring their work into Japan.

(I didn’t even get to the part about the cultural highlights and all the amazing food we had! That unfortunately will have to be in a future article…)

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Taking on Tariffs: The Power of Community Advocacy in the Game Industry

In 2021, my company, TinkerHouse, Inc., encountered what felt like a perfect storm of economic disruptions, all triggered by harmful government policies that disproportionately impacted small businesses—especially those of us within the tabletop gaming community. The trade war instigated during Donald Trump’s first administration didn’t just complicate international commerce; it unleashed a cascading series of crises that tested our resilience in ways we never imagined.

Picture this: The Ever Given blocking the Suez Canal, grinding global shipping routes to a halt; strikes paralyzing operations at the Port of Los Angeles; and an unprecedented shortage of shipping containers in China. Ocean freight costs skyrocketed overnight, soaring from approximately $2,559 per 40-foot container from China to the U.S. East Coast in early 2020, to an eye-watering $12,000 by year’s end—a nearly fivefold increase. For a small business like ours, those numbers didn’t represent inconvenience; they spelled disaster.

Forced into substantial debt just to meet obligations to our Kickstarter backers, TinkerHouse spent the next four years navigating rough financial waters. It wasn’t until January 2025 that we finally glimpsed the horizon again, clawing our way back to financial stability.

Under the Biden administration, we cautiously explored domestic manufacturing alternatives, hoping to avoid further international turbulence. But our optimism was short-lived. Unrealistic minimum orders and sky-high costs from U.S. manufacturers meant bringing production home was simply not viable. Reluctantly, we returned to international production.

Then, with Trump’s return to office, aggressive trade policies reemerged with devastating force. Tariffs surged as high as 145%, hitting us precisely when our financial commitments were already locked in. With nowhere to turn, we had no choice but to continue forward, despite costs that felt impossible to bear.

In the face of these hardships, we found strength through solidarity. Joining forces with fellow publishers—including Jamie Stegmaier from Stonemaier Games—and backed by the Pacific Legal Foundation, we challenged the legality and fairness of these crushing tariffs. Initially, I worried about backlash and repercussions; instead, we discovered a powerful network of support and collective action.

Our journey underscored just how vital organizations like the Tabletop Game Alliance of Washington truly are. Community-driven groups provide crucial advocacy and resources, enabling small businesses like ours to withstand policy shocks and economic upheavals. Alone, we’re vulnerable; together, we’re formidable.

As we approach the completion of our latest production run, the future remains uncertain. Yet our resolve is stronger than ever, bolstered by our community’s unwavering support. Will our efforts bring about the necessary change? Only time will tell. Until then, our commitment to our customers, our industry, and fellow tabletop creators remains steadfast and unshakable.

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Featured New Game Designer: Goblin

A new Tabletop Game Alliance newsletter/blog feature is an effort to shine the TGA spotlight on new and upcoming game designers, developers, publishers and retailers across Washington state. For June’s spotlight, we are pleased to introduce you to Goblin.

Goblin (she/her), a multi-talented trans author, game designer and lore enthusiast, moved to Olympia in 2020.  Goblin has been playing card games and tabletop games for over 15 years. “Since I could pick up a board game I ’ve been playing Candy Land and Hi-Ho Cheerios” Goblin added. However, what inspired her to step into game design primarily was her love of gaming mechanics. “I like looking at a game’s mechanics and wondering, ‘How can I break this?’ I like getting into the nitty gritty, especially on paper. I like knowing how everything works, which makes me a really big pain in Magic the Gathering.”

The game Goblin currently has in development is a fast-paced racing card game she calls “Untitled Racing Card Game” or “Drift” for short. “Drift” is a competitive 2-8 player card game pitting racecar drivers against each other while facing challenges generated from cards played from track, item, and racer decks. The concept of “Drift” is based on a one-shot Goblin GM’d for her friends a few years ago. “Crash Pandas”, a one-page RPG by Grant Howitt, is a game about a group of racoons racing in the underground racing circuit of Los Angeles.

Character cards for “Drift” are elaborate, hilarious, and have interconnected backstories. Each character card contains the character’s name, pronouns, and the year and type of vehicle they drive. Some examples of “Drift” characters include:

“Ms. Olive” (she/her) is an elementary school teacher who started racing because she wasn’t making enough money as a teacher. She drives ‘91 Civic EF. She claims it’s stock, that she’s never had anything done to it, but you know better.

“Dwight” (he/him) drives a 1970 Dodge Charger RT/SE which is based on “Black Ghost”, a legendary 1970 Dodge Challenger RT/SE notorious for dominating Detroit drag races in the 1970’s.

Each character has their own special play ability and stats relevant to their backstory. Stats in “Drift” are Speed, Turn, and Drift. Stats range from 1-3 indicating the number of D6’s to be rolled in various skill checks.

The card decks played in “Drift” include Item, Racer, and Track decks.

Racer Cards are drawn every round into the player’s hand and have instantaneous effects. These effects can be stacked on top of each other resulting in a chain reaction.

Item cards can be attained from the Item Shop deck throughout play. Item cards equip each character with bonus ongoing effects and are not discarded throughout gameplay, unless explicitly stated.

Track cards represent the metaphorical track that the characters are racing on. Track cards are pulled and placed into the shared game play area on every round of play. Players compete against each other to gain either Victory or Cool points by rolling a number of d6 dice (1-3) equal to the relevant stat number on their character card.

“Drift” has been play tested and is currently in prototype phase. Goblin also has several other game and writing projects in development including a Japanese-style fantasy RPG and she is writing a novel. Goblin also spends upwards of four hours weekly volunteering for Hugs Food Pantry – a mutual aid food pantry for queer and trans people experiencing food insecurity. The food pantry is supported by Gabi’s Kids, the charity founded by TGA member Gabi Trautman, owner of Gabi’s Olympic Cards and Comics in Lacey, WA.