This document discusses board game design and the board game industry. It summarizes the history of board games, from simple family games to more complex strategy games. It then focuses on the experience of launching a new board game called "Upon a Fable" through a Kickstarter crowdfunding campaign. Some key points covered include choosing appropriate game mechanics, the challenges of marketing and distributing an independent game, and the financial considerations of a board game start-up.
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CMPTO: Dyskami Publishing Company
1. Code Meet Print TO
Mark MacKinnon
Board Game Designer
Dyskami Publishing Company
2. Board Games of the Past
• Fun for the whole family
• Mass market reach
• Very simple concepts
• Reduced decision making
• Player elimination
• Grow out of them
3. The New Generation
• Growth across demographics
• Party games, many for adults
• “Euro” vs.“Ameritrash”
• Strategy with innovative rules
• Moving from hobby to mass
• Kickstarter has opened doors
4. Upon a Fable
• Euro-style strategy game
• Expensive – crowdfunding
• Crowded board game market
• How to make it original?
• Focus on two game mechanics
• Worker Placement & Card Drafting
5. Known vs. Unknown
• Peanut butter and chocolate
• Known: spaces to choose
• Unknown: cards in hand
• Strategy + Luck = Unique
• Goal: buy-in and replayability
6. Kickstarter Facts
• $114M funded (games #1 group)
• 1,691 successful game projects
• Only 34% game success rate
• Strong start and end funding
• Upon a Fable seems typical
7. Start-up Kickstarter Experience
• 1st attempt: $4,300 in 9 days
• If you build it, they will not come
• In 66% fail group, so cancelled
• Relaunch: $10,000+ in 36 hours
• 1 week left: $24+K of $25K goal
8. Marketing for a Start-Up
• Market where customers are
• BoardGameGeek.com
• Social media: Facebook/Twitter
• Promo contest to get likes
• Personal designer diaries
• Hire experienced professional
9. Production of a Game
• China = half-price manufacturing
• Native company or local rep?
• More factors to go wrong
• Shipping times: extra 30-90 days
• Reprint delay can halt growth
10. Indie Product Distribution
• Kickstarter pre-orders
• PNP: print-and-play efiles
• Direct to local retail stores
• Local/national convention sales
• Chain distribution: only 34%
11. Follow the Start-Up Money
• 2,000 print run: -$20,000
• Net Kickstarter: +$27,000
• Art, design, marketing: -$9,000
• Kickstarter shipping: -$5,000
• 1,600 distribution sales: +$25,000
• Net start-up profit: $18,000