Monday, June 29

Back to My Roots

Recently, I've been having some more thoughts about a second edition of Border Reivers. Border Reivers was my first attempt at game design, and the 100-copy limited edition, entirely made by hand was the first step on the road to where I am today.

I started designing Border Reivers after a 36-hour marathon game of Mighty Empires in which the guy who was clearly in the lead suddenly got knobbled after 36-hours and went from comfortable first place to languishing at the rear. Had he made a huge tactical error that brought such a reverse in his fortunes? Nope, some random dragon event just hurt him. Surely I could make a similar game that plays quicker and doesn't have such huge swings in power.

My brief was to design a similar, civilisation-level, light wargame, with some development where random game happenings can't screw you completely. I wanted the game to play in 30-90 minutes too, not many people have 36 hours available for a single game.

How Did I Do?

I'm still proud of my achievement with Border Reivers. With no experience as a game designer or publisher I managed to design a working game, get it printed, assemble 100 copies and sell them all within eleven months all over the world. Is it the best game ever? Clearly not. But it's one that I still enjoy when I play and people still ask me to re-print and one that Mal wants to play almost every time we meet up.


Strengths

There are several things about Border Reivers that I really like. I like the double-sided triangular land tiles that get flipped and upgraded as the landscape changes. I did get the alignment wrong on the coastal ones though, so flipping them was counter intuitive. I liked the aesthetics of triangular tiles and the way that it made movement not quite as expected - I envisaged this was due to the highland terrain making travelling in a straight line difficult.

I also liked the brutal combat. The most likely outcome of a straight fight was everyone dies! However, there were substantial bonuses if you could get weight of numbers on your side. As a result, this led to either building large armies to crush your opponents, or risking everyone on a do-or-die attack. Of course, the cards spiced things up a bit too.

Which brings me on to the cards. The cards in Border Reivers come in two varieties: buildings and strategies. The building cards were played face up, and gave a development advantage to one of your cities - either more income or better chance of getting cards/armies in each future turn. The buildings were ok, but the hidden strategy cards were more fun. There were only a few types, so when you got one, your opponents had a pretty good idea what they were in for. There was a defence for each of them, but the defences were pretty expensive, so you couldn't afford to keep defences for all possible cards in place. I really liked the hidden cards, especially: Insurrection, Reiving Party and Ambush.

Weaknesses

At the beginning of each turn you rolled a ten-sided die for reinforcements. You rolled twice for each city: once for army reinforcements and once for cards. Since you could build up to three cities, you could theoretically roll the die six times at the beginning of your turn. In addition, to make things even worse, the reinforcement buildings cards (you could build one of each in each city) gave you an extra die roll. Up to twelve in all! While I liked that these gave you the opportunity to gamble victory points (cash) for possible gain, you could spend 8 cash (a fifth of that needed to win) and still get nothing (it gave you a 90% chance of getting something, but a bad die roll and you're stuffed). I've played many games where you just need one more army to give you enough to attack. Roll for reinforcements... fail. Do nothing this turn except get more money and try again next turn. This is no fun.

Border Reivers had two paths to victory, you could either kill all your opponents (player elimination) or save up enough cash. In two-player games it was about 50/50 over which path ended the game. In three- or four-player games it was almost always the cash route. Since the cash route could be achieved by building strong defences and then sitting back and raking in the cash the game was subject to turtling, where each player hid in their own little corner of the board and sat back trying to race to gain the most cash. This led to little player interaction. Mainly a problem with the three- and four-player games, but still doesn't make for a very fun game. I introduced the mine fairly late in development to try to encourage people out of their holes, but this was only a limited success.

While the mountain range pieces in my first FIMO prototype (see picture above) were really cool, the rubbish card ones in the limited edition were definitely not.

Ideas?

On and off I've been toying with a few ideas of things I could have done differently in Border Reivers:

  • Each player is a particular Border Reiver clan, with different starting resources or player powers.
  • Reinforcements are either free or fixed cost, limited only by the number of cities you control.
  • Replace the victory conditions with a victory point track that could reward development, riches and aggressive play.
  • Replace building cards with tokens or counters that show which city the building is in.

My aim would be to reduce the number of turns when you've got nothing to do (either because your reinforcement rolls didn't provide the required reinforcements or you don't have enough resources to mount an attack) and reduce the huge number of die rolls at the beginning of each turn while still capturing the feel of the first game.

Have you played the limited edition of Border Reivers? Would you like to get you hands on a copy? What do you think could be improved/changed? Answers on a postcard below please.

Friday, June 26

Growth

One of the measures of business is sales growth. Especially with new start-up companies, where profit may be many years off, sales growth shows whether your business is working on a fundamental level - are you successfully selling your products/services and are you selling more than you did before?

One of the difficulties of starting a business is keeping track of how things are going. When you don't have years of experience to call on how do you keep track of things? I've had a quiet few months from February to May. Is that normal? Is it a time of year thing? I can't really compare it to last year because during that period last year I was selling hand-made games or completely out of stock.

Yesterday I tried to catch up with my books, which I've fallen a little behind on. At the same time, I thought I'd start tracking a bit more sensibly how my sales are going, both now and historically. I knocked up a quick spreadsheet in OpenOffice Spreadsheet and started pumping my sales figures into it.

It's hard to compare things, since I registered for VAT last year (previous my sales figures would have been all for me, now I have to just consider the non-tax part of it). In addition, I've decided to split the game sales from the shipping costs, starting this financial year, so although both are sales (one is a product, the other a service) from now on my sales figures as I keep track of them will be smaller. However things are looking pretty good. I've done all the figures for last year, and I've got two previous years to compare them to:

In the above graph blue is my first financial year (hand-made Border Reivers), Red is my second (hand-made It's Alive!) and yellow is my third (first full-time year, It's Alive! reprint and Carpe Astra).

It looks pretty good, but there are some things to take into account. For the first two years, I made games by hand, and sold mostly directly. These were short runs and so my sales were pretty small. Last year I started getting games made for me in larger numbers and selling mostly to distributors, hence the hike in sales numbers. My growth for the first quarter of last year was negative, seeing as I ran out of hand-made games to sell halfway through. The second quarter there was no growth, I had two months of nothing to sell, but It's Alive! turned up in September and that was as much sales (after tax) as I'd managed in the whole of the equivalent quarter the previous year. The next two quarters have a sales growth of 1100% and 1200%, but it's not a fair comparison, selling large volumes of professionally manufactured games to distributors as opposed to selling individual copies of hand-made games to gamers.

The first quarter of this year will probably have growth around 750%, but the real test will be the next two quarters. Last year I released It's Alive! in Q2, this year I'll just have the residual sales on the three products I've got out. Q3 last year had: Essen, my best month's sales ever, the release of Carpe Astra and initial stocking orders from most of my European distributors. I'll have to do well to top that, and there's no chance of doing ten times better!

Wednesday, June 24

Building Momentum

We moved into our new house last Thursday. Thursday, Friday and the weekend were spent moving and trying to sort stuff out, Monday I was at the old house, cleaning and waiting in for three orders to be collected by the couriers.

The first was an initial stocking order for my first Canadian distributor - yeay! They were one of three new distributors who have contacted me since I ran the competition on BoardGameGeek. The second (a new US distributor) has placed an order which I'm going to ship on Friday (I've had to wait until I can go to York to get more It's Alive! stock - I've sold through the pile I was keeping at home) and the third has only recently enquired.

The second order shipping on Monday was a re-stock from one of my UK distributors. This was really gratifying, since they'd ordered less of Sumeria than they had initially ordered of It's Alive! and Carpe Astra, and three weeks later they had to ask for some more :-) I was expecting their sales to be slower since several of the larger UK shops had bought from me directly at or since the Expo, but this doesn't seem to have affected their sales much at all.

Yet another US distributor has also enquired in the last couple of weeks. This third new distributor is even better since a Danish/Norwegian distributor I've been talking to for months told me a while back that if I dealt with PHD they would buy my games from them, rather than me directly. So, if PHD also sign up, that will be two new distributors for the price of one :-). I don't know whether they will bite yet, but so far so good.

On top of all that I spoke to another distributor today on the phone. He's going to start soliciting my games. Hopefully this will lead to them picking them up, but it was effortless to get him to consider it.

I'm feeling pretty positive at the moment. The new house is lovely, and has a nice big office that I can store things in much more tidily than I could at either of our previous places. Feedback on Sumeria has been pretty good so far and June's sales will be my second-best ever (out-stripping January, the previous holder of that title, but not a patch on last October and Essen :-) ).

The only fly in the ointment is that most of my European distributors have yet to place a Sumeria order, so European availability is pretty patchy.

It's interesting to see how my mood varies. Entrepreneurship requires boundless enthusiasm and optimism. I try, but a dry spell like Feb-May gets me down, but a good month like June and I'm straight back up again :-)

Monday, June 15

Demo Days

On Saturday, I did the first of what I hope will be many 'Demo Days' where I visit a store and spend the day teaching customers my games.

Preparation

I didn't do much in the way of preparation, obviously I arranged it a few weeks in advance and mentioned it in the 'Events' section of my website, but that was about it. In hindsight, I should have put in a bit more effort. The shop (Inner Sanctum Collectibles in Cambridge) had put up posters, and a window display and had been telling their regular customers about it, but I should have mentioned it here, on BoardGameGeek and Twitter to give it as much publicity as I could. In addition to leaving my personal copies with them for a week so the staff could learn the games I also brought along a couple of boxes of each game to ensure they didn't run out of stock.

On the Day

The shop's Saturday opening hours are 10-6, but they are usually pretty quiet at the end of the day so they had been advertising I'd be there 10-4. In the end I had to head off about 5 since The Wife and I were going out for dinner with some of her colleagues that evening. Cambridge is about an hour's drive so I headed off at 8:30am to ensure I wouldn't be late. I ended up getting there about 20 minutes early, which gave me a chance to set up before the shop opened at 10.

The first hour was pretty quiet, which gave me a chance to teach Carl, one of the staff, It's Alive! and Sumeria. There were some telephone enquiries about my visit (so someone was interested at least) and by about 11:15 the shop started filling up. Apparently it was a fairly quiet day for them, but my games were in use pretty much all day and were very well received. Several people wanted to play all three games, and several people wanted to play games twice (or more!).

The shop did a deal where customers got 10% off all of my games that day, and if they bought all three they got 15% off. I was surprised (but gratified!) at how many takers they had for the all-three deal, and at the end of the day, despite not having sold all their current stock (most of it had gone) they kept one case of each game, which I invoiced them for that evening.

Afterwards

The games well very popular (especially Carpe Astra and Sumeria), and lots of their customers bought them. I can only hope that they get played a lot and this leads to more sales for the store (and hence for me in the long run). I think the deal helped (I could inform people of the deal for today only, which led to more sales on the day I'm sure), and being there to teach people means they get the rules right first time, which is always a good thing. When I play a game for the first time I often get a rule wrong, and this can lead to a bad first impression.

Venue

Inner Sanctum was a great venue, not only do they have a great range of games (board, card, miniature and collectable) but they also have a lot of space for playing. I co-opted three tables (one for each of my games) and that still used up less than half of their table space. In addition to a light, airy well-lit space with plenty of room for the games, the staff are very friendly, and they plied me with food and drink throughout the day (including a run for doughnuts to celebrate one of the customer's birthdays!).

Verdict

After a weekend of decorating and then another at the Expo, I would have really liked to take Saturday off, but it was a very valuable use of my time. Not only did I cement my relationship with one of the biggest shops in the UK, but I got my games into the hands of a lot of gamers, who really enjoyed them. Getting your games onto shelves is one half of the battle won, but until you actually have happy customers playing the games and spreading good word of mouth, that's where the games will languish. Good relationships with shops really help, since the shop staff will suggest your games to people who aren't sure what they want. Definitely a good use of my time.

Tuesday, June 9

Critical Mass

There's a point during the lifespan of any successful company when you go from initial struggles to comfortable success.

I'm not there yet, but there's some promising signs for the future. At the UK Games Expo I introduced myself to Zev Shlaslinger, the man behind Z-Man Games in the US. Z-Man have made it, they have critical mass. They have a large portfolio of games, including the English version of the extremely popular Agricola which is currently number one on BoardGameGeek. I introduced myself as Jackson Pope, of Reiver Games, expecting a polite 'who the hell is this nutter?' smile. Instead, Zev replies: "I know who you are - I read BoardGameGeek and your blog". Wow! That was unexpected (hi Zev!).

At the bank this morning, my business specialist was also very impressed with my progress in the six months she's known me. Apparently, at the moment most of the people she sees are really struggling, and while my company has yet to pay me a penny, things are going pretty well. I've sold a lot of games and I've got some money coming in every month.

At the moment the company is still in an early cycle. When I bring out a new game I expend a lot of money getting it produced and then it takes a long time to recoup. Doing print runs of a few thousand means my costs per game are pretty high, so I don't get quite as good margins as I should in an ideal world, and the games are slightly more expensive than the larger print run competition. When I've recouped enough money, instead of paying myself, that money is immediately re-invested in producing another game. While I'm at this stage if any of my games are a flop I'm stuffed, I won't get the money back to get another game done.

When will I have critical mass? It's hard to say. If I can get 6-12 games in my portfolio then the residual income from those should be enough to keep me going. A bad decision need not be fatal. Also, with more games I become a more attractive supplier for distributors. Being able to place a reasonably sized order to get shipping discounts is only achievable if they can guarantee to sell the games. Taking 500 copies of a single game (one pallet of Carpe Astra or Sumeria is 504 games) is a big risk, but taking 50 copies of 10 games is much less so.

So in essence all I need to do is keep picking games that turn out to be popular until I've got lots on my books.

Easier said than done...

Friday, June 5

Distribution

I've got 18 distributors now, mostly in the US and Europe, but a couple of further flung ones too. I'm cautiously optimistic that I'll be picking up two more in the next couple of weeks, another one in the US and one in Canada too.

In my experience (which is still pretty limited to be fair), distributors seem to conduct their business in one of two ways:

By Product Line

The distributor treats each line as a completely separate item. When you release a new product they will place a 'standard' order of a certainly number of cases (in my experience 4-15) of the game. When they start to run low they'll reorder, with the volume of the second and subsequent orders based on the rate the first order sold at.

By Supplier

The distributor groups all of a supplier's lines together. They will place orders fairly regularly (maybe monthly) ordering a mixture of all your product lines, based on current stock levels of each game.

It's definitely better when a distributor orders a multiple of full shipping boxes. I use a 52 x 41 x 42cm box which will hold either:

  • 8 boxes (48 games) of It's Alive!
  • 4 boxes (24 games) of any mixture of Carpe Astra and Sumeria
  • 4 boxes of It's Alive! and 2 boxes of Carpe Astra/Sumeria

Having games that are the same size like Sumeria and Carpe Astra is great as it makes filling shipping boxes that little bit easier for the second class of distributor.

Thursday, June 4

The Interplay of Twitter and Blogger

I can see that Twitter will be quite useful - I shouldn't have dragged my heels about opening an account for so long. It allows me to blog when I'm away from my computer - at conventions and trade shows for example. Also, I often end my Blogger posts with an 'In other news' a short bite of information that doesn't warrant a post on its own but that I hope will be of interest to someone. I figure I can also break the weaker 'this is what I did today' posts down into bite-sitzed chunks for Twitter.

In my mind this allows me to use Twitter as designed - to let you know what Reiver Games-related stuff I'm up to on a more frequent and more concise basis.

At the same time, I can strip out what I consider to be the weaker posts here, and instead stick to the meatier stuff: my thoughts and experiences of running a board games publishing company. So hopefully the posts will be more interesting and more useful to those of you in a similar boat, though as a result they may become slightly less frequent (since a 'this is what I'm doing' filler post is less likely to appear).

What are people's thoughts on this? Am I barking up the wrong tree or does this sound like a good idea?

Wednesday, June 3

I've Got a Twitter Account

Ok, enough faffing, I've finally joined the Twitterati. If you think I might have something interesting to say you can follow me from the link to the right. If you think you have something interesting to say leave me a comment with your username on Twitter and I'll follow you.

I figure being able to send short updates from my phone might be useful, seeing as I'm away a lot at the moment. Also, tweeting from the Expo would be pretty cool if I remember...

Update: Because the link to the right only works if you're not using RSS (it's a link on the sidebar), my Twitter username is ReiverGames

Stocking Orders

After a couple of days that have been spent mostly in the car in sweltering weather (for the UK, so about 23 degrees!) I'm now at home for the day. I've got most of my pre-orders shipped, except for those that are being collected at the UK Games Expo this weekend, and today is a stocking order day. Six of my eighteen distributors have placed orders already. Two are collecting at the Expo, three are going out today and one is amending their order so that it better fits in shipping boxes. This was something I didn't realise I could do. When they send me a purchase order telling me what they want to buy, I get back to them and tell them how to amend their order so that it fills shipping boxes. Since it's an American customer paying in USD, and I pay shipping this is quite important to me.

I'm going to chase my other distributors now the games have arrived to see if they want to order, hopefully I can get a few in time to ship early next week.

The stocking order process is fairly complex. First I send them some information to solicit with their customers and then hopefully they send me a purchase order, expressing an intent to buy a certain number of games. There's often a lot of chasing between those two steps though! In return, I draw up an invoice for the sale which I send back to them. I also need to keep a copy of the invoice for my records, and record the invoice in my VAT Account.

I then need to arrange a courier collection for a day that I'll be in. I use Interparcel Ltd. as a courier aggregator. Couriers are expensive. However, if you do a high volume of business with them (usually tens of parcels every month) then they will start to discount the rate you are charged for the shipments. I tend to go through periods when I send 10-15 parcels over a few days and then very little for the next several months until my next game comes out.

Courier aggregators like Interparcel work by dealing with lots of couriers and lots of customers. With lots of customers, they get a great rate from the couriers and can pass that discount on to their customers minus a small percentage for themselves. With lots of couriers they offer several options for each parcel and you can choose to send each parcel with whoever is cheapest (generally DHL for UK and Europe and UPS for everywhere else). The receipt needs printing out and adding to my records and my VAT account.

When I go to York to get games I also tend to get a few shipping boxes at the same time. These bigger boxes (51cm x 41cm x 42cm) can hold 8 boxes of It's Alive! (22 Kg!) or 4 boxes of Carpe Astra/Sumeria (15Kg). I get the boxes flat-packed from Zetland Boxes, so on shipping day I need to build the boxes, fill them, attach the labels and the wait for the courier - who is often early, so the preceding steps are generally done early in the morning to ensure I'm ready when they arrive.

Shipments going outside the UK also require me to provide proof that they are leaving the UK (for VAT purposes) so that I can zero-rate the purchases, which generally means keeping a copy of the courier's airway bill with the invoice. Shipments going outside the EU also need four copies of a customs invoice, detailing the contents and their value which all need to be signed and given to the courier when he arrives.

It's a complex process with lots of little steps, I have to be quite methodical to ensure I don't forget anything.

In other news, It's Alive! has finally sold just over half the print run, two days before it's nine-months old. That seems pretty good to me, but admittedly I don't really have any idea!

Monday, June 1

I Could Do With A Twitter Account

I've just had confirmation that Sumeria arrived at the warehouse on Friday.

All systems go!

Sunday, May 31

Pre-orders

I've spent the last four days painting rooms in my new house with my parents who came up for a few days to help out (thanks Mum and Dad!). I've also been sorting out the Sumeria pre-orders briefly in the mornings and evenings.

Friday morning I posted the new version of the website as planned and sent the emails to all my pre-order customers. I don't feel comfortable taking their money up front, months in advance of the product arriving, so instead all I do is take a note of their name and email address and add them to the list. When the games are delivered I send an email to all the pre-order customers telling them how to pay or offering them the chance to pull out if they've changed their minds. Doing it this way makes it easier for people to pull out, which might be considered a bad thing, but I'd much rather that, than customers felt like I'd been sat on their money for ages, or they had to fight to get a refund if they'd decided to buy it through another channel or no longer wanted it. As it happens only one person has dropped out at this point, since they figure they can get it cheaper locally when it becomes available.

This time, with the imminent launch event at the UK Games Expo, a lot of my UK pre-order customers are electing to collect their copies at the Expo. This is better for everyone, since they don't have to pay postage and I don't have to go to the Post Office and paying cash means PayPal don't take a chunk out of my earnings :-)

I'm still waiting to hear from twelve of my pre-order customers who I'm expecting to post copies to. These will hopefully pay over the next few days (if they do it before 9am tomorrow I'll be able to ship their copies from York tomorrow afternoon). When I don't hear anything I'm never sure whether they've silently changed their minds and want to back out, haven't got around to it yet or my email hasn't got through. I usually send a chaser email after a week or so, just in case the first one didn't make it.

Tonight I'll be addressing all the packaging for those customers who've already paid. That way all I have to do in York tomorrow is slip a copy in the packaging and take it to the Post Office.

Tomorrow I'm setting off early and heading up to the warehouse (I'll phone them before I leave as I haven't had any confirmation that the games have arrived). In York I'll pick up enough copies for the pre-orders and then hand-deliver a few to friends before posting the rest. I'm staying the night at Paul's and going to his Monday night games night that I used to attend when I lived in York. Tuesday I'll fill the car to the gills and drive home. I should be home in time to check my email to see if any more pre-orders have paid while I've been away and get to the local Post Office.

Wednesday will be a slightly quieter day, I've got to wait in for a removals company survey and I'll also send off the first couple of stocking orders (US and Germany).

Busy, busy, busy :-)

Wednesday, May 27

Planning Ahead

Quite a lot of my website refers to Sumeria as a forthcoming game. In addition, there is no way to buy Sumeria yet from my website, there's a bunch of information about signing up for the pre-order and the pre-order page that I create to allow pre-order customers to quickly and simply pay for for their pre-orders via PayPal doesn't exist yet.

The pre-order window, as always will close when the games arrive at my warehouse. This is to avoid undercutting the shops and online stores that I rely on for most of my business (either directly or through a distributor). On Friday, when the games arrive I've got to make all those changes to the website.

The only problem is that my parents arrive for a few days this afternoon, and I'm going to be decorating our new house with their help on Friday - so I can't take a few hours to overhaul my website.

I keep a copy of my website on my computer, in case a failure at my ISP leads to a loss of data. I can make the changes I need to my website on that copy, and then all I need to do on Friday is upload the new version, a matter of a few minutes work.

As part of these changes I need to create PayPal 'Pay now buttons' for Sumeria (pre-order price and full price with the three shipping prices). There's probably a better way to do this than creating six different buttons, but that works and I don't have a huge amount of time today.

Tuesday, May 26

Mental Couple of Weeks

The next two weeks are going to be very busy. Fortunately, the last couple of weeks haven't been too taxing and we've just had a long weekend (yesterday was a public holiday in the UK).

We bought a house down here on Friday, so now we've got to get it ready and move in. It needs decorating throughout, and there are a couple of more major jobs we'd like to get done before we move in.

This week my parents are coming up from Bristol to help us decorate, so I'm taking Thursday and Friday off work to go over to the new house and decorate with them, and we'll be working on it on the weekend too. Friday is also the day that Sumeria arrives in York. On Saturday The Wife is off to Sweden for a week for work, so next week I'm home alone.

Having my games in York has saved me a lot of money. In York I'm paying £1 per pallet per week, with a minimum order of £10 a week. I'm down to 4 pallets now, so I'm paying £10 a week. Down here in the South I was quoted £2.75 per pallet per week. For those four pallets that's only £11 a week, but I used to have more, and on Friday another 6 pallets are arriving from Germany, in York that has no effect on the amount I pay (still within the minimum invoice charge, just!), but down here that would add £16.50 a week to my costs. The downside is when a new game arrives I need to get my hands on a lot of stock, that means several trips to York to load up a car-full of games and bring them down here. So next week I will be mostly on the road and fulfilling pre-orders and stocking orders. In addition, I've the UK Games Expo that weekend, so I'll need some more stock for that.

In addition to everything else, I need to get ready for the Expo: preparing my stand, working out how much stock I'm taking, getting new business cards made and getting some Point-of-Sale signs done.

Thursday, May 21

Cashflow Crisis Averted

When running a business one of the things you've got to keep a close eye in is cashflow - how much money you have on hand at any one time, and how you expect it to vary over time. This is especially true of a publishing business where you have to pay for the product up front, and don't get a return on your investment until you have sold at least half of your print run.

Things are better this time round. For It's Alive! and Carpe Astra it was the first time I had dealt with those manufacturers so they wanted half the money up front (before manufacture) and the other half upon delivery. Now, since I'm an established customer of Ludo Fact's they are willing to let me pay on delivery. Still, I have to pay before I get any return other than the pre-orders (which are done through PayPal, so I get the money within a week). My first sales to shops and distributors will be on NET30 (they have 30 days to pay) so I will have to pay the manufacturer before they pay me.

The last few months have been a bit quieter than I had hoped, so I've not got enough cash on hand to pay for Sumeria - there will be a small shortfall for a month or so. Where does this leave me?

Yesterday I dressed up smart and popped over to my bank to discuss the options. My business specialist, Helen, is very supportive and also quite excited by Reiver Games as a client, so it's not hard to get my hands on some ready cash if I need it, even in these credit-poor times. Helen's advice was to get an overdraft on my business account, that way I only pay interest on the debt while I need it - they sooner it's paid off the sooner I stop paying them interest (unlike a loan, which always generates interest). There's an arrangement fee, but that's the same with a loan too.

Cashflow is what sinks most businesses. Even a successful business that's in a good position and doing well will go into administration if it can afford to pay it's creditors - i.e. if it runs out of money. It doesn't matter how short this lack of funds is, if you can't pay your debts it's game over. Being on good terms will your bank really helps - a short term overdraft is enough to get Sumeria paid for, and cover the couple of weeks until I start getting paid by my distributors.

In other news, Sumeria has been assembled in Germany and will be shipping on Monday, it should arrive at my warehouse next Friday (29th) - last chance to get 40% off for a pre-order.

Tuesday, May 19

Postal Theft

Yesterday was a very busy day. In addition to a bunch of business stuff I needed to do, I also needed to sort out a few things regarding the new house we're buying, which took much longer than necessary.

I did manage to get to the Post Office just in time to send the Sumeria prototype to the UK Games Expo guys to allow them to judge it for Game of the Year. I also had a few prototypes to send back to designers at the same time.

I've just heard from the UK Games Expo guys that the packaging for the Sumeria prototype arrived today as expected, sadly the contents are absent without leave. This was my only prototype, so now I have to quickly knock up another prototype to send off to them. Hopefully, this one won't go missing again.

In other news, the people who played Sumeria at the weekend have started to rate it on BoardGameGeek, so it's climbing nearer towards the 30 ratings it needs to get ranked, and I've been sent a Russian translation of the rules to Sumeria which I need to layout and post on my website. Things are moving on...

Monday, May 18

Beer and Pretzels

I had a great weekend in Burton at the 20th Beer and Pretzels games convention. I delivered a box of Carpe Astra and a box of It's Alive! to Spirit Games the shop that runs the convention, as they had sold out of both in the weeks leading up to the convention. After that I set up on a table and proceeded to demo my games and do some playtesting. I did my usual thing 'working' during the days until about 5-6pm and then 'playing' during the evening. The only difference being that while I'm 'working' I only play my own games (and prototypes), in the evenings I have a beer and play whatever anyone else wants to play.

Sumeria was well-received, with a gratifying percentage of players pre-ordering after their game. It would have been higher, but several people didn't pre-order a copy as all their gaming buddies were already on the pre-order list :-). It's Alive! sold a few copies over the weekend, and Carpe Astra was popular too. In addition, I got several playtesting games of one of my prototypes in too.

I also spent some time gaming with Paul, who runs Games Lore one of the biggest UK online games stores. He's running low on stock of my games and says they was a large spike in the number of Carpe Astra sales after my competition on BoardGameGeek. Nice to get some confirmation that the competition worked!

All in all, a great weekend, and I returned to lots of emails including a few more email pre-orders of Sumeria. I've now more than doubled the number of pre-orders I've got for Sumeria since reducing the pre-order price. Everyone is getting the price reduction, including those who pre-ordered before I reduced the price, so I lost some money from those early pre-orders (£17.50 down to £15, so £2.50 per customer). Thankfully, the number of new pre-orders more than makes up for that!

Just before I left for Beer and Pretzels I heard from the German manufacturer that Sumeria is being assembled on Wednesday. All being well it will arrive at my warehouse before the end of next week.

Thursday, May 14

Beer and Pretzels

This weekend I'll be heading to the 20th Beer and Pretzels convention in Burton-on-Trent. It's my third time attending, and somehow this year feels very different.

Beer and Pretzels is run by Sally and Phil of Spirit Games, and is held in the Burton-on-Trent Town Hall. It's a fairly big convention (I'm guessing over 200 attendees) and has a really nice atmosphere, with a bar, food, lots of different types of games and a prize ceremony at the end for reviewers on the Spirit Games website.

I first went in 2007, getting the train down from York and staying in a local pub. I had a carrier bag full of hand-made copies of Border Reivers, and a prototype copy of It's Alive! The convention went well - despite the convention being run by a shop, Phil let me sell hand-made copies of Border Reivers, and I sold quite a few. I went for the second time last year, and although by then I was technically a pro game publisher, it felt very similar. I got the train down from York, stayed in the same pub round the corner and again I had a carrier bag full of hand-made games, this time the last few copies of the hand-made edition of It's Alive!, which I duly sold out of. Phil had even reserved me the same table in the corner by the bar :-).

This year everything feels very different. I'm driving up from Bedford, and instead of a carrier bag full of hand-made games to sell myself, I'm taking a couple of boxes of professionally manufactured games and an invoice for restocking the shop. I'll be demoing my games this time, but if anyone wants a copy I'm going to direct them to the shop instead, where Phil will have some available. I'll also have the Sumeria prototype which I'll be demoing and I'll be taking pre-orders for Sumeria at the new, reduced price. I'm going to leave the Sumeria prototype with the UK Games Expo guys (who will be attending to hand out flyers at some point), so that they can start playtesting it as a contender for the UK Game of the Year competition which I helped to judge last year. Since Sumeria is now only a couple of weeks away it shouldn't be too much of a problem.

If you're going along too, stop by and say hi. If you're not: change your plans - it's their 20th birthday!*

* "I live on another continent" is no excuse!

Monday, May 11

Good News / Bad News

Which do you want first?

The increased discount has lead to a lot of extra pre-orders for Sumeria, which is great, I could do with some more, but every little helps :-). I've mentioned it here, on BoardGameGeek and in my newsletter, plus W. Eric Martin has tweeted about it on Boardgame News. Not sure where else I should mention it really. Maybe Facebook?

The bad news is that I've been blacklisted by Microsoft. Since my last email newsletter went out, all Microsoft email addresses are bouncing my emails. So that's: @hotmail.com, @live.com and @msn.com. This is really annoying. I've sent out the newsletter and they've received it, they then reply asking above the Sumeria deal and when I reply to them it bounces. At that point I have to resort to re-sending the email from my personal GMail account.

This is especially annoying since the wording of the bounce email seems to imply that the blacklisting is in response to a Microsoft customer complaint. Everyone on my list is on my list because they have asked to be there. At the bottom of each email there are 'unsubscribe' instructions. Now I've got to find out how to go about un-blacklisting myself.

Tomorrow I'll be doing some more sales visits to local-ish shops, so most of today will be spent preparing for that. I popped into a couple in Bristol (we were down there for the weekend visiting family) - one seemed quite interested in It's Alive! and Sumeria, the other had a very small stock of board games, including Carpe Astra :-)

Thursday, May 7

Pre-Orders

Pre-orders are a great way to cut out the middle man and help both the publisher and the customer. Publishers usually offer the pre-ordering customer a discount in return for either cash up front (helping to pay for the production) or a commitment to buy the game direct from the publisher.

Pre-ordering helps the publisher by providing them with more income that they would get selling the games through shops and distributors and also providing early return on investment. Normally, selling to distributors it's at least a month after delivery that the publisher will see any money, since the usual invoice terms are NET30 (payable 30 days after invoicing). In the case of cash up front (which I don't do!) it also allows the publisher to part-finance the production of the game using customers money - which reduces the risk. It also gets some copies of the games out in the hands of the playing public very quickly - which will hopefully lead to quicker referral sales where someone who has played someone else's copy wants one of their own.

Pre-ordering also helps the customer - it allows them to get the game cheaper than retail price, and sooner than they would be able to through the shops.

Sounds great so far - who doesn't it help? The shops and distributors that have been cut out as middlemen! Although, if the early copies that went to pre-orderers get played and lead to more sales then it will indirectly help them. Obviously, once the game has widespread distribution continuing to sell it at a crazy discount from the publishers website will really hurt the shops, since the publisher can definitely sell it cheaper than shops. For that reason, once the game is available most publishers close their pre-order offers, so as not to undercut the shops who are also their customers.

My pre-ordering process has always been: I offer a 30% discount to anyone who signs up before the game arrives at my warehouse. Once it has arrived, I email everyone who has signed up offering them the chance to pay (and get the cheap copy), or ignore it - no obligation to buy. It's all done using PayPal buttons and a hidden webpage (a page on my website with no links to it, other than the one in the emails I send out). I also offer free delivery to anyone who wants to collect the game at a forthcoming convention.

Seeing as there's a credit crunch on and everyone is feeling the pinch - I've decided to increase the pre-order discount on Sumeria to 40%! Yup, if you pre-order you get it for £15 instead of the usual £25 (plus postage and packing). I had hoped the exchange rate between the GBP and the Euro would enable me to reduce the retail price of Sumeria from £25 to £22 (same as Carpe Astra) but unfortunately nothing is doing on that front so I'm doing this offer instead to help out my most loyal customers. If you're interested just send me an email. If you've already pre-ordered, don't worry, you'll get the extra discount too.

Wednesday, May 6

Seeing Some Benefit

Well, I've got both the consignment returns I was waiting for. It's hard to make a judgement on the US returns, since they haven't had Carpe Astra long, and they've just switched from biweekly to monthly billing. But there certainly isn't a large jump as a result of the BoardGameGeek competition and sales calls. In the UK though it's a different story. The UK returns show a large improvement over the previous month, though whether that's down to the sales visits I've been making or the BGG competition it's hard to tell.

I'm going to do some more sales visits next week (ahead of my attendance at the Beers and Pretzels convention next weekend. I also need to concentrate on picking a game for my Essen release. I've a couple of potentials, but nothing certain yet. Playtesting over the next couple of weeks should help to confirm things, if you're going to Beer and Pretzels, stop by my table and ask to play a prototype with me (and while you're at it, why not try Sumeria!).

I'm even considering a few sales trips a bit further afield. There are several shops up North that I could visit, but to do so would probably mean staying the night somewhere, so it's a bit more of a commitment than the local trips I've been doing so far.