For tabletop game designers and publishers

List Your Game on BoardGameJoin

A board game site you play in your browser, no app required. We build the digital version of your game, and handle everything from development to operations.

Feel free to get in touch, even just to hear more

Mahjong being played on a PC
Shogi against the CPU on a phone

Our promise

Four promises

Cost, revenue share, rights, and what we ask of you, on four cards.

  • Cost0 yenNo fees for listing, development, or operations
  • Revenue share70%Paid-member games: 70% of membership fees. Free games: 70% of ad revenue (ads planned for fiscal year 2027)
  • Your rightsNon-exclusiveThe rights stay yours, and you’re free to offer the game elsewhere
  • What we ask of you3 thingsShare materials, have a look at the result, receive statements

Your rights stay as they are. Why not let more people play your game online?

Who counts as a rights holder

Anyone who holds the rights to a game: a game designer (an individual or a circle), a publisher, or both. If the artwork rights belong to someone else, we ask for their agreement too. We’ll confirm the name for the contract — circle, individual, or company — when you get in touch.

Rights holderdesigners and publishersPlayersThis siteGameFees70%
Rights holder: whoever holds the rights to a game (a designer, a circle, or a publisher). 70% of membership fees goes to the rights holders of the games played that month.

Why

Digital when you’re online, the physical game when you get together

BGJ also aims to grow the fan base of tabletop games. When the physical edition is in stock, we help people try your game digitally and find where to buy it.

  1. Learn it onlineWith friends by invite link, plus a tutorial and CPU opponent
  2. Pick up the physical gameLinks to your sales page when the physical edition is in stock
  3. Play it togetherThose who learned online now teach the others
86.4%of buyers had played the game before buying itAsmodee, "US Buyer Profile 2020"

When the physical edition is in stock, we guide people who played online to its sales page.

More details

BoardGameJoin also aims to grow the fan base of tabletop games. Play online with friends who live far away, and play the physical game when people gather. People play the same game in both settings. When the physical edition is in stock, we help those who try it digitally find where to buy it.

  1. Play online with friendsAn invite link is all it takes to play in the browser with friends far away. With a tutorial and a CPU opponent, people who don’t know the rules can learn on their own.
  2. Like it, then pick up the physical gameWhen the physical edition is in stock, we put links to its sales page on the game page and the results screen.
  3. Bring it to a family gathering or a night outSomeone who learned the rules online now sits around the physical game and teaches the people with them.

Links to the physical edition

  • When the physical edition is in stock, we put purchase links on the game page and the results screen.
  • We make a page for each rights holder, bringing together your physical games, upcoming events, and a link to your official site.
  • We report clicks on those links in your monthly statement and in the rights holder dashboard.
  • Put a QR code on the rulebook or box, and buyers can get straight to the online version. We prepare the QR code.

One survey found that 86.4% of buyers had played the game before buying it (Asmodee, "US Buyer Profile 2020").

Backlist

A place to keep backlist and out-of-print games in play

New games draw attention at release. BGJ is building a place where older and out-of-print games can continue to be played online for years to come.

  1. Backlist & out-of-printIncluding games no longer available in print
  2. Play onlineLearn in your browser and return with friends
  3. Your game and your name live onContinued play brings them to new players

We are currently focusing on backlist and out-of-print games. New releases are welcome too.

More details

You can discuss listing any number of backlist titles with us together, rather than making a separate inquiry for each game. We discuss timing based on what each game needs and our development schedule, and publish each one only after your review and approval. Our usual guideline is 3 to 6 weeks from first contact to launch.

Your monthly statements include play counts for each game. These figures can also help inform a decision about reprinting.

When the physical edition is in stock, we link to its sales page. If your game is out of print and no longer has a sales page, please get in touch to discuss it.

Product

What BoardGameJoin is

It runs in the browser, on phones and PCs. Anyone invited can join without signing up.

  • A shogi tutorial explaining how to winTutorialLearn the rules on the board itself
  • Reversi against the CPU on a phoneCPU opponentPractice on your own
  • Mahjong being played on a phonePhonesA portrait layout designed for each game
  • Shogi being played on a PCPCsThe same game on a bigger screen

Someone who doesn’t know the rules can learn alone, then play.

Effort

It takes very little of your time

You can share the files you sent to the printer as they are. We handle resizing and other adjustments for the screen, along with the work the digital version needs.

What we ask of you

  • Share the rules and print files
  • Have a look at the result
  • Receive statements

BGJ takes care of

  • Development
  • Improvements after launch
  • Operations
  • Members and accounts
  • Security
  • Player support
  • Random matchmaking
  • Ads and monetization
  • Payments and revenue share
  • Multilingual support
  • Links to the physical edition
  • Play data analysis

That’s all we ask of you: just these three.

More details

So that it’s no burden even if you make board games alongside another job, we handle the work a digital version needs, both before and after launch. What we ask of you comes down to three things: share the rules and print files, have a look at the finished version, and receive your statements. You can share the files you sent to the printer as they are (PDF, AI, PSD, or whatever format you used). There is no need to prepare new versions. We handle resizing and other adjustments for the screen. If those files are missing or have been lost, please get in touch with photos of the physical game or any materials you still have.

ItemWhat BGJ doesWhat we ask of you
DevelopmentImplementing the rules, screens, tutorial, CPU opponent, and resizing and other adjustments to print files for the screenShare your current rulebook and print files, have a look at the finished version
Improvements after launchWe keep reviewing the tutorial and screens based on player feedback and bug reportsHave a look when a change affects the rules, the game’s name, or the credits
OperationsServers, monitoring, incident response, backupsNothing
Members and accountsSign-up, account management, loginNothing
SecurityProtection against unauthorized access, handling personal informationNothing
Player supportInquiries, reviewing reports, dealing with players who quit part-way, decisions to suspend accountsNothing
Ranked playRating, seasons, leaderboards, matchmakingNothing
Ads (games published for free)Applying for, placing, and running adsNothing
Payments and revenue share (paid games)The payment system, collecting membership fees, monthly statements, quarterly payoutsRegister your bank details
LocalizationTranslating and publishingHave a look at the translation
Links to the physical editionPurchase links on the game page, results screen, and rights holder pageShare the URL of your sales page

We keep improving the game after launch, based on what players tell us. The feedback we receive and where each item stands are public on the “Feedback & status” page.

Rights

Your game stays yours

Copyright, trademarks and other intellectual property in your game stay with you. Listing on BGJ doesn’t require you to transfer any intellectual property rights. Your game is, of course, still yours.

  • The rights to your game stay yoursAll we keep is the program we wrote (not your materials)
  • It’s non-exclusiveOffer it elsewhere, or build your own digital version
  • What we use: the game’s name and screens, to introduce the siteUsed when we introduce BoardGameJoin
  • Nothing goes live, and no rules change, without your approvalScreens, tutorials, and bug fixes are ours to handle, without changing the rules
  • If someone else holds the artwork rightsWe ask for their agreement too
  • If the listing ends, we take the game downNew games stop within two weeks of your notice

Nothing goes live, and no rules change, without your approval.

More details
  1. The rights to your game stay yoursWe don’t claim any rights to your game. All we keep is the program we wrote for the digital version (not your artwork, logos, or other materials). When the listing ends, we stop offering the game.
  2. It’s non-exclusiveIt doesn’t stop you from offering the game to other services or building your own digital version. Any app or online version you already run can carry on as it is.
  3. What we use: the game’s name and screens, to introduce the siteWhen we introduce BoardGameJoin, we may use the game’s name and screens of the game on our site.
  4. Nothing goes live, and no rules change, without your approvalYou have a look at the alpha version, and we publish only after you approve it. The same goes for later changes to the rules, the game’s name, or the credits. We review screens and tutorials and fix bugs on our own as we go, without changing the rules, so these won’t take up your time.
  5. If someone else holds the artwork rightsYou can share the files you sent to the printer as they are. We handle resizing and other adjustments for the screen. If the artwork rights belong to someone else, we ask for their agreement too. If the print files are missing, lost, or include parts you cannot share, please get in touch with photos of the physical game or any materials you still have. We discuss any redrawing needed game by game.
  6. If the listing ends, we take the game downWithin two weeks of your notice, we stop new games from being started, and take the game down once any games in progress finish.

Revenue share

What you receive

For games for paying members, 70% of membership fees goes to the rights holders of the games played that month. For games published for free, 70% of ad revenue is shared. Ads are planned to start during fiscal year 2027. Until then, there is no revenue share for games published for free. We’ll let you know before ads begin.

70%of membership fees goes to you (games for paying members)
About 293 yenWhen one member on the 480-yen monthly plan plays only your game, among paid games, that month
Premium membership feesPayment processing is deductedDivided across the games played that month70%30%To the rights holder
We pass 70% of the fees to the rights holders of the games played that month. We take nothing from the people who join a party.

Statements come monthly, payouts quarterly.

More details

Example: for one member on the 480-yen monthly plan, after consumption tax (44 yen) and payment processing fees (about 17 yen), the funding pool is about 419 yen. If, among paid games, that member played only yours that month, you receive about 293 yen.

Example: say membership fees for a month come to 1,000,000 yen, and after payment processing fees that’s 960,000 yen. If 60% of that came from paying members who played that month, the funding pool is 576,000 yen. If your game’s player-minutes (players in a game × minutes actually played) made up 5% of the total, your game’s share is 28,800 yen, and you receive 70% of that — 20,160 yen. These numbers are just for illustration.

You can also choose not to receive the revenue share. Just let us know if your employer’s rules make it hard to accept, or if the amount is small enough that the paperwork isn’t worth it. Choosing this changes nothing about the listing terms or how we handle your game. The share you don’t receive goes toward the costs of running the site. You can switch to receiving it later by letting us know, effective from the following month.

We’ll give you a rough idea of the expected revenue when we meet to talk.

Craft

We build every game from scratch

Rather than placing your game on a shared system, we design the system and screens for each game.

  • Shogi on a phoneShogi
  • Hanafuda Koi-Koi on a phoneHanafuda Koi-Koi
  • Reversi on a phoneReversi
  • A dedicated screen for each game
  • Turns, legal moves, and scoring are automatic
  • A tutorial and a CPU opponent
  • A portrait layout for each game

We care that someone who doesn’t know the rules can sit down and play.

More details

We don’t place your game on a shared system — one screen and one set of parts, shared by every game. We design the system and the screens for each game, so even games that use the same cards or the same board get a look and a feel of their own.

AspectBoardGameJoinPlacing a game on a shared system
ScreensWe build a dedicated screen for each game. How the board, cards, and pieces are laid out and handled is made to suit the gameA shared system and its parts are used as they are, so the look stays within what those parts offer
Playing by the rulesThe program holds the rules. Turn order, legal moves, and scoring are handled automaticallyHow things move within the system is left partly to the players
First-time playersWe build a tutorial and a CPU opponent for each game, so someone who doesn’t know the rules can learn alone firstPlayers normally read the rulebook before starting to play
PhonesWe design a portrait layout for each gameThe screen is normally scaled down to fit
Revised editions and optional rulesWe talk it over with you and change the implementationIt stays within what the system settings allow

This describes a difference in approach, not in quality. Placing a game on a shared system has its own strengths: it can go live sooner, and you can adjust it yourself. We build each game separately because we want someone who doesn’t know the rules to be able to sit down and play.

Languages

We bring your game to players across languages

We handle the translation and publish your game as a web service in each language. Your game can reach players in other language communities directly, without setting up app store listings for each country.

Different languages, the same Party

The rules and board work the same way in any language. Japanese-speaking and English-speaking players can join the same Party and play together, each with a screen in their own language. Random matchmaking also lets players find opponents across languages.

Screen in Japanese日本語
Same PartyThe Reversi board shared in the same Party (screen in Japanese)
Screen in EnglishEnglish

The site is currently available in Japanese and English. We will add more languages over time. Our monthly reports will include usage by language.

And also

And also

Streaming, ranked play, and play data help your game travel further.

  • Streams and let’s-plays spread the wordJoin without signing up; streams are free to monetize
  • It builds a fanbaseRanked play, seasons, and leaderboards
  • You get to see how it’s playedPlays and playtime in your dashboard

You can see how your game is played in your dashboard any time.

More details
  1. Streams and let’s-plays spread the wordIt runs in the browser, and anyone invited can join without signing up. Streaming and let’s-play videos are welcome, monetization included. A party stays open while you switch from game to game, so on a channel that plays a range of games, yours can be one of them. Viewers can join with an invite code too.
  2. It builds a fanbaseRanked play, seasons, and leaderboards give players a reason to keep coming back. The game page carries an official badge and a note introducing the rights holder.
  3. You get to see how it’s playedGames played, number of players, average playtime, win-rate skew, drop-out rate, which optional rules get chosen, and tutorial completion — all visible any time in your dashboard. We share this as aggregated data with names and personal information removed. Game records (move histories, for example) are shared the same way, but only for players who gave consent. Use it for balance tuning, revised editions, or your next game.

Tips for making the most of it

  • The game page and tutorial open without signing up, so you can link to them directly from social media or your own site.
  • Leaderboards and seasons let you run a tournament over a set period. You could pair an online qualifier with an in-store final, for example.
  • Since it runs in the browser, it’s an easy game for streamers to pick up. Our streaming guidelines and assets are gathered on the “Streaming & assets” page, and streams are free to monetize.
  • If you’d like to put an invite code in the box so buyers of the physical edition can play online too, let us know.

Flow

How listing works

As a guide, 3 to 6 weeks from first contact to launch.

  1. 1Get in touch5 minutes
  2. 2A call, if neededAbout 30 minutes
  3. 3Review the termsAbout a week
  4. 4DevelopmentWe handle it
  5. 5Alpha reviewOnly you can play it
  6. 6BetaLimited release by invite link
  7. 7LaunchAnnounced on our channels and social media

You have a look at the alpha version, and we publish after your approval.

More details
  1. Get in touch5 minutes (by email). Just hearing more is fine too
  2. A call, if neededAbout 30 minutes online. In the Kanto area, we can also visit you. We’ll ask about your game and timing
  3. Review the termsAbout a week
  4. DevelopmentWe handle it. You can share your current rulebook and the files you sent to the printer as they are. We also handle resizing and other adjustments for the screen
  5. Alpha reviewOnly you can play it, so you can check it matches the rules
  6. BetaA limited release by invite link. We fix anything that needs fixing
  7. LaunchWe announce it on our own channels and social media. It helps to spread further if you announce it too

As a guide, it takes 3 to 6 weeks from first contact to launch. This varies with our engineers’ availability and what the game needs.

What to share with us

  • The rules (your current rulebook is fine)
  • Print files for the game’s artwork and logo (PDF, AI, PSD, or whatever format you sent to the printer, as they are; we handle resizing and other adjustments for the screen; if the artwork rights belong to someone else, their agreement too). If the print files are missing or have been lost, please get in touch with photos of the physical game or any materials you still have. We discuss any redrawing needed game by game
  • A short description (one to three lines)
  • The URL of the sales page for the physical edition (if in stock)
  • Your bank details

Terms

Guidelines and terms

Games that have been released, with final rules.

Four requirements

  • The game has been released
  • If the game is in stock, there is a sales page for the physical edition
  • The rules are final and printed
  • The rights belong to you
  • As a guide, your team or company has sold more than 100 copies in total across all its games (self-reported is fine)

How your game is published

  • Free or paid
  • Ads
  • Ranked play
  • Languages

We decide these based on the game and how it’s played, and explain before we decide.

If you haven’t reached the guide yet, please get in touch anyway.

Terms at a glance and how your game is published (more details)

Four requirements

RequirementWhat we check
The game has been releasedIts release date
If the game is in stock, there is a sales page for the physical editionYour own shop, or a retailer’s page (not needed for out-of-print games)
The rules are final and printedThe rulebook (showing which edition it is)
The rights belong to youGames whose rights belong to an overseas publisher aren’t eligible

As a guide, we implement games at our own cost for teams and companies that have sold more than 100 copies in total across all their games. How many copies a single game has sold doesn’t matter. If you haven’t reached that yet, please get in touch anyway. We hope to build and feature many games, and we’d like to talk each one through with you, taking our development schedule into account.

Self-reported sales figures (the total across all your games) are fine. It helps if you can include evidence of a reprint (edition number or announcement), a sales page, or shipping records. The number you give us goes into the contract. The 100-copy guideline may change over time.

How your game is published

We decide the following based on the nature of the game and how it gets played. We’ll explain before we decide.

  • Whether it’s free, or a game only paying members can start
  • Whether to show ads
  • Whether it takes part in ranked play
  • Which languages to publish in

For games published for free, the revenue share comes from ad revenue; for games for paying members, it comes from membership fees. Ads are planned to start during fiscal year 2027. Until then, there is no revenue share for games published for free. The official rules are the default, and we’ll ask you to have a look before adding any optional rules.

Terms at a glance

ItemDetails
AgreementNon-exclusive. It doesn’t stop you from offering the game to other services or building your own digital version.
PublishingWe publish only after your approval. We never publish without it.
CostNo fees for listing, development, or operations.
Revenue shareGames for paying members: 70:30 of membership fees (rights holder 70). Games published for free: 70:30 of ad revenue (rights holder 70).
Receiving the shareYou can choose not to receive it (for example, if your employer’s rules make it difficult). You can switch later.
Funding sourceFor games for paying members, the membership fees of members who played. For games published for free, ad revenue. Ads are planned to start during fiscal year 2027. Until then, there is no revenue share for games published for free.
StatementsEvery month, we report plays and revenue for each game.
PaymentWe pay quarterly, three months at a time (amounts under 1,000 yen carry over).
ArtworkYou can share the files you sent to the printer as they are. We handle resizing and other adjustments for the screen. If the artwork rights belong to someone else, we ask for their agreement too. If the print files are missing or have been lost, please get in touch with photos of the physical game or any materials you still have. We discuss any redrawing needed game by game.
Ending the agreementYou can end it at any time with 60 days’ notice (the agreement renews automatically each year).

Contact

Talk to us directly

We’re a company based in Kichijoji, Tokyo. Just hearing more is fine too.

  • OnlineA call of about 30 minutes
  • We can visit youIf you’re in the Kanto area
  • At our Kichijoji officeUsually on most weekdays

About us

About us

We operate as a company with a commitment to the long term

BoardGameJoin is developed and operated by Qdan Inc., founded in 2022 and based in Kichijoji, Tokyo. Our two co-founders have been developing apps since 2016 and have built lasting relationships with game designers and publishers.

10 millionWord Wolf: cumulative downloads (iOS and Android combined). Available since 2017.
500,000Dokopa: monthly users (October 2026). In operation since September 2020.
  • Word Wolf (original game by Susumu Kawasaki / Kawasaki Factory)
  • The Yuru-ge series (business partnership with Drosselmeyer’s)
  • Online versions of Quiz Iisen Ikima SHOW! (Arclight), Goita, and Dandan Tier in Dokopa
  • Power Word Jinro (co-developed with Nom Games)

Co-founders

  • Keisuke Saito

    Born in Miyagi Prefecture in 1989. A graduate of Yokohama National University. As lead engineer, he is responsible for app design and development.

  • Kazuki Sato

    Born in Yamanashi Prefecture in 1989. A graduate of Yokohama National University. As producer and director, he is responsible for all areas other than development.

Company profile (qdan.co.jp)

Get in touch

Including the following helps us reply sooner (whatever you know is fine).

  • Your name (company, circle, or contact person)
  • Game title
  • Who holds the rights to the game (circle, individual, company, or not sure)
  • Total copies sold (a self-reported figure is fine)
  • Release date
  • URL of the sales page for the physical edition (if in stock)
  • What you’d like to discuss

Email address: contact@qdan.co.jp

More details

We’re a company based in Kichijoji, Tokyo. Besides meeting online, we can visit you to explain in person if you’re in the Kanto area. If you’d like to come to our Kichijoji office, we can usually meet on most weekdays. We also decide things like how to read the rules and which optional rules to include together with you, game by game.

Just hearing more is fine too. Besides meeting online, we can visit you to explain in person if you’re in the Kanto area.

FAQ

Frequently asked questions

Does it cost anything?

No. There’s no listing fee, and we cover the cost of development, servers, operations, support, running ads, and the payment system. We pay out revenue share based on actual play. If you ask for extras such as new features, we decide whether to take them on — and if we do, there’s still no fee.

What happens to the rights to my game?

They stay yours. We don’t claim any rights to your game. What we use is the game’s name and screens of it on our site, to introduce BoardGameJoin.

I have a day job and not much time

That’s fine. We ask only three things of you: share the rules and print files, have a look at the finished version, and receive your statements. You can share your current rulebook and the files you sent to the printer as they are (PDF, AI, PSD, or whatever format you used). There is no need to prepare new versions. We also handle resizing and other adjustments for the screen. If the print files are missing or have been lost, please get in touch with photos of the physical game or any materials you still have. We handle development, operations, player support, ads and payments, and improvements after launch.

Is it an exclusive agreement?

No, it’s non-exclusive. It doesn’t stop you from offering the game to other services or building your own digital version.

We’ve already published our own app or online version. Is that a problem?

Not at all. Since it’s non-exclusive, you can keep it running alongside ours. If you’re about to launch on a new service of the same kind, just let us know beforehand.

Can we meet so you can explain in person?

Yes. Besides meeting online, we can visit you if you’re in the Kanto area. At our Kichijoji office, we can usually meet on most weekdays. Just hearing more is fine too.

I’d like to build the program myself

We normally handle development ourselves, but if you’d like to build it, get in touch. As long as it follows our game module spec (rules, board, and results format), we can review it and publish it. The revenue share terms stay the same.

I’d like to run a tournament

We have leaderboards and seasons, and we handle counting results over a set period on our end. You can also run qualifying tables as a party. A dedicated tournament screen is something we’d take as a request (we don’t have a timeline for building it).

How do I end the agreement?

You can end it at any time, with 60 days’ notice. Within two weeks of your notice, we stop new games from being started, and take the game down once any games in progress finish. We pay out the revenue share through the final quarter. The rights to the original game are yours all along.

What if I want to change the rules, or release a revised edition?

Get in touch with us. We’ll propose any adjustments that affect the rules, and proceed once you’ve had a look. Depending on the change, it may take some time to reflect. Revised editions follow the same process.

How long does it take to get published?

As a guide, 3 to 6 weeks from first contact to launch (about a week to review terms, 2 to 5 weeks for development and review). This varies with our engineers’ availability and what the game needs.

How much revenue can I expect?

It depends on how much your game gets played, so we can’t promise a figure. We’ll give you a rough idea of the expected revenue when we meet to talk. 70% of membership fees is split among the games played that month, based on player-minutes (players in a game × minutes played). Statements come monthly, payouts come quarterly. For games published for free, 70% of ad revenue is shared. Ads are planned to start during fiscal year 2027. Until then, there is no revenue share for games published for free.

Do I have to receive the revenue?

No. You can choose not to receive the revenue share. Just let us know if your employer’s rules make it hard to accept, or if the amount is small enough that the paperwork isn’t worth it. The listing terms and how we handle your game stay the same. The share you don’t receive goes toward the costs of running the site, and we’ll keep sending statements as usual. You can switch to receiving it later by letting us know, effective from the following month.

Who decides whether a game is free or paid?

We do, based on the nature of the game and how it gets played. We’ll explain before we decide, and we may switch it later. For games published for free, the revenue share comes from ad revenue; for games for paying members, it comes from membership fees. Ads are planned to start during fiscal year 2027. Until then, there is no revenue share for games published for free.

Will I receive players’ names, contact details, or other personal information?

No. We only share aggregated data, such as play counts, number of players, and clicks on the physical edition link.

Who deals with trolling or cheating?

We do. As a rule, we review reports within 24 hours and reach a decision within 72 hours. We also handle dealing with players who quit part-way and any decision to suspend an account.

Can it reach players overseas?

Yes. We translate your game and publish it as a web service. You can review the translated terms.

Can a small game still be listed?

As a guide, we implement games at our own cost for teams and companies that have sold more than 100 copies in total across all their games. How many copies a single game has sold doesn’t matter. Get in touch even if you’re not there yet. We hope to build and feature many games, and we’d like to talk each one through with you, taking our development schedule into account.

Can a game that hasn’t been released yet be listed?

Please get in touch once it’s released and the rules are final. Otherwise we’d have to rebuild it with every revision, and we couldn’t link to a sales page for the physical edition yet either.

How do you verify sales figures?

We ask for a self-reported number. It helps if you can include evidence of a reprint (edition number or announcement), a sales page, or shipping records. The number you give us goes into the contract.

I’m not sure whether the rights belong to the circle or to an individual

We’ll ask you about this up front, to settle the name on the contract. If you’re not sure, we’ll sort it out together.

Last updated 2026-10-08 · Run by Qdan, Inc.