I started work in earnest on Zombology in November 2013 for NaGa DeMon, starting from an idea I’d had for a game for my employer to give away at trade shows. I worked hard on it for that month and then continued plugging away at it for a year and eventually decided to make 30 hand-crafted copies and sell them at cost for NaGa DeMon 2015. It took me 6 months to sell those, and then slowly over time I built up a short list of people who after playing we’re interested in getting their own copy.
In September 2017, six years after shutting down Reiver Games I started a second board games publishing company, Eurydice Games to make and sell a second print run - this time at a profit so I would have money to invest in other projects. My goal was to sell 200 copies within a year (I’d sold 100 copies of Border Reivers and then 300 copies of It’s Alive! within a year each at the beginning of Reiver Games). Conscious of the fact that Reiver Games went wrong due to trying to scale up from hobby hand-crafter to ‘professional’ publisher too soon, I was determined not to go into retail this time round.
It’s taken two years to sell throughout Zombology, but this week the last few copies will go to our retail partner: Travelling Man. Remember how I said I didn’t want to go into retail? That didn’t last!
It’s just as well though. Travelling Man have bought 79 of the 200 copies and sold at least 57, 22 of which were through a single store. In the middle of restocking three of their stores with another 11 copies I told the small press coordinator that I only had nine left and they they took those too.
What with that and the 27 we sold through the first FlickFleet Kickstarter over half have gone through routes I didn’t expect to take - which shows how important being willing to change your mind is!
Zombology is now sold out. You can get the Print and Play files from our website, but we have no plans to reprint it, despite it selling well in the shops. It has a BGG average of 7.1 from 22 ratings, which is pretty good, but FlickFleet by comparison has an average of 8.4 from 28, which is my highest ranked game ever!
Showing posts with label retail. Show all posts
Showing posts with label retail. Show all posts
Monday, September 23
Monday, September 9
Scheduling Woes
We are hoping to return to Kickstarter in September for the FlickFleet expansion pack and reprint of the base game.
The Kickstarter page is mostly done (except for the video and the stretch goals) and everything else is in place.
The plan for the video has a brief bit of Paul and I talking at the beginning, like we did on the last one. But that requires me, Paul and my mate Wilka (our videographer) to all be in the same room at the same time and The Wife to be free to look after the kids (or to do it one evening after bedtime). Wilka is a force of nature with an impressive social life. Paul lives 100 miles away and is in France for two of the next four weekends and my parents are visiting at the end of the month for up to two weeks. Finding a single evening were we can all get together in Newcastle was proving tricky to say the least. Especially if we want to do it early enough to get the editing completed before the end of the month.
As a result we’ve changed our plans to replace the talking heads with some scrolling text, which means that Wilka and I can do it one evening after bedtime.
We also needed to meet up and swap stuff - I needed to get more bits from Paul to enable me to make the remaining pre-orders and then put FlickFleet live on the website and I needed to give him some Zombology copies for the two Travelling Man (our only retail stockist) stores nearest to his house - we met on Saturday in a motorway service station for a brief chat and prisoner exchange!
The Kickstarter page is mostly done (except for the video and the stretch goals) and everything else is in place.
The plan for the video has a brief bit of Paul and I talking at the beginning, like we did on the last one. But that requires me, Paul and my mate Wilka (our videographer) to all be in the same room at the same time and The Wife to be free to look after the kids (or to do it one evening after bedtime). Wilka is a force of nature with an impressive social life. Paul lives 100 miles away and is in France for two of the next four weekends and my parents are visiting at the end of the month for up to two weeks. Finding a single evening were we can all get together in Newcastle was proving tricky to say the least. Especially if we want to do it early enough to get the editing completed before the end of the month.
As a result we’ve changed our plans to replace the talking heads with some scrolling text, which means that Wilka and I can do it one evening after bedtime.
We also needed to meet up and swap stuff - I needed to get more bits from Paul to enable me to make the remaining pre-orders and then put FlickFleet live on the website and I needed to give him some Zombology copies for the two Travelling Man (our only retail stockist) stores nearest to his house - we met on Saturday in a motorway service station for a brief chat and prisoner exchange!
Monday, July 9
The Scale of Retail
In these days of wall-to-wall Kickstarters it’s easy to forget how critical retail (both online and through FLGSs) is to the success of a game.
Back when I ran Reiver Games I started off with small hand-crafted runs (like I’m doing once again with Eurydice Games). When my Multiple Sclerosis diagnosis led to a life insurance payout I decided I wanted to be a ‘professional’ publisher selling through shops and distributors. I went from selling 100-300 copy print runs to 2,000-3,000 copy runs - which in fairness I didn’t sell out of and I ended up getting rid of a load to liquidators.
With large print runs comes economies of scale, which is just as well since selling through proper channels means more people take a cut: Shops want to buy at half retail plus tax (they have to fund staff, expensive retail locations, absorb the sales tax and want to make a profit), so distributors want to pay 40%. The ideal manufacturing cost is hence 20% of retail (so a game that retails for £50 should cost you £10 to make).
With small print runs you can’t afford to sell to distributors and even selling to retail is a stretch so my whole business plan this time round was based on selling through my website and at clubs and conventions.
As feared, it’s difficult to get people’s attention in the age of Kickstarter and sales have been slower than I would have liked via my website. Sales face-to-face have been pretty good, but I don’t have a lot of time to go to conventions since weekends are my family time and I don’t want to be skipping loads of them to attend conventions. I’ve tried to make it to clubs when I can (sales have been great at Newcastle Gamers) and where possible I’ve tried to include a trip to a local club during my work trips.
But sales are slow.
A couple of months ago I popped into my FLGS, Travelling Man, and spoke to the staff about my game. They have a small press section that is full of hand-drawn comics that are printed at home and thought Zombology would be a good fit for it. By pricing the game at £13 we found a price where it was cheaper than buying it from my website including UK shipping and my cut after they had taken theirs was not too low. They took them on Sale or Return, so I only invoice them for copies sold - so there’s no risk for them of unsold stock and hence lost investment.
In the first month they sold two of their three copies and in the second another two (I’d restocked them back up to three). Last month I met them at the UK Games Expo (I knew several guys from the chain from my Reiver Game days) and their MD wanted to take another 12 copies - four each for the remaining three shops in the chain. That month across the four stores they sold five.
It helps that I’m the only game in the section and that the box design is strong (thanks to advice on BGG), but still this is off to a great start.
Over the last ten months I’ve sold 83 copies of Zombology. Nine of those (over 10%!) have been through retail in the last three months. Despite not wanting to go into retail this time round - it just goes to show that you need to be able to adapt your plans as you gain more data.
FlickFleet is another case in point of adaptability - I was adamant I didn’t want to use Kickstarter, but the only way FlickFleet will see the light of day at a reasonable price is through Kickstarter funding of the laser-cutter so that I can do the laser cutting myself.
What changes have you made to make your game a reality or more successful?
Back when I ran Reiver Games I started off with small hand-crafted runs (like I’m doing once again with Eurydice Games). When my Multiple Sclerosis diagnosis led to a life insurance payout I decided I wanted to be a ‘professional’ publisher selling through shops and distributors. I went from selling 100-300 copy print runs to 2,000-3,000 copy runs - which in fairness I didn’t sell out of and I ended up getting rid of a load to liquidators.
With large print runs comes economies of scale, which is just as well since selling through proper channels means more people take a cut: Shops want to buy at half retail plus tax (they have to fund staff, expensive retail locations, absorb the sales tax and want to make a profit), so distributors want to pay 40%. The ideal manufacturing cost is hence 20% of retail (so a game that retails for £50 should cost you £10 to make).
With small print runs you can’t afford to sell to distributors and even selling to retail is a stretch so my whole business plan this time round was based on selling through my website and at clubs and conventions.
As feared, it’s difficult to get people’s attention in the age of Kickstarter and sales have been slower than I would have liked via my website. Sales face-to-face have been pretty good, but I don’t have a lot of time to go to conventions since weekends are my family time and I don’t want to be skipping loads of them to attend conventions. I’ve tried to make it to clubs when I can (sales have been great at Newcastle Gamers) and where possible I’ve tried to include a trip to a local club during my work trips.
But sales are slow.
A couple of months ago I popped into my FLGS, Travelling Man, and spoke to the staff about my game. They have a small press section that is full of hand-drawn comics that are printed at home and thought Zombology would be a good fit for it. By pricing the game at £13 we found a price where it was cheaper than buying it from my website including UK shipping and my cut after they had taken theirs was not too low. They took them on Sale or Return, so I only invoice them for copies sold - so there’s no risk for them of unsold stock and hence lost investment.
In the first month they sold two of their three copies and in the second another two (I’d restocked them back up to three). Last month I met them at the UK Games Expo (I knew several guys from the chain from my Reiver Game days) and their MD wanted to take another 12 copies - four each for the remaining three shops in the chain. That month across the four stores they sold five.
It helps that I’m the only game in the section and that the box design is strong (thanks to advice on BGG), but still this is off to a great start.
Over the last ten months I’ve sold 83 copies of Zombology. Nine of those (over 10%!) have been through retail in the last three months. Despite not wanting to go into retail this time round - it just goes to show that you need to be able to adapt your plans as you gain more data.
FlickFleet is another case in point of adaptability - I was adamant I didn’t want to use Kickstarter, but the only way FlickFleet will see the light of day at a reasonable price is through Kickstarter funding of the laser-cutter so that I can do the laser cutting myself.
What changes have you made to make your game a reality or more successful?
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