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Metal Gear Solid Production Update & Preorders

Getting a chance to create Metal Gear Solid: The Board Game has been a dream come true for the team at IDW Games and game designer Emerson Matsuuchi. Feedback from fans who played the game at Gen Con and PAX Australia has been loud and clear: we have something special on our hands with this game. However, as with any project that has so much promise and potential, and any brand that is so highly regarded, there is an immense amount of pressure to make sure we do it right. 

Game design and development is an iterative process, and involves feedback from play-testers, graphic designers, the factory that will be producing the game, and our licensing partners in North America and Japan. As development progresses changes come in that range from things that affect quality of life aspects, things like the size of the spaces on the map tiles, to redesigning and developing scenarios for better balance. 

Ultimately, the amount of time it took to implement these changes just grew longer than expected and our window to ship the game on time closed. At that point, we were confronted with two options: create a list of changes that we could complete quickly in order to minimize the delay, or really dig in and make sure everything got polished to the fullest extent possible. 

Knowing that this was a chance to find a silver lining and grant Emerson and the team the time to make the product they really wanted it to be, we decided to delay the game. We’re now planning on delivering the game in summer 2020. 

Pre-Order Status

With the updated estimated delivery time, we’ve decided to go ahead and re-open the preorders for the game. However, this time, we’re moving the pre-orders to BackerKit. One of the main reasons we’re making this switch is because using BackerKit as our new pre-order platform we’ll be able to fulfill orders as we would a Kickstarter campaign. This means we’ll be shipping products from China to our fulfillment partners in EU, Asia, Australia, USA and Canada, allowing us to get the product to most regions without VATs or customs. You can pre-order here.

New Stuff

As mentioned above, we know there are a lot of eager fans that want to see every part of Metal Gear Solid: The Board Game done right. So we’re also taking this time to add over 100 pages of comic book art to the campaign book to truly deliver on the epic Metal Gear Solid narrative.

Finally, we’re happy to reveal the final surprise of the Day One Edition, two playable cardboard box minis that will not be available in the standard retail version. In the standard version of the game, the cardboard box will be a token (not a mini) placed on the board.  Either way, you’ll get to wield all the power those boxes grant you in your very own hands.

We’ll be posting more news and updates about Metal Gear Solid the board game onto our twitter and Facebook pages as the game gets closer to completion and release. Please follow us there to stay informed of the game’s progress!


If you have any questions please check out our FAQ:

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Metal Gear Solid: The Board Game – Kept you waiting, huh?

Tactical tabletop espionage action

Metal Gear Solid: The Boardgame, a fully co-operative, sandbox, stealth game. Over a dozen missions and more than 10 all-new VR missions. 

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Designed by Emerson Matsuuchi (designer of the Century game series, Reef, and Specter Ops), Metal Gear Solid: The Board Game is a fully cooperative, miniatures board game. You take on the roles of Solid Snake, Meryl Silverburgh, Dr. Hal “Otacon” Emmerich, and Gray Fox the Cyborg Ninja. You’ll need to use their unique skill sets to avoid detection as you complete objectives across multiple campaign scenarios.

Unique features of the game include:

  • Fully co-operative, sandbox, stealth game play
  • Beautifully sculpted, and highly detailed miniatures of the members of Fox Hound and Solid Snake and his allies
  • 1 oversized Metal Gear Rex mini
  • Over a dozen missions that retell the story of Metal Gear Solid and more than 10 all-new VR missions
  • 8 unique and challenging boss encounters
  • 20 Modular map times allows you to build your own scenarios

Day 1 Edition pre-orders will include three exclusive minis you won’t be able to get after the preorder closes: Hind D helicopter, the Tank, and one figure to be revealed later.

Dust off your cardboard boxes and visit Shadow Moses again. Relive your favorite moments with a fresh new experience in Metal Gear Solid: The Board Game!

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IDW Games Future Projects Update

Recently, IDW Games has received several queries about its involvement with Ninja Division.
Ninja Division was originally hired to create the six hero miniatures for the Kickstarter exclusive edition of the Wayward board game. At this point, IDW has decided that the best course of action will be to hire a new sculptor or studio and have them create brand new miniatures for this project. Due to this, we’ll be pushing the Wayward campaign back to give us time to arrange a new sculpting team and give them the time they need too create the new miniatures. 
IDW Games had previously announced that Ninja Division would be working on the upcoming Men In Black / Ghostbusters crossover board game. While initial conversations were had about Ninja Division handling the miniatures for this project, IDW ultimately decided not to hire Ninja Division. Instead, IDW contracted independent sculptor Hector “Hec” Moran (Street Fighter The Miniatures Game) to handle the sculpting. Outside of early discussions, which lead to them being mentioned in our press release, Ninja Division was never involved this project.
We’d like to thank the fans for their engagement and excitement about these two projects, and we hope that they’ll be satisfied with the final product and the choices that we have made to deliver the highest quality experience possible.
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Metal Gear Solid to Sneak onto the Tabletop in 2019!

San Diego, CA (December 11th,  2018) IDW Games and Konami Digital Entertainment, Inc. announced today that they have partnered to bring Metal Gear Solid to the tabletop with Metal Gear Solid: The Board Game.

Designed by Emerson Matsuuchi (designer of the Century game series, Reef, and Specter Ops)Metal Gear Solid: The Board Game is a fully cooperative, miniatures board game. Following the story of the first Metal Gear Solid video game, players take on the roles of Solid Snake, Meryl Silverburgh, Dr. Hal “Otacon” Emmerich, and Gray Fox the Cyborg Ninja. They’ll need to use their unique skill sets to avoid detection as they complete objectives across multiple campaign scenarios. Featuring a highly dynamic A.I. system and sandbox gameplay, missions can be completed in multiple ways and will always play out differently.

Jerry Bennington, IDW Publishing’s VP of New Product Development says, “Having partnered with Konami in the past to adapt Metal Gear Solid into comics and produce all new stories in the Silent Hilluniverse, we are extremely excited to be partnering again to bring Metal Gear Solid to a new gaming medium: tabletop. We know this a beloved franchise with a die-hard fan base, and as such we’re putting all of our energy into producing a premium gaming experience that is exciting to play over and over again.”

Game designer Emerson Matsuuchi says, “I’m probably the biggest fan of Metal Gear Solid. Ever since playing the first Metal Gear Solid, it has forever altered the way I view games. The story it told was so memorable and the gameplay experience so rich that it has shaped my expectation of games as both a designer and gamer. So the opportunity to bring this masterpiece to the table has been an honor and dream come true. I’m excited to be able to capture the tactical stealth action that is the hallmark of the franchise as well as create a new experience and story for the Snake fans. Age hasn’t slowed him down one bit.”

Metal Gear Solid: The Board Game will feature miniatures by the highly regarded sculptor Francesco Orrù, and art from lifelong Metal Gear Solid fan and comic artist Kenneth Loh.

Gaming media interested in playing Metal Gear Solid: The Board Game will get their first chance at E3 2019. IDW Games will be booking play session for media outlets for Saturday, June 8, through Monday, June 10. Gamers eager to sample Metal Gear Solid: The Board Game will have a chance to demo it at any of the following 2019 summer conventions: Origins Game Fair, Dice Tower Con, San Diego Comic Con, and Gen Con.

For more information on Metal Gear Solid: The Board Game, follow IDW Games on Twitter and like their Facebook page, where fans can discover art and gameplay development ahead of the game’s release in 2019. Sign up for the newsletter HERE to be alerted when the game goes live!

About IDW Media Holdings
IDW Media Holdings, Inc. (OTCQX: IDWM) is an integrated media company, which includes the award-winning IDW Publishing, IDW Games, IDW Entertainment, Top Shelf Productions, the San Diego Comic Art Gallery, and CTM Media Group Inc., one of North America’s largest distributors of tourism information. Founded in 1999, IDW Media stands proudly at the forefront of visual entertainment, showcasing a formidable library of world-renowned licensed brands and creator-owned original IP. Its diverse array of comic books, graphic novels, and live-action television shows deliver enjoyment to fans of all ages.

About Konami Group
Konami Group was established in 1973, starting as an amusement machine manufacturer for arcades. Over the years, the company has grown to include different business units across various markets. Currently, KONAMI HOLDINGS CORPORATION includes the Digital Entertainment, Amusement, Gaming & Systems, and Sports Businesses. The company went public on the Osaka Securities Exchange in 1984, the Tokyo Stock Exchange in 1988, and the London Stock Exchange in 1999. For more information, visit:

About Konami Digital Entertainment
Konami Digital Entertainment, which is the core company of Konami Group, develops entertaining content for mobile, console and card games. The company is known for global franchises such as Pro Evolution Soccer, Metal Gear, Silent Hill, Castlevania, and Contra, as well as the Yu-Gi-Oh! trading card game series.

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Men In Black and The Ghostbusters Meet for the First Time!

New crossover board game, conceived by Sony and IDW, to headline extensive plan to develop games for both franchises in 2019.

San Diego, October 30, 2018: IDW Games and Sony Pictures Consumer Products today announced plans to develop a series of tabletop games for both Men in Black and Ghostbusters franchises including, for the first time, a crossover miniatures board game featuring both Men In Black and Ghostbusters. The multi-year agreement comes ahead of the new Men In Black movie set for June 2019 and Ghostbusters celebrating its 35th Anniversary in June 2019.


Currently under development, Men In Black/Ghostbusters: Ecto-terrestrial Invasion will be a miniatures loaded board game featuring the world’s foremost protectors teaming up to take down a threat unlike any they have faced before. Making up the Ghostbusters team will be Peter Venkman, Egon Spangler, Ray Stanz, and Winston Zeddmore, and the MIB team will consist of Agent J, Agent K, Agent L and Zed. While these two teams have faced unearthly threats before, the strength of the Ecto-terrestrials is nearly overwhelming, but that doesn’t mean there can’t be a little friendly competition.


With all new character designs by fan-favorite artist Derek Laufman and innovative game design by Panda Cult Games (Wander: The Cult of Barnacle Bay), Men In Black/Ghostbusters: Ecto-terrestrial Invasion features a blend of fast action dice-chucking, take-that card play, and highly detailed sculpted miniatures from Ninja Division (Super Dungeon Explore).

Jerry Bennington, IDW Publishing’s VP of New Product Development says “We are excited to bring these two iconic properties together along with an amazing group of development partners. We love the fun story we are telling with this game and hope fans will bring it to the tabletop again and again.”

Men In Black/Ghostbusters: Ecto-terrestrial Invasion miniatures board game will release in late 2019. Additional stand-alone games for each franchise are also currently in development and slated for release next year.

To keep up with the progress of MIB/Ghostbusters Ecto-terrestrial Invasion please follow us on on Facebook!

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IDW Games to Release Board Game Based on the Wayward Comic Series

Creators of Wayward Team Up with Jon Gilmour for a Cooperative Adventure Game


San Diego, CA (May 18, 2017) IDW Games announced today that it is working closely with writer Jim Zub and illustrator Steven Cummings on an upcoming Wayward board game. Designed by Jon Gilmour, co-designer of Dead of Winter and Outpost: Siberia, Wayward is a fully cooperative board game where players assume the roles of the comic’s heroes working together to defeat villains controlled by the game itself.

Set in modern Tokyo, Wayward is an ongoing series published by Image Comics featuring teenagers imbued with supernatural power defending the world from Yokai, Japanese mythological creatures and spirits. Since launching in August 2014, Wayward has gained critical acclaim and a dedicated readership. The first volume of the series, “String Theory,” made the Young Adult Library Services Association’s 2016 List of ‘Great Graphic Novels for Teens’ and has been favorably reviewed by many outlets, including Kirkus. In addition, Wayward was recently optioned by Manga Entertainment for development as a television series.

Jerry Bennington, VP of New Product Development, said, “IDW Games is ecstatic about working with Jim Zub, Steven Cummings, and Jon Gilmour on a project with as much recognition and fandom as Wayward. As a lifelong tabletop gamer, Jim’s creativity goes beyond just managing the IP. His input and feedback about gameplay and design have been invaluable to us, and will surely produce a product that embodies the soul of the comic series.”

Jim Zub said, “Wayward is a passion project for Steven and I, and games are near and dear to our hearts, so getting the chance to bring both of those wonderful elements together with Jon and the rest of the IDW Games crew is an absolute thrill.”

Zub is a Harvey and Shuster Award-nominated comic writer (AVENGERS, DUNGEONS & DRAGONS, SAMURAI JACK, FIGMENT), and the creator of the original comic series GLITTERBOMB and SKULLKICKERS.

Cummings is an American comic book artist based in Japan (DEADSHOT, LEGENDS OF THE DARK KNIGHT, STREET FIGHTER, FORAGER).

IDW Games is well known for its excellent tabletop adaptations of beloved intellectual properties. Their licensed board games include X-Files, Back to the Future, and the upcoming Planet of the Apes and Atari series of games.

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Seikatsu An Inside Perspective


A couple of years ago, Matt Loomis and I met at a convention, tentatively showed our games to one another, and decided to work together as co-designers. Unlike some design duos, Matt and I share all of our games. We have a Slack channel where we write down all of our ideas for themes, mechanisms and games, and over time, we pass ideas back and forth, with each of us adding new layers and ideas to the games as they take shape. Also unlike some design duos, Matt and I live a thousand miles away from one another, and so much of our collaboration happens online and on the phone.


Seikatsu was one of those games that just kind of popped into existence. It was February of 2016. Matt and I were getting ready to spend a weekend together at my house polishing games in preparation for Unpub6, a playtesting convention held in April that year. That would be our last chance to get a lot of feedback on games before the summer convention season when we usually pitch our games. We were on the phone, reviewing our slate of games under development. The conversation went something like this:

“Dragon Trek is still really rough, it’s going to need some serious testing at Unpub. Daimyo is has come together nicely though, and I’m looking forward to seeing the first version of Exaria. Flip the Table will also be a great late-night dexterity game, I think that one is ready.”

“Hey, Isaac?”

“Yeah Matt?”

“I came up with another game I want to bring.”

“Oh? We’re showing like five games at Unpub. I can’t even put five games into their computer system.”

“It’s good. My wife and I just played it on Saturday and it felt really good.”

“Um, ok. Sell it to me.” I prepared to not listen and to argue.

“Well, it’s an abstract tile-laying game where players each score the same grid of tiles, but from different perspectives.”

“Abstract tile laying? It’ll have to be about zombies or  Cthulhu or something if we want it to sell. We’ll need a really catchy name too.” I love abstract games, but they’re hard to sell.

“I’m calling it Seikatsu.”


“It means “Life” in Japanese. That game is about planting flowers in a Japanese garden and attracting birds to the garden.”

“Ok, an abstract, Japanese tile-laying, garden-plant birding game. Watch out Catan, we’re coming for you!”

“Also, it only plays 2-3 players.”

“Matt! You’re killing me. Why can’t it play 4?”

“Because it’s played on a hexagonal board, and there are only 3 axes in a hexagon.”

“3 axes, like hatchets?”

“No, like x-axis, y-axis and z-axis!”

Ok, that part didn’t happen, since we were talking, and he didn’t say ‘axes’ he said ‘ax-ees’. Still, my confusion was real.

“How do you play this thing?” I asked.

“You’re laying out tiles you draw from a bag, one at a time, onto a hexagonal board. Each tile has a bird and a flower, each in one of four different colors. As you lay them down you get points for putting matching birds next to one another, and at the end of the game, each player scores rows of flowers from their perspective. You’re always choosing between playing the tile for bird-scoring now, or placing it somewhere that doesn’t score well right away, but gives you the chance to earn lots of flower points at the end of the game.”

“Ok, I think I get the birds, sort of reminds me of Knizia’s Ingenious. Can you go over the flowers bit, and how you score from different perspectives?” I don’t think I managed to keep the skepticism out of my voice.

“Picture a chess board, and imagine that you’re putting out tiles with birds and flowers on it. At the end of the game, one player looks for flowers by looking down the rows, and the other player looks down the columns.”

“Ok, I get that.”

“Now imagine you’re playing on a hexagon. There are three ways to look down a hexagon.”

“[brain melts]”

I was intrigued, on the one hand, but I was also not very enthusiastic. The game’s description didn’t leap out at me, and we have so many promising prototypes that I really didn’t want to spend time on another game and dilute our efforts. But I know Matt loves tile-laying, set-collection and spatial-relationship games, and this seemed like it was some combination of all of those. And I love hexagonal board games like Abalone, Blokus Trigon, or even the old Milton Bradley game, Knock Out.


Seikatsu Prototype

Matt brought Seikatsu over to my house, and with the game in front of me, it was much clearer what was happening. I realized that we were really building a shared garden between three pagodas, and that we weren’t sitting next to an edge of the hexagon, we  were actually sitting on a point, or vertex, looking down at seven rows of tiles. We were each building a shared garden, but we were competing to have the best view of the garden from our pagoda! Fortunately, Matt spiffied up the prototype too, so we played on something that looked more like this:


After my first game of Seikatsu, I was sold. We still had to work out some of the scoring, and we had many conversations and experiments around the core ideas. Maybe birds could move? Maybe we could do something with grass and water at the intersections of the tiles? What should the Koi tile do? What about other tiles, like statues, lotus flowers, or river stones?

Some of those ideas made it into testing, and some might eventually become promos or expansions in the future. But the core of the game, the game that we eventually showed to Nate Murray at IDW, was remarkably similar to the one that Matt hatched on a Friday night, prototyped on a Saturday, and shared with me by phone on a cold Sunday in February. A week or so later, Matt came to my house for the weekend and we worked on Seikatsu, and all of our other games. At the end, I drove Matt to the airport, and I went right home and produced my own prototype right away, because I all I wanted to do was play Seikastu again.

Since that time, we’ve gone through hundreds of playtests at conventions and meetups, and even online, using Tabletop Simulator. We figured out how to make the Koi tiles work as wild fish first, and wild flowers later, we sorted out how to score the birds and flowers so you couldn’t ignore either one when planning your moves, and we figured out how to use the bag-drawing mechanism to help remind players of their turns. Somehow we found a way to make the game feel Zen, but also feel competitive. We invented a solo version of the game, a partnership mode, and even a mind-bendingly ridiculous 4-player version that we may one day share with players.


Seikatsu was one of those games that just worked right and felt right immediately. The original game concept and mechanics were so solid from the start, and the effect on players was clear right away. We knew we had a winner on our hands, and we did everything we could to focus the game on the best parts of it. We’ve been enormously lucky to work with IDW, who believe in this game so much. From the incredible art and art direction to the heavy tiles and beautiful box, IDW has shown as much love and care for the game as me and Matt have. We’re really excited for the release, and we hope you’ll enjoy the Zen competition of different perspectives that Seikatsu is all about.