The right publishing partnership starts with the game
From an early prototype to a game ready for the table, every project has different needs. We start by understanding the game, its audience, and how we can work together.
Pitch
Have a board or card game? Show us how it plays.
Submit
your game
- Game overview and audience
- Player count, age, and play time
- Rules and playable prototype
- Playtesting so far
- The support you need
Publishing
We work with designers to develop and publish games with potential.
Built
around the game
- Development and playtesting
- Artwork and graphic design
- Manufacturing and fulfilment
- Marketing and launch
- Sales and distribution
Partnerships
We welcome partners who want to bring great tabletop games to more players.
Explore
a partnership
- Co-publishing and licensing
- Distribution and retail
- Localisation and new markets
- Events and media
- Other collaborations
Three ways to start a conversation
What to expect
Pitch
Publishing
Partnerships
Starting point
Best for
Designers submitting a game
Games seeking a publishing partner
Publishers, distributors, and collaborators
What to share
Share the rules, a game overview, and a way to play or see the prototype.
Share the game materials, development history, and what you need from a publisher.
Tell us about your organisation, the opportunity, and what you hope to achieve.
First step
Submit your game
Discuss the game and its potential
Introduce your organisation
Audience and play
Include the intended audience, player count, play time, and recommended age.
Together, we assess the player experience, audience, and market fit.
Describe the players, customers, or markets the opportunity would reach.
Playtesting and history
Tell us what you have tested, what you learned, and whether the game has been published before.
We consider existing feedback, the work still needed, and the path to publication.
Share relevant products, territories, experience, and existing commitments.
Potential areas of work
Game development and playtesting
We review the rules and prototype to understand the experience.
We may work together on refinement and further playtesting.
The role of each partner depends on the opportunity.
Scope and responsibilities
Tell us what you would like help with; a pitch is not a commitment.
We discuss the work, budget, responsibilities, and milestones before agreeing terms.
We define each partner's role and commitments around the opportunity.
Artwork and graphic design
Finished artwork is not required for a submission.
Visual direction and design may be part of the publishing plan.
Responsibilities are agreed to suit the partnership.
Manufacturing and fulfilment
Production is not part of the initial review.
Manufacturing, costs, and fulfilment can be planned as part of a deal.
Production and fulfilment roles depend on the project.
Licensing and rights
Submitting a game does not transfer any rights.
Rights, territory, duration, and royalties are negotiated before signing.
Licensing and other rights are agreed for each opportunity.
Reaching players
Marketing and launch planning
Tell us who the game is for and what makes it stand out.
We may develop a launch and marketing plan suited to the game.
Campaigns and events can be discussed where relevant.
Sales and distribution
Share any existing sales or distribution history.
Sales channels and distribution plans depend on the game and agreement.
We welcome conversations about retail and distribution opportunities.
Localisation and regional opportunities
Tell us if the game has already been published in any territory.
Localisation and markets are considered as part of the plan.
We welcome regional publishing and localisation discussions.
Events, media, and community
Mention any audience, events, or coverage the game has already attracted.
Depending on the plan, we may explore events, press, and community outreach.
We welcome relevant event, media, and community collaboration ideas.
Relationship
Initial conversation
Following review, where relevant
Following review
Following review
Scope and terms
No agreement implied
Agreed before signing
Agreed before working together
After the first conversation
If there is a potential fit, we may request more information or a prototype.
If both sides want to proceed, we discuss a proposed agreement and next steps.
If there is mutual interest, we explore a suitable scope and agreement.
These are possible areas of collaboration, not a standard package. Support, rights, responsibilities, and commercial terms depend on the project and any agreement we reach.
The partnership questions, answered
Could we be a fit?
The best way to find out is to show us the game.
What should I include in a pitch?
Tell us what makes the game engaging, who it is for, the player count, play time, and recommended age. Include the rules and a way to see or play a prototype, plus any useful playtesting history.
How finished does my game need to be?
A playable prototype and clear rules give us the best way to evaluate a game. Finished artwork is not essential; we are interested in how the game plays and the experience it creates.
What happens after I submit?
We review the materials for fit with our publishing plans. If we would like to explore the game further, we may ask questions, request a prototype, or arrange a conversation. A submission does not guarantee an offer.
Who owns the game and how are royalties handled?
Rights, royalties, territory, and the length of a licence are part of the publishing agreement. These terms depend on the game and would be discussed and agreed before signing.
Can you fund production?
Production funding may be part of a publishing agreement. Whether and how we can support a project depends on its needs, costs, and commercial potential.
Do you accept submissions from outside Norway?
Yes. We are based in Norway and welcome enquiries from designers and partners internationally.
Is my submission confidential?
Please do not assume a submission is confidential unless we agree otherwise in writing. We may already be considering similar ideas. See our terms for more information.