Privacy Policy

Effective October 15, 2026 (first published June 1, 2026). Operator: Ardonis LLC. Self-prepared; not reviewed by outside counsel.

Controller: Ardonis LLC, 3313 Caldera Blvd, Midland, TX 79707. Contact: [email protected].

What we collect

  • Account data: your email address and a hashed password (we never store your password in plain text), display name, avatar choice, time zone, and invitation/account metadata. If you import your BoardGameGeek collection or plays, the BGG username you enter.
  • User Content: rulebook PDFs and documents you upload, links you submit, and content we derive from them: extracted text, rendered page images, embeddings used for search, and generated setup guides, teaching scripts, and audio narration.
  • Interaction data: your chat questions, the answers shown, and photos you attach to a question. In Voice Mode we receive the text of what you said (see "Voice" below for the audio).
  • Game Night data: the names players join with, their questions and messages, photos, scores, the recap we generate, and the Board Game Arena table link a host adds to an online night (removed when the night ends). When you plan a night: its title, message, place, theme and date options, the guest list and each guest's answer (going, maybe, can't), plus-ones, date votes, the games proposed, suggested and voted on, who is bringing what, and the messages in the night's thread. For groups: the group's name, its members, and its usual schedule.
  • People you invite: when you invite someone to a Game Night or add them to a group by email address, you give us their email address and the name you type. See "People you invite" below.
  • People and connections: the connect requests you send and receive, with the short note a request can carry (up to 280 characters); whether each was accepted, declined or withdrawn, and when; where the two of you met (the Game Night, the convention, or a gamer card); the people you block; and your People settings (who can send you connect requests, who can message you, and whether you show in other people's People lists). We don't store a list of the people you played with: we work it out from the Game Nights you were both at. See "People, connections and messages" below.
  • Toasts and comments: the toasts ("Cheers") and comments you post on a Game Night's recap or on one of its games, with your name at the night and when you posted. A comment is plain text, up to 500 characters.
  • Messages: the messages you send to and receive from your connections (plain text, up to 2,000 characters), when each was sent, how far each of you has read, and which messages each of you deleted for yourself.
  • Reports: when you report a person or something they posted, what it was, the reason you picked, any details you add (up to 1,000 characters), and a copy of what you reported as it was at that moment.
  • Con Mode: which convention a Game Night is at. If you share your name at a convention table (by checking "Remember who I played with" when you join, or by sharing it later on the night's page), the name you show that table and that you take connect requests from it. That you said you're going to a convention, and the games on your shelf you mark as bringing to it. Your gamer card and your convention share link (we keep only a hash of each code, not the code itself). Players wanted posts (the game, the seats, a table label, a note and how long it stays up) and the "I'm coming" answers to them. If you ask to keep your night from a convention table, the email address you type. See "Con Mode: Game Nights at a convention" below.
  • Your library (My Shelf): the games you add and what each one is to you (own, wishlist, and so on), ratings, the plays you log or import (with the players' names, scores and winners), private notes and house rules, purchase details (price, where from, when), where you keep it, which edition and its condition, games you lend or borrow (with the other person's name and a due date), and photos you add. We remove location and camera details from photos when you upload them.
  • Subscription and billing data: if you subscribe to Pro, your plan, subscription status, renewal date, and payment history, plus the billing address details needed to work out sales tax. Stripe collects your card details directly; we never receive or store your full card number. We also record when your free trial started.
  • Usage + technical data: logs needed to run and secure the Service (request timestamps, rate-limit counters, error logs). We may record IP addresses for security, abuse-prevention, and, where required, safety/legal preservation. When a guest asks for a link to keep their night from a convention table, we record the request with the night and the convention, and a keyed hash of the email address and of the network (IP) address, never the addresses themselves, so we can limit how many links are sent.

How we use it

To provide and operate the Service: authenticate you, store and process your uploads, answer your questions, generate guides/scripts/audio, maintain the shared library, check how accurately Coach answers questions about each game, send the emails described below, enforce safety and acceptable use, prevent abuse, and comply with law. If you subscribe, we also use your billing data to charge you, calculate and report sales tax, and keep the accounting records the law requires. When you plan a Game Night, we send the invitations, updates and reminders you ask us to send, and show your guests the night. We use the People, message and Con Mode data above to show people who played together to each other as described below, deliver connect requests, messages, toasts, comments and Players wanted answers, handle reports, and limit spam and abuse.

People you invite

If you invite someone by email address, you are telling us they would expect to hear from you about a game night. We use their address only for that night (or that group): the invitation, the date once it's set, changes, a cancellation, reminders before the night (to people who said going, and to maybe too if the host asks), and, if they suggested a game, whether the host added it. Someone you add to a group by email address gets one email saying you added them. Every email says who invited them, comes from Table.Coach (shown as "host's name via Table.Coach"; we never show or share the host's email address), and has a one-click link to stop these emails, for that night or from us entirely. They can answer without an account. We never add them to product updates or marketing, and we never sell or share their address.

Who sees what. Only the host (and, for a group, its owner) sees the email addresses they entered. Other guests see names and answers, unless the host hides the guest list. The place is shown only to guests who answered going or maybe, unless the host changes that.

Games you own. On a proposed game, guests may see the names of players who own it. In a group's "Our shelves", its members see the games each member owns, with the owner's name. In "What fits this night", the host (and guests, when the host takes suggestions) see the games owned by the host and everyone going or maybe; owners' names show only to people who can see the guest list. These show only what a game is (title, players, length, weight and cover) and who owns it, never your notes, house rules, ratings, prices, plays or where you keep it. To keep your games out of all of these, turn off "Share what I own with my groups and nights" under Account, Game nights. Your shelf is otherwise private: nobody else sees it, except the games you mark as bringing to a convention, which your connections see (see "Going and bringing" below).

A group's link. A group's owner or cohosts can turn on one link for the group that always opens its next night. It shows what a night's invitation link shows, never the place, the guest list or anyone's email address, and anyone who has it can ask to join that night by name. They can make a new link (the old one stops working) or turn it off.

To have an address removed from a night or from our records, use the link in the email or write to [email protected].

People, connections and messages

Nobody can search for you. There is no search for people. Only someone who was at a Game Night with you can see you in People or send you a connect request: the night's host, and accounts linked to the night (a player who kept their seat, or whose Going answer put them at the table). A name the host typed into the roster doesn't count. A convention table is stricter (see "Con Mode: Game Nights at a convention" below), and a gamer card works only for people you show it to. We never show anyone your email address.

People you've played with. The People page lists the accounts you shared a Game Night with, and only you see your list. A person's profile shows their profile name and picture, the Game Nights you were both at (with links to them), the games you played together there, your record against each other (wins, losses and ties), and where you met. It never shows anyone's shelf, or a night the viewer wasn't at. To leave other people's lists and profiles, turn off "Show me in other people's People lists" under Account, People and privacy. People you're connected with, or have an open request with, still see you.

Connect requests. A connection is mutual: both of you agree to it. A request can carry one short note. The other person can accept or decline. If they decline, you aren't told, and asking them again sends nothing for 90 days. Either of you can disconnect at any time, and the other isn't told. You can turn requests off under "Who can send me connect requests"; your connections stay. Sending a request needs a confirmed email address, and we limit how many an account can send.

Messages. You can message your connections, and only them. Messages are plain text: a link shows as words, not as something to tap. Under "Who can message me" you choose your connections or no one. No one turns messages off both ways: nobody can message you, and you can't send any. If you stop being connected, neither of you can send a new message, and what was already sent stays readable to both of you. "Delete for me" hides a message, or a whole conversation, for you only: the other person keeps their copy. Once you have both deleted a message, we delete it. We limit how many messages an account can send.

Who sees your messages. We don't look at your messages unless one of you reports one, or we must to keep the Service running or to comply with the law. A report keeps a copy of the reported message and up to 10 messages before it, which our moderators and staff see (see "Reports and moderation" below). Messages are never sent to any AI provider, and an email about a new message never includes its words.

Blocks. You can block anyone you have played with, or have a request or connection with. A block works both ways, and the other person isn't told. It ends any connection or request between you. After that, neither of you sees the other in People, on a profile, at a convention table, in Players wanted, or in each other's toasts and comments; your conversation is hidden from both of you; and neither of you can send the other a request or a message. A block doesn't take anyone out of a Game Night or its plan: the night's chat, photos and scores stay as they are. Unblocking doesn't bring back a connection (a new request is needed). It does bring back what the block only hid, including your conversation, which you can read but not add to unless you connect again.

Toasts and comments. Only people who were at the night see the toasts and comments on its recap and its games: the host, accounts linked to the night, and guests who joined it from their phones (unless the host removed them). Someone who only has the night's link doesn't. Each toast and comment shows its author's name at the night. You can edit your comment for 15 minutes and delete it at any time. The host can delete any comment on their night, and a moderator can remove a comment that was reported. When a comment is deleted, its words are erased right away. A record that a comment was there (the name it was posted under, when, and whether its author, the host or a moderator removed it) stays with the night.

Notifications. In the app we tell you about a connect request to you, a request of yours that was accepted, toasts and comments on a night you hosted or a game you played, a new message, that we looked at a report you sent, and, if you host a convention table, that someone is coming to it. We never tell anyone about something done by a person they blocked, or who blocked them. Under Account, Notifications and email you choose which of these also come by email; a connect request does unless you turn it off. A connect request email has the asker's name and where you played, never the note. An email about a comment can include its first words (up to about 80 characters). An email about a message never includes its words, and one about Players wanted names the game, never the post's note.

Reports and moderation. In the app you can report a person (from their profile or your conversation), a comment, a message, a Players wanted post, or, if you host the table, someone who said they're coming. Anyone at a night can report a comment there, with or without an account. You pick a reason (harassment, spam, not appropriate, pretending to be someone, or something else) and can add details. The report keeps a copy of what you reported as it was at that moment, so deleting it later doesn't delete the evidence:

  • a comment: its words, the name it was posted under, and where and when;
  • a message: its words, the sender's display name and when it was sent, with up to 10 messages before it as you saw them (your own lines are marked as yours, without your name);
  • a person: their display name and picture, the note on a connect request they sent you, and, at a convention table, the name they showed it;
  • a Players wanted post: the game, the table label, the note, the seats, the host's first name and initial, and the convention;
  • an "I'm coming" answer: the person's first name and initial, the game and the table label.

Our volunteer moderators and our staff work through reports. Moderators see the report, that copy, the reported person's display name, a link to the night it came from, and whether the person who reported it has an account, but not who reported it. Our staff (admins) also see the reporter's display name. A report never shows anyone's email address. A moderator can dismiss a report, or act on it and remove the reported comment, message, Players wanted post or "I'm coming" answer. Our staff can also act on an account under our Acceptable Use Policy. Every decision is recorded. A reporter with an account is told only that we looked at it. We never tell the person reported who reported them.

Con Mode: Game Nights at a convention

A night at a convention. A host with Pro can say a Game Night is at a convention that is on, or starts within 14 days, such as BGG.CON 2026. At a convention, the join screen asks for a first name and initial ("Sam S."). That is the name everyone at the night sees, as at any Game Night. Once anyone but the host has kept a seat, the night can't be taken off the convention.

Remember who I played with. Nothing more about you is shared at a convention table unless you share your name there: check "Remember who I played with" when you join (it starts unchecked), or share your name later on the night's page. If you share your name:

  • the people at that table who also shared theirs see the name you show the table, and you see theirs (until you share yours, you see no one);
  • they can send you a connect request, which says where you met (for example, "Met at BGG.CON 2026, Ark Nova");
  • if you both have accounts, you also appear in each other's People list and can open each other's profile (your profile name and picture, and the nights and games you shared), unless you turned that off.

Names stop showing 30 days after the convention ends, except between people who connected. You can stop sharing your name at any time from the night's page. People who weren't at the table never see who sat there, and connecting with someone elsewhere never shows them a convention table where one of you didn't share a name.

Photos at a convention table. A photo that a guest (someone who joined from the night's link) shares at a convention table, in the chat or the photos, is first checked by an AI model to make sure it is safe (see "AI models" below). If the check finds it unsafe, or can't be done, the photo isn't shared. Photos at other Game Nights aren't checked this way.

Keep it after tonight. A guest at a convention table who has no account can keep their night with an email address. You check a box to say you agree to the Terms of Service and this Policy, and we email you one link. If the address has no account, we make a free one for it right away: no password, the name you showed the table as its display name, and unconfirmed. Opening the link and tapping "Keep my night" confirms the address, signs you in, and moves your seat, plays, photos and table name onto the account. That link works for 7 days. If the address already has an account, the link signs in to that account and keeps the night there, and works for 60 minutes. Opening the link changes nothing until you tap. The screen gives the same answer whatever address you type, so it never shows whether an address has an account. We limit how many links one network, one night, one guest and one email address can get. A new account that nobody confirms within its link's 7 days is deleted once the link has expired, unless someone has signed in to it or used it. If someone typed your address by mistake, open the link and tap "This wasn't me": we delete the new account at once, if it was never confirmed or used.

Your convention page. Your page for a convention shows the games you played there, your tables, the people you met (people you connected with there, and tablemates whose names still show), photos from your tables, and your time playing. Only you see it. You can make a share link for a card of it. Anyone with the link can open the card, and you can turn the link off or make a new one at any time (the old one stops working). The card shows the convention, your numbers and your most played games, and no photos. It names someone only if they are a connection you met at that convention, they show in People lists, and they didn't take their name off that night's share cards; then it shows at most three people, each as a first name and initial.

Gamer card. Your gamer card is a QR code of your own. Anyone signed in who scans it sees your profile name and picture and can ask to connect, even if you haven't played together. You still choose whether to accept, and choosing "No one" under "Who can send me connect requests" turns it off. You can turn your card off or make a new code at any time (the old one stops working), and the code changes when you change your profile name.

Going and bringing. You can say you're going to a convention. Until it ends, you can then mark games on your shelf as ones you're bringing. Your connections see your name and the names of the games you're bringing on the convention's page, and nothing else from your shelf. Nobody sees this once the convention is over. The "Share what I own" switch doesn't affect it: only the games you mark are shown.

Players wanted. While a convention is on, the host of a table there (with Pro) can post open seats: the game, how many seats, a table label (for example, "Table 12"), an optional note, and how long the post stays up (at most 4 hours). People who said they're going to that convention see the post with the host's first name and initial, and nothing else about where the table is. "I'm coming" tells the host, who sees your first name and initial. We delete a post, and the answers to it, 7 days after it expires.

Email updates from our SPIEL Essen pages

If you sign up for email on table.coach/essen (or one of its translated pages), we store your email address, the language of the page, where the link you came from was shared (for example a partner publisher's stand or a video), the version of the consent text you agreed to, and when you signed up, confirmed and unsubscribed. We first send you one email asking you to confirm; we send nothing else until you do. After that we email you about Table.Coach (news from SPIEL Essen and BGG.CON, new features and offers), about once a month at most. The legal basis is your consent (GDPR Art. 6(1)(a)). You can withdraw it at any time with the unsubscribe link in every email, or by writing to [email protected]; we then stop and keep only a record that you unsubscribed, which we delete 3 years later. We send these emails through Resend. If you never confirm, we delete your sign-up 30 days after our last email asking you to.

AI processing and service providers

To provide the Service we send content to the outside companies listed below. They process it on our behalf to deliver features you use. We do not sell your personal information.

AI models

Coach and our rulebook processing run on AI models from several companies, reached through a model gateway we run on our own servers. Which company handles a request depends on the feature. If the first choice fails, we retry the request with the next company in a fixed backup order (listed below), so the same content can reach more than one of them. Below, we describe each provider by what it does for us. You can ask us for the names of these providers at [email protected].

  • Our main AI provider (United States) writes Coach's answers, receiving your question, earlier messages in the same conversation, and the rulebook excerpts we found for it. At a Game Night, a question to Coach also carries the night's recent chat, including other players' names and messages. When you ask for a web search, it also writes that answer, from the search results. It also turns your question and rulebook text into search embeddings, ranks rulebook passages for your question, and reads uploaded rulebooks to pull out rules facts and write setup guides, summaries, tips, and teaching guides. It runs open-weight models made by other companies. It hosts these models on its own servers, so the companies that made them do not receive this content.
  • Our backup AI provider (United States) runs the same model as our main AI provider and is the first backup for Coach's answers: when our main AI provider can't answer, the same request goes to our backup AI provider, with the same content (your question, earlier messages in the conversation, the rulebook excerpts, and at a Game Night the night's recent chat). It hosts the model itself, so the company that made the model does not receive this content.
  • Our safety-check provider is the international service of a company based in China. It is run by a Singapore company, which says it generally processes data in Singapore. It receives a sample of each rulebook or document you upload (up to about 8,000 characters of text) to check that it is a rulebook and is safe, and rulebook text to write and grade the test questions we use to check Coach's accuracy on each game. It also checks each line of a Coach's Playbook against the text of the rulebook pages that line cites. It is also the second backup for Coach's answers.
  • Our image provider, a company based in China, receives:
    • photos and screenshots you ask Coach about, in chat or at a Game Night (including score sheets you scan), with your question, rulebook excerpts, and (in chat) your recent messages;
    • rulebook pages we have to read as images (for example, scanned PDFs), and up to five page images of an upload when our safety check needs to look at them;
    • cover pictures and profile pictures (avatars) you upload, and photos guests share at a convention table (see "Photos at a convention table" above), to check that they are safe;
    • the words of a web search, only if our web search service (below) fails;
    • short passages from uploaded rulebooks, to name a game or document when the file has no usable name;
    • the facts used to write a Game Night recap: its title, the games played, and some players' names as they joined (for example, the winners).

Web search

Coach searches the web only when you ask: by tapping Search the web for this, or by asking in words (for example, "search the web for that" or "yes" to Coach's offer to look it up). We send only the search words, never the conversation or your account details, to our web search service (United States). The words are a short query made from your question; when your question refers back to earlier messages, our main AI provider writes the query from the last few. If our web search service fails, the same words go to our image provider's search, then to our safety-check provider's search. Our main AI provider then writes the answer from the results.

Backup order. When a provider fails, we retry the same request with the next one:

  • Coach's answers: our main AI provider, then our backup AI provider (the same model), then our safety-check provider, then our image provider.
  • Photo questions, reading page images, and the photo safety check (covers, profile pictures and guests' photos at a convention table): our image provider, then our main AI provider.
  • Web searches: our web search service, then our image provider, then our safety-check provider (the search words only).
  • Automatic naming and Game Night recaps: our image provider, then our safety-check provider and our main AI provider.
  • The Coach's Playbook check: our safety-check provider, then our main AI provider and our image provider.
  • The upload safety check (text sample): our safety-check provider, then our main AI provider and our image provider.
  • Rulebook facts, guides, search embeddings, and passage ranking: our main AI provider only.
  • Accuracy tests: our safety-check provider and our main AI provider, with no backup.

We also use an AI engineering assistant (United States). It does not answer your questions or process your uploads. To find and fix problems, it can read operational data from our systems: for example feedback you send (including any screenshots you attach), ratings of Coach's answers, error records, and the database rows involved in a problem.

Never sent to any AI provider: your library (My Shelf: notes, house rules, ratings, plays, prices, loans and shelf photos), anything you import from BoardGameGeek, Game Night planning (invitations, email addresses, answers, votes, suggestions and the night's thread), People (your connections, connect requests and their notes, blocks and People settings), toasts, comments, messages, reports, and Con Mode (the name you show a convention table and your choices there, the conventions you're going to and the games you're bringing, your gamer card, your convention page and its card, Players wanted posts and answers, and the email address you give to keep a night). The Game Night recap described above uses only the live night's facts, never its toasts or comments. A night at a convention is otherwise a Game Night like any other (a question to Coach there carries the night's recent chat, as described above); the only extra thing an AI model sees there is a guest's photo, for the safety check above.

Voice

  • Speech to text. In browsers with built-in speech recognition (such as Chrome, Edge, and Android), Voice Mode uses it, and your browser's maker (for example, Google or Apple) handles the audio under its own privacy policy. That audio does not pass through us. On iPhone and iPad, and in browsers without it, we send the recorded clip to our speech-to-text provider (United States), which returns the text. We do not store your voice audio.
  • Text to speech. Our voice provider (United States) turns text into Coach's voice: the answers Coach speaks in Voice Mode, and How to Teach scripts for Read aloud.
  • A former voice provider (United States) made Coach's voice audio until September 2026. We no longer send it text. Read-aloud recordings it made are stored on our own servers and played from there.

Email and team notifications

  • Resend (United States) sends our email. It receives the recipient's email address and the message: verification and sign-in links, password resets, Game Night recap notices, a reminder near the end of your free trial and a note when it ends, product updates, notifications you choose to get by email (including the People and Players wanted notifications described in "Notifications" above), Game Night invitations, updates and reminders (including to people you invite who don't have an account), and the link to keep a night from a convention table, which counts as sign-in mail. Every email except sign-in, reset and billing mail has a one-click unsubscribe link. Some emails greet you by display name, and invitations name the host. Resend says it stores this data in the United States and keeps email logs for about 30 days.
  • Telegram carries short activity alerts to our team, for example that an account signed in, asked Coach its first question, or started a Game Night. An alert can include your display name and the game you asked about. It does not include your email address, your questions, or your uploads.

Payments

Stripe, Inc. (United States) processes subscription payments and works out sales tax. It receives your email address, name, billing address, and payment details when you subscribe, and handles them under its own privacy policy (stripe.com/privacy). We keep your Stripe customer ID and your plan and subscription status, never your card number.

BoardGameGeek

If you import your BoardGameGeek collection or plays, we send BGG the username you enter and store what you import (your games, ratings, comments and plays) in your library, where only you see it. We read only what BGG shows publicly for that username, and we never ask for or keep your BGG password. Some game images load straight from BGG's image servers, which see your IP address and browser details the way any website does.

Board Game Arena

We link to Board Game Arena (boardgamearena.com). We don't connect to it, read it, or send it anything. When you open a link, Board Game Arena sees your visit as any website does.

Hosting and infrastructure

  • Akamai Cloud (Linode) hosts our servers in the United States. Our database, file storage (SeaweedFS), cache, and model gateway run there.
  • Cloudflare carries all traffic between your device and TableCoach, for delivery and security. It also stores our backups, which we encrypt before they leave our servers.
  • Tracing: we may record prompts, answers, and retrieved rulebook text in a tracing tool that we run on our own servers, so we can monitor, debug, and improve the Service.

Where your data is processed

Our servers are in the United States. Some providers above process data in other countries: our safety-check provider says it processes data in Singapore; our image provider's published policies variously say data is stored in Singapore or in mainland China; and our main AI provider, our voice provider, our former voice provider, and Cloudflare say they may process data outside the United States.

How providers use and keep your data

  • Our main AI provider and our speech-to-text provider say they do not use the content we send them to train their models. Our voice provider says the same, except for content flagged for its safety review.
  • Our image provider's terms allow it to use content it receives to train and improve its models.
  • Our former voice provider allows training on content depending on account settings. Our safety-check provider's privacy policy says it does not store content that business customers send it, but it also lists training its models among the ways it uses personal data.
  • Our backup AI provider says it does not store, log or keep a copy of what we send it, and does not use it to train models. It runs on several cloud providers and does not say which countries its servers are in.
  • Our speech-to-text provider says it does not keep audio by default and may keep logs for up to 30 days to fix problems or investigate abuse. Our main AI provider says it does not store prompts or answers for open models, which are the models it runs for us. Our voice provider's policy does not say how long it keeps the text it receives.
  • Each provider keeps data under its own terms. Deleting your content from TableCoach does not delete copies a provider has already kept.

The shared library

Rulebooks you upload are, by default, made public in a shared library visible to other users, and may be used to answer their questions and generate guides/audio for them. You can change a game's visibility where the Service provides that control. Don't upload private or sensitive information inside documents you make public.

Volunteer moderators. A few trusted members help keep the shared library accurate. They can read the rulebook reports you send from the chat screen, but not your email address or account details. They can fix a public game's listing (its title, cover, player counts, play time, description, and BoardGameGeek link) and hide a wrong or broken game from the shared library. The person who uploaded a hidden game keeps it. They also work through reports about people, comments, messages and Players wanted posts, as described in "Reports and moderation" above. Every change a moderator makes is recorded.

Content safety and retention

We use automated classification (by the AI providers above) and human review to keep the Service safe. Content that violates our Acceptable Use Policy may be quarantined or removed. Files rejected for safety/legal reasons may be retained (not immediately deleted) where necessary to comply with the law and to preserve material for mandatory reporting, including, for material reported under child-safety law, at least one year.

Indicative retention (we keep data only as long as needed for the purposes above):

  • Account data: while your account is active; removed on account deletion, subject to the legal/safety exceptions below.
  • User Content + derived materials: until you delete it, except copies already in the public shared library or other users' saved/cached views may persist to the extent necessary.
  • Billing records: kept for as long as tax and accounting law requires (generally seven years), even after you delete your account.
  • Game Night plans and invitations: kept with the night until the host deletes it or their account. An invitation link stops working after the night. Records of the emails we sent are kept for about 90 days.
  • Notifications: read ones for about 90 days, unread ones for about 180 days.
  • Connections and connect requests: while both accounts exist, so that a "no" still holds for its 90 days. A request's note stays with it until a new request replaces it, either of you disconnects or blocks the other, or an account is deleted. A block deletes the connection or request between you.
  • Blocks: until you unblock, or either account is deleted.
  • Toasts and comments: until the author lowers the toast or deletes the comment, the host or a moderator deletes the comment, or the night (or that game), or the author's account, is deleted. A deleted comment's words go right away; the record that it was there stays with the night.
  • Messages: until you have both deleted a message, or its sender deletes their account (its words are then erased, and the other person sees "Message deleted"), or a moderator removes it after a report (its words are erased). Deleting a message for yourself hides it only from you.
  • Names at a convention table: shown to the table until 30 days after the convention ends, unless you connected. Your choice (the name and that you shared it) stays with the night, so people you connected with still see where you met, until you stop sharing your name, or the night or your account is deleted.
  • Going, bringing, gamer card and convention share link: until you change them or delete your account. What you're bringing also goes when you say you're not going, or when the game leaves your shelf for good.
  • Players wanted: each post, with the answers to it, is deleted 7 days after it expires.
  • Reports: each report, with its copy of what was reported, is deleted one year after a moderator resolves it. A report nobody has resolved yet is kept until someone does. The record of what a moderator decided stays in our moderation log.
  • Requests to keep a night from a convention table: the hashed records described under "Usage + technical data" are deleted after 2 days.
  • Accounts made at a convention table that nobody confirmed: deleted once the link has expired, or at once from the link's "This wasn't me", unless someone has signed in to the account or used it (see "Keep it after tonight" above).
  • Email sign-ups from our SPIEL Essen pages that nobody confirmed: deleted 30 days after our last email asking to confirm, with our record of that email.
  • Records of unsubscribes from our SPIEL Essen emails: deleted 3 years after the unsubscribe.
  • Your library: until you remove it. A game you remove can be restored for 30 days, then it is deleted with its photos and loans. A backup you download expires after a short time.
  • Logs: retained for about 90 days.
  • Safety/legal-preserved material: as required by law (see above).

Account deletion

You can delete your games/documents and your account in the app. Deleting your account also cancels any Pro subscription and deletes your library (games, notes, plays, photos and loans), your groups, and the nights you planned.

It also deletes your connections and connect requests (and takes your requests out of other people's notifications), your blocks (both ways), your People settings, the names you shared at convention tables, your toasts and the comments you posted from your account, the conventions you said you're going to and what you're bringing, your gamer card and share links, and your Players wanted posts and answers. You leave other people's People lists. Your messages lose their words, so the other person sees "Message deleted" where they were; the messages they sent you stay with them. Some records stay, without your account linked to them:

  • reports you sent, and reports about you, with their copy of what was reported (which can include your display name and your words as they were), until a year after a moderator resolves the report, as described under "Content safety and retention";
  • our moderation log of what was decided;
  • the record that a comment was there, for comments you removed as a moderator.

Deletion removes your content from active use, except billing records we must keep for tax and accounting, copies we must retain for legal/safety reasons, derived materials or copies already incorporated into the public shared library or other users' saved views, and copies a provider has already kept under its own terms (see "How providers use and keep your data" above).

Data breach

If a breach affecting your personal information occurs, we will notify affected users and any authorities as required by applicable law.

Children's privacy

The Service is not directed to children under 13, and we do not knowingly collect their personal information. If you believe a child has provided us data, contact us and we will address it. We report apparent child sexual abuse material to NCMEC as required by law.

Your choices and rights

  • Access / correction: you can view and update your account information in the app.
  • Deletion: see "Account deletion" above.
  • Features that use a particular provider: you can keep content away from a provider by not using the feature that sends it there. For example, photo questions go to our image provider first, and web searches go to our web search service first.
  • People and messages: under Account, People and privacy, choose who can send you connect requests (people you've played with, or no one), who can message you (your connections, or no one), and whether you show in other people's People lists, and see and undo your blocks. You can disconnect, block or report from a person's profile, stop sharing your name at a convention table from that night's page, and turn off your gamer card or your convention share link.
  • Emails: choose which emails you get under Account, Notifications and email, or use the one-click link in any email. Game Night emails can also be stopped for one night only.
  • Product emails: you can unsubscribe using the link in any product update.
  • This Service is intended for users in the United States.

Security

We take reasonable measures to protect your data, including hashed passwords, access controls, and encrypted transport. No system is perfectly secure.

Changes

We may update this Policy; material changes will be reflected by updating the effective date. We will not apply materially adverse changes retroactively without notice.

Contact

[email protected]

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