During the last weeks we’ve been going through some things you should do when planning to launch your own Kickstarter campaign. Today I have something slightly different – things you should stay clear from, lest you want to see your Kickstarter crash and burn.
If you look down the long path from a prototype to a finished game, you might think that next to development and playtesting, art direction and design, and then running a successful Kickstarter project, shipping is but a lesser detail, easily left out to be ironed out later. And you’d be horribly wrong.
If you’ve ever visited the forums of Board Game Geek, you’ve probably noticed that they have a separate subsection for possible variants of any given game. The temptation to make house rules seems irresistible, at least to some of us – but not to all.
There are two warning signs you should look out for when preparing to launch your first Kickstarter project: being worried too much, and not being worried at all. Regardless of the group you’re in, here’s a list of top 5 things you should probably do before launching your first project.
One of the things buddying designers often think about when preparing to present their prototype to a publisher is how to protect their idea from theft. That is a fair question, but asking it on forums or Facebook is often the point when tragedy strikes. Let me tell you why.
Do you remember when board games that require a digital component launched? I sure do, as it sparked a lot of conversations. Some people where excited, others – not so much. Now it’s old news. Much like digital versions of board games.
There’s a reason for my list being last – and one that was published in 2018 – and it’s that I struggled a bit with what should find its way into this post. It’s not that there were too many games. In a sense, there were too few.
The Paladin is back! With its Kickstarter campaign already after its halfway mark, all of the sleeves that became a part of our portfolio are there, now expanded with a few additions.
The Kickstarter campaign for Chronicles of Frost is now in full swing: it’s over 200% funded, with new stretch goals unlocking daily. If you’ve not checked it out yet, here’s a rundown of what is Chronicles of Frost, and what it has become since its crowdfunding launch.
For years the most popular number of players a designer board game goes up to is four. Be it a tableau building card game, a German style point salad, or a full-blooded American slugfest, it seems that if it does not cap at two, it will go to exactly double that number. Why?