How Do You Get a Board Game Published?
cyclomedia asks: "I've been dedicating a little of my time to devising a strategy board game, pitched somewhere between Checkers and Chess but probably not as deceptively complex as Go. Without giving too much away I can tell you that there's a nerd factor within the game itself, possibly leaning the possibility of marketing towards the Games Workshop end of the spectrum, but without the 80-sided dice and Orcs. The next step in my plan is to see if I can actually create a prototype made of coins, stickers and cardboard, and then to attempt to teach the rules to my wife (she's a Trek fan, hence the marriage). If I get past that stage, presumably I can't just show up at Hasbro with my jerry rigged setup and expect an enthusiastic response. So, what do I do?"
The game publishing business seems very conservative. Many of the games that became classics over the last few decades were initially rejected by all of the major publishers: Mastermind, Monopoly, you name it. Even Sudoku took more than twenty years until it finally hit home.
A friend of mine developed the board game Friedrich, a strategy game about the Seven Years' War. It took him fifteen years to arrive at the final version, building very elaborate prototypes, and playing hundreds of games with friends who were acting as beta testers. The game was rejected by all major publishers he showed it to, mostly on the grounds that "it takes too long to play" (3-5 hours at least). After he'd mentioned that, every discussion was immediately over. My friend finally decided to publish the game himself, founding his own game publishing company. The game quickly achieved almost a cult following, both in Germany, where it was initially published, and in the US. I think some 4000 copies have been sold so far. It won the prize for the Best Historical Simulation by the American Games magazine in 2006.
So I'd say: Be prepared to go a long way, but it may well be worth it.
As you obviously have no idea what you are going on about.
Games Workshop uses 6 sided dice in their system, and as far as I know, there is no such thing as an 80 sided die!
You can try different approach. Try publishing your game on Net. Something like printable table (in pdf for example) and some cutout pieces. Let people play. If it's good enough, and people like it you can approach some game publishers. Not to mention that this approach will give you loads of beta testers, for free. So you will be able to improve a game in a process. Use Slashvertisement.
And as everybody knows, it's better to have a game you like in nice box with good quality pieces, so they will buy it afterwards, thus guaranteeing some sales.
And be patient, very patient... I wish you luck!!!
"an experienced, industrious, ambitious, and often, quite often, picturesque liar" - Mark Twain
I know nothing about the board game business... ...but team up with someone who can draw and/or design well. Scanners and inkjets are dirt cheap these days. If your prototype looks like a product instead of a school project your chances of getting published should be orders of magnitude better.
Playability is important, but without looks you can't appeal to Joe Sixpack.
.: Max Romantschuk
presumably I can't just show up at Hasbro with my jerry rigged setup and expect an enthusiastic response.
Stop being so presumptious. Write to Hasbro with a brief concept of your game and see what they say. Get the game finished and balanced first. No publisher is interested in a half designed game. But don't worry about production values. Graphic designers can be hired by the publisher. And find some other people to help playtest the game. You might want to try a few other publishers as well.
1) You haven't made a prototype
2) You haven't taught it to anyone else, meaning
3) You haven't even played the "game"
4) You're already comparing it to chess
How about seeing if it's any good before you start thinking about selling it?
5) You don't want to give any details, because
6) You're worried about people stealing your idea
7) Which you haven't even shown to anyone else, which means
8) You haven't even done any basic steps towards finding out if it's worth stealing
How about embracing open development? Or at least a little less closed than "I need to do everything myself. If I ask the opinion of others, they might steal my idea! Which is definitely on par with chess! But not go, because I read that was awesome"
Do I sound hostile? That's because I am giving you advice and you don't want to hear it. Why did you ask for it?
-- 'The' Lord and Master Bitman On High, Master Of All
I'm pretty sure every game system currently published by Games Workshop uses only regular six sided dice. I think the last game using anyhting else was second edition 40K, but that went all-D6 with third edition.
Oh, and Blood Bowl uses some custom dice, but they're just D6s with pictures instead of numbers.
"I realise this is not a very popular opinion but it's the truth, and there for needs to be said" -Bill Hicks
This was one of three products my Junior Achievement company did one year. Design the boardgame. Find a printer or printers to get the stuff made. Put the boxes together yourself, sell. That's how we did it. Was it inspired? No, it was a six sided monopoly game. I think our unit price was something like just under 5 bucks in 1990 dollars, we sold it for 25,20,15,10,5, and finally free to everyone in the JA company.
You want to make the game and get it out there, well that's no trouble. Making the game and selling it to someone and getting them to put it out there, that's a little harder. The real trick is probably refining your design in a response to what you learn from other people who check out your game.
...to ask the question would be the Board Game Designers' Forum - http://www.bgdf.com/
:)
You're almost certainly not going to be talking to Hasbro or GW - you're going to be talking (if you're lucky!) to people like Rio Grande, Uberplay, Kosmos, Mayfair, JKLM... If those names don't mean anything to you, get yourself over to http://www.boardgamegeek.com/ and start reading
If the only thing you have is an idea you're afraid someone might steal, then you don't have anything of value.
http://outcampaign.org/
I know there is a big gaming Con in Denver Colorado, and Columbus Ohio. But there are undoubtedly more.
Check out The Making of VIKTORY II, one guy's tale of creating and self-publishing his strategic board game. He is crazy persistent (and has some past experience) and manages to knock out a pretty professional final game.
A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
Publish it yourself, selling it through a website. Offer a downloadable demo of some sort, e.g. a PDF of a board and some of the pieces. You can start doing both of these things for a very small investment, and you can scale up your publishing infrastructure according to demand.
A friend of mine is doing this at the moment. You can try out his board game by printing some levels and some of the pieces, and then, if you like it, you can buy the actual thing by cheque or Paypal. Seems to be doing well, he's making an expansion set at the moment.
Another thing you could do would be a computerised version of your game, offered for free online. That could be an excellent advert for the board version, but it would take a bit more investment...
>north
You're an immobile computer, remember?
They will ask you what other games you created.
They will want to see your prototype, docs, etc.
They will ask you for feedback from betaplayers.
They will want you to give up your rights on marchandising material.
They will ask you to pay to get published in gaming magazines under Hasbro's influence.
If you fit in their marketing scheme, then they will offer you a contract where you have to create games on a regular basis.
Maybe up to 1 to 3 games a year.
Choose a smaller game publisher or you will regret you ever released your game.
After creating several games that went well,go see a lawyer then go see a major game publisher.
...might be a good idea.
Admittedly, I have only met one game designer, but his strategy was to produce the game himself, and sell it at Cons and Comic Shops.
His key piece of advice: When you sell a copy, document it! Give the buyer a receipt and keep a copy. I believe he said (though please forgive me if I am remembering wrong) that no one really got interested until he had 100+ receipts in hand...demonstrating that the game was already starting to be a success.
i love the idea of doing it in a FOSS fashion and can easily envision a MOD scene evolving around the game as it is extensible. In favour of that is also my lack of spare time what with being a full time worker and parent. Against that idea is that i DO have kids to feed and would like to indulge in at least a little capitalism :-)
Perhaps there is a middle way, maybe i can just copyright the fundamental concept and then license sets, mods and expansions for sale - but allow plenty of fair use to create your own sets. That would still need to be some proof of consumer-demand to get people to want to license. On the other hand, setting up a web site with the rules and how to make your own sets, along with an AJAX powered version to play online would be great, but i wouldnt want to get into an argument about licensing terms because i changed a neuance of a rule at a user's suggestion and they then want a cut. (though saying that, being a software beta tester doesn't grant you a share of the software co's profits, so there is a precedent i suppose)
Anyway, i'm not being pretentious about any plans for global domination and the comparison to chess and go was just in terms of the rules. Also i'm fully aware that not having a tested prototype doesnt help my situation but i'm not planning on pitching it to $BigGameCo tomorrow. Hence me asking for advice about which path to follow, before i step out the door.
If you don't risk failure you don't risk success.
You could always talk to the people behind War on Terror - the Board Game. It sounds like they started from much the same position as you are in.
It may also help to follow the example of people like Cheapass Games and print your games on inexpensive material - very plain cardboard and the like, don't include dice or tokens in your packaging and encourage people to scrounge an old monopoly game for those things, and etc. The game itself may not hold up well to pressure, but if it's a good game, then maybe you'll get a grant to print it on heavier material anyway.
Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
If the major board game publishers jilt you, consider selling your idea to Cheapass Games, the creators of such works of subgenius like Kill Doctor Lucky and Give Me The Brain.
This article caught my interest because I've been in a somewhat similar situation, though I've been pursuing it for the past six years. Here is my story, if anyone is interested or might have further suggestions.
:-)
I spent considerable time writing a two-player strategy board game. In fact, I've spent over five years play testing it with different people and refining the rules until it became quite fun and playable. I've developed notation for it as well, so games can be played by correspondence. It would appeal to any chess freak (of which I consider myself one) though aside from requiring two players there is no similarity. It has a beautiful and unique board that a friend and I designed. My goal in creating the game was to introduce a game that could trigger new and different ways of thinking in a collaborative strategy process toward central transcendence goals as opposed to one of conquest (such as chess or go).
Yeah yeah, it may sound complex, but no more so than chess, in fact it has fewer rules and as any serious strategy game enthusiast understands, it's not so much the rules as the intricacies of play that inspire.
I've researched many board game companies in earnest. I looked for those that produced quality designer games (Gigamic, for example) to large multinationals (Megabloks). I wrote nice introductory letters to them. I included overview teasers of the game concept without revealing too much (just to get their interest but protect my idea), and I included my own game NDA from a lawyer.
The responses I got were typically that the companies wanted me to send the rules but would not sign an NDA (in other words, once receiving the rules, they'd potentially be able to develop it and never give credit where credit was due). That is a reality, an experienced, professional game designer warned me about it.
From the game company's perspective of course, they've got to be careful too. They live in fear that if they see something submitted from outside their company, and just happen to be developing something similar on their own, that they'll wind up getting sued. One company persistantly asked me to send them my prototype (of which I made several) but refused to sign the NDA for this very reason. Some companies have their own NDAs, and I've found that sometimes these are sufficient because they seem to have wording that protects both parties (but not always!). At one point, Megabloks signed an NDA with me and they play-tested my prototype but unfortunately my game was just totally out of the realm of the sort they publish. That's to say that even though game companies may like to get good ideas, most are really closed to anyone that is not already in their industry or better, employed by them.
So I'm still looking, considering saving my money to self-publish it, but it's not cheap and I'm not wealthy. My other dream objective for the game, which I have yet to fully lay out in detail would be to form some sort of co-op that involved a few free and open source developers, which would be interested in making a networked electronic (client/server) version of the game (like all those FICS/chess servers) that exist. I would love to see it spread all over and feel like having an electronic FOSS version would really help popularize it in terms of getting a company interested in distributing a physical version of the game. I've always felt that it would be incredibly appealing to sell a physical board game with an online subscription included and a FOSS version makes sense if not for the philosophy for the simple fact that it would be the most efficient way to jumpstart its spread. I dunno, maybe someone is interested in collaborating on that.
SJ Games may publish your game - if you have a good concept.. :)
Read the guidelines for submitting card- and boardgames..
Also check out the Author Guidelines for submitting other types of content.
(Unfortunately, they seem to be rather busy at the moment..)
Good luck!
File not found. Fake it(Y/N)? _
Post the game specifications. If a FLOSS developer or two implements it as a computer-based version, you have a higher chance of getting it published -- simply because a working version would already exist.
If you have a question like this, the first thing to do is to submit the question to slashdot. That website is full of clever people, so they will surely have an answer for you.
A friend of mine also creates board and card games. As mentioned before, the first thing you do is test the hell out of it. Have friends over constantly, and play the game. Then make a pretty good prototype.
Post at sites like http://www.iwanttomakeit.com/ that you are looking for piece/board/instructions makers. Once you have some prototypes, go by your local game stores and see if they will sell it in their stores. Leave a copy of the prototype if you want (make them sign a DBA if you haven't done any copyrights and such), and let them play it, or sell it. There are also companies for $500 or so that will evaluate your game. They are mostly bull, but they give their viewpoint in terms of how major publishers see it, so you can make changes before pitching your game. Finally go to the major publishers. Tell them about all the positive experiences you had. Most important: Don't give up!
You could look at joining GAMA (Games Manufacturers Association (of America)) http://www.gama.org/ or Move to Germany ;)
It's just like publishing a book, but waaaay harder.
There are very few big board game companies, and the ones that do exist only publish a very small number of new games each year; in fact, they have internal quotas in various categories, so even if you send them the best game ever, if they've already filled their quota for the year, they will reject it out of hand.
Someone I know almost had his game published a number of years ago, by one of the large manufacturers. It was accepted for manufacture, and he's shown me letters from the company, telling him they thought it was one of the best they'd seen in years, and had the potential to be the next Monopoly. And then the company got bought out by one of their competitors, and the new owners informed him that they had already filled their quotas, so they wouldn't publish it after all.
He went on to have a few thousand units produced and sold privately. He made almost nothing from it because of the cost of manufacture in small quantities like that, but it seems the game was a hit among the people who bought it -- a lot of the sets are still in use, and there's even a privatly run user group which runs meetings and a mailing list for players. Recently he considered self-publishing again using the internet to reduce his costs. I don't know whether that has got off the ground yet, though.
I sat in on several forums at gencon last year, which of course does not make me an expert of any sort, but I can pass along what actual game designers and publishers were willing to tell a bunch of nerds at 9am on a saturday -
The concensus was that getting your game published is generally an inside job. This is not to say that outsiders have no hope; rather, it is to say that the path to enlightenment (getting published) lies through opening dialogue with designers & publishers through established means - online forums, attending trade shows, etc. It's much more a face-to-face industry - people like to know who they're working with.
The single key element that was reinforced over and over was PLAYABLE PROTOTYPE. Common advice was not to spend money on production values for said prototype, but rather to spend that time and effort making the game playable and enjoyable, and to put tremendous effort into making the rules comprehensive and readily understandable. Apparently nothing irks publishers more than getting a gaudy prototype with an incomprehensible rules sheet and unexplained/missing parts, unless it's some guy waving his hands and insisting his game is 'so awesome' without producing a prototype of any sort at all.
I'm in Austin, so the reference to Steve Jackson Game might not be as convenient for you as it is for me, but the concept of getting with people who actually make/sell games isn't a bad thought. Also, an earlier response talked about making it "printer-ware", which my published friend indicates that she and her husband do....in fact, she indicates that she might be open to putting it on her site (instant traffic, just not sure of how much).
Good luck on your efforts, but don't hope for anything quick. Unless it's an awesome game, expect years of effort.
Layne
I believe they hold board game trade shows. A friend managed to get his published by taking a prototype to the show and renting a booth.
You know how to make a small fortune in the game publishing business, don't you?
Start with a large one.
Blood Bowl uses a d8 for scatter, and I think Warhammer still uses the direction and misfire dice (custom but still six-sided) for catapults and the like - it's been a while since I played it though, so they might have changed that one.
...for a search of "board game publishing" comes up with:
Board Game Invention & Self-Publishing Resources
BlackNova Traders
Some old friends of mine in Seattle went through this a number of times, until they just decided to start their own "label" of board games. Their gimmick was to produce great new games that used pieces you probably already have from other board games. They don't ship dice, don't ship tokens, don't ship player pawns, don't need much in the way of special cards. They ship a board and an instruction sheet. (I think you CAN buy a higher-priced complete set from them, if you're expecting to play on a mountaintop in Timbuktu or some parts of Arkansas.)
The point here isn't to give them a free ad, they might not even be around anymore, though they were making an okay business of it last I heard. The point is that they tried a number of approaches and found one that worked for them: self-publishing. Stick to it, get the game out in the hands of a lot of players, and if it's worth anything, it will catch on. Then you can aim to get bought out by the likes of Milton Bradley in a few years.
[
There are lots of complex and long games out there, quite a few games in the 18xx railroading series are complex and take a few hours to play. Settlers of Catan. Risk 2011. The Warcraft and World of WarCraft boardgames. Star Fleet Battles. The board game industry has it's share of "easy" or "quick" games, but it also needs the complex games...
Don't get discouraged, keep playtesting and refining the game and your prototypes, make sure you keep ahold of any patents/copyrights/trademarks that result from the game's creation, and keep pitching it at board game companies til it sticks... baring all that, if you get to a point where you cannot do any more refining or playtesting, and no other company has taken it on, go ahead and found your own company.
http://www.deepthoughtgames.com/ is a low volume board game publisher. They might be able to help you out in getting your game looking "professional", and perhaps using eBay, or another "storefront" website, you can start selling your game, the costs would be relatively low.
Julie Moult is an idiot.
There's also The Toy & Game Inventor's Guide, but it's rather old. It's pre-internet, which means the whole world has changed. However, it still has some really good stuff on the legal side of things, so you might see if a local library has it anyhow.
If you haven't already, I would definitely say make a few prototypes and get people to play them. Get honest comments, don't be offended by constructive criticism, and improve it based on the comments.
Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
I recommend looking into the Game Publishers Association (GPA). They have several sources to help small publishers get on their feet to do it themselves. In my opinion, do not worry about trying to get another company to publish it for you. If you have the means, you really can do it yourself. You can find artists and distributors and all sorts of friendly people to help you at the GPA. If you do not have much means, you might consider a PDF release on the web. Sites, like RPG-Now, distribute PDF versions of games. Good luck!
Urban Legions
This is slightly OT, but for fans of Catan its big news:
Apparently Xbox Live will be selling an online multiplayer version of the boardgame
this Spring. 'Pretty sweet.
------ The best brain training is now totally free : )
blah blah blah Jump to Conclusions Mat blah blah blah blah
blah blarg
When my father was in getting his masters (many years ago) his friend created a board game. (it was called Class Struggle and was like Monopoly but with a Socialist mind frame rather than Capitalist) With the help of the College they got it produced and stocked by some local stores. Perhaps this type of thing still happens... I'm not really sure.
If you game fits in the general category of 2 player, no hidden information games, then you might want to try having a prototype made using Zillions of Games. This program allows you to define the board and movement rules for just about any combiniation you can think of. The basic game plays most of the classics and you can download thousands of versions from their website or Chess Variants
If your game has hidden information which is only know to one player, then Zillions can't handle that, but if your pure strategy, you should be fine. Programming a Zillions requires learning a lisp-like language, it's pretty easy but has its quirks. One nice thing about Zillions is you can create your own new game and have the computer kick your ass at it, that way you can expose flaws and exploits you might have missed. Plus, it would be easy to distibute to your playtesters.
Publishing a board game is a fairly trivial exercise. All you need is a good graphic designer and a good printer. Use the Internet to market your product. Take it on the road to gaming conventions.
Under no circumstances should you consider talking to a large existing corporation. If they decide to steal your idea for themselves, you will likely not be able to mount enough of a legal challenge to stop them.
The thing about games is that the game itself has to be compelling in the long term in order for it to survive. If the game is good enough to do that, why would you want to involve anyone else? If the game is good enough to survive on its own merits, eventually, the world will beat a path to your door.
Check out Days Of Wonder; some of their games were originally user-inspired ideas, so perhaps they are more accustomed to taking an idea and running with it.
...is tell anyone any of the slightest details, such as what your game is actually about, because then someone will Steal Your Idea and Make It To Market Before You.
@@
Pretend there is some witty statement here.
In my own case I got an artist/friend to do the artwork for a share of profits and published the game myself. I used Paragon Packaging, because most other companies just deal with paper and cardboard. I needed tiles. Min run: 5,000 Cost:$50,000 I would warn you this should be a labor of love. Be sure to factor into your spreadsheet damaged games, dealers that don't pay, etc. etc. In my own case I have lost about 25K on the first 3K games though some of that might be because I choose to compete with a classic Scrabble. This is a tough slog. Peter http://www.wildwords.us/
Just FYI: I am NOT affiliated with GenCon in any way shape or form beyond the fact that I attend every year to play games and take some time off work.
I see a few people have said it but I'm amazingly surprised at how FEW people have said it! Take your game to GenCon Indy. It's the biggest gaming convention in the world. Buy a 4 day badge and go sit in the board game room and put your game out there. Set up near the end of a table that is near a doorway into the room. Stand by your game and ask people as they enter the room and inevtiably walk past your table if they're interested in playing a game with you. You'd be surprised at just how many people WANT to play random games with random people. I have played random games with random people every year I have gone all because they came up to me and asked, except last year because no one asked. It will give you a lot of exposure to people, free playtesting, and you'll have a good idea of how many people find your game interesting. About twenty six thousand people attend GenCon Indy so you're bound to find people who will be more than willing to play your game.
Tell the people who play that it is a new game that is still being designed. A lot of people will jump at the opportunity. I constantly hear people trying to pull bragging rights with something like this: "Yeah, that brand new game that just came out, I played it years ago with the guy who made it. I even gave inspired rule X when I did Y." There is an entire species of gamer looking for opportunities to jump on situations like this.
You can even go so far as to print out small feedback cards and ask the people who have just played your game if they would be willing to fill it out. Some will fill it out and some will not. But, any gaming company will probably already understand the basic percentages about quantity of feedback and be able to determine how many people actually played the game. Additionally, you can keep your own tally of how many people played.
You can also try registering it as an official GenCon event. You can setup a one hour game event that just repeats all day and costs people one ticket ($1.50) to play for an hour. You just setup on a table assigned to you by GenCon and people don't register for the time slots, but they stop by with generic tickets to play your game. I and everyone I know always buy about $20 - $30 in generic tickets in case we see something we want to play that we didn't know existed. This will help give you a real tally of the number of people who played your games and GenCon staff should be able to give you an official tally of the number of tickets you collected. This can be used when you approach a game manufacturer to give them an idea of the game's potential for success. Do this for a few years and see how it goes. Don't be dismayed at low numbers the first time around as it may take a few years to build up awareness. Also, don't be afraid to get on the online forums (including GenCon's forum) and start advertising your game. Let people know it will be at GenCon and let people know what to look for and where to find you.
You should take your game/idea to ProtoSpeil :
http://www.protospielwest.com/
The hosts and speakers will discuss how the process of publishing a game works.
Joseph Elwell.
Protospiel West this weekend in Santa Monica offers face-to-face playtesting for designer board games. Speakers will be present to talk about game design and the business. In addition, Sorvent, Inc. works with new designers to help them bring their ideas to market. You may want to contact them too.
I've made several professional quality playing boards by printing them in tiles from jpeg's created in gimp/photoshop. Your local drugstore can print them for $0.20 or less each so your total cost may be somewher near $10 for a board + other graphics.
Helpful hints:
1. Work on PNG files until you are ready to get them printed. Repeatedly modifying and re-saving a Jpeg will add noise each time the file is saved
2. Make each jpeg have 8 megapixel photo dimensions 3,264 x 2,448 pixels
3. Make the printed area 15% less than the 8 megapixel size (to avoid having your graphics cropped)
3. Lines, edges, colored boxes, etc should be multiples of 16 pixels wide or high. This will help minimize JPEG compression noise
4. Save in jpeg format when you are ready to print them out
5. Carefully cut the printed photos on a gullitine cutter or a horizontal cutter (Kinkos or other photocopy shops usually have these available to use for free)
6. Mount the photos to a thin piece of MDF (medium density fiber board) available at a hardware store. Other options are to mount them to an existing gameboard (not recommended)
7. If so desired, you can glue the printed tiles together to a heavy sheet of paper and then laminate the paper (this works well when you have a multi-piece board with each piece being 8 inches x 8 inches.
Most trophy shops have a laser engraver which can be used to engrave/burn flat sheets of metal, plastic, wood and those could be used for gamepieces / playing board / etc if you want a fancier look. This will cost more and is significantly more time consuming since you will likely repeat the engraving cycle multiple times for debugging.
The Board game geek web site has some good home-made game boards if you are diligent in hunting the games down.
Lastly, don't overlook craft stores for thin bits of wood, paper punches, etc that can be used to make pieces. I've used the 1/8 inch thick foam pages to make 3d pieces (punch a bunch of them out and stick together with a sewing pin / small nail).