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How difficult marketing really is

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questccg
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Well I'll be quick and short about the content of this thread.

Basically I used Facebook to connect with people who might LIKE my game. And it turns out over the 8 months that I have been on Facebook, I managed to get a rather small following - 60+ users.

During the months,I talked about the game, showed artwork and gave hints to the sale that will be occurring.

Well it turns out that NONE of those Facebook users bought a copy of "Tradewars - Homeworld".

As it is, I think Facebook is a total waist of time. If 0 people convert to backers, that means people are just like "Okay that looks cool or sounds cool..." And that's where it ends.

I'm really disappointed since I thought I might get over 100 backers... We will have to be content with 30+ backers mostly pre-orders and complimentary copies. No doubt word about our game will spread through those copies - but still it really disappoints me that over 60+ users and NOBODY bought the game...!

I will not be using Facebook any longer ... it's a waist of my time and money.

Had users converted to some backers - maybe I could say "At least a few people bought the game." But this is not true: 0 FB users bought the game.

Marketing the game has proved to be the most challenging effort of this ordeal. Designing and demo-ing is easy. But when it comes to marketing, an 8 month effort produce 0 backers ... IDK what I could have done more.

Sadly that is the truth.

ElKobold
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I think what really hurts

I think what really hurts your sales is this:

First you look at the price and you're like
"ok, this sounds reasonable for a card game".

And then you're like
"wait, but this box is only for solo?"
"and to play with 2 players I need 2 boxes?"
"and then an extra box per every additional player?"
"and it would cost me how much?"

This is where you lose sales.

Just my 2 cents.

questccg
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Lower cost of ownership

Well that's kind of the point of this business model:

-Lower cost of ownership.

Instead of spending $60.00 for a Four (4) Player game, you only spend $30.00 for a One (1) Player game set. This is akin to FFG "LCG" model (but we call it XTG3) where the idea is to buy a "core" set and then add expansions that you like to the game.

It's also good for Kids! Each child can bring their own Game Set to lunch and play the game with his friends. It's in a very compact box that fits into a child's backpack...

You also "own" your game set: so if you spill water on your cards, it's your problem... Or if you don't take care of your cards, it will not affect the cards of the other players.

So it gives a sense of "ownership" to each player: their YOUR cards. Not the cards of your opponent, nor a pool of shared cards, they are yours... Each game set has an "owner".

So it's not only about money...

questccg
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Only making $5.00 per set

It costs me $20.00+ USD to make the game. Currently on SALE, I only make $5.00 per Game Set sold. Now even if I had 1,000 sales, I would still be in the RED!

On the regular price, I make a little over $6.00... Because of the 70/30 split where the designer earns 70% of the profit and 30% is taken by TGC.

So it's not like this game is going to make me a Millionaire or that I am sucking all the money from people's wallets! :P

Know what I mean?!?!

questccg
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ElKobold wrote:First you look

ElKobold wrote:
First you look at the price and you're like
"ok, this sounds reasonable for a card game".

That's when you STOP - and tell ALL your friends to BUY a Game Set. And then you can play "2 vs. 2" or "Every man for himself" or "Tournament style: 2x 1 vs 1, winners face-off against each other", etc.

The idea here is to grow the game "organically". Not buy four (4) sets because you want to be able to play four (4) players...

No, your friends decide to play the game too...

questccg
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This is AS CLOSE ...

This is really the business model of "LCGs" (Living Card Games: From Fantasy Flight Games)... Where there is a "core" + expansions.

But we've taken it one step FURTHER: you own your own cards. Like a Magic: the Gathering player; each player builds his own deck and brings it to a game.

Okay while you don't "personalize" your deck - because it's a Deck-Builder, each time you play your deck is different.

Plus in the future I would like to have two (2) additional RACES. And then you can CHOOSE which race you want to play: the original or one of the other races.

This format is GREAT for expandability too..

questccg
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Maybe even BOOSTERs

questccg wrote:
Okay while you don't "personalize" your deck - because it's a Deck-Builder, each time you play your deck is different.

We might even have things like BOOSTER packs for "Premium" Role Cards. This was supposed to also be part of the "core" - but I had to cut corners to reduce the time-to-market and the overall cost in making the game.

But I am committed to this game as my "flagship" product.

I know this game can be successful... My last demo night did not disappoint.

Soulfinger
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questccg wrote:Well that's

questccg wrote:
Well that's kind of the point of this business model:

So the point of the business model is for it to be unattractive to your customer base? You just had a potential customer say "This cologne smells kinda like shit," to which you replied "Of course it smells like shit! Most colognes smell strong, so we took it to the next level!" You explain in great detail what you think the customer wants, but did your customers actually ask for it? Considering that the price of two copies of your game equates to a boxed set with a couple dozen miniature figurines in it, price is definitely a factor.

As for Facebook letting you down, I still think that there is a lot you could have done on your Facebook page to actually attract and engage an audience, rather than just throwing money at it. Being social media and all, your page could be more sociable.

ElKobold
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questccg wrote:It costs me

questccg wrote:
It costs me $20.00+ USD to make the game. Currently on SALE, I only make $5.00 per Game Set sold. Now even if I had 1,000 sales, I would still be in the RED!

On the regular price, I make a little over $6.00... Because of the 70/30 split where the designer earns 70% of the profit and 30% is taken by TGC.

So it's not like this game is going to make me a Millionaire or that I am sucking all the money from people's wallets! :P

Know what I mean?!?!

I know full well what you mean. I've just lived through Kickstarter, remember? :)

The sad reality is this however: 95% of potentials buyers don't know/don't care how much it costs to you. They make an evaluation along the lines of "does this feel like an acceptable price for what I`m getting?".

If that answer is "no", you won't sell. And it's based on the buyer's subjective evaluation of your offer, not the actual costs, or if your game is any good or not.

For example, we had to drop the pledge amount mid-campaign because we predicted this evaluation wrong. And that allowed us to fund in the end.

So what can you do to change that perception?
1) Rework the concept to allow multiple players to use the base game
2) Find a cheaper production offer and lower the price
3) Advertise your game as a solo game, so that potential buyer doesn't get the feeling that he HAS to pay 2x/3x the price to get the "full experience".

(Personally, I would recommend 1)

X3M
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Please allow me to correct

Please allow me to correct you on the statement that multiple kids will bring their own box.

It doesn't work that way. It never does.

To introduce a game to friends. One kid has to bring the "complete" game. Thus at least 2 boxes.
Then encourage other kids to play with him. Until another 2nd kid gets the idea to get a box himself.
If it is an exact copy of the game, that 2nd kid wont bother getting a copy.
If the 2nd kid finds out that you need 2 copies to be able to play at home. Or in another place with a new group of kids. The 2nd kid wont bother getting a copy.

It helps a lot, if you think from the viewpoint of others. Don't assume what they will do. Assume what they could do. There are multiple options. Than think what could be the most valid option.

The option that is most often has one of the following traits:
- negative attitude towards new things.
- no caring about something new.
- calculating if the new thing is worth it.

This is my viewpoint on things.

larienna
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I really hate face book, but

I really hate face book, but like people mentionned above, it's not the reason beind the lack of popularity.

I quite agree, even if no experience to hack this, that 95% of the people interested by a game will not buy it. I am part of the 95% most of the time.

Quote:
Considering that the price of two copies of your game equates to a boxed set with a couple dozen miniature figurines in it, price is definitely a factor.

I always said that board games are expansive, unless you can almost mass market it like settlers of catan.

I checked roughly how my game fallen Kingdom would cost on game crafters, it turned out to be somethinf like 65$ for the compoents. I would not pay 65$ for my own game. I am pretty cheap.

This is why I am more thinking to go the digital borad game way. For design, and also for buying. I can get a good game for like 5$, does not takes any space, does not need to get stored or shipped, so very environmental friendly. As most of the time, they play faster, they just cannot be modified like board games.

Else I might be thinking to go on easy print and play, like 1 page games, that people can print and use easily.

I am currently watching review for games I like on BGG and now asking my self that even if I find interesting games in the list I would like to play, am I really willing to pay for it?

I have around 60-80 games in my closet and there are I think at most a dozen of games in there that I remember playing more than 10 times. Which makes me ask myself, was it really worth it to buy those other games I have not played 10 times yet? Should I get rid of them?

So yes, I almost want to drop out of the hobby, because games are expansive and take a lot of space to store. Sometimes you need to rent space to play them and finally, you have no guaranty that the games you purchase are going to get played. I tried to maybe buy more solo games, to realize that I have an harder time to play solo, and most of the time, I want to share games with people.

I do enjoy digital versions, because I can play what I want, when I want, and it takes little space. I also have a guarantly that the gameplay is more solid than all those crappy apps out there, so it makes the filtering easier.

Glitchomaly
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Facebook

Just to give a reply about Facebook itself, just by having people follow your page doesn't necessarily mean they will see what you post. The way news feed works, is it shows mostly the people or pages they interact often with. Even if they would switch it to Most Recent, you would have to hope that a majority of your followers will be online and switch their news feed to most recent. Or you would have to hope these followers visit your page often enough for it to appear in their default news feed. The website itself, I feel, has people staying online for much shorter periods of time as well. So, it is not a very reliable place for primary marketing.

questccg
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Soulfinger wrote:As for

Soulfinger wrote:
As for Facebook letting you down, I still think that there is a lot you could have done on your Facebook page to actually attract and engage an audience, rather than just throwing money at it. Being social media and all, your page could be more sociable.

This sounds like wise advice. But could you elaborate on how the page could be more sociable? That's the problem: I don't know what I could have done more??

I had a survey to fill out and 10 people took the time to fill it out. Maybe 2 Facebook users - the rest from BGDF.

I presented all the mechanics of the game - including popular and known games that use that mechanic as the primary mechanic of the game.

I shared a lot of nice artwork - even before the completion of the game.

I prepared everyone for the Crowd Sale by updating the page and links to the website (TGC).

So I've been trying to engage the Facebook users - just didn't translate to any sales.

Please feel free to share in how the page could have been better...

Thank you.

larienna
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I am not really familiar with

I am not really familiar with social networking, but I think people can see what their friends like or subscribe to. So I imagine that even if there is only 60 subscriber, there could be more that 60 people that actually saw the project.

questccg
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larienna wrote:I am not

larienna wrote:
I am not really familiar with social networking, but I think people can see what their friends like or subscribe to. So I imagine that even if there is only 60 subscriber, there could be more that 60 people that actually saw the project.

Well that's what I was hoping for... To have 60+ sales and then maybe go even beyond that in that as you say friends can actually see what their friends LIKED. But I knew it wasn't going to happen because of the SURVEY. That was my "litmus" test so to speak: basically I wanted to see how many people would spread the word about the game. 2 Facebook people actually responded to the survey. I sent both of them the date when the sale started... But still that did not help - they did not buy the game either.

My goal would have been between 100 and 250 backers. At 32 that is FAR from that amount. Unfortunately.

adversitygames
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You seriously expect 60

You seriously expect 60 followers to turn into 100-250 backers?

Very unrealistic, lots of people "like" games without wanting to pay for them.

I'd suggest expecting about a 10% conversion rate of likes to buys. Consider for every 10 people, you've got some that don't have the money right now, some who don't really take "liking" something as a big deal, some who like then lose interest after, and tons of other possibilities.

You need to get your game out there in front of people, either by posting every day on social media and giving it time, or by running ad campaigns.

Squinshee
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Déjà vu

This topic is 100% unnecessary, as we've been down this road with you before:

http://www.bgdf.com/node/18069

questccg
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iamseph wrote:You seriously

iamseph wrote:
You seriously expect 60 followers to turn into 100-250 backers?

These are not LIKES, I have over 200+ of those. These are people who a fans of the game. And yeah I would expect a snowball effect to occur with any type of social media. This did not occur. For example take the example of a pyramid scheme. One turns into two, two turn into four, four turn into eight, etc.

This is based on one backer managing to convince another two people to back the project.

I personally like to back project just as support (like donate $20.00). In this particular situation for $20.00, add $5.00 and I would get the game!

So the number of LIKES is over 200+, the number of game fans is 60+.

Using your rule of 10%, I should have gotten 25+ backers from Facebook...

And to be real honest, snowball effect have occurred with other games like Exploding Kittens and Scythe. I am not expecting millions of people. But typically your average failed KS has between 100-250 backers. So I expected to be in that category - but doing it on TGC - so it would be a smashing success!

But I guess your right, 25 additional backers would have been more realistic.

larienna
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These days, it's really hard

These days, it's really hard to get's people attention especially with information overflow. I think for board games, the only way is to actually reach the shelves. Still kick starter seems like a good way to reach people.

It seems you need to know where people are looking to advertise there. As a personal example, my profession is very restricted, and jobs are displayed only on 1 or 2 specialised web site because people are only expected to look there and nowhere else.

I stumbled once on some games in game crafters that were considered to be best sellers, and when I went on board game geek, many of those games were simply unknown or had little content.

Another example, there is this excellent abstract game called "Lumis" released only in germany so far. If you check on BGG, there is not even 10 picture and there is few thread. Yet this game IS published and IS an euro game, why does it get no attention at all?

So it's like if there was 1 or 2 big doors and any game that passes through those door, will get noticed. While other games won't.

I released "Eldritch Express" more officially by making better print outs and a BGG entry. The game is free and good, still there is little activity on the game's page.

The problem with P&P is that it will never pass though those big doors, so it will never get noticed.

questccg
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larienna wrote:These days,

larienna wrote:
These days, it's really hard to get's people attention especially with information overflow. I think for board games, the only way is to actually reach the shelves. Still kick starter seems like a good way to reach people.

Yes KS might be good - but if you do, it is nearly impossible to get a deal with a publisher. So I don't want to even consider going down that road - because it will most likely be another failed attempt.

larienna wrote:
The problem with P&P is that it will never pass though those big doors, so it will never get noticed.

PNP is useless: nobody wants to print and cut cards, etc. We've tried (Hamish and I), we had a cool Mech game and nobody was interested. That's my experience ... maybe others may have a different opinion.

ElKobold
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questccg wrote:So I don't

questccg wrote:
So I don't want to even consider going down that road - because it will most likely be another failed attempt.

Have you considered what I've suggested?

Change your game, so that 2+ players could use the same set of card?

adversitygames
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questccg wrote:iamseph

questccg wrote:
iamseph wrote:
You seriously expect 60 followers to turn into 100-250 backers?

These are not LIKES, I have over 200+ of those.

Doesn't significantly change my point. Still no-where near enough.

questccg wrote:
These are people who a fans of the game. And yeah I would expect a snowball effect to occur with any type of social media. This did not occur. For example take the example of a pyramid scheme. One turns into two, two turn into four, four turn into eight, etc.

Don't expect a snowball effect.

It's awesome if it happens, but if you launch a campaign *expecting* that you should be *expecting* to fail.

questccg wrote:
This is based on one backer managing to convince another two people to back the project.

I personally like to back project just as support (like donate $20.00). In this particular situation for $20.00, add $5.00 and I would get the game!

So the number of LIKES is over 200+, the number of game fans is 60+.

Using your rule of 10%, I should have gotten 25+ backers from Facebook...

It's not a rule, just a loose ball-park figure (and I'm pretty new to running crowdfunding - got my first coming soon - so it's open to revision). You need everything else to be right too.

So, just assuming 10% is an accurate figure for the moment, you can only expect those 25+ backers if everything else (the campaign, the game, your social media activity) is good. It's not a straight conversion from followers to backers, there's a lot more involved.

mcobb83
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I'm of a similar mind to

I'm of a similar mind to ElKobold. If you want people to play the game, maybe you should consider doubling up the packages.

I also get what you're saying about having everyone own their own etc.

So, here's compromise for you: Offer your normal 1 packs still, but also offer a 2 pack - something two people can play without having to get your friend to buy one too. Offer it for slightly less than 2x the cost of a 1 pack, if possible. I don't know if that sort of thing is possible for you, but it might solve your problem.

questccg
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Told you it wasn't about the money...

ElKobold wrote:
Have you considered what I've suggested?

Change your game, so that 2+ players could use the same set of card?

Not something easy - but I have thought about. There are several issues:

  1. First the box would need to change. The current box size would be too small for more content.
  2. Secondly the number of parts for the box would need to be doubled.
  3. Doubling the cards does increase the price.

So for two (2) players the TGC price would have to be around $50.00 USD. A savings of $10.00 USD based on the fact that there is only one box and one rulebook. Actually on SALE you are paying LESS than $50.00 USD because each box set is priced at $23.55 USD (2x = $47.10)... If we had hit the 33% discount mark (with over 100 Game Sets sold), we would have been selling for only $40.34 USD (for 2 Game Sets)!

Therefore with a minor savings, I don't see how producing more in a larger format does anything to make the game more affordable... It may only be psychological that having a shared set might appear to be a better deal.

But in reality it is not.

... And to think about it some more, NOBODY is going to spend $100.00 in order to play a four (4) player game. Now each player owning their own set and coming together to play a four (4) player game is REALISTIC. Because each player will pay a fraction of the Total Cost of Ownership (TCO).

Soulfinger
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questccg wrote:This sounds

questccg wrote:
This sounds like wise advice. But could you elaborate on how the page could be more sociable? That's the problem: I don't know what I could have done more??

I had a survey to fill out and 10 people took the time to fill it out. Maybe 2 Facebook users - the rest from BGDF.

I presented all the mechanics of the game - including popular and known games that use that mechanic as the primary mechanic of the game.

I shared a lot of nice artwork - even before the completion of the game.

I prepared everyone for the Crowd Sale by updating the page and links to the website (TGC).

So I've been trying to engage the Facebook users - just didn't translate to any sales.

Please feel free to share in how the page could have been better...

Thank you.

On the plus side, you restrained yourself from capitalizing a bunch of words, so it doesn't look like you are shouting at everyone. Your content has very little value though except to yourself. A survey? So you are competing with the U.S. Census Bureau? Surveys are a chore, and consumers are accustomed to being rewarded for completing them. Man, over a month of your posts are devoted to that survey on your FB page. Everything else is just updates. There's nothing personal. No insights behind the scenes. No sense of rapport, humanizing yourself so that people will empathize with you on a personal level.

Your goal in promoting your game should be to generate value added content. If your audience feels invested in you as a person then it only takes a nudge to turn that into a financial investment in your game. Your FB page is essentially a magazine about you, and you have to give people a reason to read it. That said, it should all be links to off-site content because FB is bullshit in terms of their user agreement, but game demo videos, background on factions, even discussion of other games, interviews with other designers, basically anything.

But really, you should be finding successful FB pages and looking at what makes them work. That, and you need to have realistic expectations. FB is supplementary to your overall momentum. FB is a shitty platform for promoting a sale on TGC, because outside of this site I've never heard of TGC and nobody I know has ever heard of them. You are doing double duty promoting yourself and a relatively obscure vanity press. Someone interested in your game might fund a KS, but they aren't going to jump in on some weird knock-off site just because of you. Consumers are hesitant about trying new sales platforms, and TGC doesn't have nearly the footprint to inspire consumer confidence in casual buyers outside of the community that they've been marketing to. That's the advantage of KS. My septigenarian mother, who refuses to even use a computer, has heard of it. If I ask all of these 20-some-year-olds here at the Starbucks I'm at whether they've heard of TGC and KS, I'm positive it will trend 0% for the former, 100% for the latter.

Soulfinger
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questccg wrote:It may only be

questccg wrote:
It may only be psychological that having a shared set might appear to be a better deal.

But in reality it is not.

You do get that psychology is a cornerstone of marketing, right? Perceived value is far more relevant than actual worth.

questccg
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4 Players - is the least expensive option

Soulfinger][quote=questccg wrote:
You do get that psychology is a cornerstone of marketing, right? Perceived value is far more relevant than actual worth.

Where I can say there are real economies of scale is in a four (4) player Box.

The retail price could be around $75.00 USD. But you understand that at that price - for a card game - people will also be hesitant. So you pay for three (3) and get the fourth (4) one free.

There is an actual savings because the number of boxes goes from 4 to 1, same for the rulebook. That's about a savings of $25.00 USD (as I explained before).

But there is also a psychological price barrier: "Do I want to spend $75.00 USD + shipping for this game?"

Whereas the price of $25.00 USD is: "That's pretty reasonable... I'll buy a set to try it out!"

So in reality with economies of scale it would be probably most "affordable" to sell a four (4) player box at $75.00 USD - but again now people will be questioning the hike in the price tag.

Note: If we had achieved a 100+ Game Sets sold, the price for 4 Game Sets would have been $80.68 USD. About $5.00 USD more expensive than the idea of a four (4) player boxed game. So where is the real savings?!

Update: You also must consider that the number of people who want to spend for a four (4) player game is a much smaller population sample than those who are willing to invest $25.00 for a one player game - of which you can play with up to four (4) additional players...

questccg
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Soulfinger wrote:That's the

Soulfinger wrote:
That's the advantage of KS. My septuagenarian mother, who refuses to even use a computer, has heard of it. If I ask all of these 20-some-year-olds here at the Starbucks I'm at whether they've heard of TGC and KS, I'm positive it will trend 0% for the former, 100% for the latter.

I guess that's true. Foot traffic and unknown outside the Designer community.

But then tell me how did "The Captain is Dead" earn over 600+ backers and made over $15,000 USD in sales?

ElKobold
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I wasn't suggesting to make a

I wasn't suggesting to make a box with 2 copies in.

I recommend to change the game. So that it can be played with more players with less cards.

let-off studios
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Solo Play + Bonus

I'd recommend you come up with a good solo game based on the cards found in your 1-player box, and then pump up the fact that players who own their own game can duel against one another, and expand to even 4-player games.

I'd consider $25 for a solo game if I felt compelled to buy (and I definitely have done this in recent history). As it stands now I paid nearly $50 for a 2-player game, primarily sight-unseen and for the sake of solidarity.

The marketing towards added value for your customer would be exponentially more positive, in my opinion.

larienna
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I know box are sometimes

I know box are sometimes expensive, does publishing 2 games in one box makes you save anything.

Most people want their game playable out of the box, they don't want to find partners who also bought the game to play with them .

This is one of the many problems of collectible card games (the unpopular ones). You buy cards, but cannot play with it.

Still your game is slightly different because you can play solo.

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