Games Workshop Group (LSE: GAW)

Last close As at 05/08/2026

GBP190.10

−20.00 (−0.11%)

Market capitalisation

GBP6,282m

Games Workshop is a leading international specialist designer, manufacturer and multi-channel retailer of miniatures, scenery, artwork and fiction for tabletop miniature games set in its fantasy Warhammer worlds.

EDISON VIEW

Games Workshop Group (GAW) enjoyed a strong FY26, a year for which there were relatively low expectations at the start given the anticipated headwinds of tough comparatives from FY24 and FY25, as well as the potential negative impact from newly introduced tariffs in the US. GAW’s core business surprised on the upside from a revenue perspective as it continued to enjoy good engagement on new products released, which translated into even better gains in gross profit and operating profit. FY27 will benefit from the launch of the 11th edition of GAW’s main intellectual property (IP), Warhammer 40K, and, if the customary three-year release cycle remains in place, FY28 should see the launch of the next edition of Warhammer Age of Sigmar. The company is facing cost pressures from higher input costs following the Middle East conflict, while investing in supporting infrastructure, growing its international presence and customer engagement, which may put pressure on the level of potential operational gearing. With respect to the Amazon partnership, there is steady progress, with scripting about to begin following the completion of initial outlines.

Find more in our last note on Games Workshop Group — Not bad for an ‘off year’

Q&A

What is Games Workshop's business model and how does it make money?

Games Workshop Group plc (LSE: GAW) is an international specialist designer, manufacturer and multi-channel retailer of miniatures, scenery, artwork and fiction for tabletop miniature games set in its fantasy Warhammer worlds. Warhammer is not itself a company: it is the intellectual property owned by Games Workshop Group plc, covering the Warhammer 40,000, Warhammer Age of Sigmar and Warhammer: The Old World settings.

Games Workshop makes money in two ways. Core revenue, from designing, making and selling those products, was £626.8m in FY26, or 95.0% of group revenue of £659.7m. Licensing revenue, from licensing the Warhammer worlds to video game, film, television and merchandise partners, was £32.9m, or 5.0% of group revenue. Core revenue reached customers through three routes in FY26: trade sales through independent stockists, £405.3m, 64.7% of core revenue and 61.4% of group revenue; retail sales through Games Workshop's own 598 branded storefronts at the FY26 year end, £131.4m, 21.0% of core revenue and 19.9% of group revenue; and web store sales, £90.1m, 14.4% of core revenue and 13.7% of group revenue.

How much of Games Workshop's revenue comes from licensing Warhammer?

Games Workshop splits its revenue between core revenue, meaning miniatures, paints, scenery, rules and fiction, and licensing revenue from the Warhammer intellectual property. Licensing revenue was £32.9m in FY26, the year to 31 May 2026, or 5.0% of group revenue of £659.7m, down from £52.5m in FY25.


  • Licensing revenue: £32.9m in FY26, down 37.3% as reported and 37.5% at constant currency.
  • Share of group revenue: 5.0% in FY26; core revenue of £626.8m was the remaining 95.0% of group revenue.
  • Profitability: licensing carried no cost of sales in FY26, giving a gross margin of 100%, and an operating margin of 90.9% on £29.9m of licensing operating profit.
  • Why FY26 fell: FY25 licensing revenue reached an all-time high on the success of the Space Marine 2 video game, which set a demanding comparative for FY26.
  • Why the line is uneven: licensing income depends on the number and relative success of individual licences in any year, and minimum guarantees are recognised when a licence begins, while the cash arrives over several years. Beyond minimum guarantees, the company may earn additional income depending on the success of the licence.

How much of Games Workshop's revenue comes from trade, retail and online sales?

Games Workshop sells through three channels. Core revenue of £626.8m in FY26 split £405.3m through trade, £131.4m through Games Workshop's own retail stores and £90.1m through its web store. Edison calculates the resulting shares of core revenue and of group revenue, set out below, from the figures Games Workshop reports.

Trade sales

  • FY26 revenue: £405.3m
  • Share of core revenue: 64.7%
  • Share of group revenue: 61.4%
  • Change vs FY25: +17.2% reported, or +18.3% at constant currency

Retail sales

  • FY26 revenue: £131.4m
  • Share of core revenue: 21.0%
  • Share of group revenue: 19.9%
  • Change vs FY25: +2.1% reported, or +3.0% at constant currency

Online sales

  • FY26 revenue: £90.1m
  • Share of core revenue: 14.4%
  • Share of group revenue: 13.7%
  • Change vs FY25: -0.6% reported, but +2.3% at constant currency

Total core revenue

  • FY26 revenue: £626.8m
  • Share of core revenue: 100%
  • Share of group revenue: 95.0%
  • Change vs FY25: +10.9% reported, or +12.2% at constant currency
  • Trade accounts: 9,100 at the FY26 year end, around 1,000 net additions on the FY25 base of 8,100.
  • Storefronts: 598 Games Workshop branded stores in 24 countries at the FY26 year end, up from 570 a year earlier.
  • Why trade is the largest channel: independent stockists give Games Workshop the widest distribution without the fixed cost of operating each store.

How much profit does Games Workshop make, and does it have pricing power?

Games Workshop, the company behind Warhammer, was profitable on every measure it reports in FY26: profit before tax of £275.7m on group revenue of £659.7m, an operating margin of 41.7% of group revenue, helped by a US tariff reclaim booked in the year. The company typically raises the price of its products in the low-single-digit range every year. The average price increase in FY26 was 3%.


  • Profit before tax: £275.7m in FY26, up 5% on £262.8m in FY25.
  • Operating profit: £275.0m in FY26, a margin of 41.7% of group revenue.
  • Gross profit: £478.4m in FY26, a margin of 72.5% of group revenue.
  • Earnings per share: fully diluted EPS of 622.5p in FY26, against 593.5p in FY25.
  • What the FY26 margin shows about pricing: core gross margin rose 1.6 percentage points to 71.1% of core revenue from 69.5% in FY25. Edison's FY26 note attributes the rise mainly to the cost of goods sold, with around 1.2 percentage points of it equivalent to the tariff reclaim. Core revenue grew 12.2% at constant currency in FY26 while core operating costs rose around 11%.

Why is Games Workshop so successful?

Games Workshop owns the Warhammer intellectual property outright, designs its miniatures in-house and manufactures them in the United Kingdom.

Edison's Outlook of 2 March 2026 puts return on capital employed for the core business well above 100% over a sustained period, reaching 191% in FY25. This increased to 196% in FY26. The range spans miniatures, paints, scenery, rules and fiction, which supports repeat purchase from the same customer over time. Sales were made in 24 countries in FY26, so no single national market decides the result. Edison's FY26 note of 29 July 2026 records higher FY27 costs for investment in the business's infrastructure and geographic expansion, in customer engagement, in intellectual property protection and in IT.

Why do Games Workshop's revenue and profits change so much from year to year?

Games Workshop's core revenue is primarily infleunced by the phasing of the launches of the its main intellectual properties and the success of its licensing. New editions of the two main intellectual properties are typically released every three year and the company releases new products for each of thos properties in subsequent years. With integrated design, manufacturing and distribution profitbaility can be influenced such as commodity prices, logistics costs and the company's investment in scaling the business. A broad geographic exposure for revenue with no hedging and a cost base that is concentrated in the UK presents foreign currenyc translation risks.


  • Edition phasing: a new edition of a main intellectual property concentrates demand into its launch year, so growth can be stronger in launch years than in the years between.
  • Licensing timing: a single large licence can land most of its revenue in one year.
  • Currency: sales are made in currencies other than sterling and the exposure is not hedged, so exchange rates move the reported result on their own, independently of how much was sold.
  • Costs and one-offs: new US tariffs and packaging taxes were marginally dilutive to the FY26 core gross margin. Poor weather in the United States in January 2026 held back sales before they recovered, and poor execution in the final week of FY26 cost a quoted £1.5m against plan. Core operating costs rose around 11% in FY26, partly offset by a group profit share £2.4m lower than in FY25. Edison's FY26 note flags higher input costs following the Middle East conflict as an FY27 pressure.

What is the Games Workshop and Amazon deal for Warhammer 40,000?

Games Workshop reached a final agreement with Amazon in December 2024 to adapt Warhammer 40,000 as film and television series, with associated merchandising rights.


How do new editions of Warhammer 40,000 affect Games Workshop's sales?

The Warhammer 40,000 11th edition, launched on 20 June 2026 with the Armageddon boxed set, and will benefit Games Workshop's FY27. A new edition replaces the rules and refreshes the model range, which concentrates purchases from existing customers and draws in new ones.

• FY15, edition launched May 2014: constant-currency revenue changed -0.3%.
• FY18, edition launched June 2017: constant-currency revenue changed +40.8%.
• FY21, edition launched July 2020: constant-currency revenue changed +33.9%.
• FY24, edition launched June 2023: constant-currency revenue changed +13.9%.
• Margin pattern: a new Warhammer 40,000 edition has historically supported an increase in operating margin against the prior year.
• Next in the cycle: Edison's reading of the historic three-year cadence points to the next Warhammer Age of Sigmar edition falling in FY28.

How do US tariffs and the US dollar affect Games Workshop?

Games Workshop pays US tariffs on goods sold into the United States and manufactures in the United Kingdom, while around 79% of core revenue was earned outside the United Kingdom in FY26, none of it hedged.


What is Games Workshop's dividend policy, and how much does it pay?

Games Workshop's dividend policy is to return truly surplus cash to shareholders. Cash counts as surplus only once a required minimum cash buffer is retained, and that buffer was raised to £120m from £100m with the publication of FY26 results.

FY26 dividends declared: 485p per share, against 520p per share in FY25.
• Cash buffer: £120m as at the FY26 results in July 2026, raised from £100m.
• Cash position: £182.9m of cash at the FY26 year end, against £132.6m a year earlier, and net cash of £126.9m after IFRS 16 lease liabilities of £56m.
• Cost of the dividend: dividend payments equalled 24.3% of group revenue in FY26, against 27.8% in FY25.
• Cash generation: free cash flow after interest equalled 31.3% of group revenue in FY26, against 31.9% in FY25.

Games Workshop declares dividends more than once a year rather than as a single annual payment.

What are the main risks to Games Workshop's business?

Edison's Outlook of 2 March 2026 identifies seven main risks to Games Workshop's business: release phasing, growth in new markets, licensing visibility, 3D printing, single-site manufacturing concentration, unhedged currency exposure and US tariffs.

• Release phasing: release dates and the relative sales of new editions shape which fiscal year revenue lands in.
• New markets: growth depends on the rate at which new customers are attracted where Games Workshop is less established.
• Licensing visibility: minimum guarantees are recognised when a licence begins, which limits visibility on the timing of licensing income.
• 3D printing: improvements in 3D printing could allow miniature quality to be replicated outside Games Workshop.
• Manufacturing concentration: manufacturing is concentrated at a single site in the United Kingdom.
• Currency: most group revenue is earned in currencies other than sterling and the exposure is not hedged.
US tariffs: goods sold into the United States carry tariff costs, guided at the FY26 results in July 2026 to be higher in FY27 than the level paid in FY26.

Who writes Edison's research on Games Workshop, and how is it funded?

Edison's research on Games Workshop is published by Edison Investment Research Limited, which trades as Edison Group and has its head office in London. The FY26 note on Games Workshop, 'Not bad for an “off year”' of 29 July 2026, was written by Russell Pointon, Director of Content, Consumer and Media, with Chloe Wong. Games Workshop is a research client of Edison Investment Research Limited and pays Edison for the coverage. Edison publishes no buy, sell or hold recommendations and no price targets, and its research is not personal investment advice.

Latest Insights

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Market Data

Share Price GBP190.10
Market Cap GBP6,282m
52-Week High GBP221.67
52-Week Low GBP137.40
% Change 1M (8.3)
% Change 6M 14.1
% Change 12M 21.8
Ave. Daily Volume 1yr 89,097

Sector

Consumer

Equity Analyst

Russell Pointon

Director of Content, Consumer and Media

Key Management

  • Kevin Rountree

    CEO

  • Liz Harrison

    CFO

  • Mark Lam

    Non-executive chairman

Share Price Chart

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