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How do I produce a board game?

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rziobro
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Joined: 01/02/2014

Hello all,

I've made a decent board game with most kinks worked out, I think. Now I'd like to get it produced. I know it is a long process, but I am not sure where to start. Does anyone have tips on who I should talk to, where I should go, or what forms I should fill out?

Thanks,
-Ross

questccg
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Joined: 04/16/2011
You must already have a prototype?!

I guess when you say "you've made a decent board game with most kinks worked out", that means that you have a working *prototype*?!

If so you have 2 options:

1. Self-Publish the game via Kickstarter. You need to contact manufacturers to get quotes on making your game, you need to produce the artwork required by the game, you need to plan for shipping (and estimated dates of delivery). This is pretty much YOU doing EVERYTHING yourself... Including trying to form relations with distributors in order to sell your game.

2. Find a publisher interested in publishing the game. Negotiate some kind of agreement (in regards to royalties for your game). Let the publisher handle making the artwork for the game, handle all the manufacturing and warehousing of game, let them do the sales and distribution of the product in the US and Canada (for example). They pretty much take over and manage your game.

Option #1 is a viable option - but requires a lot of effort from you. The good news is you stand to make more money provided you are a good salesperson. If you have the right *image* for sales, this might be the way to go.

Option #2 is for those people who suck at sales. It requires less investment (in terms of money) and you have a publisher with whom you can negotiate an agreement regarding royalties, artwork (if you want to be involved in the process). They take care of everything AFTER designing: manufacturing, marketing and sales. You will earn less money this route - but your game will get sales.

That pretty much sums up your options...

questccg
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What to do with options?

Okay, so I thought that I'd add to this what are the next steps for each option.

1. Since you plan to self-publish, the first step is trying to *price* the cost to manufacture your game. You have all kinds of options like dealing with companies in the US that deal with China or you could even deal with China directly. If your game requires artwork, well you should try to find a *local* artist to help you out. Visiting local universities and colleges is a great way to find either a Liberal Arts Teacher or Student that might be willing to help you out. Next you should learn about Kickstarter (www.kickstater.com). This includes how to use the crowdfunding platform and how to price your rewards all the way to estimating the delivery dates of your games. Lastly when the crowdfunding is complete (hopefully successfully), after shipping the games, you should look to contact game distributors to see if you can sell your game further.

2. In this option, you need to find a publisher. Don't sweat it, it's a time consuming effort. Meaning? You need to deal with ONE publisher at a time. Don't send out 10 e-mail and then get 5 responses and ignore 4. Find a publisher who has either similar games to yours or doesn't have a game like yours. Those are two good options. Once you have found a publisher, try to find their *submissions* policy. If there is none on their website, write an e-mail explaining that you have a game and would like to know their submissions policy. Most publishers will respond to that e-mail no problems. From their response, you should know how to deal with that particular publisher... From there on, you are dealing with a publisher, take your cues from them. If you don't know what to do next, say so (in an e-mail). The publisher is there to determine if your game is good for them. You will most probably have to send them your game's rulebook and card samples (if your game is a card game). If there is interest in the game, you will need to probably send them a prototype of the game so that they can try it out (with your game rulebook). Take it from there and see if they are still interested (follow up). Lastly if they are interested in your game, you will need to negotiate a royalty in exchange for your game.

Good luck with your game!

rziobro
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Joined: 01/02/2014
Thanks for all of the

Thanks for all of the feedback! I think I'll start by looking at some of the publishers of games and know and decide which seems to be the best match for my game. Then I'll dig for that submission policy you were talking about.

Thanks again,
-Ross

vtbassmatt
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Joined: 04/28/2009
Print on demand

Another viable option is print on demand. I've been really happy with The Game Crafter. They have a wide variety of parts available, easy-to-follow templates, and they automate the process of having a digital storefront & fulfilling orders. Because it's print-on-demand, there's no cost until someone actually orders the game. (OK, you do have to order one copy yourself before you're allowed to publish it - so I guess there's a small cost.) The components, particularly the boxes, aren't quite as high-quality as you'd expect from a commercial game, but for me it's an acceptable tradeoff.

Of course, I'm doing this as a hobby and not really trying to make money at it - your mileage may vary. I've made a grand total of about $5 from my game, and spent close to $100 prototyping and refining it.

See https://www.thegamecrafter.com/games/city-center for my first game.

lewpuls
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Joined: 04/04/2009
Read Flatlined Games' online

There's no short answer to this, if you're serious.

Read Flatlined Games' online (and not yet finished) book about publishing.

There's lots of material on BGG as well.

BENagy
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Joined: 09/25/2013
I'm a big fan of this

I'm a big fan of this question, so I'll ask it to you: "What do you want to get from publishing this game? Fame? Money? Experience?"

rziobro
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Joined: 01/02/2014
[vtbassmatt reply]

Hey that's pretty cool! Do you have to get a copyright before doing that? And (if you don't mind my barraging you with questions) is your game just put up on that site once you order your first copy and then it notifies you if someone orders one? Thanks for showing me that!

rziobro
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Joined: 01/02/2014
[BENagy reply]

Pride and experience, I suppose. I'd be pretty proud to see my game sitting on a shelf in a store, even if no one was buying it. The only thing better would be seeing my fiction novel on a store shelf, and I know publishing one of those is nigh impossible, so I figure stumbling through the grueling gauntlet of board game publishing will be good practice for it. In a nutshell I am serious about doing this, but not hopeful of success.

ReneWiersma
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Joined: 08/08/2008
rziobro wrote:Pride and

rziobro wrote:
Pride and experience, I suppose. I'd be pretty proud to see my game sitting on a shelf in a store, even if no one was buying it. The only thing better would be seeing my fiction novel on a store shelf, and I know publishing one of those is nigh impossible, so I figure stumbling through the grueling gauntlet of board game publishing will be good practice for it. In a nutshell I am serious about doing this, but not hopeful of success.

Well, that's the right attitude ;)

I suggest you try and sell your game to a game publisher. It will safe you the troubles of self publishing. You will not make as much money, but on the other hand you will not lose any money either, and you get to see your game on the shelf in a store.

BENagy
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Joined: 09/25/2013
You could do that through a

You could do that through a small publisher. You could do the game crafter, but that will be expensive for you. You will have to pay mucho money to get a few copies, and you can probably put it on consignment at a local store. But if you're going that route, just consider it an expensive hobby. Again, a small publisher may pick up your game, but if you shoot for large publishers, it will be no different a chance than getting a novel or short story published. Both can be done certainly, but if you want the sure thing, with very little emotional taxing, you can pay to put a copy out there. Kickstarter is the route where you can subsidize your game to some degree, and at least break even, but it's a lot of work and self-promotion.

If you really want that pride and experience, and don't want to have to handle all the business side of things, go for the large publisher. Shoot for the dream. Personally, I love getting rejection slips from fiction publishers. It always feels like I'm making progress towards being a professional author. I mean any author, say Stephen King even, got tons of rejection slips when he was starting out! Until then, I only have a few magazine published credits.

rziobro
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Joined: 01/02/2014
Thanks for the inspiration

Thanks for the inspiration guys!

Cy-LongPack
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Joined: 01/20/2014
Publisher will not touch it after Kickstarter

One of my clients (a game designer in Canada) told me if you put your game in kickstarter and succeed to get enough money to print it, then other publisher will not touch it. Because they think it will be a second hand game?

Is that true ?

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