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marketing strategy

3 replies [Last post]
Joined: 12/22/2011

I invented a new board game and it is addictively fun to play. I need some marketing ideas. We sell it on-line now. We would like some promo ideas to get the game in users hands. When most people play it they like it. When they see it on our web site, they can't really get a feel of how it works. Any help? THANKS.

Joined: 05/22/2009
You might want to start by

You might want to start by including a link to the website you mentioned. From a quick google search, I think you're talking about Build Your Own Business.

Beyond that: Create a page for the game on Boardgamegeek, and encourage people who have played it to post comments and discussion there. Make a digital version of the rulebook available online, so that people can get a feel for the structure of the game. Post a video to YouTube, explaining how to play. Buy booth space at gaming conventions, like Pax and Gen-Con (Or even DragonCon - assuming I've guessed the game correctly, you're in Georgia, and DragonCon is in Atlanta). Purchase ads on BGG.

If you're afraid someone might steal your idea, let me make this absolutely clear: The availability of online demo materials will not make one iota of difference. Any game publisher could purchase a single copy of your game, rephrase the rules, give it a new title, decorate the whole thing with freshly commissioned artwork, and legally publish a logically identical game - and you would be powerless to prevent them. Even with a patent, you would have to be able to conclusively defend the validity of your patent in a court of law, facing off against an opponent with more time and resources committed towards litigation. That is the reality of the tabletop gaming industry. It is also the reality that game plagiarism is so rare as to be virtually nonexistent. For more info, I'd recommend perusing this thread.

Right now, your biggest hurdle is that no one knows anything about how your game works, and your website (again, assuming I've got the right game) does little to inform potential customers about the rules.

Your second biggest hurdle is that, from a casual glance, your game looks like a Monopoly clone: A 40-ish space looping track, roll-and-move dice and pawns, lots of play money, owned properties, etc. - all of which make potentially interested players far less interested in learning to play it, which only perpetuates your first hurdle.

rpghost's picture
Joined: 03/03/2009
I'll second everything Paul

I'll second everything Paul Blake said. Role and move / play money games do not sell in the Hobby industry and that's where most of the people on this site are from... so take that for what it's worth.


MarblesTheGame's picture
Joined: 01/10/2012
Getting it out there

I also agree with Paul across the board. :) Keeping everything under wraps is more detrimental than beneficial. It is important for prospects to know and understand the details, especially the core concept and rules. A traditional publisher would be less apt to steal your concept when the details have been made available to the world via the Internet or some other medium. This is one of several reasons that I think self publishing is the best initial approach, even if the underlying plan is to eventually license to a traditional publisher. Stake your flag and claim what rightfully belongs to you. Let the world be your witness. Before doing so, ensure every aspect has and properly displays the appropriate copyright information.

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