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BoardGameWire is one year old today – and we’ve had more than a quarter of a million readers!

I launched BoardGameWire exactly one year and a day ago, on a hunch that the industry had grown so large that there was a market for professionally written, business-focused news and features that just wasn’t being filled by other outlets. Hand on heart, I couldn’t have dreamed of the response. A trickle of readers in those first days and weeks grew to reach more than 278,000 unique users in the last 12 months - that’s about the attendance of four Gen Cons.

Gen Con-style events, an extra hall: UK Games Expo mulls expansion options as it preps for its biggest, most international event yet

UK Games Expo director Richard Denning has been organising the show since its foundation in 2007, when 900 gamers converged on a Birmingham conference centre. After a record 32,000 attendance last year, the event is now considering its future expansion - with Denning citing Gen Con's vast swathe of live entertainment as a key inspiration.

Designer Diary: How we made Carolingi

History teacher Sebastian Freudenberg describes his years-long journey to publishing his debut game Carolingi, in which players act as Charlemagne’s grandchildren fighting over his vast realm using a bag-based action selection system to control areas of the map, unite regions, develop their realms, attract followers and gain glory. Carolingi is the first game from Sea Cove Games, the joint publishing company launched last year by Peter Eggert, who created Eggertspiele in 1996, and Spielworxx’s Uli Blennemann.

Marketing on BGG “has been very much hit or miss, especially lately”: Mindclash Games’ CEO on effective marketing, crowdfunding’s rocky patch and the ‘smoke and mirrors’ of stretch goals

Mindclash Games has made a name for itself as a Kickstarter-focused heavy board games expert since the launch of debut title Trickerion on the crowdfunding service in 2015. BoardGameWire spoke to CEO Viktor Peter about the company's changing approach, its recent use of Gamefound rather than Kickstarter, and how some avenues for marketing its games are not proving as lucrative as in the past.