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— CH. 1 · INTRODUCTION —

Games Workshop

~8 min read · Ch. 1 of 8
8 sections
  • Games Workshop began not with armoured space marines or fantasy battles, but with a wooden backgammon board. In 1975, three men founded the company at 15 Bolingbroke Road, London: John Peake, Ian Livingstone, and Steve Jackson. Their original product was handmade wooden boards for classic games like mancala, nine men's morris, and Go. Within a decade, the company would transform into one of the most distinctive forces in hobby gaming, with a name synonymous with Warhammer. How a modest bedroom mail-order operation became a FTSE 100 company listed on the London Stock Exchange is a story about shrewd licensing, a willingness to pivot, and an obsessive attention to a very particular kind of player.

  • John Peake left the company in early 1976, and his departure carried consequences beyond a co-founder's exit. Peake preferred traditional games like backgammon, and his stated preference for those put him at odds with Livingstone and Jackson, who wanted to pursue what they called progressive games, including computer gaming. When he left, he took with him what had been the fledgling company's main source of income.

    Rather than collapse, Games Workshop pivoted. Livingstone and Jackson secured official distribution rights to Dungeons and Dragons and other TSR products in the United Kingdom, a coup that gave the young company financial footing and a new identity. They started running games conventions to build a profile, and in February 1975 had already launched a newsletter called Owl and Weasel to promote postal games and connect players. That newsletter was replaced in June 1977 by White Dwarf, a magazine that would run for over 500 issues.

    The company's first retail shop opened in April 1978. That same year, Games Workshop provided the funding to co-found Citadel Miniatures in Newark-on-Trent. Citadel made the metal miniatures that role-playing games and tabletop wargames needed. The name Citadel became so closely associated with Games Workshop miniatures that it persisted as a trademarked brand long after the original company was absorbed.

    For a time, Gary Gygax of TSR pushed the idea of merging his company with Games Workshop. Jackson and Livingstone ultimately backed out of that arrangement, a decision that kept Games Workshop independent and left it free to develop its own creative direction.

  • Warhammer Fantasy Battle arrived in 1983, and its success began pulling the company in a new direction. Between 1985 and 1987, the focus shifted decisively away from role-playing games and board games toward miniature wargames. The arrival of Warhammer 40,000 in 1987 completed that transition. Both games gave the company something it had not previously owned: original intellectual property built around its own miniatures.

    Bryan Ansell's appointment as managing director and majority owner drove much of this shift. Tom Kirby joined as General Manager in 1986. The leadership tandem steered the company toward what its most profitable products already showed: a market of dedicated players who would buy, paint, and collect miniatures as an end in themselves, not just as game pieces.

    By 1990, the payroll had grown to over 250 employees. The company had also ended its U.S. distribution arrangement through hobby game distributors in 1984, replacing it with its own Games Workshop office in the United States. The move gave Games Workshop direct control over how its products reached American players, a pattern of vertical integration it would repeat across other markets.

  • In December 1991, a management buyout backed by private equity firm ECI Partners changed Games Workshop's ownership structure. Bryan Ansell, Keith Pinfold, Ian Livingstone, and Steve Jackson all sold their shares for 10 million. Tom Kirby became chief executive officer.

    Kirby's Games Workshop narrowed its attention. The company refocused on Warhammer Fantasy Battle and Warhammer 40,000, its most profitable lines, and repositioned its retail chain toward a younger and more family-oriented market. The commercial results were strong, but the sharpened direction alienated some veteran players. A breakaway group of two company employees even published a competing game, Fantasy Warlord, in direct competition with Games Workshop. It found little traction and closed in 1993.

    ECI Partners floated the company on the London Stock Exchange in October 1994. Games Workshop expanded across Europe, the United States, Canada, and Australia, opening branches and organising events in each new territory. In October 1997 all UK-based operations were consolidated at a single headquarters in Lenton, Nottingham, where the company remains today.

    The expansion coincided with diversification. Games Workshop acquired Sabretooth Games for card games, created the Black Library for fiction, and worked with THQ on computer games. Around 1999-2000, sales slowed due to supply chain problems, but recovered within a few years.

  • Citadel Miniatures had held the rights to produce 28 mm miniatures based on The Lord of the Rings and The Hobbit since its earlier era under the Iron Crown Enterprises licensing arrangement. When Peter Jackson's film trilogy arrived, Games Workshop was positioned to capitalise.

    In 2001, Games Workshop acquired the rights to produce a skirmish wargame and miniatures using production and publicity art from the films, alongside information from J.R.R. Tolkien's original novels. A 25 mm scale was chosen. The rights to a role-playing game using the films' material went to another firm, Decipher, Inc. Games Workshop also produced a Battle of Five Armies game at a smaller 10 mm scale, based on a climactic episode from The Hobbit.

    On the 10th of February 2011, Warner Bros. Consumer Products announced it had extended its six-year agreement with Games Workshop, maintaining worldwide rights for Games Workshop to produce tabletop games based on both The Hobbit and The Lord of the Rings. Games Workshop used the announcement to expand its range of battle games and model soldiers built around Tolkien's world.

    Licensing had been part of Games Workshop's DNA from its earliest years. In the 1980s the company held UK publishing rights to American role-playing games including Call of Cthulhu, RuneQuest, Traveller, and Middle-earth Role Playing, and had also secured rights to produce miniatures for British science fiction properties including Doctor Who, Rogue Trooper, and Judge Dredd.

  • Buying a Games Workshop miniature was only the beginning for most players. Painting it was the other half of the hobby, and Games Workshop built an entire system around that process under the Warhammer Colour name, previously called Citadel Colour.

    At the end of March 2012, the company announced a new range of over 145 colours, all made in the United Kingdom. The range was structured by function rather than just by colour. Base paints were pigment-dense for maximum coverage. Layer paints were thinner, designed to be built up over multiple coats to achieve smooth colour transitions. Shade paints were acrylic inks that flowed into recessed details to create depth. Dry paints had a paste-like consistency to make dry-brushing easier. Air paints were thinned for airbrush use. Technical paints covered specialty effects from textured pastes for gaming bases to paints that simulated wet blood or gemstone surfaces.

    Contrast paints arrived in 2019 as a significant addition. They combined the properties of Shade paints and Layer paints, flowing into recesses while simultaneously staining raised surfaces, producing a highlight-to-shadow gradient in a single coat. When Contrast launched, the existing range was reorganised: the Glaze line was discontinued, the Edge paints were folded into the Layer line, and the Texture line was merged into Technical. The company changed the branding from Citadel to Citadel Colour at the same time.

  • Games Workshop's relationship with its community has not always been comfortable. In late 2009, the company issued a series of cease and desist orders against Internet sites it accused of intellectual property violations, drawing anger from fans. In July 2021 it adopted what it described as a zero tolerance stance toward fan-made games, videos, and animations, drawing further criticism.

    Legal disputes reached beyond fan communities. Games Workshop filed a trademark complaint against Amazon regarding a novel called Spots the Space Marine, arguing it violated Games Workshop's European trademark on the term space marine. Writers and digital rights advocates including Cory Doctorow and the Electronic Frontier Foundation questioned whether the term could legitimately be trademarked. On the 8th of February 2013, Spots the Space Marine reappeared on Amazon, and Games Workshop took no further legal action.

    Despite those tensions, Games Workshop's influence on the region around Nottingham is substantial. Its presence in the East Midlands drew so many related businesses that the area became known as the lead belt, a cluster of wargames companies many of them founded by former Games Workshop employees. Games Workshop itself became a constituent of the FTSE 100 Index on the 20th of December 2024, a milestone that marked how far a wooden-board maker from a London bedroom had travelled.

  • Games Workshop extended its worlds into media well beyond physical games. The Black Library, its fiction imprint operating through BL Publishing, ran the short fiction magazine INFERNO! from 1997 to 2005, filling it with stories set across the Warhammer universes. From 2010, Black Library shifted to a monthly eBook called Hammer and Bolter, focused on short fiction across those same settings.

    In 2010, Games Workshop and Codex Pictures released Ultramarines, a 70-minute downloadable film. Dan Abnett, a Black Library author, wrote the screenplay. The cast of voice actors included Terence Stamp, Sean Pertwee, and John Hurt.

    Music found its way into the Warhammer world as well. In the late 1980s, the death metal band Bolt Thrower wrote lyrics rooted in the Warhammer 40,000 universe and used Warhammer 40,000 artwork on the cover of their second album, Realm of Chaos. Games Workshop then created its own label, Warhammer Records, in the early 1990s. The label's first release was Oblivion by D-Rok in 1991. A track from that album, Get Out of My Way, was later used in the Electronic Arts computer game Space Hulk in 1992. The label released albums by Wraith in 1992 and 1993 before folding in 1993.

    On the 5th of August 2021, Games Workshop launched Warhammer Plus, a subscription service carrying exclusive Warhammer animations and shows, classic White Dwarf issues, and exclusive miniatures, extending the company's reach into streaming just as physical gaming shops continued operating around the world.

Common questions

When was Games Workshop founded and who founded it?

Games Workshop was founded in 1975 by John Peake, Ian Livingstone, and Steve Jackson at 15 Bolingbroke Road, London. It originally manufactured wooden boards for games including backgammon, mancala, nine men's morris, and Go before pivoting to role-playing games and miniature wargames.

Where is Games Workshop headquartered?

Games Workshop is headquartered in Lenton, Nottingham, England. All UK-based operations were relocated there in October 1997.

What are Games Workshop's best-known products?

Games Workshop's best-known products are Warhammer Fantasy Battle, first released in 1983, and Warhammer 40,000, released in 1987. Both are miniature wargames built around the company's own range of collectible painted figures.

When did Games Workshop join the FTSE 100 Index?

Games Workshop became a constituent of the FTSE 100 Index on the 20th of December 2024. The company has been listed on the London Stock Exchange since October 1994, when it was floated following a private equity-backed management buyout.

What is the White Dwarf magazine published by Games Workshop?

White Dwarf is a magazine Games Workshop has published since June 1977, with over 500 issues. It grew out of an earlier newsletter called Owl and Weasel, which Games Workshop launched in February 1975 to promote postal games and connect players.

What is the lead belt associated with Games Workshop?

The lead belt is a concentration of wargames companies in the East Midlands region of England, centred on Nottingham. The cluster formed because of Games Workshop's long presence in the area, with many companies in it founded by former Games Workshop employees.

All sources

196 references cited across the entry

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