HASBRO Earningcall Transcript Of Q2 of 2024


SLIDE1
SLIDE1
        


executive officer; and Gina Goetter, Hasbro's chief financial officer. Today, we will begin with Chris

and Gina providing commentary on the company's performance. Then we will take your questions.

Our earnings release and presentation slides for today's call are posted on our investor website. The

press  release  and  presentation  include  information  regarding  non-GAAP  adjustments  and

non-GAAP financial measures. Our call today will discuss certain adjusted measures, which exclude

these non-GAAP adjustments. A reconciliation of GAAP to non-GAAP measures is included in the

press release and presentation.

Please note that whenever we discuss earnings per share or EPS, we are referring to earnings per

diluted  share.  Before  we  begin,  I  would  like  to  remind  you  that  during  this  call  and  the

question-and-answer  session 

that 

follows,  members  of  Hasbro  management  may  make

forward-looking  statements  concerning  management's  expectations,  goals,  objectives,  and  similar

matters.  There  are  many  factors  that  could  cause  actual  results  or  events  to  differ  materially  from

the anticipated results or other expectations expressed in these forward-looking statements. These

factors include those set forth in our annual report on Form 10-K, our most recent 10-Q, in today's

press release, and in other public disclosures.

We undertake no obligation to update any forward-looking statements made today to reflect events

or  circumstances  occurring  after  the  date  of  this  call.  I  would  now  like  to  introduce  Chris  Cocks.

Chris? 

Christian Cocks -- Chief Executive Officer

Thanks,  Kern,  and  good  morning.  Q2  was  another  good  quarter.  We  saw  strength  in  gaming  and

digital licensing and landed where we expected within consumer products while increasing operating

margin  and  maintaining  healthy  inventory.  It's  nice  to  come  into  calls  like  this  and  not  only  deliver

what we said but to start making it a habit.

Across games, IP, and toys, Hasbro is merging a more profitable, agile, and operationally excellent

company, one dedicated to delighting fans of all ages through the MAGIC play. Our licensing in IP

business continues to be a differentiator for us. In digital, we're seeing megahits like MONOPOLY

GO! demonstrate staying power. We have over 35 entertainment projects in development, and our

team  continues  to  drive  our  IP  within  consumer  products  through  partners  spanning  the  globe  in

multiple categories.

And as we look at the business of play, it's clear that digital is here to stay in a bigger factor than

ever  and  how  successful  toy  and  game  companies  will  grow  and  strengthen  their  brands.  We're

years ahead of our peers, having already spent hundreds of millions of dollars building out our own

studio capacity and expanding our brands through digital partnerships. Games like Baldur's Gate 3

show  us  what  the  future  looks  like.  And  while  we're  still  in  the  middle  of  the  ballgame  and  on  our

turnaround efforts in toys, we're seeing signs our innovation is working, particularly where we have a

big head start versus the competition.

Many  companies  in  the  toy  and  games  industry  are  waking  up  to  the  power  of  fans  and  the

importance of "kidults". Hasbro has long appreciated this audience, driving over 60% of our revenue

from consumers 13 and older, and we'll continue to lean in here as we think about innovation across

our  product  portfolio.  Looking  at  the  business  with  first  half  of  the  year  in  the  books,  our  team

delivered, and we're raising our full-year guidance as a result. Gina will share more details shortly,

and I'll first offer some business highlights across gaming, licensing, and toys.

We  had  another  solid  quarter  from  MAGIC:  THE  GATHERING,  on  the  back  of  this  year's

blockbuster  set  release  Modern  Horizons  3,  facing  a  high  bar  with  last  year's  Lord  of  the  Rings,

Universes Beyond set. Modern Horizons 3 has had a strong start, becoming the fastest-selling set in

MAGIC's history. While we expect a tougher comp in the back half for MAGIC following the strong

first half and as we lap a greater number of releases last year, we're seeing good early interest in

our first tentpole set, Bloomburrow, releasing next week. And then in 2025, we anticipate a return to

growth for MAGIC driven by two Universes Beyond sets for Final Fantasy and Marvel that fans are

already eagerly anticipating.

Within  D&D,  we're  seeing  solid  pre-orders  for  the  2024  core  rules  book  for  the  revised  and

expanded fifth edition. D&D also shows how we're increasing digitization across our portfolio. Digital

revenue already accounts for over half of the mix due to the success of D&D Beyond. Next week at

GenCon,  fans  can  expect  to  see  more  of  our  3D  role-playing  sandbox  experience  built  on  Unreal

Engine 5 bringing players' favorite franchises to life across PC, console, and mobile.

We look forward to getting it in gamers' hands later this year. D&D Beyond already represents our

largest direct-to-consumer platform with 18 million registered users. Along with polls, our destination

for  exclusive  collectibles  across  fan-favorite  brands  like  G.I.  Joe  and  Star  Wars,  we  see  an

opportunity to unlock more value across our Hasbro Direct business.

Licensing was another standout in the quarter. Momentum in MONOPOLY GO! from our partners at

Scopely  continued  into  Q2,  accelerating  our  revenue  recognition  beyond  the  minimum  guarantees

and  driving  healthy  upside  to  both  revenue  and  operating  profit.  Since  launch,  the  game  has

grossed  over  $3  billion  in  revenue,  making  Hasbro  the  top  licenser  of  video  games  over  the  past

year, according to Aldora. The team continues to have an active pipeline of licensing opportunities

across PC, console, mobile, and casino, leveraging our rich IP.

In  Q2,  we  announced  a  new  arcade-style  game  for  Power  Rangers  with  our  partners  at  Digital

Eclipse.  And  just  this  month,  we  kicked  off  the  Transformers  Overwatch  to  crossover.  As  we

continue to invest in our digital gaming efforts, both through partnerships and self-publishing through

our  own  studios,  I'm  excited  that  John  Hight,  former  SVP  and  GM  of  the  Warcraft  franchise  for

Blizzard  Entertainment  is  joining  Hasbro  as  president  of  Wizards  of  the  Coast.  John  is  a  lifelong

MAGIC and D&D fan and bodies Hasbro's mission to bring people together through play.

Within consumer products licensing, we saw growth in the quarter, helped by our new partnership

with  Kayou,  collectible  trading  cards,  building  on  the  resurgence  of  My  Little  Pony  in  China,  and

Littlest  Pet  Shop  international  appeal  continues  to  grow.  Rank  is  the  No.  2  growth  property  in

Playsets,  Dolls,  and  Collectibles  across  the  G-10  according  to  Circana.  We  also  launched  several

partner-led Hasbro branded properties, including a new Peppa Pig theme park in Germany, as well

as  the  Game  Room  and  Planet  Playschool  in  New  Jersey,  combining  for  60,000  square  foot  of

games and STEM-based play experiences.

Finally,  turning  to  toys.  As  a  reminder,  we  began  the  year  expecting  the  first  half  for  consumer

products to look similar to last year's second half. Through Q2, we've landed where we thought we

would and I'm encouraged by several early reads, notably Beyblade. After a strong launch in Japan,

we've begun rolling out Beyblade X globally.

We've  seen  positive  early  demand  with  fans  liking  the  streamlined  brand  assembly  and  new

accelerator rail stadium that creates epic collisions. And in this year of lighter entertainment content,

Hasbro  is  well-positioned  with  the  biggest  movie  for  toys  coming  to  theaters  this  September,

Transformers  One,  with  our  partners  at  Paramount.  We  have  strong  retail  alignment  and  healthy

early demand for our fan SKUs to celebrate the brand's 40th anniversary. You can expect renewed

innovations in some of our core toy properties as we head into back-to-school.

PLAY-DOH  has  shown  strength  all  year,  and  we've  gained  valuable  insights  from  our  digital

marketing efforts in the spring that we'll be applying to the fall. We're expanding play styles with new

launches  like  the  first  ride  on  pizza  delivery  scooter  and  aging  up  with  PLAY-DOH  Marvel  action

figures  in  partnership  with  the  Walt  Disney  Company.  This  fall,  we'll  also  be  ramping  our  latest  N

series for Nerf, which features a proprietary Nerf Dart. Retailer support has been strong since last

month's launch.

Our people and culture are critical to the successes I've highlighted during this call. And so, before I

wrap  up,  I  want  to  also  welcome  back  Holly  Barbacovi,  an  HR  powerhouse,  who's  bringing  her

pragmatic approach to HR back to Hasbro as our new chief people officer. To recap, it was a good

quarter  with  solid  performance  and  profitability,  led  by  our  strength  in  games  and  licensing.  toys

came in as expected, and we see a path to growth in Q4, driven by innovation and strong alignment

with our retail partners.

We still have most of the year left to go and we'll be watching back-to-school closely. But our team's

work is starting to make a real difference, and we feel confident in taking our guidance up to the full

year. I'd like to now turn over the call to Gina to share more about our detailed results and updated

outlook. Gina?

Gina Goetter -- Executive Vice President, Chief Financial Officer

Thanks, Chris, and good morning, everyone. In Q2, we made further progress building a healthier

foundation  for  Hasbro  as  we  delivered  better  profits,  moderated  the  pace  of  our  revenue  decline,

and continued to up-level our internal processes and systems. I'm pleased with our team's execution

in the first half as we continue to drive operational rigor across the company. Similar to Q1, we once

again  saw  outperformance  in  Digital  licensing  led  by  a  material  step-up  in  contribution  from

MONOPOLY GO! as the game's momentum allowed us to exceed the minimum guarantee sooner

than expected.

This,  along  with  healthy  growth  in  Consumer  Product  licensing,  growth  in  MAGIC,  and  another

strong quarter from our supply chain team drove significant operating margin expansion. And while

we still have more than half of the year left from a revenue contribution standpoint, we're doing a lot

of the right things and are confident from where we sit today to take up our full-year guidance. Our

turnaround in toys is well underway. Q2 declined similar to Q1 as we had anticipated.

And while Q3 and the back-to-school selling season will be an important gauge, we're entering the

second half with clean retail inventory and are seeing encouraging demand signals for our planned

innovation. And by putting the right underlying demand and supply planning processes and systems

in  place,  we've  been  able  to  bring  aged  inventory  down  to  historic  lows  while  ensuring  we  have

suitable  inventory  levels  to  support  sell-through  for  the  holidays.  We've  also  improved  our

end-to-end planning capabilities to better align where we source inventory with customer demand. In

the first half of this year, we've already had some major wins from our supply chain team.

And  with  that,  I'd  like  to  acknowledge  Stephanie  Beal,  who  has  been  instrumental  to  this

transformation, and congratulate her on becoming our new supply chain officer. Integrated business

planning  plays  an  important  role  as  we  transform  Hasbro  into  a  more  profitable  and  operationally

agile company. After the first couple of quarters of implementation, we're seeing greater information

flow  and  faster  decision-making,  which  is  starting  to  show  up  in  our  results.  And  just  like  we're

focused  on  digitization  across  play  patterns,  we're  also  enhancing  our  digital  operations  to  ensure

we're  running  as  efficiently  as  possible,  and  is  why  I'm  excited  to  welcome  Dan  Shull  as  our  new

chief digital information officer.

Dan  brings  a  wealth  of  Fortune  500  experience  and  will  steer  our  digital  and  IT  strategy  using

cutting-edge  technology  to  enhance  collaboration,  accelerate  data  analytics,  and  modernize  our

infrastructure. Now, moving on to Q2 financial results. Total Hasbro net revenue was $995 million,

down 18% versus Q2 of last year. If you exclude the impact of the eOne divestiture, total revenue

was down 6%.

Growth of 20% in our Wizards of the Coast segment, led by MAGIC and Licensed Digital Games,

was  more  than  offset  by  the  20%  decline  in  consumer  products,  driven  by  lower  closeout  volume,

reduced  entertainment  slate,  and  exited  brands.  The  Entertainment  segment  declined  90%  due  to

the  sale  of  the  eOne  film  and  TV  business,  absent  this  impact,  Entertainment  revenue  decreased

30% driven by timing. Adjusted operating profit was $249 million, for an adjusted operating margin of

25%,  up  nearly  14  points  year  on  year.  This  substantial  improvement  was  driven  by  favorable

business  mix,  lower  royalty  expense,  supply  chain  productivity  savings,  the  eOne  divestiture,  and

about a two and half point benefit from lapping the D&D movie impairment.

Q2 adjusted net earnings were $170 million with diluted earnings per share of $1.22, up from $0.49

in  the  year-ago  period,  driven  by  the  items  noted  as  well  as  reduced  net  interest  expense  and

favorable timing within tax. We returned $97 million to shareholders through the dividend and ended

the period with $1.1 billion of cash and short-term investments following May's completion of a $500

million debt offering of notes. The proceeds from the issuance are expected to be used to repay our

November  2024  bond  maturity.  Year  to  date,  total  Hasbro  revenue  was  $1.75  billion,  down  21%

versus the same period last year.

If  you  exclude  the  impact  of  the  eOne  divestiture,  total  revenue  was  down  7%  versus  a  year  ago.

Growth  of  15%  in  our  Wizards  to  the  Coast  segment  was  more  than  offset  by  the  20%  decline  in

consumer products and the 87% decline in the Entertainment segment due to the sale of the eOne

film and TV business. Absent film and TV, the Entertainment segment is relatively flat. Year-to-date

adjusted  operating  profit  was  $397  million  for  an  adjusted  operating  margin  of  22.7%  up  over  14

points  year  over  year,  mostly  driven  by  cost  savings  from  our  operational  excellence  program  as

well as favorable business mix and the eOne divestiture.

In  aggregate,  we  were  able  to  deliver  significant  margin  improvement  despite  the  ongoing  volume

deleverage  across  our  Toy  business.  Year-to-date  adjusted  net  earnings  were  $255  million,  with

diluted  earnings  per  share  of  $1.83,  driven  by  the  improvement  in  operating  profit  as  well  as

favorability  from  a  stock  compensation  adjustment  and  net  interest  expense  reduction.  Operating

cash flow was $365 million year to date, a $246 million improvement year over year, driven by the

profitability  improvement,  timing  of  Digital  Licensing  collections,  as  well  as  the  shift  in  timing  of  a

transition tax payment to Q3. Now, let's look at our two major segments in more detail, starting with

Wizards of the Coast & Digital Gaming.

Q2 revenue grew 20% year over year, largely behind strength in digital licensing led by MONOPOLY

GO! and to a lesser extent, continued contribution from Baldur's Gate 3. Last quarter, we discussed

there  could  be  the  ability  to  book  above  the  minimum  guarantees  sooner  than  originally  planned.

Due to the Game's momentum, we were able to earn approximately $35 million above the minimum

guarantee  of  $5  million  in  the  quarter.  Segment  revenue  also  benefited  from  growth  in  MAGIC

tabletop  behind  the  successful  release  of  Modern  Horizons  3  as  well  as  early  shipments  for  next

week's  tentpole  set  Bloomburrow,  both  of  which  more  than  offset  last  year's  Q2  contribution  from

Lord of the Rings.

Digital  gaming  revenue  also  saw  a  roughly  $20  million  noncash  benefit  from  a  publishing  contract

with  an  international  partner.  Operating  margin  for  Wizards  finished  at  54.7%,  up  nearly  17  points

versus  last  year,  mainly  driven  by  a  richer  digital  mix,  supply  chain  productivity  gains,  and  lower

royalty  expenses  as  we  lapped  last  year's  MAGIC  Lord  of  the  Ring  set.  Turning  to  Consumer

Products.  Q2  revenue  declined  20%  year  over  year,  driven  by  reduced  closeout  volume,  exited

brands,  and  mapping  a  busier  entertainment  slate,  including  last  year's  Transformers:  Rise  of  the

Beasts.

Consumer product licensing was a bright spot driven by our partnership with MY LITTLE PONY and

Kayou  Trading  Cards.  FURBY  and  the  continued  momentum  in  FURBLETS,  G.I.  Joe,  and

PLAY-DOH also performed well in toys, while Nerf continued to see softness ahead of the back half

innovation  launch.  Adjusted  operating  margin  for  Consumer  Products  came  in  roughly  breakeven,

down about three and a half points compared to last year.

Cost  savings  and  the  benefit  from  lower  unprofitable  closeouts  were  offset  by  product  mix  and

volume  deleverage.  As  anticipated,  there  was  also  approximately  $10  million  of  operating  income

attributed  to  the  segment  as  we  reallocated  cost  savings  captured  within  the  corporate  segment

back to CP. On a year-to-date basis, despite a revenue decline of 20%, segment operating margin

declined by only three points year on year as we were able to significantly mitigate the deleverage

impact  by  reducing  our  cost  supply  chain  and  within  operating  expenses.  Now,  turning  to  our

updated guidance for 2024.

Given the strong performance in the first half, we are raising our guidance for the full year, and we

now expect total Wizards revenue to be down 1% to 3%, up from our prior guidance of down 3% to

5%, driven by the first half outperformance in Digital Licensing. For the full year, MONOPOLY GO!

will  generate  roughly  $105  million  in  revenue.  This  outlook  assumes  a  modest  monthly  gross

revenue  decay  rate  for  the  game  and  consistent  marketing  support.  For  Baldur's  Gate  3,  we  now

anticipate roughly $30 million for the full year, with the bulk of that revenue having been recorded in

the first half.

With  all  of  these  puts  and  takes,  Digital  Licensing  will  be  down  in  Q3  as  we  lap  the  launch  of

Baldur's Gate 3, and we anticipate Q4 to be relatively flat versus last year. For MAGIC, we expect

some  contraction  in  the  second  half,  due  to  the  timing  of  set  releases.  While  Modern  Horizons  3

successfully lapped the initial release of Lord of the Rings, it will not have a comparison launch for

last year's holiday bundle. We now forecast Wizard operating margin to be approximately 42%, up

from our prior guidance of 38% to 40%, driven by the increased mix of Digital Licensing revenue.

For  Consumer  Products,  keeping  in  mind  that  a  big  part  of  the  year  is  ahead  of  us,  we  expect

revenue will be down 7% to 11%, up slightly from our prior guidance range of down 7% to 12%. This

narrowing  is  driven  by  encouraging  early  demand  signals  and  retailer  support  for  our  back  half

product  innovation  specifically  Beyblade,  PLAY-DOH,  and  TRANSFORMERS  ahead  of  the  major

animated film Transformers One in September. We are forecasting a low single-digit decline in Q3

before  flipping  to  growth  in  Q4  with  the  impact  from  our  divested  brands  continuing  to  be  a

headwind.  We  maintain  our  adjusted  operating  margin  guidance  of  4%  to  6%  for  Consumer

Products.

Margins in Q3 will be relatively flat versus last year followed by significant expansion in Q4 as we lap

the  impact  of  the  inventory  cleanup.  For  Entertainment,  adjusting  for  the  impact  of  the  eOne

divestiture,  we  continue  to  expect  revenue  to  be  down  approximately  $15  million  versus  last  year

and adjusted operating margin of roughly 60%. We remain on track toward our target of $750 million

of  gross  cost  savings  by  2025  and  continue  to  expect  $200  million  to  $250  million  of  net  cost

savings  in  2024.  Through  the  first  half  of  the  year,  we  have  delivered  $150  million  of  gross  cost

savings and $90 million of net savings.

With the increased revenue outlook and greater profitability in Wizards, we now expect total Hasbro

adjusted EBITDA in the range of $975 million to $1.025 billion, up from our prior-year guidance of

$925 million to $1 billion. Given the improvement in our cash flow, we now expect 2024 ending cash

to  be  at  roughly  similar  levels  versus  2023,  and  from  a  capital  allocation  standpoint,  our  priorities

remain  to  first  invest  behind  the  core  business.  Second  is  to  return  cash  to  shareholders  via  the

dividend;  and  third,  to  continue  progressing  toward  our  long-term  leverage  targets  and  pay  down

debt. And with that, we can open the line for questions.

Operator

Questions & Answers:



Hasbro