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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?"

33 of 123 comments (clear)

  1. Do it, but be persistent by Renegade+Lisp · · Score: 4, Informative

    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.

    1. Re:Do it, but be persistent by KingSkippus · · Score: 2, Insightful

      With all due respect, my god, that game looks complicated. No wonder major publishers turned it down.

      If you have a game with lots of rules and intricacies, I suspect you'd just about have to publish it yourself. I think that the big manufacturers are more interested in games that have mass appeal: games that are really simple to pick up and play, that take maybe five minutes to learn the rules and jump in, and that can be played by (and are at least somewhat interesting to) at least mid-teenagers.

      I'm not saying that there isn't a market for other games, just that such games will never reach the mass appeal of something like Monopoly, Sorry!, Trivial Pursuit, and so on. And if one of the big companies is going to invest the money into manufacturing, marketing, and distributing your game, it's reasonable for them to expect to have to have at least a big enough market to recoup that investment and pay its CEO.

      So if you go to publishers and they turn you down flat, don't take it personally. Someone like Hasbro is probably not the ideal company to publish your game anyway. If I were you, I'd seek out smaller publishers.

      Oh, and you mentioned a "nerd factor" and your "Trek fan" wife. Keep in mind that if your game includes someone else's intellectual property to any great extent, you're going to have to deal with licensing issues as well.

      And speaking of intellectual property, for god's sake, make sure you patent your rules, copyright any materials in it, and trademark your logos and designs. I am not a lawyer, but if you're serious about selling your game for profit, you really need to invest the money into seeing one first. If your game is as good as you think it is, you definitely don't want to see your game being sold on store shelves by someone like Hasbro after they tell you that it sucks and would never sell.

    2. Re:Do it, but be persistent by Thansal · · Score: 3, Insightful

      Depending on how complex your game is I would suggest tlakign to some of the indy publishers.

      There are companies like Cheapass Games, Loony Labs(thoguh I think they do all their stuff in house), Playroom Entertainment to name a few off the top of my head.

      Also, the simpeler you can make the physical pieces of the game the better off you are I think. Can the "board" be cloth or some such? Will the pieces idealy be simple or complex (checkers, WH40K pieces, or soem where inbetween)?

      The other thing to do is to go to Cons (SF/F and gaming). So long as they have a gaming room (for board/card games) you can find a good number of people who are in the field. Most of them will be Reps, but even they are good to talk to, and some times you will run into the actualy developers (or other people more closely tied to the company), especialy at larger cons. Just make sure you have a working copy of your game (I would suggest tryign to make it look good, over trying to emulate a proffessional distribution).

      Good luck!

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    3. Re:Do it, but be persistent by Thansal · · Score: 4, Funny

      Oh, and when you type up your rule book, make sure you don't have as many typos as I do in my posts.

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
  2. Other way... by jackharrer · · Score: 3, Interesting

    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
    1. Re:Other way... by Max+Romantschuk · · Score: 2, Insightful

      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.
      Then again, some publishers may be put off byt something being published already. I'd rather have people over and play instead... But I may very well be wrong. I like the idea from a FOSS standpoint!
      --
      .: Max Romantschuk :: http://max.romantschuk.fi/
  3. The looks, the looks, the looks! by Max+Romantschuk · · Score: 3, Interesting

    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 :: http://max.romantschuk.fi/
  4. Have you tried? by 91degrees · · Score: 4, Informative

    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.

  5. Come back when you have something by Lord+Bitman · · Score: 5, Insightful

    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
    1. Re:Come back when you have something by r3m0t · · Score: 4, Insightful

      I see a lot of people faulting this person over his comparison to chess.

      "pitched somewhere between Checkers and Chess but probably not as deceptively complex as Go"

      He (she?) obviously meant it in terms of the simplicity of the rules, and perhaps the amount of thought required for each turn. He doesn't expect it to become the next chess.

      That said, if he hasn't even played the game, the whole discussion is pointless.

      He should also try to explain the game to somebody with less patience than a wife. Some critical friends, for example.

    2. Re:Come back when you have something by mwlewis · · Score: 5, Funny

      He should also try to explain the game to somebody with less patience than a wife.
      You must not be married.
      --
      JOIN US FOR PONG!
    3. Re:Come back when you have something by ockegheim · · Score: 2, Insightful

      Or for a real acid test, write out the instructions as you would expect them to be in the published game, get some friends to play it with nothing but the instructions and video them. That's all the help someone buying the game will generally get.

      If you're heavily involved with something, other people will miss things that seem blindingly obvious to you.

      --
      I’m old enough to remember 16K of memory being described as “whopping”
  6. Just for the record by Toby_Tyke · · Score: 2, Informative

    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
    1. Re:Just for the record by BadMrMojo · · Score: 2, Informative
      Oh, and Blood Bowl uses some custom dice, but they're just D6s with pictures instead of numbers.

      Also a d8 for scatter.

      1 2 3
      4 _ 5
      6 7 8
      I am so lame it hurts.
    2. Re:Just for the record by josteos · · Score: 2, Insightful

      Replace a d8 with 3d6, using the fact that 2^3 = 8:
      die 0:
        1-3: +0
        4-6: +1

      die 1:
        1-3: +0
        4-6: +2

      die 2:
        1-3: +0
        4-6: +4

      Add them up and you get a number from 0-7. Add +1 to make it 1-8. Or modify die one to evaluate to +1 | +2.

      Yeah, my friends never got it either. Probably didn't help that I kept referring to 'die 0'.

      --
      Save the Music; Save the World at http://www.TuneTriever.com (Our latest Android game)
  7. A better place... by timftbf · · Score: 5, Informative

    ...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 :)

  8. Rule #2142 of start-up business... by Schraegstrichpunkt · · Score: 3, Insightful

    If the only thing you have is an idea you're afraid someone might steal, then you don't have anything of value.

    1. Re:Rule #2142 of start-up business... by lymond01 · · Score: 3, Funny

      I once developed a game that had 4-8 kingdoms each handled by 10 lords that were in charge of the armies that could go from hex to hex and discover what was there and use it to raise armies or hold land or even go on singular quests to gain powers which were rated from 1 to 10 in 7 different categories for each lord and when players' armies met they could use their different army races in varying strategies to combat the aggressor using dice and the controlling lord's powers which didn't need to be activated but would just work and the combats would go for two turns then the rest of the board could move so reinforcements might arrive and eventually the goal isn't to destroy your opponent but to claim the Evil Tower Hex where you have to battle the army there to save the land and proclaim yourself King.

      It's sort of like checkers.

  9. Go to some Gaming Cons by trip11 · · Score: 4, Informative
    I would recomend that once you have a playable prototype, look into some local (or non-local if you're serious) gaming conventions. A lot of these have events for YOU. Everyone brings in a game they have designed, it is play tested, and voted on. Winner gets the game developed or something. Well the details can vary but look into it. Not to mention you could just set up your own, independent game and get lots of feedback from people. It might help smooth out some rough spots. Plus there may be booths set up where you could talk to some reps from publishing companies. At least as much as 'hey, who should I write to in your company about a new game'.

    I know there is a big gaming Con in Denver Colorado, and Columbus Ohio. But there are undoubtedly more.

  10. One guy's self-publishing story by BortQ · · Score: 3, Interesting

    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
  11. Publish it yourself, online by Cheesey · · Score: 4, Interesting

    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?
  12. Hasbro usually does not publish a single game by Anonymous Coward · · Score: 2, Informative

    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.

  13. Talking to game designers at GenCon... by Mahy · · Score: 3, Interesting

    ...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.

  14. Talk to others who have done this by iangoldby · · Score: 2, Interesting

    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.

  15. Print Cheaply by twoallbeefpatties · · Score: 2, Interesting

    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.
  16. cheapass games by kattphud · · Score: 3, Informative

    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.

  17. It's a difficult and closed industry! by phyjcowl · · Score: 3, Interesting

    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. :-)

  18. You could try SJ Games.. by Zawash · · Score: 3, Informative

    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)? _
  19. advice from actual designers & publishers by Anonymous Coward · · Score: 3, Informative

    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.

  20. From someone with a published game by SQLGuru · · Score: 2, Informative
    First off, these are not my comments, so don't ask any more than this. But I know someone with a published game and someone else who has a game to publish. I sent this e-mail to the former and forwarded the response to the latter. That's about all of my involvement in the process of getting a game published. But since it is on topic, I thought I'd include the response here for you.

    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

    GAMA (http://www.gama.org/) is the Game Manufacturers Association, and they have some worthwhile resources. We went to two of their tradeshows in Las Vegas; met folks, learned some things. I think Jon also hangs out with RPGnet (http://www.rpg.net/), which is more than just role-playing games, and the Game Publishers Association (http://www.thegpa.org).

    It's not too difficult to get yourself an invite to a Steve Jackson Games playtesting session, which is certainly... illuminating. (Heh. That's a pun. Uh, anyway.) Playtesting, however, is kind of gruelling, and there's not much glamour to it. But you can see his shop and talk to his people and get some insight into how it goes.

    And, of course, there's us: http://www.invisible-city.com/play/ We put our games up for free on the web. They're print-and-play, or composed of household parts like poker cards and checker boards. We host games by guest designers, too.
  21. Keep at it... by pdboddy · · Score: 2, Interesting

    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.
  22. Producing Your Game by PRoizen · · Score: 2, Interesting

    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/

  23. GenCon Indy by EightBits · · Score: 4, Insightful

    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.