The Last Gameboard Raises $4M for Digital Tabletop Platform

The Evolving Tabletop Gaming Landscape and The Last Gameboard
The realm of tabletop gaming has experienced significant growth in recent years, with a renewed interest from millions of players. However, this industry is not static; it is undergoing a transformation, and The Last Gameboard aims to be at the forefront of this evolution. Having successfully moved beyond its crowdfunding phase, the digital tabletop platform has secured a $4 million seed round and is collaborating with leading companies in the gaming sector, with plans for shipment before the year’s end.
A Digital Alternative to Traditional Games
According to Shail Mehta, CEO and co-founder, The Last Gameboard is a 16-inch square touchscreen device featuring a bespoke operating system and a sophisticated system for tracking game pieces and hand motions. This innovative device seeks to offer a digital substitute for physical games where feasible, maximizing benefits while minimizing drawbacks.
Past Attempts and Current Technological Advancements
The concept of digitizing tabletop games isn’t entirely new. Previous attempts, such as the original Microsoft Surface in 2009, demonstrated the potential. However, Mehta emphasizes that the necessary technology and market readiness were lacking until recently.
She explained that earlier efforts were hampered by high costs or a lack of engaging interaction. Players readily acknowledge that digital versions of games on devices like iPads often lack the tactile experience of physical components. The key advancement achieved by her company lies in the touchscreen’s ability to detect not only taps and swipes, but also game pieces, gestures, and movements occurring above the screen.
Unique Capabilities and Technological Approach
“The capabilities of Gameboard are unmatched by any existing touchscreen or tablet currently available – the difference is substantial,” Mehta stated. “It offers unlimited touch recognition, accommodating game pieces, both passive and active elements. Users can utilize their existing chess sets, lifting and placing pieces while the system continuously tracks them. We support unique identifiers through tags and custom shapes, representing a significant leap forward in interactive surface technology.”
This functionality is achieved through a relatively straightforward method, preventing the Gameboard from sharing the fate of earlier, expensive devices like the Surface. Mehta clarified that they rely solely on standard capacitive touch data, processed at a higher frame rate, and employ machine learning to identify and track object outlines. “We haven’t invented a completely new technology; we are simply optimizing existing capabilities,” she noted.
Image Credits: The Last GameboardPricing and Market Potential
Priced at $699, The Last Gameboard isn’t an impulse purchase. However, considering the substantial amount of money gamers spend on titles, expansions, and components, it represents a viable investment. The tabletop gaming industry is currently valued at over $20 billion, and if the user experience lives up to expectations, many players will be inclined to make the purchase.
Strategic Partnerships and Game Library
A compelling user experience requires a robust game library. The Last Gameboard has successfully partnered with some of the most prominent tabletop gaming companies to ensure access to popular titles and definitive digital editions.
Asmodee Digital is a particularly significant partner, having adapted numerous popular games, including “Catan,” “Carcassonne,” “Scythe,” and “Gloomhaven.” The complete list of partners includes Dire Wolf Digital, Nomad Games, Auroch Digital, Restoration Games, Steve Jackson Games, Knights of Unity, Skyship Studios, EncounterPlus, PlannarAlly and Sugar Gamers, alongside independent creators and developers.
Image Credits: The Last GameboardHybrid Experience and Distribution Models
While many of these games are best enjoyed in person, successful digital adaptations exist. A larger screen and the integration of physical pieces could enhance the experience, creating a compelling hybrid format. Players will have the option to purchase games individually, similar to mobile or Steam platforms, or subscribe to an unlimited access model (pricing details are forthcoming).
The device also presents an opportunity for gaming stores and venues to offer game demos, potentially driving sales of both the Gameboard and physical game copies.
Connectivity and Operating System
Beyond providing a superior digital gaming experience, the device allows players to connect with others, exchange moves, and send game invitations. Mehta emphasized that the operating system is fully developed and controlled by their team. “This level of ownership is crucial for the functionality we aim to deliver. It’s more than just a customized Android skin with a built-in store; Android-based ports can be readily adapted with minimal effort.”
Industry Shift and Developer Perspective
Lee Allentuck, Head of content, suggests that the past few years, including the pandemic, have prompted a shift in mindset among game developers and publishers regarding the industry’s readiness for innovation. “They recognize that a digital crossover is inevitable, as people are already playing board games online. Being at the forefront of this new trend offers a significant advantage,” he said.
CEO Shail Mehta (center) plays Stop Thief on the Gameboard with others on the team. Image Credits: The Last GameboardAllentuck, formerly with Hasbro, noted a growing interest within the toy and tabletop industry to embrace technology. However, a “chicken and egg” scenario previously existed – a lack of market due to a lack of innovation, and vice versa. The $4 million funding secured by The Last Gameboard is helping to overcome this challenge and create that market.
Funding and Future Outlook
The funding round was led by TheVentureCity, with participation from SOSV, Riot Games, Conscience VC, Corner3 VC, and others. The company maintains an affiliation with HAX, despite not participating in their Shenzhen program. SOSV partner Garrett Winther praised the company’s approach, stating, “They are the first to effectively combine collaborative physical and digital gameplay without sacrificing the community, storytelling, or competitive elements that define gaming.”
Mehta revealed that the pandemic initially threatened the company’s funding, which was expected around the previous year. “We had a working prototype, a patent filed, and traction, and were on track to raise funds when COVID-19 disrupted everything,” she recalled. “However, the disruption allowed us to focus on research and development, optimizing the platform and strengthening our core product. 2020 was challenging, but ultimately beneficial.”
The company is now preparing to launch its beta program this summer and, following feedback, plans to ship its first production units before the holiday season.
(This article originally referred to this raise as The Last Gameboard’s round A — it’s actually the seed. This has been updated.)
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