The playing cards and board games market size is expected to see strong growth in the next few years. It will grow to $34.95 billion in 2030 at a compound annual growth rate (CAGR) of 9.8%. The growth in the forecast period can be attributed to growing adoption of hybrid physical-digital games, increasing demand for eco-friendly gaming products, expansion of online board game platforms, rising interest in collectible card games, growing use of games for cognitive development. Major trends in the forecast period include increasing demand for themed and strategy-based games, rising popularity of educational and family board games, growing integration of digital companion apps, expansion of sustainable game materials, enhanced focus on social and cooperative gameplay.
The rising level of disposable income is expected to drive the growth of the playing cards and board games market in the coming years. Disposable income refers to the money remaining for spending and saving after taxes and mandatory deductions are accounted for, at both the individual and household levels. Disposable income is increasing as economic expansion and higher employment rates boost household earnings, leaving consumers with more funds available after covering taxes and essential expenses. Disposable income is a key factor in the playing cards and board games market, as higher income levels allow consumers to spend more on leisure and entertainment, thereby increasing demand for a wider range of and more premium gaming experiences. For example, in August 2023, according to the Bureau of Economic Analysis, a US-based government agency, disposable personal income in the US rose by $7.3 billion, representing an increase of less than 0.1 percent. Therefore, the growth in disposable income is contributing to the expansion of the playing cards and board games market.
Major players in the playing cards and board games market are strategically emphasizing the creation of uniquely designed playing cards, such as NFT-inspired playing cards, to optimize revenue. NFT-inspired playing cards represent an innovative intersection of traditional card games with the evolving technology of non-fungible tokens (NFTs). For example, in August 2023, Bicycle Playing Cards, a US-based playing card company, unveiled the Bored Ape Yacht Club (BAYC) playing cards. This limited-edition collection comprises 54 cards, each featuring a bored ape selected as part of the 1227 Casting Call. The tuck case of each deck is distinctive, showcasing all 57 apes against various backgrounds.
In August 2023, Lionsgate Co., a U.S.-based company, acquired Hasbro's eOne film and TV business for $500 million. This acquisition enables Lionsgate to broaden its portfolio by integrating Hasbro's expertise in producing playing cards and board games. Hasbro Inc. is a U.S.-based company that specializes in offering playing cards and board games.
Major companies operating in the playing cards and board games market are Mattel Inc, Hasbro Inc, Ravensburger AG, HABA USA, Games Workshop Group PLC, Buffalo Games, Asmodee USA, Gamewright, Delano Games, Rio Grande Games, Stonemaier Games, University Games Corporation, WizKids LLC, Z Man Games Inc, LongPack Games Co Ltd, Fantasy Flight Games, Czech Games Edition, Blue Orange Games, IELLO USA LLC, North Star Games, Grey Fox Games LLC, Boda Games Manufacturing Co Ltd.
Asia-Pacific was the largest region in the playing cards and board games market in 2025. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the playing cards and board games market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the playing cards and board games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The playing cards and board games market consists of sales of traditional and customized playing cards, bluffing board games, card games, and territory-building games. Values In this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Playing Cards and Board Games Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses playing cards and board games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for playing cards and board games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The playing cards and board games market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Product: Playing Cards; Board Games2) By Age Group: Children; Teenagers; Adults
3) By Distribution Channel: Online; Offline
4) By Application: Private; Game; Tournament; Education; Therapy
Subsegments:
1) By Playing Cards: Standard Playing Cards; Specialty Playing Cards; Educational Playing Cards2) By Board Games: Strategy Games; Family Games; Party Games; Educational Board Games; Themed Board Games; Cooperative Board Games; Classic Board Games
Companies Mentioned: Mattel Inc; Hasbro Inc; Ravensburger AG; HABA USA; Games Workshop Group PLC; Buffalo Games; Asmodee USA; Gamewright; Delano Games; Rio Grande Games; Stonemaier Games; University Games Corporation; WizKids LLC; Z Man Games Inc; LongPack Games Co Ltd; Fantasy Flight Games; Czech Games Edition; Blue Orange Games; IELLO USA LLC; North Star Games; Grey Fox Games LLC; Boda Games Manufacturing Co Ltd
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Playing Cards and Board Games market report include:- Mattel Inc
- Hasbro Inc
- Ravensburger AG
- HABA USA
- Games Workshop Group PLC
- Buffalo Games
- Asmodee USA
- Gamewright
- Delano Games
- Rio Grande Games
- Stonemaier Games
- University Games Corporation
- WizKids LLC
- Z Man Games Inc
- LongPack Games Co Ltd
- Fantasy Flight Games
- Czech Games Edition
- Blue Orange Games
- IELLO USA LLC
- North Star Games
- Grey Fox Games LLC
- Boda Games Manufacturing Co Ltd
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 24.02 Billion |
| Forecasted Market Value ( USD | $ 34.95 Billion |
| Compound Annual Growth Rate | 9.8% |
| Regions Covered | Global |
| No. of Companies Mentioned | 23 |


