Tulip Blooms at the Morges Tulip Festival

Tulip Blooms at the Morges Tulip Festival : a week-end of play and panache 

The timing couldn’t have been better. Just days after its release, Tulip—the latest creation from Les Tontons Joueurs—made a vibrant appearance at the Fête de la Tulipe in Morges, Switzerland, on April 12–13. Invited by the local game store Ludivander, the team spent the weekend introducing curious festival-goers to their floral-themed board game. 

A game that blossomed among the Tulips 

Though the Tulip Festival isn’t a board game event, the atmosphere was perfect for discovery. 

« They were really laid-back, laughs illustrator Tony Rochon. People didn’t come to play games, but they sat down willingly and let themselves be swept away ». 

The festival runs for six weeks—from March 28 to May 11—but the Tontons were there for just one weekend. A fleeting visit, yes, but Tulip remains available in all good game stores for those who missed the moment. 

Tulip : a story of instinct and inspiration 

While Tony brought the game’s visuals to life, this time Alain Ollier wasn’t the author. 

« It’s by Quentin Lammerant, Alain explains. One Sunday night, I got an email. I never check my inbox at that hour, but I opened it. Must’ve been instinct. Two days later, we were presenting it at the Blackrock Games publisher seminar. We didn’t fully grasp the rules yet—but something clicked ».

One year later, after a few tweaks, Tulip was born. 

« That’s a record for us, Alain admits. We usually take our time—Les Apaches de Paris took six years! The fastest? Garçons!—48 hours flat. The longest? Still in the works ! »

A game of strategy and scent 

In Tulip, players dive into the bulb market, seizing opportunities, raising values, and trading with finesse. 

« Invest, exchange, and grow a blooming collection… if you’ve got the nose for it ».

From a serendipitous email to a Swiss festival table, Tulip is proof that sometimes, all it takes is a little flair—and a lot of heart.

Two queens and their court arrive at Veyre-Monton

Two Queens and their court arrive at Veyre-Monton

🐝 A sweet new chapter for Blackrock Games 

In May, the Veyre-Monton warehouse welcomed two new residents—buzzing with energy and royal flair. Under the banner of its CSR (Corporate Social Responsibility) program, Blackrock Games officially installed two new beehives, joining those previously set up by passionate employees. The project embodies the company’s commitment to environmental actions and employee engagement in meaningful causes. 

🌱 A Project Rooted in Passion 

The initiative began humbly with two nature-loving employees: Tony, our graphic designer, and Nicolas, our sales administrator. Both had been tending beehives privately for several years and were searching for a new home for their colonies. 

“ We’d had hives for a few years, but no place to put them ”, explains Tony. “ Blackrock Games let us set them up next to the Veyre-Monton warehouse, and little by little the whole team got excited. At our last seminar, the proposal to create official company hives received unanimous support ”. 

“ We also knew many of our colleagues cared deeply about the environment. This project gave them a concrete way to get involved ”, adds Nicolas. 

Now, with two hives housing approximately 70,000 bees each, the passion has become a shared journey. Employees drop by the “ royal apiary ” as their schedules and curiosity allow, witnessing firsthand the lifecycle of these extraordinary creatures

🍯 A Honey-Sweet Outcome 

Tony likens watching the bees to tending a life-sized Tamagotchi—a throwback for the nostalgic. Nicolas laughs and confesses his love for honey sparked his initial interest: “We used to pay someone a percentage of the honey to care for our hives… then we thought, why not do it ourselves?” 

With good harvests, up to 40 kg of honey could be produced annually. The goal? To offer each employee—and a few select partners—a personalized jar of Blackrock Games honey. But with nature’s unpredictability, the priority remains clear: protecting the bees. 

🌍 More Than Just Beekeeping: A Purpose-Driven Initiative 

This project is just one facet of Blackrock Games’ broader CSR vision, aimed at making a lasting impact through: 

  • 🌸 Promoting biodiversity: Nearly 90% of wild flowering plants globally rely on animal pollination. Bees—both wild and domestic—play a vital role in ensuring environmental balance and food security. 
  • 🛡️ Protecting bees: Threats such as the Varroa mite, Asian hornets, pesticide use, and dwindling floral resources endanger bee populations. 
  • 🇫🇷 Supporting French beekeeping: Corporate beekeeping directly aids in the survival of local bee colonies and strengthens the apiculture sector. 
  • 💡 Raising awareness: Engaging employees with environmental causes fosters responsibility, education, and shared values across the organization. 

At Blackrock Games, sustainability isn’t just a buzzword—it’s a living, humming reality. And while the queens reign quietly inside their hives, their courtiers (and curious coworkers) stand proudly behind them, turning sweet ideas into golden results. 

Blackrock Games makes its debut at Tokyo Games Market

Blackrock Games makes its debut at Tokyo Games Market : a cultural and creative expedition 

On May 17th and 18th, Blackrock Games proudly marked its first appearance at the Tokyo Games Market. More than a simple business trip, this visit was a double mission : to strengthen ties with international partners and immerse in the playful spirit of Japan — an emerging source of inspiration in the board game world. 

Japan : a rising star in game design

Over the past 15 years, the Japanese board game scene has emerged from the shadows, attracting European publishers in search of original concepts. From Welcome to the Dungeon (2015) to Trio (2024), pioneers like Matthieu D’Epenoux and Emmanuel Beltrando paved the way. Since then, several publishers have discovered treasures in Tokyo’s vibrant scene, including : 

✨ Catch Up Games with Paper Tales (2017) 

🎴 Spiral Édition with District Noir (2023) 

🧙‍♂️ La Boîte de Jeu with Wizards Cup (2024) 

🐙 Bankiiiz Éditions with Cachamot (2025) 

Convinced of the market’s potential, Blackrock’s team _Yoann (product strategy), Hervé (export), and Matthieu (localization)_ set off with excitement and returned with clarity : working in Japan requires understanding two key cultural nuances. 

Breaking the language barrier 

The biggest challenge ? Communication. « We quickly realized we needed someone local to help us truly connect, explains Hervé. We asked one of our publishing partners, Yannick Deplaedt, who’s lived in Japan for over 20 years, to accompany us. Japanese business culture is built on trust—and nuances often get lost in translation.  We struggled to express passion and emotions about our catalog in English. But with Yannick interpreting in Japanese, conversations suddenly became warm and enthusiastic ».

The reverse was true too. Testing Japanese games often involved awkwardly translated rules that misrepresented the experience. Being on-site allowed real-time questions and insights directly from the designers—with Yannick as their bridge. 

Spotlight on game creators 

In Japan, game designers are front and center. The traditional role of a publisher is rare; designers self-produce limited runs (500 to 1,000 copies) and sell directly to distributors. 

« You have to spot potential early », Yoann emphasizes. « Most Japanese games require major editorial work-mechanics, visuals, and themes must be reshaped for Western audiences. What may be seen as « kawaii » in Japan might be niche elsewhere. But the market is open, and Japanese designers welcome collaboration. Blackrock was fortunate to have Benoît Bannier (La Boîte de Jeu) on hand to help identify promising leads ». 

Card games that bend the rules 

So what’s trending in Japan now ? Much like France, minimalist card games are taking center stage. At Tokyo Games Market, small boxes with clever mechanics dominated—mostly trick-taking and discard-style gameplay, priced around €12–€15.  « The differences were subtle and smart, says Yoann. Great for experienced players, but harder to market to the general public. Accessibility affects commercial potential ». 

Hidden gems unearthed 

Was the trip worth it ? Absolutely. Thanks to local partners like Arclight, Hobby Japan, and CMON Japan, as well as inspiring meetups with designers like Kaya Miyano (Trio), Hisashi Hayashi (Bomb Busters), and Geon Il (Jekyll vs Hyde), the Blackrock team narrowed its search to a curated selection—and discovered exciting new gems. 

Stay tuned for what’s next because sometimes, the best way to innovate globally… is to start by listening locally.  

Catch Up Games : what’s their secret recipe ? 

Catch Up Games on the Spiel des Jahres stage : what’s their secret recipe? 

Boom. With Faraway and Flip 7 nominated for two of the most coveted awards in the board game industry _Kennerspiel des Jahres and Spiel des Jahres respectively_ Catch Up Games is closer than ever to the holy grail of international recognition. As we await the final results on July 13th 2025 in Berlin, co-founders Sébastien and Clément share their reactions, reflections, and insights into their creative journey. 

A Double Nomination That Feels Surreal 

Sébastien : It’s pretty wild. It’s exciting, but hard to wrap my head around—it feels unreal.
Clément : For me, it’s nostalgia mixed with pride. I remember spotting the Spiel logo on games I bought years ago like Karuba. When we launched Catch Up Games a decade ago, being nominated for the Spiel wasn’t even a goal. The idea that we can now stamp ‘Spiel Nominee’ on a box ? It makes no sense and it’s incredible.

When the spiel jury announced the news… 

With their eyes on the calendar, the team gathered to watch the official reveal. 

Clément : I’m not big on awards, to be honest. They’re great when they come, but they don’t define a game’s worth. It’s all about context, taste, and human relationships.
Sébastien : Seeing Faraway and Flip 7 announced felt unreal. The Spiel is the ultimate recognition. Having two games in the final stretch ? That’s crazy !

Faraway’s Path to Kennerspiel 

After the As d’Or win in 2024, did they expect Faraway to go even further ? 

Sébastien : This felt like the one shot to get a Spiel nomination. With the games we had and strong distribution in Germany, I thought: maybe. But hoping and actually landing a spot are very different.
Clément : When Faraway launched, I knew we’d nailed it: good alignment on gameplay, audience, and price. But juries are juries. It’s subjective and depends a lot on who you play the game with.

Is Kennerspiel the right fit? 

Clément : Faraway isn’t as accessible as Flip 7 or Château Combo. It’s a complex game that doesn’t suit beginners. In France, we position it for ‘initiated’ players and that fits the Kennerspiel category well in Europe.

Flip 7 and the joy of simple games 

Did they foresee its nomination too ? 

Clément : Given how Flip 7 started in shops and across Europe, yes, it’s a game that resonates. But every market’s different, and even when demand exceeds expectations, that doesn’t guarantee a Spiel nod especially in this category, where simplicity reigns.

Facing criticism with Grace 

Some reactions from the board game community weren’t all positive… 

Clément : Critics have a right to speak up. Ten years ago, I’d have agreed ! I was into complex games. Now I match games to my audience—even Skyjo, which I used to dismiss, I now play with my kids and love it. Flip 7 gives people emotions—and that’s our guiding principle. 

Sébastien: Our goal with Flip 7 was to reach players who find most games too complicated. Not liking it doesn’t make anyone wrong—it just means it wasn’t made for them.

Château Combo : a bittersweet rejection ?

Though Château Combo made the long list, it didn’t reach the final trio. 

Sébastien: We’re not complaining. It’s amazing to even be recommended. The game’s doing well, and players love it. But yes, we’re a bit disappointed for the creators—Grégory Grard and Mathieu Roussel—and the illustrator Stéphane Escapa. They truly deserve recognition. 

Clément : Sébastien won’t say it, but he poured his heart into this project. From scouting authors to selecting materials—it was all him. I wish he got that moment of spotlight.

So what’s the recipe ? 

With Faraway, Flip 7, Courtisan, and Château Combo under their belt, how do Catch Up Games consistently unearth gems ? 

Sébastien : We love the games we publish.
Clément : A good game makes you feel something and makes you want to play again. We don’t rely on testing with 200 people or sales projections—it’s about instinct. 

Sébastien: Over time, we’ve developed editorial filters. We ask ourselves: Does this game align with our audience? Is it too complex or expensive?” 
Clément : Successes are great—but we learn from missteps too. The Guardians of Havresack didn’t sell well, even though it was excellent. I led that project, and we made editorial errors. The key is reflection whether a game flies or flops.

From heartfelt storytelling to strategic insights, Catch Up Games reveals what it means to stay grounded while reaching for greatness. Their recipe ? Emotion, instinct, and unapologetic passion.

Smile Life : from roadside idea to 200,000 copies sold 

Smile Life : from Roadside idea to 200,000 copies sold

« Try to succeed in life… by ruining everyone else’s ». With a tagline as cheeky as that, Smile Life was destined to stand out. But behind the humor lies a remarkable success story — one that began with a long philosophical drive, and a pair of dreamers who turned a wild idea into a board game phenomenon. 

A game born on the road 

In 2017, Alex was driving back to Montpellier after yet another short-term journalism gig. Lost in thought, he began comparing life to a card game—some people get lucky draws, others face setbacks. That metaphor sparked something. By the time he got home, he and his partner Margot were cutting out prototype cards at the kitchen table. 

« I thought life was like a game : you get good cards, bad cards, some luck, some strategy », Alex recalls. 

Margot, a natural gamer, brought playability to the concept. Alex, a newcomer to game design, leaned into simplicity — drawing inspiration from 1,000 Bornes (one thousand milestones). He even taught himself Illustrator to create the visuals. 

From festival tables to crowdfunding triumph 

The couple took their prototype to the Cannes Games Festival in 2018, securing a last-minute spot at the Off. The feedback ? « Too nice ». Originally titled La Course au Bonheur (the road to happiness), the game evolved — new name, edgier cards (think “Tsunami” and “Attack”), and a sharper tone. 

Later that year, they launched a crowdfunding campaign on Ulule, a French website. It funded 500 copies. Then came the hustle : Alex went door-to-door in Montpellier, pitching the game to local shops. Slowly, orders grew. A distributor signed on. YouTubers like Coline began spreading the word. The snowball had started rolling. 

From 500 to 200,000 copies 

Fast forward to 2025: Smile Life has sold over 200,000 copies, including expansions. The themes range from current events (Apocalypse) to fantasy (Fantastique), each designed to enrich the base game—not just pad the catalog. 

« We’ll never release an expansion just for the sake of it, says Margot. If we run out of inspiration, we’ll stop ».

A New Chapter with Blackrock Games 

After partnering with Blackrock Games for international distribution in 2024, Smile Life officially joined their French catalog in 2025. And yes, a new expansion is on the horizon… but shhh, you didn’t hear it from us. 

From a roadside epiphany to a nationwide hit, Smile Life proves that with a little luck, a lot of grit, and a dash of mischief, anything’s possible.  

Confirming 2025, shaping 2026, visualizing 2027 : Blackrock Games annual publisher summit 

Confirming 2025, shaping 2026, visualizing 2027 : Blackrock Games annual publisher summit 

Since its founding in 2007, Blackrock Games has made it a tradition to host an annual springtime gathering with its publishing partners. What began as a modest meeting of ten around a table has grown into a vibrant event—this year’s 2025 edition welcomed representatives from over thirty publishing houses. The goal remains unchanged: connect, share, and play

A playground of ideas in Veyre-Monton 

Each spring, the warehouse in Veyre-Monton transforms into a joyful hub of creativity. Smiles abound as publishers arrive, arms full of boxes and prototypes. 

« It’s not Christmas, but it sure feels like it , jokes Jonas, Key Account Manager. We’re here to discover upcoming releases and… Play ! Play ! Play ! »

The commercial team dives in, testing games and absorbing sales pitches.  Benjamin hunts for quirky anecdotes to spice up store visits. Elise seeks teaser-worthy tidbits to spark excitement in retailers. It’s fun—but it’s also serious business. 

Looking head : trends for 2026 and 2027 

While the sales team gets hands-on with the end-of-year catalog, Yoann (Head of Product and Founder) and Vincent (Sales Director) take on a different challenge : forecasting the future

They step into the shoes of every kind of player—expert, casual, child, and superhero alike—to help publishers refine their concepts and anticipate market shifts. 

« Many publishers returned from the Cannes Games Festival with prototypes to test, says Yoann. These meetings help us make quick decisions and often validate their early instincts . 

Diversity is the keyword 

Yoann’s eyes light up as he shares what’s coming : « More card games, but with fresh twists. Tile placement and even coloring mechanics. A wave of family games priced between € 20–€ 30. An expanded children’s game range. And a few more complex titles — a return to roots for some publishers. Some publishers are treating themselves by creating deeper, more nuanced games. And honestly, there are some real gems on the horizon ».

Quality Over Quantity 

Another emerging trend : fewer releases, better focus

« Our publishers are scaling back to concentrate on fewer titles each year, Yoann explains. It’s a smart move in a saturated market. It also leaves room for expansions or surprise hits ».

Heart-driven game design 

At the end of the day, the board game world thrives on passion. And this annual summit is proof: a celebration of creativity, collaboration, and the joy of play.