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Orgo-Life the new way to the future Advertising by AdpathwayThe goal was to expand the presence of AMIGO products in the American market with a dedicated office and local market experts. At the time, no one could have predicted that a global pandemic would completely disrupt the retail landscape a year and a half later.
Coming out of the initial pandemic, AMIGO focused on expanding the awareness of their game lines, and cutting costs within the operation. While there were successes, such as reintroducing the Bohnanza line to the U.S. and new evergreens like Don't L.L.A.M.A and Cabanga, we were challenged in pushing those goals by the ever-changing landscape of shipping and component cost increases.
Coming out of the initial pandemic, AMIGO focused on expanding the awareness of their game lines, and cutting costs within the operation. While there were successes, such as reintroducing the Bohnanza line to the U.S. and new evergreens like Don't L.L.A.M.A and Cabanga, we were challenged in pushing those goals by the ever-changing landscape of shipping and component cost increases.
New complications arose in 2025 thanks to tariffs imposed by the U.S. government on goods imported from outside the country. While many U.S. publishers foresaw price increases for games produced in Europe and China, AMIGO was one of the few tabletop publishers that was able to take advantage of manufacturing facilities inside the U.S., producing print runs of Bohnanza and No Thanks! since (1) those games consisted primarily of cards and (2) they sold well enough that producing them in the large volume required made sense.
However, tariffs imposed by the U.S. government brought retaliatory tariffs from Canada and Mexico, so when AMIGO approached asmodee Canada about distributing the U.S.-produced Bohnanza and No Thanks!, they were surprised to discover that asmodee Canada turned them down due to the additional duty cost that would be added to each game.
As AMIGO Games COO Alex Yeager told me, the idea of enduring three more years of this uncertainty was unthinkable. In press release terms:
This year's tariff dispute with the U.S., the lack of predictability, and significant additional costs gave the AMIGO management the final impetus to make the difficult decision to close AMIGO Games Inc.
"It's not an easy decision for us, but it's the right decision," explains Alexander Jost, CEO of AMIGO Spiel + Freizeit GmbH in Germany, where he is responsible for AMIGO Games Inc. "After eight years of intensive efforts, we have to admit that we cannot meet the economic challenges of the American market with our small company. We would like to express our sincere gratitude to the AMIGO Games team Alex Yeager and Corey Delmonto for their tireless efforts."
"It's not an easy decision for us, but it's the right decision," explains Alexander Jost, CEO of AMIGO Spiel + Freizeit GmbH in Germany, where he is responsible for AMIGO Games Inc. "After eight years of intensive efforts, we have to admit that we cannot meet the economic challenges of the American market with our small company. We would like to express our sincere gratitude to the AMIGO Games team Alex Yeager and Corey Delmonto for their tireless efforts."
Yeager said that AMIGO Games will clear out all inventory by the end of 2025. Titles from AMIGO Spiel will once again be available for licensing in the U.S. by other companies, something that is already happening as with Hasbro's licensing of 6 nimmt! for release as Beat the Heat and CMYK's new edition of No Thanks! as part of its Magenta game line.

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