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Your New Favourite Roll-and-Write?

Ganz Schön Clever or That’s Pretty Clever, as it has been termed for the English-speaking market, is my favourite roll-and-write. In a highly cluttered market, it stands out for me with its simplicity, multiple scoring opportunities and highly satisfying cascading turns in the later rounds. It works in any player count and is brilliant in solo. I never thought I would find another game in this field that would beat it. But I did. Welcome To and Rail Road Ink are very good games and have far better themes, I mean, they have a theme! I rate them very highly. But it is the next outing in the roll-and-write market from the same publisher as Ganz Schön clever, Schmidt Spiele, that has pipped it for me. With a similarly odd title, Man muss auch gönnen können is my new favourite dice chucking game, and I would say, an essential game for any collection. It translates to “you have to also grant others something”, and this is a major part of the game that I will come onto later. It has been released to the UK market at Divvy Dice, which is one of the worst names I have ever heard, but like Ganz Schön Clever, this game has zero theme, So the name is irrelevant. This is all about the game play. And its brilliant!


WBG recently sat down with the brilliant team, Ulrich Blum and Jens Merkl, to ask them how it came about.


We regularly pitch game ideas to each other to find out if it would be a project we are both exited in. One day Jens said: There are so many roll-and-writes and they all have this static score sheet. What if it wasn’t a pre-printed sheet, but something you actively build throughout the game. Wouldn’t that be cool?


The idea immediately clicked, and we started working on it. We had a prototype pretty quickly and it already resembled what can be found in the box now. We knew there was only one publisher we wanted to pitch this game to. Fortunately for us Schmidt Spiele liked the game just as much as we do.


Awesome! This is your 8th (Jens) /9th (Ulrich) game now right? How did you first get into making board games?


Jens: My very first steps I did back in the 80s as an 8-year-old. I designed a kind of a solo game with a standard deck of cards, that I loved to play. Believe me, I had friends! I made the game when I was on holidays with my parents. The next bit of board game design, I did during my studies (Interactive Media Studies at the Film academy in Ludwigsburg, Germany). We had a workshop with Noah Falstein, one of the first game designers of Lucas Arts Games, where they did famous games like ZackMcKracken, Monkey Island or Indiana Jones - and the last crusade. The cool thing was, this digital games expert, told us a lot about designing games, and he did that by letting us design... Analogue Board Games! Because it was a course about game design, not about programming, he had chosen the analogue games to teach us mechanics. And again, I had lots of fun and we did an interesting game there, which is called I am Bob!, which by the way is still on my shelf. Hey, maybe I have to show that to someone! Anyway, after my studies, I had the opportunity to design games for the hybrid system tiptoi from Ravensburger (hybrid as in: combining analogue and digital elements). I did 13 games for that system, but only one is listed on BGG, because the others where kind of a mixture of game, story and learning which you can only play solo, which BGG doesn’t list as board games. So yes, eight classical board games.


Ulrich: I also have a few more projects than the ones that can be found on BGG. Mainly because all forms of play are interesting to me and if the chance to work on something weird is thrown my way, I’m usually interested.


Like many game designers, I did my first designs back when I was about eight or ten. Some of these prototypes even still exist. As for doing game design on a professional level, it started with me getting hit by a car whilst riding a bicycle. I couldn’t work as an actor (what I wanted to do at the time) or as a chef (what I did to pay the bills) for a whole year. I started working on games to keep my sanity (doing nothing loses its appeal after about two weeks). Via a few winding paths, this led to me winning the German game designer scholarship, which is highly recognised in the German industry. That’s when I decided to go full time (the money couldn’t be worse than from acting, right?), which I managed to pull off two years later.

What an interesting path into the field. I am glad you were not seriously hurt in the accident Ulrich! How did you both get into the hobby as players?


Jens: As a kid I played a lot of board games. But as a teen I was more into computer games like Civilization, Monkey Island and Sim City. Then consoles took over with titles like Tony Hawks and Pro Evolution Soccer. As for boardgames, I was completely out for quite a while. Until one day friends wanted to play this game called Carcassonne of which I never heard anything. And so, it all started again.


Ulrich: I never hat to get into gaming. I can simply not remember a time when I didn’t play board games. It is probably something that makes the market in the German speaking countries special to this day. The Spiel des Jahres is so widely recognised that you will come into contact with modern game design early on. We played a lot as a family. And while we did play quite a few games of Risk (we never really liked Monopoly), more modern games where always being played too.


Roll-and-write are all the rage right now, but this one feels different. How did you go about making such a fresh feeling game within such a busy sector?


We try to have something new and fresh in every design we work on. As described before we pitch Ideas to each other quite often, to find out if it is something we want to work on together. This is a very effective first filter. Even your first idea needs to have something to get the other excited. Otherwise it’s not something we pursue (at least not together). The central idea of building your own score sheet, was there from the very beginning. Now, an idea on its own is not worth a lot and we strongly reject the image of the creative person that has a eureka moment and everything is just there. It’s the execution that makes a good game and is responsible for 99% of the work. But a good idea can give a vision of what you’re trying to achieve. It’s a goal or a signpost. The road right in front of you might be unfamiliar and confusing, but a clear vision will keep you from making too many detours. 

Excellent advice! The solo mode is amazing too, with the mini campaign scoring mechanism. Was it important to you to have a strong solo mode in this game? How was this developed?


Ulrich: I play games solo quite often. So, I took the lead on the solo version. I want a challenge in a solo game. I want to be able to lose the game. That’s why pure high score races are never as appealing to me. I’ll play them, but I prefer this constant threat that it might all go wrong.


These thoughts led us to the basic system of the solo game, where everything below a certain score is a lost game. From there it was only a small step to create several levels with increasing difficulty. Once we had that, we thought: and why would I replay the game once I’ve beaten all the levels? And so, the campaign was born. You now have to win all seven levels back to back. That should keep you busy for a while. And if that’s still not enough for you, you can of course fall back to comparing the final score of all your successful campaigns.


Well I think its brilliant! I’m still struggling to beat it but having a lot of fun trying! What is next for you, are you working on new games?


Oh yes, very much so. We are currently hard at work on a game that’s been in development for quite some years now. As with Gönnen Können we are trying to break a few conventions and do things a little differently. The game is due to come out in the fall of 2021. Unfortunately, we cannot yet talk about it too much. This much we can say: Players will experience an interactive story and they won't be sitting down doing so. We’ve put in (and still are) an extraordinary amount of work and we are looking forward to the release quite a bit.


Not sitting down? Intriguing! I will look out for that. What game, not made by you, would have been your dream game to have been involved with in the development phase?


Ulrich: At the moment I am quite impressed with the design of Fog of Love. What fascinates me, is the way it works for different types of players. The game experience is obviously improved if you role-play your character a bit. But unlike other games with that quality, Fog of Love doesn't break down if players are reluctant to the role-play aspect. The mechanisms are built in a way that even if you play purely mechanical, you will still create a vivid three-dimensional character. This concurrence of mechanism and story (or theme if you will) is something I admire very much in games that achieve it.


Jens: That’s a difficult question. I might say Pandemic Legacy Season 1. I was impressed with how the designers achieved such a well-balanced game. Considering all the changes the players will make to the game throughout the campaign, that is quite remarkable. 


Agreed. We love it too. If you could have a game night with any other designers, who would it be and why?


Jens: Michael Schacht, Rita Modl and Peter Jürgensen. With the right communication game, that would be a blast. We would be laughing quite a lot in this group.


Ulrich: There are too many to mention. Generally playing games with other designers is super fun. Just because you can always feel this great love for board games in each one of us. I also feel very blessed that I don’t have to imagine playing games with some of the big names in the industry. I can just give them a call and visit them.


Brilliant! Very jealous of that! What are your top five games to play?


Ulrich: This is constantly changing, but at this very moment I would like to play: 7th Continent, [The]Kings Dilemma, the Exit series, Flipships, Gloomhaven.


Jens: It’s kind of hard, but let me try an All Time List: Stone Age, The Pillars of the Earth, 7 Wonders, Race for the Galaxy, Man Muss auch gönnen können (Is that allowed? Sorry, I love to play that game, even after hundreds of testing rounds ;-)


Great list, and yes, I think that is definitely allowed, it’s on my list for sure too! It was great chatting with you both, thanks for your time. I look forward to hearing about your next game and will get some comfy shoes ready!

  • Instagram

Making Games Funky!

Instagram is full of amazing accounts, so it would be foolish to say what our favourite one is. BUT! One of our favourite accounts is certainly Play that funky boardgame. Not just because of the Awesome name and content, but the fresh and honest approach Thomas brings to a range of games. We recently had a chat with Thomas from Play that funky boardgame to talk to him about all things funky. Want to know how to build a 17k base? Read on…

Great to chat with you Thomas. How long have you been playing games and what got you into the hobby to begin with?


I played a lot of board and card games as a kid, of course these have been mainly classic games and mass market games. During my time at the university I played the occasional game of Catan and Carcassonne with fellow students, but I was never as involved in these first modern boardgames as some of my friends were at that time. It was 2013 when my journey into this wonderful world of modern board games began. The games that got me into the hobby were your typical gateway games like Pandemic, Forbidden Island, 7 Wonders, King of TokyoDixit and for some strange reason Robinson Crusoe, which really captivated my attention right from the start. It took me quite some time to get the rules down, but once I finally did, this game took me on a ride that really showed me how amazing modern board games can be. My fascination for Robinson Crusoe never faded away. It’s still my favourite game of all time.


I can see why! So talking about your Instagram account, tell us a bit about how this came about and what inspired you to start this.


I probably would have never gotten into this hobby if it weren’t for all the amazing content creators out there that shared their passion for modern boardgames on YouTube and other platforms at that time. People like Tom Vasel and the whole Dice Tower crew, Quinns, Matt and Paul from Shut Up & Sit Down and Rodney Smith from Watch it Played really showed me the way. These content creators were my main source for getting information and recommendations on board games. So, once I was finally at home in this board gaming world, it felt natural to become a content creator myself to give something back to the community and to bring more people into this amazing hobby. In 2017 I started my Instagram channel, mainly because I was constantly taking pictures during game nights anyway. So, I figured, why not share my pictures and the corresponding board gaming experiences with others. Instagram also looked like the right platform to get in touch with other gamers around the world. Over the course of the last three years my Instagram channel continuously grew and gave me the opportunity to experiment with different formats and to constantly find new ways to be creative, which I’m very thankful for.


The hobby must have taken you to so many fascinating places and enabled you to meet so many amazing people. Can you share some stories from your adventures in games?


I've definitely met a lot of amazing people and made some really great friendships over the past few years through this hobby. Convention season is always a very exciting time, because it gives you the chance to meet so many fantastic people with so many different backgrounds from all over the world all at once. I could fill pages with great stories surrounding the hobby, but two of my fondest memories are about gaming experiences I had with my family. The first one was playing Pandemic Legacy Season 1 with my amazing wife over the course of two weeks during Christmas vacation 2015. It was our first time playing a legacy game and an unbelievably immersive experience for both of us. The other one was playing Stuffed Fables with my kids. This game has a very special place in my heart.


I really must try that game. I think my kids would love it too. Board games are predominately a social exercise and the community is amazing to be a part of. Is there anything the board game community could do more of do you think to connect better with others and support certain causes? 


Playing board games is per definition a very social activity that has the power to connect people from all sorts of backgrounds with one another. In my experience most gamers are very friendly, and I’ve seen a lot of support for a variety of different social causes from within the board gaming community over the past years. Of course, there’s always room for improvement and I think it’s important that we as a community keep striving towards an open and inclusive environment in which everyone is welcomed with open arms at the gaming table and beyond.


Here, here! How has the recent lock down effected your gaming? 


Well, I haven’t seen my regular gaming groups for quite a while. Fortunately, my family also loves to play board games, so I was still able to get some games to the table during the last couple of months. I also used the spare time to create some more content for my channel and to start a couple of new collaborations with other content creators on Instagram and on YouTube. I‘m regularly collaborating with the German You Tube Channel Better Board Games for which Im doing a lot of videos right now. I also have a biweekly talk with Dennis from Brettspiele & mehr, also a German Boardgame you Tube Channel.


What are the plans for you and your work in the future?


I will try to constantly improve my content on Instagram and to experiment with a few new ideas I’ve developed during the lockdown. I’m also planning on doing more collaborations with other content creators, especially on YouTube, since I've really come to enjoy making video content over the last couple of months.


What advice would you give to people starting up on Instagram who hope to build a community such as yours?


Be authentic. Be creative. Make content you're really passionate about. Create stuff that has value to other gamers. And never be afraid of reaching out to other members of the community. The board gaming community on Instagram is a very friendly place full of amazing people that are always willing to collaborate, share their knowledge and offer their support. 


I could not agree more! Can you talk about some of your favourite games right now?


I guess, I've already talked enough about Robinson Crusoe, but I can’t resist mentioning it again. Anyone who likes highly thematic and very challenging, cooperative games should play this game at least once in his or her lifetime. Another game that really got to me over the last couple of years is Everdell, a gorgeous game that offers an amazing mix of worker placement and card-driven engine-building and creates an unbelievably beautiful world - mainly due to Andrew Bosley fantastic artwork - that I just want to spend more time in. If you enjoy heavy euro games with great themes, like I do, you definitely have to check out Vital Lacerda’s games like Vinhos, The Gallerist and most recently On Mars and of course all of the games that have been published by Mindclash Games so far, Trickerion, Anachrony and Cerebria


A phenomenal list. Mirrors mine in a few areas! What about a few to look out for in the future?


The games I’m looking forward to the most right now are PerseveranceMerchants of the Dark Road, Namiji, Merchants Cove, the new edition of Rococo and hopefully we’ll get a third season of Pandemic Legacy someday. 


Absolutely. It was great chatting with you Thomas. We will continue to follow your work on Instagram, and YouTube with avid interest. Thanks for talking with us.

  • Instagram

Webcomic Wonders

Thanks so much for taking the time to chat with us here, first up could you talk a bit about your background in the games industry?

Rachel: I was a digital artist for a number Nintendo DS Games during an internship and actually ran a mobile game studio with a few friends under the name of Firedroid. We both also participated a few times in Global Game Jams but had no connections or experience in the board games industry before starting Semi Co-op. 

So, what got you into the hobby as a player?

Heinze: Board gaming specifically was a result of our apartment flooding about ten years ago. Because we had to live at Rachel’s mother for a few months while our apartment was drying out and the insurance needed to be sorted, we came across a copy of Agricola in a shop and Rachel really liked the concept of the game and bought it. Before that time, we played some D&D 3.5 and Munchkin with friends but that was the moment we really started focussing on board games. After participating in a couple of Netrunner tournaments at our local game store we started to find more people in our town that enjoyed playing board games and then it became one of our favourite ways to spend our free time!

And now a webcomic which is amazing! How did that come about?

Rachel: After becoming a freelance illustrator I decided I wanted a project to improve my character art skills. While I could’ve just followed along with some tutorials, I knew it wouldn’t stick unless I had a reason to keep making art. It started with a general idea of a webcomic centred around us and geeky things but after some initial test comics, we decided that sticking to a niche like board gaming would make it interesting and unique and it would give us a great excuse to discover more board games!

Well it certainly stuck! What do you see in the future? What’s next for you? 

Heinze: We would love to expand the amount of time we can spend making Semi Co-op comics and other things and it’s awesome that publishers are starting to commission more sponsored comics and people support our regular comics on Patreon. We would love to do more with animation and live streams as well, we’ve done some fun videos and streams and we have some good ideas but it’s financially not possible to spend the required time on it right now.

Sounds great! Which game designer would you most like to have a games night with and why? 

Rachel: Oh no, great question! Uhm, there are quite a few game designers I would consider my friends now, so this is a really hard choice. Maybe I’d go for Patrick Leder or Cole Wehrle, they seem like such nice people and we haven’t met them yet but would really like to! 


Heinze: I would love to have a games night with Nikki Valens, she is probably my favourite designer and I would love to see how she analyses and plays games plus she apparently is crazy good in Gloomhaven. A few years ago, at Spiel she offered that we could play a prototype she brought and somehow being tired and a bit overwhelmed by the offer I turned it down and I still feel very silly for doing that…


Rachel: I can join this game night with Nikki as well, right? She’s awesome. 


Sounds fun, can I join too!? It was lovley chatting with Rachel and Heinze. Check out there website here 

  • Instagram

Have you checked out the Semi Co-op web comic yet? It’s amazing and WBG recently chatted with Rachel Kremer and Heinze Havinga, the real people behind these awesome cartoons to find out what brought them to this stage.

There are plenty of Roll-and-Write games on the market; I was recently blown away at how good Man muss auch gönnen können is, so was keen to talk with the design team behind this. I recenlty sat down with Ulrich Blum and Jens Merkl, the co-designers of the new heir to the roll-and-write crown, to see what makes it so special. 


Far Away Fun!

Have you seen Far Away yet? It looks amazing! We have been following this game with great interest recently and so were desperate to talk with the man behind this beautiful new two player co-operative game. It was a pleasure to learn more about Alex Jerabek, Far Away and what is coming next!

Thanks so much for taking the time to talk with us here at WBG Alex. You have four games out now but take me back to the start. How did it all begin for Cherry Picked Games?


Cherry Picked Games started in the summer between quitting my cushy tech job and starting culinary school. I really wanted to make an RPG and had the lore of Catalyst in my head. So, I buckled down for three months, wrote the initial set of content, and did some meagre playtesting. I was foolish to think I'd have something ready in that time frame: RPGs are a complex web of numbers and rules, further muddled by the amount of playtesting commitment a campaign-driven game requires. It ended up taking over three years to reach the Kickstarter phase and another year to publish the game.


While that's the "origin" story, what it misses is the reason I keep making new games. Going through the entire design-fund-publish-market cycle is intense. Putting your vision under the scrutiny of the world is scary. Publishing a physical game means immortalizing all your mistakes for the world to see. Actually designing and testing a game is fun, but working with a dozen third-party services to manufacture, advertise, and ship your game is less so. What makes it all worth it is seeing people enjoy your game. Playing with our first true fans at OrcaCon and Evergreen Tabletop Expo is what made Cherry Picked Games something I wanted to keep doing.


I can only imagine. And now Far Away has just come out. Tell us a bit about the game and what makes it fun, it looks amazing!


Far Away is a two-player cooperative game about exploring alien worlds. You and your partner work for a space government that's as ambitious as it is under-funded. They send you to planets without landing gear, medical equipment, or radios. The latter problem limits your communication to when you're in the same hex as your partner, forcing you to plan ahead and trust each other against unknown dangers.


Every game of Far Away has you try and complete a mission. There's eight in the box, each with optional sub-goals and branching story arcs. There's a wide variety of creatures that act differently with different permutation of the ecosystem. The map is also procedurally generated through hex draws and die rolls as you explore. All of this makes each session feel unique.


You should play Far Away if you and one other person are looking for something more in-depth than most two-player games. Over the course of a couple hours, you'll work together to survive and thrive on the planet (or die trying). The communication mechanic makes for intense moments of fear and joy as you move around, trying to help each other without wasting time and resources. There's also a dry sense of humour in the missions, thanks to the inept bureaucracy behind the Far Away program. Each game is a nice little story told by both the flavour text and the emergent behaviour of you and the creatures.


Sold! Sounds amazing! I cannot wait to try this, and congratulations on such a beautiful looking game that’s sounds like it plays pretty good too!  Which game that you have not published would you most like to have on your roster?


I've always wanted to make a dexterity game, but the manufacturing logistics have held me back. It seems like a huge challenge to detail a specification to an overseas company when the component details matter so much. The weight, friction, and durability of all the pieces would need to match your testing set perfectly. Maybe some day...


Exciting! I love a dexterity game and I think the market still needs more adult orientated ones with a deep story like Flick Em’ Up Dead of Winter.  Other than a dexterity perhaps, what does the future have in store for you and Cherry Picked Games?


We're working on our next game. It's still in the early phases, so we don't want to divulge too much yet (not that we know much yet either). We're aiming to make a lighter weight game for two to eight (ish) players that's about dogs in bars. Beyond that, all bets are off.


Exciting! I will watch closer for news of that and maybe the dexterity too! It was great talking with Alex, I would encourage you all to check out their site, games and new release Far Away.

  • Instagram

Price Is Right! promises to find the best deals in your currency and country of delivery and has created a buying data base second to none for board game lovers in Europe and The United States. WBG sat down with BGP to chat £$€!

Thanks so much for talking with us Kean. I love your site; I log on at least three times every day! Tell me how this started?


Only 3 times a day? You need to buy more games! It started when I was working in a big company, where I was the co-host of a bi-weekly board game night for co-workers. We wanted to buy some 10-15 games to keep at the workplace, instead of everyone bringing too many games each session. One of the regular participants took it upon himself to purchase the games, and made the mistake of announcing he would do a group buy, and for everyone to send him a list of games they would like to buy for themselves. I saw his Excel-sheet a few weeks later, where he had collected around 200 games, he'd need to buy for everyone, and the 20 or so stores he had contacted for a bundle discount.


That lead to me thinking, that there was no real service here in Denmark for making that job easier. The biggest issue was that no store had all the items in stock, so we would have to divide the purchase over several stores. He even reached out to stores in Sweden and Germany, which also showed a big difference in prices and availability on some products.


There were a lot of generic price comparison sites, but none of them really took shipping into account in the right way, and none were focused on board games only. I had a lot of experience from a previous job with web scraping and combining datasets. Adding a bit of what I had learned doing my computer science education, and a month later I had the first version of the site running. Denmark only, ten stores, and the ugliest (but working) design you would see. This was back in 2012. Eight years later, we have 220+ stores listed, and cover 14 countries with more being added all the time.


Impressive! I am certainly glad you went to the effort. What is your background in the hobby?


I've played board games forever. Starting with the usual suspects such as Monopoly (well, the Danish variant called "Matador") and some others. Thinking about computer games, I've always liked turn-based, complex strategy more than FPS and action games. My first exposure to modern board gaming was doing my university education, where a monthly group gathered of 30-40 people and played board games for a whole weekend. I came for the social aspect and left with a thirst for more games. Games such as Carcassonne, Settlers (Catan), Elfenland, Robo Rally and Le Havre are some I remember having played at these sessions.


After my education, I have started board game nights all the places I have worked and am regularly playing with friends. Right now Arkham Horror: The Card Game and the Exit-series are hitting the table most.


Awesome games! What are the plans for the site?


Bigger and better all the time. Right now, we are focusing on expanding to the rest of Europe, having recently added Norway, Finland, Ireland and Italy as destinations. We are also working on features for the user to make better sense of the different language versions of the games. It is no fun seeing a game you'd like to buy only being in stock in a store in Spain, but not daring to buy it if it might be in Spanish, and you'd like the English version. Most stores are not very good at listing what version of a product they are selling and might even use a stock photo indicating an English version, but actually be selling a non-English version.


We are also planning to add more tools for users to organise their wish lists and snatching the items they are missing in their collection.


Great to hear! I am organising my wish list currently. Think its on about 74 so it would be good to group this some way.  Prices vary incredibly from day to day, especially during times like this. How would you suggest people best make use of your site?


The main idea of the site is to answer the question: "I know what I want to buy, where can I get it?". Thus, we do not help you with browsing gaming, but instead help you to find where you can buy the thing you are looking for. This has helped us focus the development of the site over the past years. Now we are slowing moving into helping you with the first part as well: Figuring out what to buy. Mostly based on great offers and alerting you when items you are watching are available.


We try to not focus too much on prices, but instead on availability of products. The listed stores are mostly small stores with a small stock, so finding a specific product in stock is often harder than going for a cheap price once you are out of the top 100 products.


We have a few tools to help you. First, for each product, you can set up an alert to get an email if the price drops below set threshold and is in stock somewhere. You can also exclude stores you do not want to place an order with. We have recently added a simple price graph on the price history page, so you can see the price development over time. Once we have it polished, we will add it to the product page as well.


Our price drop pages (linked from the frontpage) shows a view of recent price drops. This is not perfect, and we have some ideas brewing on how to improve this.We run a weekly newsletter, which lists products that are popular, and products where the price is at a great, low point.


One of our well-hidden power tools is the offer calculator. Add a bunch of products to your wish list, and it will calculate the best offer across all stores. This will take into account free shipping thresholds, stock status, discounts and all the other data we have access to. After getting the offer, you can then adjust it around if you like and see the total price. The engine behind this feature is quite complex, and I have not seen something like it on other price comparison sites. They would often find the cheapest offer from a single store, instead of being able to spread the offer across several stores and optimize for the discounts and free shipping.


Finally, we have recently added a new feature that we call "buy lists". With this, you can curate a list of products for a collection, and other users can subscribe to your list. This could for instance be all the products in the Arkham Horror: The Card Game series. One user creates the list, other users subscribe to the list. When a new product enters the market, and the list owner adds it to the list, you can keep track of making sure you get all the products in the collection. This is a new feature, and we are still polishing it.

Sounds great! I will be using that for sure!


I hope so. If any of your readers spot some error in the listing, be sure to help us out and use the "report an error" feature for the page. This helps us curate the database of all products. As said earlier, the data from the stores is not the best, so with nearly half a million products listed, there is bound to be some errors. We are getting better all the time, but there is still some way to go. I hope you enjoy our site.


[UNPAID AD] It was great talking with Kean. I would encourage you to check out the site and why not sign up to the weekly newsletter. If you do, you could win a copy of Wingspan. Check out our Instagram page for more details to ensure you qualify for the free game. FREE World wide shipping available. COMPETITION CLOSED