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Selling price of parts kit

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questccg
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Hi all,

I am inquiring what you would think would be a reasonable amount to pay for a "parts kit" (we call it an *Essentials Kit*). I will state (The Game Crafter - mostly) cost next to each part.

Here is what we have in the kit:
-1 box [$5.00]
-2 small pouches (one for dice, the other for parts) [$2.38]
-10 polyhedral dice [$7.50]
-4 winks [$0.24]
-6 rings [$0.48]
-96 10mm wooden cubes [$8.64]
-100 clear plastic sleeves [$2.25]
-1 Dry ink pen [$1.50]

If we total everything up, the COST = $27.99! Here is the thing, that is an *honest* pricing of the cost to produce the "parts kit". Players only need ONE such kit to play... And anyone can bring it to the game...

So my question to you designers, what do you think is a REASONABLE PRICE to pay for such a "parts kit"???

questccg
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Dungeon Set price lowered

questccg wrote:
-4 winks [$0.24]
-6 rings [$0.48]
-96 10mm wooden cubes [$8.64]

I figured I would put these parts into the *Essentials Kit* because they can be reused per Dungeon Set. The 96 10mm wooden cubes make up a large piece/price that used to be a part of the *Dungeon Set*. That is until I realized that each Dungeon Set would need the same parts...

So therefore I am trying to have them sold (wooden cubes) in/with the *Essentials Kit*. It is a significant cost, I know... But in the end, it is cheaper and less wasteful then having 2 Dungeon Sets with repeating parts...

Plus it kinda makes sense to have all the parts together along with their bag.

questccg
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Forgot to add the game manual

questccg wrote:
Here is what we have in the kit:
-1 box [$5.00]
-2 small pouches (one for dice, the other for parts) [$2.38]
-10 polyhedral dice [$7.50]
-4 winks [$0.24]
-6 rings [$0.48]
-96 10mm wooden cubes [$8.64]
-100 clear plastic sleeves [$2.25]
-1 Dry ink pen [$1.50]

I forgot to add the *Game Manual* which may up the price by a couple dollars. So maybe the COST will be closer to $30.00.

Many people "don't like" having to buy separate products to a game. But the reality is by splitting the parts, it makes the game more viable... Just like you have to buy cards to build a MtG deck, you can buy the Character Classes/Sets that interest you (as others become available for purchase - 6 in total). Same goes with Dungeon Sets (there are 7 planned)...

Selling everything in one big box just would make everything mixed together - there would be no logical division of the materials needed for each part of the game (Essentials Kit, Dungeon Set and Character Sets).

Orangebeard
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Joined: 10/13/2011
split packaging?

Could you sell 1 version of the game with everything (dungeon, essential, 1 character) and then sell the same components separately?

I suppose this isn't much different from one player owning the core rule books and the other players only owning the required dice, but I would be hesitant to purchase a game that isn't complete or makes me dependent on someone else to play the game.

Are there any places to reduce the cost? Maybe leave out the card sleeves and marker?

questccg
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One big pile of mess...

Orangebeard wrote:
Could you sell 1 version of the game with everything (dungeon, essential, 1 character) and then sell the same components separately?

Well that would mean including:
-44 Dungeon Tiles (Square)
-40 Encounter cards (Poker)
-12 Trap cards (Poker)
-12 Quest cards (Poker)
-3 Character cards (Poker)
-16 State cards (Poker)
-40 Reward cards (Poker)

So in total 123 Poker cards and 44 Square one. That is quite a bit in one box. But there is more that needs to be added:
-2 small pouches (one for dice, the other for parts)
-10 polyhedral dice
-4 winks
-6 rings
-96 10mm wooden cubes
-100 clear plastic sleeves
-1 Dry ink pen

Orangebeard wrote:
I suppose this isn't much different from one player owning the core rule books and the other players only owning the required dice, but I would be hesitant to purchase a game that isn't complete or makes me dependent on someone else to play the game.

Basically I was thinking more about AD&D books. How the Player's handbook is sold separately from the Monster Manual and The Dungeon Master's guide. You can't play unless these 3 manuals are being used...

Orangebeard wrote:
Are there any places to reduce the cost? Maybe leave out the card sleeves and marker?

Yes it is possible - but the game would be incomplete. You won't be able to play the game without the sleeves or the marker. You use those to track health and other stats such as Attack, Defense and Experience.

Then there is the PRICE of the *Complete Package*... As it stands the *Essentials Kit* was going to sell for $35, the Dungeon Set for $30 and one Character Set is $25. So the package would cost like $90... And it would be sufficient for a one player solitaire game. That is a bit high, I might be able to drop $10 (for boxes) since it would be packaged in one single box. So therefore the price would be $80... That is rather HIGH...

And this is rather *low* price point considering that it still not 50% markup a retail store would expect to make while selling the game...

questccg
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New question...

Orangebeard wrote:
Are there any places to reduce the cost? Maybe leave out the card sleeves and marker?

I have priced what the kit would cost for a complete package (Essentials, Dungeon and one Character). The COST is about $40.00. This excludes the card sleeves and marker. That is not too bad...

The problem is how the cards are packaged: I have heard that all the cards just go into the box... In random order.

So I guess the question would now be: "How much would you be willing to PAY for the *Complete package*?"

(If you want to know what is included, please read the PREVIOUS POST...)

questccg
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Hmm...

Orangebeard wrote:
Could you sell 1 version of the game with everything (dungeon, essential, 1 character) and then sell the same components separately?

I suppose this isn't much different from one player owning the core rule books and the other players only owning the required dice, but I would be hesitant to purchase a game that isn't complete or makes me dependent on someone else to play the game.

The idea of splitting components to the game comes from trying to have a cooperative game where players bring their own Character Sets (different classes) to a game. Hopefully we will sell Booster Packs which include random common/uncommon/rare/ultra rare cards. Then you can fully customize your character set with the rewards from the original set AND booster cards... I guess you can hopefully see the direction I would want the game to take.

Players that own the Dungeon Set and Essentials Kit are sort of the "quarter-backs" of the game. If you want to host your own game, well then all you need is to purchase a Dungeon Set and Essentials Kit. So you are NOT dependent on someone else, you can always buy the missing set or kit.

Orangebeard
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questccg wrote:Players that

questccg wrote:
Players that own the Dungeon Set and Essentials Kit are sort of the "quarter-backs" of the game. If you want to host your own game, well then all you need is to purchase a Dungeon Set and Essentials Kit

Granted, the cost is high, but $90-$100 for a core gaming system is not unreasonable. If you can market the game successfully to established gaming groups, I imagine at least one of the players would buy the core set; or perhaps they would pool their money and purchase the core.

I can also imagine a local game store owning the core as part of a game library and the local players own character decks.

questccg
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Never would have thought of it...

Orangebeard wrote:
I can also imagine a local game store owning the core as part of a game library and the local players own character decks.

Hmm... Maybe that is a very *interesting* way to proceed with the game... Maybe the *Essentials Kit* and the *Dungeon Set* should be available to retailers who want to HOST games. The highest markup is in the *Character Sets*. Plus every player NEEDS a *Character Set* in order to play the game.

Maybe I should PUSH this idea in the advertisement literature (Powerpoint Presentation).

Then again, how many players will go to a local game store to actually play a game... I think I will ADD this idea into the presentation but not put the emphasis on it. I will present the 3 products and then add another slide saying that the game *may* be hosted by local stores.

If this DOES happen... well then the concept of BOOSTER cards for Rewards/Treasures is a great reason to get people to play in-store: before playing a game, players may buy a NEW booster to see what kind of Rewards they can mix into their Reward deck. Some with some cash on hand may buy several booster (again for the same reason).

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