Board says its 24-inch game device is already in tens of thousands of homes, schools, hospitals, and restaurants across all 50 states — and now Brynn Putnam’s post-Mirror startup has another $20 million to test whether “together tech” can become a real consumer hardware category.
The New York-based company closed a Series A led by Union Square Ventures, with General Partner Michael Mignano joining Board’s board of directors, according to TechCrunch. The round also includes angel investors Biz Stone, Tim Ferriss, and Scott Belsky.
Mirror founder Brynn Putnam’s Board raises $20M for “together tech” startup
Brynn Putnam, who previously sold connected fitness startup Mirror to Lululemon for $500 million, is now pitching a different kind of screen: one meant to pull people into the same room, not keep them alone with their devices.
Board calls the concept “together tech”. The product is a 24-inch touchscreen set in a wood-finish frame, built to recognize physical game pieces through proprietary technology. The pitch blends the tactile appeal of tabletop games with the interactivity of video games.
The company says traction has been strong since Putnam unveiled Board publicly at TechCrunch Disrupt last October. Board says 85% of customers average 30 or more play sessions per month, a usage figure that matters more than the raw shipment number because hardware startups can sell a first device and still fail to create a habit.
Alongside the financing, Board announced Board Studio, an AI-powered creation platform scheduled to launch later this year. The company says it will let anyone build original games using natural language prompts, moving from idea to playable prototype in under an hour.
That matters because Board is not just selling a gadget. It is trying to create a content loop around shared play, where the hardware gets more useful as more games and experiences exist for it.
Board builds on Putnam’s Mirror playbook but targets in-person connection
Putnam’s last major company, Mirror, helped define connected fitness before Lululemon acquired it in 2020. Board borrows part of that playbook: premium hardware, software-driven experiences, and a consumer behavior bet that asks buyers to make room for a new device at home.
The emotional center is different. Mirror was built around individual performance and self-improvement. Board is built around groups.
“Mirror was very much about me,” Putnam once told TechCrunch. “It was my reflection, my performance, it was about making your own self better. At that next phase, my life was really just much more about my family and my friends and my relationships.”
That quote explains the strategic turn. Board is still a screen, but its stated job is to make people look up from other screens and interact around a shared object.
| Company | Core product | Social focus | Key transaction or funding |
|---|---|---|---|
| Mirror | Connected fitness hardware | Individual performance | Sold to Lululemon for $500 million |
| Board | 24-inch interactive game touchscreen | In-person group play | Raised $20 million Series A led by Union Square Ventures |
The investor roster also connects the two chapters of Putnam’s career. Board previously raised $15 million led by Lerer Hippeau, the same venture firm that led Mirror’s $3 million seed round years earlier.
For Union Square Ventures, this is also a marker. TechCrunch reported that the Board deal is Mignano’s first investment since joining USV, and he will take a board seat as part of the round.
Early sales give Board momentum as consumer hardware funding remains tough
Board’s early numbers give Putnam more than a founder story. The company says the device is already in tens of thousands of locations across all 50 states, including homes, schools, hospitals, and restaurants.
That spread suggests the product is being tested beyond a single household use case. A school, hospital, or restaurant has different demands than a living room: durability, repeat use, ease of setup, and a clear reason to keep bringing people back.
The Series A could help Board scale production, improve the product experience, expand distribution, and turn early curiosity into a more recognizable brand. The source material does not specify how Board will allocate the new capital, so those are the practical pressure points rather than confirmed spending plans.
The hard part is that consumer hardware punishes weak assumptions. Manufacturing, inventory, support, and customer acquisition can strain young companies before software-like margins ever arrive.
Board’s reported engagement figure is the stronger signal. If 85% of customers are averaging 30 or more play sessions per month, the device may be doing something many consumer gadgets fail to do after purchase: earning repeat attention.
Still, early sales do not prove long-term retention, mainstream demand, or category durability. They prove Board has found enough initial buyers and enough early usage to raise a sizable Series A from a top-tier venture firm.
AI game creation could decide whether Board becomes a platform or a novelty
Board Studio is the most important forward-looking piece of the announcement because it addresses a classic hardware risk: what happens after the first wave of content gets old.
The company says the AI-powered platform will let users create original games through natural language prompts and reach a playable prototype in under an hour. If that works as described, Board could shift from a fixed game device into a social creation tool.
That is also where the execution risk moves. The experience has to be simple enough for non-developers, good enough to produce games people actually want to play, and structured enough to avoid becoming a pile of half-finished experiments.
Ben Lerer, managing partner of Lerer Hippeau, framed the broader investor mood around consumer startups in a separate TechCrunch sit-down late last year.
“I’m more excited about consumer than I’ve been in a long time,” Lerer said. “We’re seeing a very high-quality group of founders saying, ‘Now’s the time to get back in the pool.’ There are things that are possible today that weren’t possible six months ago or a year ago, and the slope is steep.”
Board fits that thesis cleanly: a known founder, a hardware-software product, early usage, and an AI layer that could expand the product’s utility after purchase.
Board’s next test is turning thousands of buyers into a durable social platform
The next phase will show whether Board can move from early adopter enthusiasm to sustained mainstream use. The known metrics are encouraging, but several business-critical details remain outside the source material: pricing, customer demographics, distribution channels, production capacity, and which use cases drive the most repeat play.
The sharper question is whether “together tech” can scale without losing the intimacy that makes it appealing. A device designed for face-to-face play has to compete for household time, institutional budgets, and recurring attention.
If Board Studio launches later this year as planned, it will become the clearest test of the company’s platform ambitions. Hardware sales can validate demand, but user-created games could determine whether Board becomes a recurring social habit — or stays a clever device with a strong founder story.
The Bottom Line
- Board is trying to turn shared, in-person gaming into a new consumer hardware category.
- Strong reported usage, including 85% of customers averaging 30 or more play sessions per month, suggests early engagement beyond initial device sales.
- The $20 million Series A gives Board capital to expand its device and upcoming AI-powered game creation platform.










