Main Business

About

An introduction to Korea Boardgames

Main Business

  • Distribution & Import
    In the early 2000s, valued partners entrusted the importation of their games to Korea Boardgames and we have maintained these long-term relationships, such as Mattel (2005), Amigo, Kosmos, Zoch, (2006), and ThinkFun (2007). Since then many partners from all over the world have put their faith in our company and joined us on our dream of broadening the boardgame culture in Korea.

    To make boardgames accessible to all Korean households, Korea Boardgames established a strong distribution network through Korea’s biggest retail chains E-Mart, Lotte Mart, and Homeplus. Our national presence is guaranteed not only through more than 500 hypermarkets, but also through 1,400 stores such as toy shops, stationary shops, and hobby shops. Our games can also be found on our online mall called Dive Dice. Dive Dice serves as Korea’s best online source for boardgames and hosts Korea’s biggest boardgame community.
  • Publishing & Export
    Since 2011 Korea Boardgames has been publishing its own boardgames, starting with its first game Pharaoh Code. Polishing our game development skills throughout the years, we now offer many fun and exciting games for the whole family, like the world-famous Coconuts (2013) or the push-your-luck deduction game Abraca…What? (2014). Find out more by checking out our published games page! With the support of our worldwide partners, our boardgames can be found in more than 17 countries.
  • Marketing
    To reach and engage all off our customers, we hold every year various boardgame events and conferences in Korea. Through these marketing experiences we have built up a solid knowledge on client support. We have served as game consultants for a variety of reality TV shows (The Genius, Problematic Men) and we also are actively working side by side with popular Korean boardgame Youtube channels.
  • Education
    In order to help establish a healthy gaming culture, Korea Boardgames is also developing and conducting various educational programs through the Korean school system, under the supervision of the KOCCA (Korea Creative Content Agency) and the Ministry of Culture, Sports and Tourism. All programs are adapted and focus on several educational aspects such as STEAM education, empowerment of creative thinking, and development of social skills.