Are You Too Popular? (Business Brilliance #3)

18 January 2018

This past weekend I played a game called Dinosaur Island, and I was absolutely obsessed with one of the components. It looks like this: The first-player “token” in Dinosaur Island is a slap bracelet! And not just the cheap slap bracelets I remember from elementary school–it’s quite nice. What really got me thinking, though, wasn’t […]

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Kickstarter Lesson #242: How I Run Our Facebook Groups

15 January 2018

Over the last 2 years, I’ve fallen head over heals with Facebook groups. Specifically, I actively help to run a different Facebook group for each of our games. I love the community and engagement these groups foster. I’ve mentioned this in several posts (see links at the bottom of this article), but I haven’t actually […]

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Prove That You’re Premium (Business Brilliance #2)

11 January 2018

I’m delighted and happy to pay $6 for two scoops of ice cream at Jeni’s. Why? I believe the secret starts with the spoons. Jeni’s serves delicious, premium-quality ice cream. It’s expensive, yet whenever I go there, I never think about how much the ingredients cost as compared to the price I pay. The reason, […]

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Top 10 Most-Viewed Articles of 2017

8 January 2018

Before we get too deep into 2018, I thought it might be a good time to look back on the 2017 articles posted here that resonated the most with readers like you. I’ve included a notable quote from each of these articles. One Box to Rule Them All: “I think it’s somewhat deceptive to the […]

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Kickstarter Lesson 241: Customers Are Not Cows

1 January 2018

Do your customers feel like you’re milking them dry? A few years ago, I designed an expansion called Tuscany for my first published game, Viticulture. It wasn’t just one expansion; rather, it was a series of expansions that players could unlock or mix and match as they wished. In total, after all Kickstarter stretch goals […]

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Lessons Learned from Charterstone

28 December 2017

Charterstone  my village-building legacy game, is the first new game published by Stonemaier Games that didn’t launch on Kickstarter. In fact, there was no pre-order campaign of any kind. Today I’ll discuss the process I used to bring this game to market, as well as any pitfalls, mistakes, and successes I encountered along the way. […]

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Every Day Is Special (Business Brilliance #1)

25 December 2017

On Friday, I went with some friends to get a burger from Hi Pointe Drive In (a small St. Louis restaurant). Before I left home, I checked their Facebook page to see if they had a special burger on the menu. Here’s what I found: As I scrolled down the page, I realized that they […]

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Results of 3 Experiments in 2017

21 December 2017

I test a lot of random stuff at Stonemaier Games. Some of these are grand, sweeping experiments, like how we stopped using Kickstarter in 2015 or how we made an empty box for Scythe because a bunch of people asked us to. Others are much smaller. This year I wrote about various experiments on the […]

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Kickstarter Lesson #240: Why Have a Release Date?

18 December 2017

In the midst of a 2-week period when we released two new products (Scythe: The Wind Gambit on December 5 and Charterstone on December 12), someone on Facebook asked me why we even have release dates. Why not just let stores hand over our products to paying customers as soon as they arrive? It’s a […]

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