top of page

If you guessed that the best-selling board game of all time is Monopoly, that’s a fair guess and a very common one – but that’s a wrong answer! When we ask this question some people also ask if the answer is Trivial Pursuit or Clue/Cluedo (Clue in the USA, Cluedo in Europe & mostly elsewhere). Think about it this way though, Monopoly having launched in the 1930s and having been a best-selling board game ever since had a massive head start on Cluedo (launched in the late 1940s), and Trivial Pursuit which achieved mass market popularity in the 1980s.


There is no doubt Monopoly is one of the all-time best-selling board games, but it is a comparatively modern game when compared with the actual best-selling board game of all time – Chess!


Chess is a game which has evolved over a very long time into the current version of Chess we have known since the rules were standardised in the 19th century. Earlier versions and precursors of Chess date back to Spain in the 15th century, which was when the playing pieces we know today were defined, and before that the basic premise of the game is known to have been in India in around the 6th century.


In case you are thinking that somehow we asked a trick question due to Chess having been around in some form for more than a millennium and therefore must have sold many copies in this time, there is no trick! Even today Chess sells many millions of units around the world each and every year. It is hard to quantify just how many copies the game sells since it is considered a generic gameplay i.e. it is the equivalent of open source code in computing – nobody owns the intellectual property for Chess, and therefore anyone can make a version and sell it. Therefore, the total Chess game market is so fragmented and global that it is not going to be possible to know exactly how many copies the game sells…but we have read data sources estimating that around 3 million copies of Chess sell every year in the USA alone. And bearing in mind Chess is a truly global game, you would have to think that the global total is at least double that amount.


Which makes Chess not just an old classic, but also an ongoing massive seller. Needless to say, the competition is rife, but regardless Chess is one of the most stable underlying pillars for the global board game and has long since proven that its impact is timeless and seemingly eternal.


There are several reasons why the gameplay is so compelling, but not the least of these reasons is that the gameplay has been play tested to near perfection over more than a millennium! Which yet again goes to show just how important playtesting is to ensuring a board game stays around.


At this point we obviously don’t know which of today’s board games are going to stand the long-term test of time, but we can learn a lot from the ongoing success of Chess!


We run a Consultancy business helping board games companies to grow. We have experience of most major board games markets around the world and our team has developed more than 200 board games including versions of classic games like Monopoly, Clue/do, Risk, Game of Life etc. For more information on our services (including our Export sales Consultancy) please just click here: https://www.boardgamebiz.com/index.php/board-game-business-consultancy-services/


Sign up now for our free BoardGameBiz newsletter offering insights, news and analysis of the business of Board Games. We’ll also send you a free copy of our book ’55 Features of Best Selling Board Games’ – just click here to sign up

 

Of all the elements that go into a Board Game, the element which gets far less attention than it deserves are the instructions. Clearly the instructions are incidental in terms of the gameplay mechanism and the general concept of the game, but they are absolutely integral to the gamers experience.


Rules which are hard to read, overly wordy or which don’t quickly summarise the main rule ideas in a visually compelling way will cause more impact in terms of future sales of the game versus even the most robust of marketing campaigns. There is a basic truth underlying board games marketing – you sell more games by getting more people to play games and have a great experience so they will tell their friends. That is the bottom line! Forget fancy social media campaigns, forget gimmicks and forget nearly anything else. To sell more of a good game you need to get more people playing your game, then the players themselves will do your marketing for you.


So, if your instructions do not get people up and playing quickly & with least stress then they are actually acting as a barrier to everything else you want to do. Good instructions will (for most games) allow for 2 types of instruction readers:


1.       TOPLINER – these gamers just want to flick through the instructions to get the basic idea & then use the instructions as a point of reference if there is anything they can’t work out. This type of gamer is most likely to set out all the contents of the box & try to intuitively work out what happens in what sequence.

 

2.       DEEP THINKER – these gamers are normally the minority, but they will interrogate every line of the instructions in great detail and work out in their minds first how to play the game before doing anything else. With these gamers, the instructions had better hang together robustly without contrasting/unclear points, because they need laser precision in terms of the gameplay patterns, interactions and mechanisms.

 

There may be some reading this who are fans of ultra-involved board games, you are likely to either be a TYPE 2 – DEEP THINKER, or you need to have gameplaying friends who are so you can get them to absorb the instructions and show you how to play.

For most games targeted at a mass market audience though, you need to write your instructions primarily from the point of view of TYPE 1 – TOPLINERS. You need a quick start callout, which looks graphically different and which summarises getting started & the key phases/movements of the game.


The bottom line on board game instructions is that if you don’t get people quickly past the instructions and into playing the game, you may have lost them. The implication of this is in one sense not a disaster – they might just not play the game and leave it in a cupboard, but where it really hurts you if your gameplay is compelling is that they won’t tell anyone about what a great time they had playing the game, which means you fail to get the knock on effect of one satisfied gamer selling your product for you to other people.


We run a Consultancy business helping board games companies to grow. We have experience of most major board games markets around the world and our team has developed more than 200 board games including versions of classic games like Monopoly, Clue/do, Risk, Game of Life etc. For more information on our services (including our Export sales Consultancy) please just click here: https://www.boardgamebiz.com/index.php/board-game-business-consultancy-services/


Sign up now for our free BoardGameBiz newsletter offering insights, news and analysis of the business of Board Games. We’ll also send you a free copy of our book ’55 Features of Best Selling Board Games’ – just click here to sign up

The consumer and trade media tend to report on the board games business with a short-term outlook i.e. what is happening this Christmas, what is happening with retail this year or reporting on quarterly results from the major stock market listed companies who have board games in their portfolios.


But bearing in mind that most games companies are not reporting sales on a quarterly basis and are typically owner managed or owned by investment companies who typically have a 2-5 year timeframe of reference, this short termism can sometimes allow us to lose sight of the woods for the trees.


The reality at the time of writing this article is that by most measures the board games business has never been in a better position. Here are several factors to justify this bold statement:


1.       Market size (as per reported public domain data) suggests the market is up and has been nearly continuously up for a decade or more. This is not true for every product category.

 

2.       Breadth of product has never been greater – going back about 10 or 15 years the board games category was a bit staid with many different versions of more or less the same thing in the market. The issue was that there weren’t as many places to sell games as now, and there wasn’t as much strength and critical mass behind online retail. But today, retailers like Amazon can support a massively broader range vs years gone by when we would be trying to shoehorn an extra game or two onto an already packed planogram in physical retail.

 

3.       Routes to market have become far broader and easier to access and barriers to entry have come down – crowdfunding platforms like Kickstarter allow nearly anyone with good ideas and execution to bring a product to market. Importantly this is direct to consumer selling, so instead of gatekeepers like publishers and retailers whittling out anything creative, new or ‘out there’ now anything goes…if you can persuade a couple of hundred other people to buy. Plus, manufacturing is easier than ever with more choices and options to manufacture in smaller quantities.

 

4.       People are playing games – it’s weird that this is only point 4, but in the end board games offer a social connectivity play experience. As humankind become more and more addicted to tech devices and screens, board games can offer the antidote to this and allow people to enjoy each other’s company face to face.

 

5.       Sustainability – much of the toy business faces a major risk right now from consumer plastic rejection. The board games market does not need to see this as a threat. Whilst there are some kids games which are all plastic (i.e. Connect 4), the majority of games can be primarily and mostly manufactured from sustainable and recyclable materials. Some companies are going to need to raise their game in terms of FSC certification and other environmental considerations, but the board games factory is well set to deal with a new business and consumer perspective on sustainability.

 

The future then for the board games business looks good, even if there are some major short-term disruptive factors in play.

 

 

We run a Consultancy business helping board games companies to grow. We have experience of most major board games markets around the world and our team has developed more than 200 board games including versions of classic games like Monopoly, Clue/do, Risk, Game of Life etc. For more information on our services (including our Export sales Consultancy) please just click here: https://www.boardgamebiz.com/index.php/board-game-business-consultancy-services/


Sign up now for our free BoardGameBiz newsletter offering insights, news and analysis of the business of Board Games. We’ll also send you a free copy of our book ’55 Features of Best Selling Board Games’ – just click here to sign up

 

Home: Blog2
Home: About Me
  • LinkedIn

©2022 RG Marketing Ltd. All rights reserved.

bottom of page