1 Global Card and Board Games Market Size (Revenue) and CAGR (2024-2033)
Global Card and Board Games market generated revenue of USD 18314.0 Million in 2024 with a CAGR of 6.13% during 2024 to 2033.
The current situation of the card and board games market is dynamic and growing. The market has seen a steady increase in revenue over the past few years, driven by various factors. The popularity of social board games has been a significant driver, as more people are engaging in these activities for entertainment and social interaction. Additionally, rising incomes and increased leisure time have contributed to the growth, allowing consumers to allocate more resources to purchasing card and board games.
The market is also benefiting from technological advancements, which have improved the quality and functionality of these games. For instance, digital versions of board games and card games have gained traction, offering new experiences and convenience to players. Furthermore, the expansion of e-commerce platforms has made it easier for consumers to access a wider variety of games from around the world.
Figure Global Card and Board Games Market Size (M USD) Outlook (2024-2033)

2 Card and Board Games Market Drivers
Table Drivers
Drivers | Description |
The popularity of board game social | Board game socialization, as the name suggests, is a social activity that involves getting to know each other while playing board games. Different from sports or video games, board games pay more attention to the test of multiple ways of thinking, language expression and emotional intelligence, so they are more suitable for young people’s social pursuit of fun and competitiveness. With the change of social methods, the reason why board game social is popular among young people is very popular. First of all, because of the fun of the game itself, most board games require a certain strategy and logic, which arouses everyone’s interest and makes most people willing to participate in this social mode, which relieves the embarrassment caused by social ice breaking to a certain extent. Secondly, this kind of board game itself is designed for social interaction. The winning or losing of the game itself can be moderately downplayed in the social-oriented scene. Knowing each other and improving understanding is the purpose. Common board game social games include Monopoly, Ludo and so on. In general, with the popularity of board game social networking, the market demand for various card products and chess and card products has increased. This will be one of the important driving factors for the development of the industry. |
Rising income levels and increased number of gaming venues | Card and Board Games is by far the healthiest and green leisure and entertainment activity. The downstream customers of the industry are mainly individual consumers, game bars and other game venues. Overall, the number of potential consumers who meet the standards of downstream customers in the industry is huge. The target market of Card and Board Games is to target those who have a good cultural foundation and spare time, such as college students, white-collar workers in companies, etc. With the continuous development of economy and culture and the continuous improvement of people’s income level, more attention is paid to social entertainment and other fields. Therefore, such potential consumer groups are emerging in large numbers. At the same time, with the development of social economy, the number of various game bars, game cafes, chess and card rooms, etc. has been increasing. At the same time, with the rise of people’s income level, more and more attention is paid to children’s education, and the demand for various puzzle board games is also increasing. In general, as people’s income levels rise and the number of gaming venues increases, the market size of Card and Board Games will continue to expand. This will be an important factor driving the development of the industry. |
3 Global Card and Board Games Market by Type in 2024
The card and board games market is a diverse and dynamic sector, encompassing a variety of product types, each with its own unique characteristics and market dynamics. In 2024, the market was segmented into several key product types, including card and dice games, collectible card games, miniature games, role-playing games (RPGs), and others. Each of these categories contributed to the overall market size and share in distinct ways.
Card and Dice Games Card and dice games are traditional forms of entertainment that have been enjoyed for centuries. These games typically use cards or dice as primary game props and can be divided into card games and dice games. Card games usually have formal standardized rules and regional variations, characterized by the fact that each player only knows the cards they hold, making them games of chance. Dice games, on the other hand, rely on one or more dice as key game props, often featuring a high degree of randomness. In 2024, card and dice games accounted for a significant portion of the market, with a revenue of 3754.4 million USD and a market share of approximately 20.50%.
Collectible Card Games Collectible card games, also known as exchange card games, are a unique segment of the market. These games involve the use of special exchange cards, typically played in one-on-one battles between two players. The appeal of collectible card games lies in their strategic depth and the collectible nature of the cards, which can vary in rarity and value. In 2024, this category was the largest in terms of market share, with a revenue of 9,614.8 million USD, representing 52.50% of the total market. The growth rate of collectible card games was also robust, reflecting their enduring popularity and the ongoing expansion of the player base.
Miniature Games Miniature games are a form of board game that features the use of miniature models or characters. One of the oldest and most popular genres within this category is wargames, where characters are arranged as competing “armies.” These games often require a significant investment in time and resources, as players collect and paint miniature figures to use in their games. In 2024, miniature games had a revenue of 1,716.0 million USD, with a market share of 9.37%. While not the largest segment, miniature games have a dedicated following and a steady growth rate, indicating a stable market presence.
Role-Playing Games (RPGs) RPGs are games in which each participant plays a character, usually in a fantasy or science fiction setting, interacting within the game’s imagined world. Games like “Gloomhaven” fall into this category, offering players immersive and story-driven experiences. In 2024, RPGs had a revenue of 1,272.8 million USD, accounting for 6.95% of the market. The growth rate of RPGs was steady, reflecting the ongoing interest in narrative-driven gameplay and the expansion of the RPG community.
In summary, in 2024, the card and board games market was dominated by collectible card games, which held the largest market share of 52.50%. However, the fastest-growing segment was not explicitly identified in the data, but the steady growth rates across all categories suggest a healthy and expanding market. Each product type contributes uniquely to the overall market, with collectible card games leading in terms of revenue and market share, while other segments like miniature games and RPGs maintain a dedicated player base and steady growth.
Table Global Card and Board Games Market Size and Share by Type in 2024
Type | 2024 Revenue (M USD) | 2024 Market Share (%) |
---|---|---|
Card and Dice Games | 3,754.4 | 20.50% |
Collectible Card Games | 9,614.8 | 52.50% |
Miniature Games | 1,716.0 | 9.37% |
RPGs | 1,272.8 | 6.95% |
Others | 1,955.9 | 10.68% |
Total | 18,314.0 | 100.00% |
4 Global Card and Board Games Market by Application in 2024
The card and board games market is not only diverse in terms of product types but also in its applications. The primary applications of card and board games are through offline retail and online retail channels. Each application has its own market size and share, reflecting the different consumer preferences and market dynamics.
Offline Retail Offline retail refers to the traditional method of selling card and board games through physical stores such as supermarkets, toy stores, specialty stores, and department stores. This channel allows consumers to interact with the products directly, providing a tactile and immediate shopping experience. In 2024, offline retail accounted for a significant portion of the market, with a revenue of 9,298.0 million USD and a market share of 50.77%. The growth rate of offline retail was steady, reflecting the continued importance of physical stores in the distribution of card and board games.
Online Retail Online retail has become an increasingly important channel for the sale of card and board games. With the rise of e-commerce platforms, consumers can now purchase games from the comfort of their homes, with a wider variety of products available at their fingertips. Online retail also offers the advantage of competitive pricing and the ability to reach a global audience. In 2024, online retail had a revenue of 9,016.0 million USD, with a market share of 49.23%. The growth rate of online retail was robust, indicating the growing preference of consumers for online shopping and the expansion of the e-commerce market.
In 2024, the card and board games market was almost evenly split between offline and online retail, with offline retail holding a slightly larger share. However, the fastest-growing application was online retail, driven by the convenience and accessibility of e-commerce platforms. The growth of online retail reflects the broader trend of digital transformation in the retail sector, where consumers are increasingly turning to online channels for their shopping needs.
Table Global Card and Board Games Market Size and Share by Application in 2024
Application | 2024 Revenue (M USD) | 2024 Market Share (%) |
---|---|---|
Offline Retail | 9,298.0 | 50.77% |
Online Retail | 9,016.0 | 49.23% |
Total | 18,314.0 | 100.00% |
5 Global Card and Board Games Market by Region in 2024
The global card and board games market in 2024 was a vibrant and diverse landscape, with significant contributions from various regions. Each region had its own unique market dynamics, influenced by factors such as cultural preferences, economic conditions, and consumer behavior. In this analysis, we will delve into the market sizes and shares of the major regions, identify the largest regional market by revenue, and determine the fastest-growing region.
North America North America, comprising the United States and Canada, has traditionally been a stronghold for the card and board games market. In 2024, the region continued to dominate, with the United States alone accounting for a significant portion of the global market. The market in North America was characterized by a high level of consumer spending power and a strong preference for innovative and high-quality games. The region’s market size was bolstered by the presence of major players and a well-established distribution network. In 2024, North America’s revenue reached 6472.4 million USD, with the United States contributing the majority of this figure.
Europe Europe was another significant player in the global card and board games market. Known for its rich gaming culture and a diverse range of games, Europe had a strong market presence in 2024. The region’s market was driven by countries such as Germany, the UK, and France, which have a long history of board game innovation and a dedicated player base. Europe’s market size was 6050.7 million USD in 2024, reflecting its continued importance in the global market. The growth rate in Europe was steady, with new game releases and expanding e-commerce channels contributing to its stability.
Asia-Pacific The Asia-Pacific region was a dynamic and rapidly growing market for card and board games in 2024. Countries such as China, Japan, and India were at the forefront of this growth, with increasing disposable incomes and a growing middle class driving demand. The region’s market size was 2181.9 million USD in 2024, making it one of the largest markets globally. The growth rate in the Asia-Pacific region was the highest among all regions, driven by the expansion of the gaming community and the increasing popularity of e-commerce platforms. China, in particular, was a standout market, with a significant increase in both the number of games sold and the revenue generated.
Latin America Latin America’s card and board games market was also on an upward trajectory in 2024. Countries such as Brazil and Mexico were key contributors to the region’s growth, with a growing interest in board games and card games as a form of family entertainment. The region’s market size was 739.2 million USD, with a robust growth rate. The growth was attributed to the increasing availability of games through e-commerce and the growing middle class, which had more disposable income to spend on leisure activities.
Middle East and Africa The Middle East and Africa region had a smaller but growing market for card and board games in 2024. The region’s market size was 83.7 million USD, with a steady growth rate. The growth was driven by increasing urbanization and the expansion of e-commerce, which made it easier for consumers to access a wider variety of games. Countries such as the United Arab Emirates and South Africa were leading the way in terms of market development.
In summary, the Asia-Pacific region was the largest market by revenue in 2024, with a significant market size and the highest growth rate. This was followed closely by North America and Europe, which had established markets with steady growth. Latin America and the Middle East and Africa regions were also growing, albeit from a smaller base, indicating the global expansion of the card and board games market.
Table Global Card and Board Games Market Size, Region Wise in 2024
Region | Revenue (M USD) | Market Share (%) |
---|---|---|
United States | 6472.4 | 35.64% |
Europe | 6050.7 | 33.31% |
China | 2181.9 | 12.01% |
Japan | 1755.6 | 9.67% |
India | 493.3 | 2.72% |
Southeast Asia | 385.2 | 2.12% |
Latin America | 739.2 | 4.07% |
Middle East and Africa | 83.7 | 0.46% |
Total | 18,314.0 | 100.00% |
Figure Global Card and Board Games Market Revenue Share, Region Wise in 2024

6 Global Card and Board Games Market Top 3 Players
Hasbro Hasbro is an American multinational toy and board game company, known for its extensive catalog of children’s and family entertainment franchises. Founded in 1923 and headquartered in Pawtucket, Rhode Island, Hasbro has a global sales reach. The company is renowned for its innovative products and experiences that inspire, entertain, and develop children through play. Some of Hasbro’s most famous products include “Littlest Pet Shop,” “My Little Pony,” “Transformers,” “Care Bears,” “G.I. Joe,” and “The Ponies.” In 2022, Hasbro’s revenue in the card and board games segment was 2003.1 million USD. Hasbro’s market strategy focuses on leveraging its strong brand portfolio and expanding into new markets through strategic partnerships and acquisitions.
Asmodee Asmodee is a French publisher of board games, card games, and role-playing games. Founded in 1995, Asmodee has grown to become a significant player in the global market, with a focus on developing and publishing games for both casual and serious gamers. The company is headquartered in France and has a worldwide sales network. Asmodee’s product offerings include a wide range of games, from strategic board games to collectible card games. In 2022, Asmodee’s revenue was 1417.9 million USD. Asmodee’s success is attributed to its ability to innovate and adapt to market trends, as well as its strong distribution network and strategic acquisitions of other game publishers.
Ravensburger Ravensburger AG is a German game and toy company, and the market leader in the European puzzle market. Founded in 1883 and headquartered in Germany, Ravensburger has a long history of producing high-quality games and puzzles. The company’s board games are known for their educational value and entertainment appeal, making them popular among families and schools. Ravensburger’s product range includes classic games such as “Catan,” “Ticket to Ride,” and “Pandemic.” In 2022, Ravensburger’s revenue was 297.0 million USD. Ravensburger’s market strategy emphasizes quality and innovation, with a focus on expanding its product line and reaching new markets through strategic partnerships and e-commerce.
Table Global Card and Board Games Revenue Share of Top3 Players in 2022
Company | 2022 |
Hasbro | 12.43% |
Asmodee | 8.80% |
Ravensburger | 1.84% |