CMON

public board-game and miniatures publisher

CMON

Industry Entertainment

A public tabletop publisher known for miniatures-heavy board games, Kickstarter campaigns, Zombicide, Marvel Zombies, and licensed hobby products. CMON remains weak because of ecological harm, identity capture, and ideological disavowal, even where the product or service has practical value.

Why this matters: CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Letter grade D Extractive Medium confidence (AI) Rubric gcd-rubric-v1

Final Score 18* D - Extractive

* Tentative scaffolding score. Not human-checked or final.

Base Material24
Bonus+3
Cap35Ownership <= 2 and Governance <= 2
After Cap27
Penalties-9
!Not Verified
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Evaluation Overview

D - Extractive

The score turns mainly on Extraction, with the largest penalty coming from Ecological Harm.

Strengths

  • Extraction4/10
  • Product Integrity4/5
  • Labor Sovereignty3/7

Penalties

  • Ecological Harm-3
  • Identity Capture-3
  • Toxic Products-1
  • Youth Capture-1

Evidence state

  • ConfidenceMedium confidence (AI)
  • ThoroughnessExtensive (AI)
  • Linked claims10
  • Direct axis claims9
  • Coverage9/16

Scoring Axes

Axis Score Why this score
Ownership
?
Control rights: shareholder-dominated at 0, worker cooperative control at 10.
2 / 10

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Governance
?
Binding decision authority: centralized control at 0, democratic stakeholder control at 10.
2 / 10

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Extraction
?
Surplus allocation, wage share, CEO pay ratio, margins, and structured extraction judgment.
4 / 10

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Labor Sovereignty
?
Worker power: coercive conditions at 0, co-determination or ownership at 7. Employee dissatisfaction matters only when source-backed evidence shows concrete limits on worker agency, such as coercive scheduling, retaliation, wage theft, harassment, unsafe conditions, suppression of worker voice, or extreme turnover.
3 / 7

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Solidarity with the Unemployed
?
Treatment of exits and nonworkers, including severance, redeployment, and non-competes.
2 / 7

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Loss-Bearing Fidelity
?
Willingness to absorb costs to preserve values, workers, users, and public obligations.
3 / 7

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Market Conduct
?
Pricing fairness, switching costs, lock-in, and rent extraction.
2 / 5

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Product Integrity
?
Preservation of quality rather than degradation for monetization.
4 / 5

CMON publishes or sells recognized board or video games with real play, craft, or hobby value.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]
Scale Integrity
?
Whether growth improves or degrades fairness and accountability.
2 / 5

CMON has public company control rather than a verified worker/user democratic structure.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • context CMON has public company control rather than a verified worker/user democratic structure. [1]
  • context CMON publishes or sells recognized board or video games with real play, craft, or hobby value. [2]
  • context CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [3]

Penalties

Penalty Applied Why this penalty
Ecological Harm
?
Footprint, trajectory, irreversibility, culpability, and scale, including whether ecological harm is central to the model and continued after credible notice. Range: -30 to 0.
-3

CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [6]
Toxic Products
?
Current sale of products whose ordinary use, exposure, ingredients, residues, packaging, or formulation creates toxic, addictive, or consumer-safety risk. Food products receive at least light scrutiny for artificial colors, artificial flavors, petro-derived additives, pesticide residues, contaminants, endocrine-disrupting packaging, and ultra-processed formulation. Ordinary adult nightlife or alcohol service is not penalized by itself without evidence of predatory marketing, youth targeting, addiction-extractive design, or unusual product-safety misconduct. Range: -5 to 0.
-1

CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [7]
Youth Capture
?
Manipulative youth-directed marketing, youth-data or attention monetization, collectible/add-on traps, parasocial or identity capture, surprise mechanics, or treating young people as lower-disclosure consumers. Making useful toys or welcoming children is not itself penalized. Range: -5 to 0.
-1

CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [8]
Identity Capture
?
Customer pressure, employee pressure, and pervasive identity saturation. Range: -3 to 0.
-3

CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [9]
Ideological Disavowal
?
Concealed ideology presented as neutrality, expertise, professional necessity, public-service administration, market inevitability, or non-ideological common sense while exercising power. Range: -3 to 0.
-1

CMON's public framing is assessed as ideological-disavowal evidence because CMON shows bounded neutrality theater: some contested choices are softened through expertise, public-interest,…

Calibration notes

Comparative anchor: Ideological Disavowal 0 to -3 recalibration: 0 for explicit standpoint or no penalty-level neutrality theater; -1 for bounded softening of contested choices; -2 for strong neutrality theater by a powerful institution; -3 for major gatekeeping or coercive power presented as neutral, necessary, objective, or non-ideological.

Uncertainty
  • This recalibration uses public self-presentation and profile evidence; later review should add direct language-analysis evidence for high-impact institutions.
Linked evidence
  • CMON's public framing is assessed as ideological-disavowal evidence because CMON shows bounded neutrality theater: some contested choices are softened through expertise, public-interest, professional, market, safety, or institutional language, but the record does not show dominant concealment of standpoint. [10]

Bonus Credits

Bonus Credit Why this credit
Good Deal
?
Credit for unusually fair value: durable quality, fair pricing, low lock-in, and clear customer surplus.
1 / 3

CMON produces substantial miniature-heavy hobby products with real craft value, but crowdfunding scarcity, plastic intensity, and collectible spectacle keep the Good Deal bonus minimal.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • CMON produces substantial miniature-heavy hobby products with real craft value, but crowdfunding scarcity, plastic intensity, and collectible spectacle keep the Good Deal bonus minimal. [4]
Cost Transparency
?
Credit for clear posted prices, all-in fees, unit costs, public rate cards, margin/cost visibility, or surplus-allocation transparency, especially in markets where opaque quotes, hidden fees, or individualized pricing are normal.
2 / 3

CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Calibration notes

Comparative anchor: Board-game and good-video-game follow-up; compare against The Game Crafter, Stonemaier, Leder, Supergiant, Larian, major publishers, and Asmodee-owned studios.

Uncertainty
  • Focused follow-up; later review should add more labor, supply-chain, financial, and player-community evidence.
Linked evidence
  • CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles. [5]

Confidence Basis

Confidence Basis

Confidence is computed from the evidence trail and review state, not typed into the profile by hand.

Medium 69/100

10 verified linked claims 9 direct axis claims 0 disputed claims 9/16 components covered

This confidence label measures the source-backed evidence trail. AI-scaffolded scores remain tentative until human review.

Claim confidence 13/20

10 verified linked claims

Source quality 12/18

Best source per verified claim, weighted by institutional reliability

Direct axis-specific claims 9/18

9 direct claims across 16 active components

Dispute load 12/12

0 disputed claims on this entity

Recency 10/10

Newest accepted timestamp: May 13, 2026

Reviewer status 7/12

Human-reviewed components score higher than AI scaffolding

Component coverage 6/10

9/16 evidence-bearing components have direct support

Evidence State

Evidence State

Profile stateAI draft / human-pending
VerificationUnverified
ConfidenceMedium confidence (AI)
ThoroughnessExtensive (AI)
Correction routeUse “Challenge this rating” for factual errors, missing counterevidence, source problems, or calculation mistakes.
Company responseCompany representatives can submit source-backed corrections; payment never changes scores or reviewer authority.

Claims and Sources

Claims are the evidence record. Each claim needs a source link, axis category, status, confidence level, and timestamp before it can support a score.

* Tentative scaffolding score. Not human-checked or final.
1CMON has public company control rather than a verified worker/user democratic structure.

Ownership Verified Medium confidence AI-generated / human-pending

AI scaffold

2CMON publishes or sells recognized board or video games with real play, craft, or hobby value.

Product Integrity Verified Medium confidence AI-generated / human-pending

AI scaffold

3CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Calculation Verified Medium confidence AI-generated / human-pending

AI scaffold

4CMON produces substantial miniature-heavy hobby products with real craft value, but crowdfunding scarcity, plastic intensity, and collectible spectacle keep the Good Deal bonus minimal.

Good Deal Verified Medium confidence AI-generated / human-pending

AI scaffold

5CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Cost Transparency Verified Medium confidence AI-generated / human-pending

AI scaffold

6CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Ecological Harm Verified Medium confidence AI-generated / human-pending

AI scaffold

7CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Toxic Products Verified Medium confidence AI-generated / human-pending

AI scaffold

8CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Youth Capture Verified Medium confidence AI-generated / human-pending

AI scaffold

9CMON is a low board-game anchor: strong spectacle and product craft sit inside public-company control, plastic miniatures throughput, crowdfunding FOMO, and licensed collectibles.

Identity Capture Verified Medium confidence AI-generated / human-pending

AI scaffold

10CMON's public framing is assessed as ideological-disavowal evidence because CMON shows bounded neutrality theater: some contested choices are softened through expertise, public-interest, professional, market, safety, or institutional language, but the record does not show dominant concealment of standpoint.

Ideological Disavowal Verified Medium confidence AI-generated / human-pending

AI scaffold

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