top of page

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

 


There are plenty of complicated marketing plans out there for you to try to persuade people to buy your Games. There are certainly plenty of companies willing to take your money for advertising across many media.


There is however one fundamental marketing activity which nearly always works for games which are compelling to play. That primary activity is getting people to play your Games! This won’t work of course if your product is all glitz and promise but lacking in compelling gameplay – you need to have a good game for this to work.


The reason why more board game companies don’t spend as much time, energy and money as they should do in getting people playing their games is because it takes a lot of hard grind and a willingness to think laterally and not just to follow the crowd. Parts of the board games business are driven by massive toy companies who have the typical model of launching by selling as many boxes into retail as they possibly can and then spending 15-20% of their forecast revenue on mass market media campaigns.


Hasbro as the long time biggest board games company in the world tends to follow this classic toy business approach, but then they have some massive advantages that you won’t have – they have so many of the all time classic games brands that tend to sell themselves and keep performing year after year.


Hasbro’s Wizards of The Coast (WOTC) business is a better model on how a games specialist business should run marketing though. Massively under rated and under reported, WOTC was bought by Hasbro primarily for Pokemon trading cards back in the day, but came with the unexpected long term hit trading card game franchise Magic: The Gathering. There is no doubt that Magic is a great game, but when that underlying awesome gameplay is combined with structured grass roots marketing (which is all about getting people playing the game and looking to buy more cards to upgrade their deck) you get a powerful formula as follows: great gameplay x game play stimulation x building a fan community.


One of the reasons why Asmodee has built such a brilliant business over the last decade or so, when they moved from being primarily a distributor with some own brands/products in the French market and a few other toeholds around Europe to being the biggest games company which isn’t also a toy company! One of the fundamental drivers of Asmodee’s success has been the practise of gameplay demonstrations – at festivals, in stores and in other locations. We attended an outdoor music festival in the north of the UK last year, and needless to say Asmodee had a tent there getting people playing games. When Asmodee brought Dobble over from France (where it had become a top selling game), there were some who laughed at the idea that such a quirky unusual looking and unusually named game could establish a presence in the cynical, label/license and mass retail driven UK market. A few years later and Dobble is a MASSIVE success in the UK board games market.


The path from start to success was not driven by media spend, online metrics or any of those other factors – although they may have played a part – the success was driven by getting people playing a game which is simple enough that nearly anyone can play, but so compelling that nearly everyone becomes heavily immersed in the game.

That is the type of game which people will go out and encourage their friends to buy and play, and this is exactly the formula for organic growth in the board games business.

The challenge is that it takes time and effort to find ways to get people actually playing games instead of just buying them and leaving them in the shrink-wrap in a cupboard. But for long term success, building brands and organically growing Games with great gameplay away from the pressure of needing instant HIT level sales via mass market retailers becomes the only logical step.


How many Games has your company launched with the strategy of nurturing and taking years to grow sales based on the most fundamental factor of letting great gameplay speak for itself?

 

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.kidsbrandinsight.com/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