Board Games - Creation And Play

Feb01

Merry Christmas

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

Right, I'm clocking off for the holidays now, so thanks to everyone for reading this year and I hope you all have a great Christmas (or other winter holiday) and a fabulous New Year and I'll see you all in 2010.

A community blog about designing and playing board games
Feb01

Sales Over Time

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

Happy New Year everyone. I hope you all had a good Christmas (or other appropriate holiday season). I had a proper break for Christmas and New Year - it felt like the first proper break in years, but I'm sure it wasn't.

I read something recently (I think it was on BoardGameGeek but I can't be sure), that said that the vast majority of sales of a game are in the three months after release. I think they even gave a percentage. I can see that for companies with big marketing budgets that would be the case. Before the game is launched lots of money is spent to prime the market to expect and want the game. When the game comes out lots of people will buy the new hot game, but over time there's another new hot game, and then another, so sales tail off. However, I can think of at least two occasions when the front-loaded sales profile is not the case:

The Smash Hit

I've also read that over 15 million copies of The Settlers of Catan have been sold in the 15 years since it was released. Settlers has been a breakout hit, being re-published in tens of languages and becoming a perennial best seller. I can guarantee that most of those 15 million sales weren't in 1995. It's the same for Carcassonne, Magic: The Gathering, Monopoly, Munchkin, Risk, Trivial Pursuit, and any other game that becomes hugely successful. As more people play it, more people buy it and it becomes a juggernaut.

These games sell because people try it, love it, introduce their friends to it, they love it, some of them buy it, they introduce others to it and so on. As time goes on the demand for the game increases - not decreases.

The Sleeper

When the game is unknown and the company is small and has limited marketing budget then it's possible for initial sales to be slow. Distributors and shops don't pick up the game initially, waiting to see if it's got legs before investing in it. Maybe they get demo copies, try it out, like it and get a few copies in. Those copies won't fly off the shelves because no-one's heard of it, but maybe someone takes a chance and tries it out. Things then follow the Smash Hit path but only on a much smaller scale.

Without much of a marketing budget to speak of, I need my games to fall into the Sleeper category. I've not sold the majority of any of my print runs in the first three months. I've sold a decent chunk of my games in their first three months, but not a majority and certainly not 2/3 or 3/4.

How do I intend to do this? Two main strategies. I need to reach new markets where I don't currently have any presence, and improve my market penetration in markets where I do currently have a presence.

For the first point, I'm going to be contacting as many new distributors as I can, focussing on those that have recently expressed an interest in carry my games (particularly those who approached me at Essen) and those in territories where I don't currently have a distributor (notably France and Australia).

For the second part I'm going to continue contacting shops in North America (I'll do Canada once I've finished working through the US States), this seems to be working - several stores are now going to carry my games as a result of me contacting them.

I need sales this year to be at least as good as last year - it's a tall order, but I've got to make it happen. If you've got any ideas on how to boost sales, I'd love to hear them in the comments.

A community blog about designing and playing board games
Feb01

Incentives

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

In my last quarterly newsletter I did a special deal for subscribers where they got to buy my games at a discount price. There were a few takers, but not a huge number - there's only four hundred or so people on my newsletter mailing list, and most of them already own one or more of my games.

At the moment I'm running another incentive: free shipping on all my games (but not the Sumeria Expansion) when bought from my website - regardless of where I'm shipping the games.

Incentives like these seem pretty harmless - I get a bit less money than selling at full price, and the customer gets it a bit cheaper than full price plus shipping. However, it's not quite that simple.

I've already agreed to sell my games to a bunch of shops and distributors. Those shops and distributors want to sell my games in their backyard, and due to their nature they will be much better at it than I am: A game shop in Lancaster, PA will have a much better idea of who in Lancaster, PA buys board games than I do, and far more people there will know about the local game store than my website. So I want to keep them as customers, and support them however I can.

The shops and distributors that have bought from me have invested their money in buying my games in the hope that they can sell them on at a profit. If I invite a few select people to get the games cheap from me, that's not really any skin off their back - those people were unlikely to buy from them anyway. In fact, as more people get my games and play them, the awareness of my games increases and it might even lead to more people interested in my games and more sales for my stockists.

If, however, I start undercutting them and making a big splash about it, then it might drive some of their customers who would have bought my games from them to buy them from me instead. That's not playing nice. Instead of supporting them in return for buying my stock, I'm hurting them. In that situation they'd be unlikely to buy more of my stock - leading to fewer sales overall.

There are some places in the world where I've got pretty good distribution: the UK, the US, and a chunk of mainland Europe. Similarly, there are a bunch of places where it's really hard to get hold of my games: Australia, New Zealand, Africa and South America. The free shipping deal was designed to help those hard to reach customers, while having minimum impact on my stockists in the well-supplied regions.

So far, it seems to be working, only one of the orders I've received since starting the deal came from a country where I've got good distribution, the rest came from those hard-to-reach countries - people who probably wouldn't have bought my games otherwise.

So I've sold a few extra games to people who were unlikely to get them otherwise; some people who wanted my games but couldn't afford full price plus shipping got them and the shops that stock them didn't get screwed. All sounds good.

The downside is that I really don't make much money on these copies. For example a sale of Sumeria (plus the expansion) to New Zealand gets me £25. £3.72 of that goes to the tax man as VAT. £1.18 goes to PayPal. £8.81 goes to the Post Office. £0.58 goes to Staples for the packaging. I'm left with £10.71. Still, it's more than I'd get selling to a distributor, and it's money I wouldn't have got without the incentive.

A community blog about designing and playing board games
Feb01

Contacting Shops

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

Over the last year or so I've managed to pick up twenty distributors for my games. This is obviously a Good Thing(tm), since I can now get my games in more shops and hence more exposure and hopefully more sales to actual customers.

So far, when I bring out a new game I get initial stocking orders from my distributors, and often a restock of the others. Occasionally I get a restock order for one or more of my games out of the blue.

Over the Christmas and New Year period, with no new games released, I've not had many restock orders - most of my distributors still have stock of my games on hand. In an effort to help them sell their stock and encourage them to re-order, I've been contacting shops in the US introducing myself, my company and my games.

I've managed to build a database (read spreadsheet!) of 611 stores in the US, including their location and contact details. That's great - if I could sell two copies of each game to all those stores I'd have sold a huge percentage of my print runs in one fell swoop. Now obviously, lots of those won't want to carry my games because they're not that heavily into board games and they only want to carry the really big names. However, a few of them would want to carry my games, only they've not heard of them - they've slipped under the radar as they receive a welter of information about hundreds of new games.

I think my email marketing campaign has been remarkably successful. I've got to assume a lot of my emails will end up in a spam filter and in many cases won't even be read. However, of the stores I have contacted before today (the ones I contacted today haven't had much of a chance to respond!), 10% have responded to me via email.

That 10% includes 4% who already stock my games, and another 2.5% who have placed orders with their distributors as a result of my emails. Where I've been copied on the emails to their sales contact at the distributor they have usually picked up two or three copies of each game.

What surprised me the most though was the number of stores with no website (not even a Facebook or MySpace page) and the number who don't provide an email address on their website. I can see why they wouldn't want to expose an email address to the world (I get enough spam on mine), but there are ways around it (online email forms, possibly with captchas, obscured email addresses (e.g. jack (at) reivergames (dot) co (dot) uk). I would have thought as a store you would want to make it as easy as possible for your customers to contact you. In total, I couldn't find an email address or form for 113 of the 611 (that's 18%!).

I think this has been a pretty successful effort, I'm just kicking myself that I didn't do it sooner - especially when I had a new game coming out. I'm going to extend my efforts to Canada and then Europe, and possibly other countries where I already have a distributor.

A community blog about designing and playing board games
Dec23

September Could Be Slow

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

I'm expecting September sales to be fairly low, since I've no new games coming out, and I hope lots of people will be waiting to buy from me at Essen next month (and get the Sumeria 2-player expansion free with a purchase of Sumeria!).

So far, every month's sales this year has been better (sometimes a lot better) than the corresponding month last year. So far so good. But in fairness, last year I had a few hand-made copies of It's Alive! in April and May, then nothing until September when the professional re-print of It's Alive! arrived.

Last year's September was at the time my best month ever, more than twice the turnover than the previous June (which was the best I'd had so far). Of course it didn't keep the record long as October was when I went to Essen for the first time, and last October's sales were nearly five times September's, which remains my current record.

The It's Alive! re-print will have been out one year on Friday. Last September's figures were the result of the pre-orders and the initial stocking orders for It's Alive! With no corresponding new game launch this year I'm going to struggle to match last year's September figures this year. I've been considering doing a September sale to try to boost sales this month.

To make it worthwhile, the sale price has to be low enough to entice people to buy from me (not a local internet retailer), while still making me some money after I've paid the shipping and VAT. I figure I've got three options: free shipping, discounted games with full price shipping and discounted total (shipping and games). I'll consider these against example UK and US online pricing (I've used Games Lore and Board and Bits respectively as examples). I've used Carpe Astra as the example (it's in the middle of my game price range) and the middle price for Boards and Bits shipping ($8.50). Note that both online retailers offer discounted (or free) shipping if you place a large order, so me considering a purchase of just Carpe Astra is a little disingenuous.

Free shipping. My price for Carpe Astra: £22 (approx $36.30). Games Lore Price: £20.20. Boards and Bits price: $34.10. Makes the game more affordable for US customers (but still more expensive than buying from an online retailer in the US), and doesn't help UK customers at all (they can get it cheaper from a UK online store, or from a shop). I'd make a decent amount money on a UK sale ( £22 - £3.14 shipping = 18.86 which is £16.40 ex VAT), less on a US sale ( £22 - £8.30 shipping = £13.70 which is £11.91 ex VAT).

Discounted games, full price shipping. If I did 30% off: My UK price: £15.60 + £3.14 shipping = £18.74, My US price: £15.60 + £8.30 = £23.90 (approx $39.50 - almost full retail price!). Helps the UK customer, but doesn't help the US customer at all (since the shipping is not discounted and very expensive). I'd make a reasonably amount of money each sale ( £13.56 ex VAT).

Discounted total. Say 40% off the total game and shipping price: My UK price: £25.14 * .6 = £15.08, my US price: £30.30 * .6 = £18.18 (approx $30). This would be a great deal for the UK customer, and a reasonable deal for the US customer. My ex Vat pricing would be £10.38 for a UK sale (more than a distributor sale, less than a shop sale), £8.59 for a US sale (in the same range).

So, I wonder. Would this work? Would I sell any copies as a result? Would I look desperate? If I decide to do it, then I can advertise it in my quarterly newsletter which is due soon, and on BoardGameGeek and Boardgame News.

A community blog about designing and playing board games
Dec23

Newsletters

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

Newsletters, when done right, are what Seth Godin calls permission marketing:

Permission marketing is the privilege (not the right) of delivering anticipated, personal and relevant messages to people who actually want to get them.

I've asked everyone on my mailing list for their permission to send them a newsletter every quarter, and in every case they have signed up, saying they want to receive this information.

I offer people who meet me at conventions the chance to sign up and I offer people who email me the chance to sign up. Only those that want to get the emails. It's not spam.

In the newsletter, I always list the conventions I'll be attending over the next few months, how each of my games are doing and any information about new games in the pipeline. After Tuesday's discussion about a sale, I decided to offer the sale only to those people on my mailing list.

Pros

Only offering the sale prices to those people on my mailing list is a way of giving them something back for giving me permission to send them marketing information. It says that I appreciate their permission.

Although I am undercutting some retailers with my sale prices, it's a limited time offer, to a select group of people, so it shouldn't annoy my distributors and retailers.

Cons

Because it's going out to a limited number of people, lots of whom will already own my games, it won't boost my sales that much.

Because it's only mentioned to people on my mailing list, although it is a reward for being on my mailing list, it doesn't act as an incentive to join my mailing list as those people who aren't on it will never hear about it.

It's led to a few sales so far, not sure how many more to expect.

A community blog about designing and playing board games
Dec23

Demo Days

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

Back in June, just after Sumeria came out, I did a demo day at Inner Sanctum Collectibles in Cambridge. I turned up with my demo copies of each game and a couple of cases of each game and sat and played my games throughout the day in the store. As I said at the time, the day was a great success, and I was definitely interested in doing more of these events.

What with moving house and starting a new treatment, things have been pretty hectic for the last couple of months, so I didn't get to do a second Demo Day until yesterday at Eclectic Games in Reading.

This time, I put a bit more effort into publicising my visit, mentioning it on Twitter and BoardGameGeek.

Although Eclectic Games have a massive games room at the back of the store with loads of tables for playing games, they had kindly set me up on a table in the main store, just behind the till, so I was much more prominent as a result. There was less interest than last time (at ISC a whole bunch of customers had come in specifically to see me and my games, whereas yesterday I think all the interest was from people who just happened to come in). I think next time I should get the store to publicise it as much as possible among their regular board games customers to help boost interest.

I still think the demo days are a good use of my time, and I've just contacted six games shop owners I know to see if they are interested in hosting a games day. I've also asked on BGG for recommendations for other stores that might be interested.

A community blog about designing and playing board games
Dec23

Demo Days In America

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

As I mentioned last time, I've been doing a few demo days, where I go and spend the day in a games shop with demo copies of each of my games teaching them to regulars and random punters. The idea is that I introduce my games to a bunch of people who haven't played them, raising awareness of the games and hopefully boosting sales (both for me and the shop). In addition, I get to improve my relationship with the shop owners.

I've recently done demo days at Inner Sanctum Collectibles in Cambridge and Eclectic Games in Reading. I've also lined up two more: Patriot Games in Sheffield on 31st October and Spirit Games in Burton-on-Trent on 7th November. There are a couple more in the pipeline that I hope to arrange before the end of the year.

In the comments to the last post Todd suggested that I could get some reps to do demo days for me further afield, e.g. the US. It's an interesting idea, but one with some logistical issues.

Stock

When I do a demo day in the UK I take a bunch of stock along with me. If the demo day goes well and the shops sells a lot of games they can get those from me on the day, rather than having to order a lot in from a distributor in advance and having to pay for them whether they sell or not. Any stock they don't want I take home with me, so they are not left out of pocket.

Presentation

In addition, I know that when I turn up I'm presentable, reliable, on-time, I know the rules to each game correctly and I can demo the games enthusiastically.

Geography

I can also cover pretty much the whole of the UK by myself. Ok, Northern Scotland or Northern Ireland is a bit of a trek, but it's possible.

Recompense

This is my job, if I want it to continue to be my job I need to do everything in my power to make the company work. I'm perfectly willing to give up my weekends to achieve that.

America is the biggest market for my games, it has five times the population of UK, is an English-speaking country and as a result 50% of all my sales to distributors have gone to the US. Plus, some to Canada too.

Once the games arrive in the US, things get a little more difficult. My games arrive on the shelves of the store, but my 'small box, big game' strategy hurts me, because by comparison to the other games my games look very expensive (of course shipping the games to the US makes my games more expensive too!). A small, expensive-looking game tucked away on a shelf is unlikely to sell particularly well, especially when no-one locally has played it.

Demo days would really help me here. If I could do a demo day in the biggest store in every state (52 stores), that would significantly boost the sales of my games. I know that there are at least 2,500 hobby stores in the US, so I could really boost my sales if I got my games into a reasonable proportion of those, and then introduced the games to the clientele.

Stock

The aim of a demo day is two-fold, to raise awareness of my games and to sell some games. What would be ideal for the store is that on a demo day the store can get some games on sale-or-return. They can get plenty of stock in to ensure that they don't run out and hence miss sales due to running out of stock, but they don't have to invest a chunk of their capital on games that might take months to sell. How would I get around this in the US? I've got stock here, but it would be expensive to ship to the US. My US distributors have stock in the US, but won't lend it back to me.

Presentation

Reps demoing my games in a store are representing my company (hence 'rep'). When I do it, I know that I'll do a good job, because it's my livelihood that's on the line. I know I'm presentable: smart, polite, knowledgeable about the games and fragrant (in a good way!). How do I pick people that will do a good job and represent my company in a way I'd be delighted with, when those people live at least 3,500 miles away and I've never met them?

Georgraphy

America is huge. Really huge. There's no way someone could cover the whole of it unless it was their job (and possibly their life!). Which means multiple reps. Which means multiplying the presentation and recompense problems by the number of reps.

Recompense

It's still early days for Reiver Games. It seems to be going ok, but I don't have much cash on hand and when I do I want to invest that in more games. How do I make it worth a rep's while to give up their time demoing my games? Do I give them free games? Free T-shirts? Travel expenses? A wage? What are reasonable amounts for each of those things? What about US employment law? How do I prove that I got return on investment?

While it's a nice idea, I don't know how I'd go about solving these problems well enough to make it work for all involved. Any suggestions?

A community blog about designing and playing board games
Dec23

Hello? Hello? Anyone There?

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

Sorry it's been such a quiet week here at Creation and Play. Mainly due to a very busy week in the real world. Why so busy? A number of things, all conspiring together to rob you of my virtual company!

First up, I've received a promising prototype which I'm sending out for blind playtesting to a bunch of gamers from around the world. I've only been sent a single prototype, so this means I've got to knock up a bunch of copies to send out. To do this I've had to do several steps, to ensure that the copies I send out at least meet my submission guidelines for prototypes. I've ordered some greyboard (I think it's called chipboard in the US), and made some simple tray and lid boxes out of it. I've not bothered labelling them, but they are the right size - i,e. the size the game would be if I published it. I've ordered the wooden pieces from SpielMaterial.de, then counted them up and bagged them ready to go, I've been to the local toy shop to buy a metric ton of dice (my usual dice supplier Plastics for Games have a £50 minimum order. There's still a bunch of stuff left to do: I need to do the art for the board and the cards, and run my take on the rules by the designer (once I've added some of the prototype art into them for diagram purposes. This is a fairly expensive process (it'll end up costing over £100 once you include the materials and postage), but I need to do this for games before I sign them. I did it a bit late for Sumeria, I'd already signed the design, and had the feedback from blind playtesting been terrible (it wasn't fortunately!), I'd have been stuffed since the art and manufacturing was already in train. The advantage of doing it earlier is that you get longer for the feedback, and more time to respond it, plus if the game tanks, you're not signed up to anything and can cut your losses. The disadvantage is that you end up spending this money for more games, some of which you'll end up dropping and hence will never get a chance to recoup the cost of playtesting. With any luck I'll get the prototypes finished by the middle of next week, and then I can get them in the post.

One of the advantages of re-doing the prototypes is it gives me a chance to check out a few ideas. I get to put the game in a box that is the size I'm intending to use (the same size as Carpe Astra and Sumeria for the moment). I get to re-size components (e.g. boards, cards) to sizes that fit the box or that are ideal for production. In addition, I can to try some layout ideas: what happens if I put that here, or use that iconography? The art will be pretty rough, but you can still get an idea about things from a rough draft.

This time, I can pimp the prototypes a little, since I was sent a box of spares by the Sumeria manufacturers. They were limited in what they could assemble due to a shortfall in the wooden pieces. As a result they had spare punchboards, cloth bags, boards and inserts. As a result I've given each of the prototypes an insert and I'll use the spare Sumeria boards as a substrate for the prototype boards (I'll just glue the prototype art on top).

In addition to the prototypes, I've also been working on some stuff (and the furniture) for my Essen stand. And to top it all, it's a busy week for gaming :-)

Yesterday, Tim, one of my oldest friends (and co-incidently one half of the Best Man double act at my wedding), came round for a day of gaming. We christened my copy of the new version of Space Hulk, and played a few Eurogames, including Sumeria. I had a terrible day (I'm blaming waking up at 5:50am), winning only 2 games of Space Hulk out of eleven games in total. He even beat me twice at Sumeria (a rare event :-) ). The new Space Hulk is lavishly produced (if ever there was a good advert for the economies of scale -Space Hulk is rumoured to be a print run of 70,000+ copies), the board sections are embossed with details, the counters are prolific and on very thick stock (3mm?) and the minis are extremely detailed - if overdone in the posture department. Tim loved Sumeria too, which was cool. Tomorrow (and hopefully Monday) are playtesting days, and I'm at an all day games day on Saturday.

It feels great to be really busy again (the Summer was pretty quiet), but there's so much to do!

A community blog about designing and playing board games
Dec23

The Curse of the Good Prototype

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

As a publisher, I'm always looking for new games to publish. I'm fortunate to receive a lot of games submissions on a more or less constant basis. Quite a lot of these are types of games I'm not interested in (mass market, trivia, sports), and so can be instantly discounted. Some sound interesting, but have so many components that I have to rule them out on cost. Lots sound interesting at first blush and so I ask for a prototype to play with my playtesting team.

Some of those I try aren't very good when you actually play it and can be quickly discounted. Occasionally, you get an awesome one which is pretty much ready to go (Sumeria was one of these). The vast majority however are 'good'. Which is a bad thing.

There are tens of thousands of board games out there (BoardGameGeek has over 50,000 in its database) and hundreds more get released every year. If you're a big company like Fantasy Flight or Games Workshop, you've got the marketing budget and market presence that means your games will sell well. If, however you're a little guy like me with a tiny marketing budget and very little market presence your games will have to fight tooth-and-nail to sell themselves. For comparison, the third edition of Space Hulk was released two weeks ago. It has 761 ratings on BGG and 1554 people listed as owning it. Sumeria has been out fourteen weeks and has 100 ratings and 116 owners. Very few people rush down to their local games store to buy the latest Reiver Games release when it arrives on the shelves. Instead they might hear about it, add it to their wishlist or want to play list. Maybe wait for a friend to get it so they can try it out, or hope to find it at a convention where they can try it out. Of the much smaller number of people who are interested and who find a copy to play, only people who really like the game will tend to buy it.

If I publish a game because I think it's good, the chances are most of the few people who play it will also think it's good. Nobody rushes out to by a good game. They rush out to buy a great game. The internal conversation goes: ' I know Bob's got Zombie Ninja Pirates in Space, but it's frickin' awesome, I need my own copy', not: 'I know Bob's got Watching Pastel Paint Dry, but it's a pretty good game, I need my own copy'.

I need games that at least I think are great, in the hope that I can find several thousand other people who think the game is great enough to warrant buying.

Still, it's very hard to go back to a designer and reject their game because it's good. There's nothing really wrong with it, it's solid, it works. But it's not great. It doesn't help that great is subjective.

A community blog about designing and playing board games
Dec23

Publishing is Cyclical

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

The Summer has been pretty quiet here at Reiver Towers. After the rush of orders for the release of Sumeria, the quiet Summer months have just seen the occasional restock and submission.

With not a huge amount to do, and mixed sales, I've been feeling a little down and hence I've put off a whole bunch of things I should have been doing. Now all of a sudden I've got loads of submissions, a weekly playtesting session and only three weeks to go until Essen. Panic!

Let me explain the mixed sales comment. In a lot of ways my sales look awesome: I've got year-on-year growth of 1000% for the first quarter of this financial year and 150% for the second quarter. My second best month of sales ever was in June. For the first eight months of 2009 my monthly sales were up (and often by a lot) over the corresponding month of last year.

Of course, as with any statistics you can spin them any way you want, and if you're not feeling too chipper you look at the other side: September was the first month where sales were worse than last year. October last year will be a very hard month to beat. Last year with two games coming out in September and November, the vast majority of my sales (85%) were in the last half of the year, so although I've done much better this year so far the real test will be the next six months when I don't have any new games coming out. My sales so far this financial year are half of last year's total, with half the year gone and no new games on the horizon. I'm hoping for a boost from Essen and the holiday season, but how much of a boost will I get?

Anyway, I digress. The last few months haven't been that busy. All of a sudden there's loads going on and I'm struggling to keep up. I've been approached by Grégory of Vassal Factory to do a Vassal module of Sumeria. I've got to finalise everything for Essen (and by everything I mean: flights, getting my games there and any overstock back, stand display), I'm trying to work on two prototype games and trying to get playtest copies for a third made up and sent off to my blind playtesters. In addition I've got to catch up on my books, do a VAT return and calculate and pay my designers their royalties.

This is definitely a business where I go through cycles. When I'm getting a game ready to go to the printer, or getting ready for a big convention like Essen, there's loads to do (and of course a bunch of other stuff just happens to fall at the same time), then there's a lull until the next period of frantic activity. Fun!

A community blog about designing and playing board games
Dec23

Essen. Yeay! Arrgh! Yeay! Arrgh!

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

It's that time of year again, we're just over two weeks away from Spiel '09 (or International Spieletage '09 to give it its full name). Spiel is the largest event on the board gaming calendar, a chance to demo and sell you games to over 150,000 (predominantly German) board game fans.

Last year my preparation for Essen was all a bit last minute and I vowed to be more organised this year. I've not succeeded in any significant way :-(. I did manage to book my accomodation in March, and I obviously got my booth organised in time for the May deadline, but I only booked my booth furniture a couple of weeks ago, and the saga of how I'm getting my crew of awesome volunteers and my games to Essen is ongoing!

Last year I took three volunteers: Mal, Dunk and Lucy. They were awesome, they worked extremely hard, were knackered like I was and they were doing it as a favour to me, not for personal financial gain. We all shared a car, (which Dunk and Lucy drove - again with the awesome), got the ferry from Hull to Rotterdam and stayed in a couple of self-catering apartments. Dean from Ludorum Games, took my games for me in his van (we're racking up a lot of awesome here), I just paid £35 to ship a pallet of games from my warehouse to his house and then him some petrol money.

It all worked out ok. I liked the self-catering apartments (only 10 minutes walk from the venue, fairly affordable and they allowed us to cook for ourselves and hence eat cheaply). I booked the same place again this year. The ferry cost about £400, and was fun in a roadtrip kind of way.

Yet again I left several important things to the last minute. Who I was taking was up in the air until last week. Dunk and Lucy had volunteered again (gluttons for punishment!) and I was hoping to take The Wife. Sadly work commitments had ruled out The Wife a couple of weeks ago, and Lucy was unsure too. It might just have been Dunk and I. Four people on the stand takes some of the pressure off, you can take a break, wander round or come in late/sneak off early. Just the two of us would have been very hard work. So I started looking around for replacements. In the end Lucy was able to make it (yeay!) and I found a fourth in Andrew - one of my playtesters. Excellent. People sorted. Now I can sort out travel.

Games first. I'd phoned around last week and none of the other UK publishers I know had any space in their vans. Not a problem. I could hire a van and drive it over full of games like Dean had done last year. I phoned a few van companies and got a quote of £192. The Wife sensibly pointed out that since I haven't driven on the continent before (on the wrong side of the road!) and I have a medical condition, I should probably have a co-pilot who can share the driving. £66 for a 2nd driver. Then I phone the ferry company. Last year I'd paid £400 for a return ferry ticket for four people, a four-berth cabin and a car. This year I was looking for two people, a two-berth cabin and a small van (Citroen Berlingo about the size of a car). I'm chatting to the woman on the phone and she asks what the vehicle registration is.
"I don't know - it's a hired van." I reply.
"Van?" she asks, "What are you taking?"
"Some board games to a trade show."
"Oh, you'll need to speak to our freight department." They quote me £755. It's going to cost me over a grand to get my games there. A grand! A GRAND! Ok, that plan goes out of the window. After examining the options for just getting a freight company to ship the games there, I think I can go down that route, but it's not booked yet and nor are the flights for the four of us.

There's a couple of other things I want to get sorted too. Last year my Point of Sale consisted of a few posters I'd got printed at York University, which then fitted in simple top and bottom frames (don't ask how long that took - they were a nightmare!). I wanted something a bit more professional looking this year, so I've been looking at getting some vinyl banners done. Time's getting a little tight (especially considering I haven't designed them yet), but I've found a company online today that have a 48 hour turnaround, so that can be put off for a day or two.

The other thing was some kind of uniform (no, not french maids and firemen!). Last year we were all in civvies, so it was hard for passing people to work out who to speak to. I'm getting some sweatshirts done with the Reiver Games logo, so it will be clear who's working the stand and who's visiting it. At first I thought of T-shirts, but I seem to remember wearing a jumper all the time last year due to the temperature, so a sweatshirt seems like a better idea. They have a 7-14 working day turnaround (I found out today with 9 working days left), but I spoke to them on the phone today and for such a small order it shouldn't be a problem.

I found out about the ferry price this morning. I've spent the day trying to sort out getting the games to Essen, getting us to Essen, and sorting out the sweatshirts and banners. Numerous phonecalls to various companies (several in Germany) and not a small amount of stress. I'll be glad when I get there.

A community blog about designing and playing board games
Dec23

Sumeria 2 Player Expansion

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

As I've mentioned before, when Sumeria was initially submitted to me it was for 2-4 players. During playtesting one of my playtesters spotted a problem with the scoring in the two player game. I was at this point sailing fairly close to the wind (sounds familiar!) and so Dirk and I made the decision to take the two player game out of the mix.

At a later stage we came up with a solution to the two player scoring conundrum, but by that point it was too late to add it back into the game.

Last year at Essen I had one game that had been out just over a month. I had very few distributors, so very few people owned a copy of it. It was to all intents and purposes a new release for Essen. This year I've a game that came out last September, and was at Essen last year, a game that came out last November (so hasn't been to Essen yet) and a game that came out in June. While most of my European distributors haven't picked up Sumeria, I can't really describe it as an Essen release - it's been out for three months.

There had been interest in the two player game and I had considered making an expansion at some point. When it became clear to me that sales over the Summer wouldn't be good enough to fund a new release for Essen (and in fact I've not received a submission that was ready to go in time anyway), I started thinking of ways to entice people to my stand. Since all three of the games I've got are theoretically available in stores - why come to my stand at Essen to get them when there's so many shiny new things coming out?

So I went back to the 2 player expansion idea. I wanted to make the expansion as cheap as possible for the buying public to make it more of a impulse purchase, and also to allow me to provide it as an Essen promo freebie - buy Sumeria at my Essen stand and you get this limited expansion for free!

That lead me down a particular route. If I sell a game to shops via distributors the retail price should be 5 times the manufacturing cost - i.e. if it costs me £2 to make it, it should retail for £10 (it doesn't work out quite like this - my margins are tighter). If however I only sell to people directly (at cons and via my website) then I can price it at 2 times the manufacturing cost (e.g. a £1 per copy manufacturing cost leads to a £2 retail price). I choose the latter route. The next decision was packaging. If you're selling to shops you want a nice pretty box that will look good on the shelf and attract peoples' eye. If you're selling directly you don't need that. The expansion can come in a baggie and the customer can store it inside the original box. This further cuts manufacturing costs (no box art needed and a baggie is much cheaper than a small box), and fits with my "small box, no wasted space" ethos. Again that cheaper option is the route I chose.

The expansion arrived at my house last Monday. I'd chosen to have it delivered to my house instead of the warehouse since it would be quite small and I was expecting it to be delivered by a courier. Instead a 7.5ton lorry turned up with the expansion on a pallet. It was five medium-sized boxes, which failed to even fill the bottom of a pallet - seemed like overkill! The lorry driver helped me cut the shrink-wrapping off the pallet and lift the five boxes off the pallet, which I then carried into my office. Opening the first box the expansions looked like exactly what I was expecting - no surprises there.

It's not been a completely smooth ride though. On top of the mental week of Essen travel disasters, there was a small problem with the expansion. In the two player game each player takes four turns per round, whereas in the three and four player games you only get three. The sticker in the expansion is designed to cover the three space turn track with a new four space turn track.

Unfortunately the sticker is a bit too transparent, so if you put it over the turn track as designed you can see the old turn track underneath. It looks rubbish.

Fortunately there is a solution: Cut the sticker in half between the three and four spaces and throw away the 1-3 bit. Add the 4 bit to the board just below and to the right of the three space printed on the board.

Works fine :) But it's a bit inconvenient and doesn't reflect especially well on my production values. I think I'll include a slip of paper in each bag at Essen explaining this fix.

A community blog about designing and playing board games
Dec23

Almost on Top of Things

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

Off topic: 600th post - w00t!

Last Tuesday I posted about how unprepared I was for Essen next week, and how my travel plans had been through several iterations in an effort to avoid paying ridiculous shipping costs.

Things are finally sorting themselves out now. I've ordered the sweatshirts and seen the proofs, this morning I booked the pallets to Germany and I've got to get the banner art to the printers this afternoon/evening.

Even though the pallets to Essen are booked I've still got a bunch of stuff to do for that. I'm taking a full pallet of Sumeria (504 copies) plus a mixed half-pallet of It's Alive!, Carpe Astra and the Sumeria 2 Player Expansion. Tomorrow I'm going up to York to pick and package the mixed pallet, and also to bring a car-full of Sumeria back home (I'm down to 8 copies at home, from where I fulfil almost all my orders). It'll be a fairly early start as the shipping company want to collect the pallet that afternoon, so I've got to get up there (3 hour drive) and sort out the pallet before they arrive.

We're in York again on Friday, since The Wife has a meeting there. Having sorted out the pallets on Thursday, I now get to spent Friday afternoon hanging out with my friend Paul and doing some playtesting.

That leaves me the weekend and Monday to catch up with my books (I've got a VAT return to do by the end of the month and I'll have a lot to do the week after Essen if last year was anything to go by, so it's better to get it out of the way before I go. If last week was very stressful, this week is still busy, but a bit calmer.

When I get back, as well as sorting out all the paperwork from Essen there's a couple of prototypes I need to get made up and distributed to my playtesters. No peace for the wicked!

A community blog about designing and playing board games
Dec23

Off To Essen

Categories // Board Games - Creation And Play, Syndicated Blogs, Games and Puzzles

This evening my journey to my second Spiel convention in Essen begins. Despite my best intentions it's been a largely last minute panic yet again, but now most of the panic is over. I've just been told my games have arrived at the convention centre, and I've collected my float (a whole bunch of five Euro notes for change at the booth), so the only thing I'm waiting on now is the banners which will hopefully be delivered shortly.

As I've mentioned before, last year's Spiel was a huge success for me and I'm hoping to repeat that this week. Several things are different though, and since this is only my second Spiel I don't have enough previous information to judge how that will affect things.

Last year I had rented out a third of my stand to Peter Struijf of Geode Games, and I only had one game of my own (though I had posters for Carpe Astra and a homemade prototype, the finished product was still a month away). My games weren't available in Germany yet (I picked up my first German distributor at the show, with my second signing on shortly afterwards) and It's Alive! had only been out for about five weeks - so it was pretty new.

This year I've a whole stand to myself and three games (the latest of which came out four months ago) which are all already available in Germany. I've spent more money on advertising this time (Boardgame News with their excellent English-language Spiel preview and SpielBox which is apparently the place to go for German-language Essen information), and signed up for a couple of deals with other people too (I'm in the Spiel fuer Spiel magazine again and I'm doing a deal with the Spielerei German-language magazine which will hopefully lead a few more people to my stand. Plus I'm doing the 'free 2 player expansion with every Sumeria sale' deal too.

How much will any of these factors affect my sales at the show? With so little information to go on I have no idea. The show will have cost me a lot more this year, hopefully that will pay off, but I can't be sure until next week, when I get home and work it all out.

Last year I sold 140 copies of It's Alive! to punters and another 96 or so to shops and distributors before finally getting rid of the remaining stock to a couple of big distributors. Those big distributors are unlikely to take any stock from me this time, but I'm hoping to get some orders from the smaller European distributors and betters sales to punters, due to the advertising and deals.

I'm taking a full pallet of Sumeria (504 copies), plus 192 It's Alive! and 96 Carpe Astra. My limited experience as a paid salesman back in my late teens seemed to focus entirely on targets. So I feel I should set myself some. I'm thinking 50 Sumeria, 5 Carpe Astra and 10 It's Alive! sales to punters per day. Is that achievable? I have no idea. Only one way to find out.

Wish me luck...

A community blog about designing and playing board games