Brynn Putnam’s Board: Reinventing Game Night with Digital-Meets-Physical Console (2025)

Imagine a world where technology doesn’t pull us apart but brings us together—face to face, laughter echoing, hands reaching across a table instead of scrolling through screens. That’s the bold vision Brynn Putnam is chasing with her latest venture, Board, a digital-meets-physical game console that’s redefining what it means to connect in an age of isolation. But here’s where it gets controversial: in a world dominated by apps and solitary screens, can a device like Board truly reignite the joy of shared play? And this is the part most people miss—it’s not just about games; it’s about rebuilding the fabric of human connection, one tap, laugh, and shared moment at a time.

Brynn Putnam, the mastermind behind the $500 million sale of Mirror to Lululemon in 2020, is no stranger to solving problems others overlook. Her journey began as a ballerina-turned-entrepreneur, founding Refine Method, a boutique fitness studio that brought performance-based training to busy New Yorkers. It was there, surrounded by mirror-lined walls, that she noticed something profound: mirrors didn’t just reflect form—they fueled motivation. People pushed harder when they saw themselves. Pregnant with her first child, she channeled that insight into Mirror, a sleek, interactive fitness device that streamed workouts into homes. By 2020, Mirror was a household name, generating $150 million in revenue before its acquisition. But even as she scaled this category-defining business, her focus shifted. “Mirror was about motivating the self,” she reflects. “But I kept wondering: What about everyone else in the room?”

Enter Board, a device Putnam calls “together-tech”—a radical departure from the isolating apps and screens that dominate our lives. Designed to sit at the center of a table, Board’s 24-inch touch-sensitive screen transforms into a shared playground, requiring no controllers, logins, or setup rituals. Just your hands, a few beautifully designed plastic pieces, and the people around you. Launching with 11 original games—from fast-paced mini-games to 45-minute collaborative quests—Board is built for spontaneity, inclusivity, and joy. Early testers have called it “surprisingly emotional,” with one parent describing how it reignited laughter between their kids after months of silence. Another called it “a reset button for family time.”

But what sets Board apart? First, its screen is designed for shared play, unlike mobile or tablet apps that limit interaction. Second, it recognizes unlimited touches and physical pieces, allowing hands, objects, and gestures to become part of the game. Third, its gameplay is inherently social, designed for multiple people to play face to face, simultaneously. “Most iPad games are pass-and-play,” Putnam explains. “Board games are about everyone playing together, in the same space, at the same time.”

Yet, here’s the controversial question: Can Board truly compete in a world where mobile gaming is king? Putnam believes so, pointing to two untapped opportunities: the decline of couch co-op gaming and the casual gaming revolution sparked by the iPhone. “With Board, we’re reviving the joy of playing side by side while making gaming accessible to everyone,” she says. But is this enough to create a new category of entertainment? Only time will tell.

As Board launches, Putnam’s vision extends beyond the product. Her team is building tools that will let anyone—especially kids—create their own games, turning players into designers and the console into a creative platform. “It’s about laying the foundation for lasting connections and new opportunities,” she shares. But here’s the real question for you: In a world where technology often divides us, can a device like Board truly bring us back together? Or is it just another gadget in a sea of screens? Let us know in the comments—we’d love to hear your thoughts!

Brynn Putnam’s Board: Reinventing Game Night with Digital-Meets-Physical Console (2025)
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