10 Steps to Create a Tabletop Game Company – Stonemaier Games

10 Steps to Create a Tabletop Game Company

Do you want to start a board game publishing company?

I grew up playing and designing games. In 2011, I combined my fascination with Kickstarter with my love of games and started working on Viticulture, a game I would eventually crowdfund in September 2012 and deliver to backers in May 2013. Ten years later, Stonemaier Games is still publishing Viticulture–among more than a dozen other games, including Wingspan, Scythe, and Red Rising–as we try to bring joy to tabletops worldwide.

This blog is all about entrepreneurship and crowdfunding, and today I’m going to try to condense the multi-step, multi-faceted process of starting a tabletop game company down to 10 steps. Two quick questions to ponder before I delve into the list:

What’s a tabletop game company?

A tabletop game company is a company that publishes games that are played on the tabletop (including but not limited to games featuring boards, cards, tiles, and a variety of tokens). The company handles the creation of digital files for the game (after either designing the game in house or signing the rights to a game designed by someone else) before sending those files to a manufacturer. When the game is printed, the company coordinates shipping, sales, marketing, customer service, etc.

Most tabletop game companies are very small in terms of personnel, number of products, and revenue. Even well-established game publishers with dozens of products may only have 1 or 2 full-time employees.

Should I start a tabletop game company?

If this is a question you’re asking yourself–probably because you’re designing a game or have partnered with a friend who is designing a game–please first consider the tradeoffs between the responsibility of running a company vs pitching to an existing publisher.

After considering that, there are a few other elements to think about before moving forwards:

  • Don’t quit your day job (read more)
  • Intentionally define your version of success based on metrics you can control (opposed to elements out of your control, like revenue)
  • Be prepared to make it about others, not you (this may be your goal or dream, but you’re publishing games so other people–complete strangers–can have fun. It’s about serving them)

10 Steps to Create a Tabletop Game Company

1. Research

  • Play a lot of games and learn about the games you don’t play (reviews, playthroughs, design discussions)
  • Research and back at least 5 crowdfunding campaigns to learn from them (read more)
  • Actively participate in the tabletop game community (BoardGameGeek is a good starting place, but there are many thriving groups on Facebook and Discord too)
  • Attend one small convention (e.g., a local event where you mostly play games; read more) and one big convention (e.g., a major exhibition like Gen Con, Essen Spiel, and PAX Unplugged)

2. Find the First Game

  • Design the game yourself
  • Sign the rights to publish a game designed by someone else (read more)

3. Set the Legal and Financial Groundwork

  • Brainstorm, trademark search, and register a compelling company name (read more; I recommend Scot Duvall at Stites & Harbison)
  • Register your company, most likely as a sole proprietorship or limited liability partnership (I recommend Zachary Strebeck for contracts)
  • Establish good accounting practices, including separating your personal bank/PayPal accounts from your business accounts (read more; I recommend Justin Marty and Leigh Reiter at Anders CPA)

4. Build a Crowd

  • Make an email address with the company name as the tail (we use Google Workspace)
  • Create a few home bases where people can find you and connect with you (WordPress website, Facebook page, and Discord server. You can later upgrade the website with the help of a web designer; I recommend Dave Hewer)
  • Open social media accounts under the company name, regularly posting quick content that showcases the personality of the company, features products from other companies that inspire you, and displays what you’re working on. I prefer Instagram.
  • Create a prelaunch landing page on your crowdfunding platform of choice (read more)
  • Play around with longer-form content that adds value to others until you find the format that works best for you (YouTube, blog, podcast, etc), then post there consistently. This will help you hone your communication skills (read more)
  • Write an enewsletter once every 1-3 months (I use Mailchimp; read more)

5. Identify Talent

6. Select a Printer

7. Launch a Crowdfunding Project 

  • Crowdfunding isn’t the only way to bring a new product to life while starting a new company, but I think it’s the best way to learn how to run a company in a microcosm. Crowdfunding is a great way to build community, gauge demand, raise funds, improve the product, generate awareness, and create direct relationships with your most passionate customers (read more)
  • Kickstarter and Gamefound are currently the biggest players in this space.
  • Plan for the preparation of the campaign to take several months. I highly recommend that you do not launch until every aspect of the game–or everything about the game except for any art for which you are reliant on funding–is completely finished. There are so many elements of uncertainty that can happen during product design, so take care of them first before you put the risk on backers.
  • Talk to retailers about how you can include them in the campaign in a way that is mutually beneficial. The groundwork you lay here can make a big difference later.

8. Foster Community After the Campaign

  • Nurture your growing community with steady communication via project updates (good and bad news)
  • Recognize, formalize, and celebrate volunteers (see our Ambassador Program)
  • Stay focused on the project and how you will support it for years to come (read more)

9. Deliver the Game

  • Determine the fulfillment centers from which the game will ship to backers and then to customers on an ongoing basis (read more)
  • Coordinate with a freight shipping broker to get the game from the manufacturer to the fulfillment centers (I recommend Justin Bergeron at ARC Global)
  • Create a system for sending replacement parts worldwide (read more)

10. Expand and Grow

  • Open an online store where people and retailers can buy directly from you (we use Shopify).
  • Sell the game at a convention. The goal is to break even while catching the eye of retailers and distributors. You’ll also learn if selling at conventions is something that invigorates or exhausts you, which may inform future marketing strategies.
  • Contact a variety of reviewers to see if you can send them a free copy of the game (read more). Again, this is to potentially catch the eye of retailers and distributors, though even beyond that it’s a great way to get more eyes on your game. Here are other marketing techniques I’ve used and still use.
  • After doing the above, share the most compelling metrics with a distribution broker (i.e., PSI) or worldwide distributors (we primarily work with GTS and Flat River Group in the US, Universal in Canada, Asmodee in Europe, and Let’s Play Games/VR Distribution/Pixelpark in Oceania. Read more about the tabletop game supply chain.
  • Partner with publishing companies in other countries to print the game in other languages. There are many such publishers you can reach out to; see the full credits on popular games on BoardGameGeek (e.g., Wingspan). Learn more here.
  • Consider licensing your game to a well-established developer like Monster Couch, Acram Digital, or Digidiced (read more)
  • If your game is selling well and you need to make more copies, reprint it.

Follow those 10 steps, and you have a tabletop game company–congratulations!

Of course, this is just my perspective, not the definitive model. I’d love to hear what other publishers would add to or change about this list.

If you’re thinking about starting a game company, I’d also like to hear from you. From this list, what are you most excited or concerned about?

***

Bonus: I recently had the pleasure of chatting with Gabe Barrett about starting and growing a business on his podcast (video version here).

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

22 Comments on “10 Steps to Create a Tabletop Game Company

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  1. Hi Jamey

    Firstly thank you so much for the amount of detailed information, experience and great advice that you are offering here! 🤘

    I have been making a game for the last 3 years, and have been loving seeing the smiles and reactions of people every time. I also still love playing the game myself (which was one of my design challenges can I make something that still feels exciting, intriguing and replay able, even as the creator?!)

    I’m now firmly in the self-publish vs publish crossroads and can really understand the arguments for both, but I do think I want to take on the self publish route!

    Would you suggest looking at your own country first, or also aiming for international? I’m luckily in that I have a good network of international friends, (who are all desperate to get their hands on a copy for the last couple of years!) but obviously the logistics are so much more complex with international, but ultimately giving you a much bigger market..

    Any thoughts or links on this would be most welcome :)

    And you can check out the game in it’s current form on insta if you like – @mysticmoon
    Thanks so much, Leon 🧙‍♂️

  2. Hi Jamie. As always, a great, informative, and thorough blog post! Thank you for all of the help and inspiration you have provided in these pages. I have read a great deal as I have closed in on a crowdfunding date with my first tabletop game. One thing I am struggling greatly with and simply cannot find the answer anywhere! – My manufacturer has a minimum quantity to produce, of course. I want to offer a base game and a deluxe game in my KS. I am worried that if I get pledges for many more of one (hopefully the deluxe) but only a few of the other, I am stuck with one version meeting the minimum and the other not. This seems like a quandary everyone would have and since I see many campaigns with two editions, there MUST be something simple I am just missing. Do you have an old post that answers this or can you point me in the right direction?

    1. Thanks Anthony! This is a normal quandary and a good question to ask. I do have a post about the “deluxe dilemma” and the “premium option,” but a quick answer is that the standard version of the game becomes something you can sell via retail/distribution. If it ends up that you’re not confident that you have enough interest from retailers for that version and only a small number of backers for it, you can just make the deluxe version and send those backers the nicer version. Or you can just offer only the deluxe version from the start.

      If you do offer multiple versions, the more overlapping components, the better, as they can be used for both versions of the game.

  3. I’ve been a studio game designer for many years, but now I’m more free to choose my path and I’m thinking of starting up a personal business. This is incredibly useful. Any thoughts or advice for not just being a publisher, but potentially a design entity for other publishers?

  4. Hi,
    Hi. For the people who are not residents of the nations which KS or Indiegogo supports, how do you do crowdfunding?

  5. Excellent and informative on so many steps in an exciting process. I’m wondering, maybe a bit fearful of crowdfunding because of potentially too much success? And example, I’ve been watching is a kickstarter bd game, Botany. It seems their planning expectations were far, far less than the results. So plans for everything from Rewards to manufacturing to fulfillment would have to be completely redone. If the Goal was $30k and then $1million in backers show up, oh my, now what? For video games this kind of success seems more adaptable, but for analog manufacturing/publishing this would seem a nightmare to me? Wingspan might have been this kind of huge success you may not have anticipated? What advice do you have for unanticipated huge success and the challenges that creates?

    1. That’s a great question, Jane. I would say that a funding goal that’s much lower than the actual funding amount isn’t necessarily indicative that a creator isn’t prepared to handle the higher amount–it just means they’re making more (which manufacturers are prepared to handle) and shipping more (which fulfillment centers are prepared to handle). Here are a few related articles:

      https://stonemaiergames.com/kickstarter-lesson-117-the-3-funding-scenarios-you-must-plan-for/

      https://stonemaiergames.com/a-matter-of-scale-what-changes-between-64k-and-25m/

  6. Fantastic overview! Spot on! Some think that starting a game company is easy and their dream come true, but it is a lot more than that. I have published 8 games locally (from Iceland) that have given me some extra revenues (I didnt quit my day job), and a few of them have been distributed to other contries. It is first now (my first game came out in 2009) that I am making a series of games intended also for international markets (In EN and DE). Will be introduced in Essen. :)

  7. Jamey, what an astoundingly thorough and relevant article. Thank you so much for putting these ideas down.

    Last Christmas, my daughter gave me a book called “Everybody Wins” by James Wallis. That book unexpectedly propelled me into a new level of understanding of and interest in board games. I decided I want to do exactly what you describe here, and over the last few months I’ve been absorbing hundreds of hours of podcasts, videos, blogs, and books (and playing lots of games). There is so much to understand and it is encouraging to see that your list highlights much of what I’ve learned so far.

    1. Thanks Andy! I applaud you spending a lot of time on the first step before jumping into the others–that’s great. I’ll have to check out that book!

  8. For those looking to do this, I can definitely attest to following much of Jamey’s advice. I started a publishing company called Greyridge Games in August of 2020 and I just completed our first Kickstarter in May (which did pretty darn well). Lead time and preparation are key; there aren’t any shortcuts—and you have to be willing to do and learn a lot of things you might not necessarily enjoy. I’ve done this mostly as just one person and if you can manage it, my experience would suggest that’s a great way to begin. You’ll learn all kinds of valuable lessons that will help with future games, even if you do eventually hire or contract other people to help you.

    And probably the most important part of this imo (beyond making good games), is to always treat everyone you encounter, in any circumstance, with respect, courtesy and honesty.

    1. I’m glad you mentioned that there are no shortcuts, Mike–I was hoping my post would convey that, but it’s worth saying outright too. I like your point about treating everyone with respect, courtesy, and honesty.

    1. Thanks for sharing this! It’s a great extension to my older post about designing versus starting a publisher.

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