The tabletop gaming market size is expected to see rapid growth in the next few years. It will grow to $39.14 billion in 2030 at a compound annual growth rate (CAGR) of 16.3%. The growth in the forecast period can be attributed to increasing integration of digital companions with tabletop games, rising demand for immersive narrative experiences, expansion of online tabletop gaming platforms, growing interest in premium board game segments, increasing global participation in tabletop gaming. Major trends in the forecast period include increasing popularity of strategy-based board games, growing demand for social and cooperative gameplay, expansion of premium and collector editions, rising adoption of online tabletop platforms, enhanced focus on thematic and narrative games.
The rising popularity of board games is expected to drive growth in the tabletop gaming market going forward. Board games are tabletop activities played on flat surfaces where participants aim to achieve objectives or accumulate points through strategy, chance, or a combination of both. Demand for board games is increasing as more people seek offline recreational experiences and social interaction through group activities. Tabletop gaming supports this trend by offering a diverse range of interactive experiences, including board games, card games, and role-playing games, which foster social connection through community events, tournaments, and gaming groups. For instance, in December 2025, according to the World Bank World Integrated Trade Solution, a US-based international financial institution, the United States exported playing cards under HS code 950440 valued at approximately $623,183.73 to global markets in 2023. Therefore, the growing popularity of board games is driving the tabletop gaming market.
Key players in the tabletop gaming market are focusing on innovative game designs, such as advanced magneto card games, to enhance the gameplay experience. Magneto card games involve hero and villain cards and tokens, offering a complete experience for up to four players, with expansions introducing new heroes and scenarios to keep gameplay engaging. For example, in July 2024, Fantasy Flight Games, a US-based game developer, launched the Magneto Hero Pack for Marvel Champions. The pack features 15 signature cards showcasing Magneto’s mastery of magnetism, unique battlefield control, and metal manipulation mechanics, including leadership cards to enhance team strategy, allowing players to explore versatile gameplay.
In January 2024, LEGO Group (LEGO System A/S), a Denmark-based toy and entertainment company, announced a multi-year partnership with Asmodee Group AB to jointly design, create, and distribute a line of LEGO-themed board games, beginning with the family-friendly title Monkey Palace. This collaboration combines LEGO’s iconic building system with Asmodee’s expertise in tabletop games to deliver unique play experiences for both LEGO fans and tabletop players worldwide. Asmodee Group AB is a France-based publisher of board, card, and role-playing games.
Major companies operating in the tabletop gaming market are Hasbro, Mattel, Ravensburger, Games Workshop Limited, Stonemaier Games, Fantasy Flight Games, Paizo Inc., Cryptozoic Entertainment, Rio Grande Games, IELLO, North Star Games, Stronghold Games, Alderac Entertainment Group, Bezier Games, Blue Orange Games, Fireside Games, Pandasaurus Games, Portal Games, Plaid Hat Games, Queen Games.
North America was the largest region in the tabletop gaming market in 2025. The regions covered in the tabletop gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the tabletop gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The tabletop gaming market includes revenues earned by entities by providing services such as game stores, game design, publishing, event hosting, and digital and online services. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
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
Tabletop Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses tabletop gaming 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 tabletop gaming? 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 tabletop gaming 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 Type: Adventure Games; Board Games; Card Games; Dice Games; Paper and Pencil Games; Role-Playing Games; Strategy Games; Tile-Based Games2) By Age Group: Children; Teenagers; Adults
3) By Price Range: Low; Medium; High
4) By Application: Retail; Specialty Store; Mass Market Players; Online; Other Applications
Subsegments:
1) By Adventure Games: Solo Adventure Games; Cooperative Adventure Games; Campaign-Based Adventure Games; Story-Driven Adventure Games2) By Board Games: Classic Board Games; Thematic Board Games; Abstract Board Games; Party Board Games; Miniature Board Games
3) By Card Games: Collectible Card Games (CCGs); Trading Card Games (TCGs); Deck-Building Card Games; Traditional Card Games (Poker, Bridge); Solo Card Games
4) By Dice Games: Roll-and-Move Dice Games; Press Your Luck Dice Games; Dice-Based Strategy Games; Dice-Rolling Party Games; Specialty Dice Games
5) By Paper and Pencil Games: Dungeons and Dragons (D and D) Style RPGs; Word Games (Hangman); Logic Puzzle Games (Sudoku); Drawing Games (Pictionary); Grid-Based Puzzle Games
6) By Role-Playing Games (RPGs): Tabletop Role-Playing Games (TTRPGs); Live Action Role-Playing Games (LARPs); Narrative Role-Playing Games; Miniature-Based RPGs; Solo Role-Playing Games
7) By Strategy Games: Abstract Strategy Games; War Games; Economic Strategy Games; Resource Management Games; Area Control Strategy Games
8) By Tile-Based Games: Domino-Based Games; Tile-Laying Puzzle Games; Area-Control Tile Games; Spatial Strategy Tile Games; Modular Board Games
Companies Mentioned: Hasbro; Mattel; Ravensburger; Games Workshop Limited; Stonemaier Games; Fantasy Flight Games; Paizo Inc.; Cryptozoic Entertainment; Rio Grande Games; IELLO; North Star Games; Stronghold Games; Alderac Entertainment Group; Bezier Games; Blue Orange Games; Fireside Games; Pandasaurus Games; Portal Games; Plaid Hat Games; Queen Games
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 Tabletop Gaming market report include:- Hasbro
- Mattel
- Ravensburger
- Games Workshop Limited
- Stonemaier Games
- Fantasy Flight Games
- Paizo Inc.
- Cryptozoic Entertainment
- Rio Grande Games
- IELLO
- North Star Games
- Stronghold Games
- Alderac Entertainment Group
- Bezier Games
- Blue Orange Games
- Fireside Games
- Pandasaurus Games
- Portal Games
- Plaid Hat Games
- Queen Games
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 21.43 Billion |
| Forecasted Market Value ( USD | $ 39.14 Billion |
| Compound Annual Growth Rate | 16.3% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


