Why board games fail — Andrea

The game was great.
So why do you find it
seventy percent off?

It's not a quality issue. It's an issue that exists even before the game leaves the factory. And no one talks about it enough.

When I choose a game to bring to Frogames, I put my heart into it. I look at the publisher, I read the data on BoardGameGeek, I evaluate if there's real research behind it — in the Italian market, in the foreign market. Every title we publish is a deliberate choice. Then I look at the market — and I see the same titles, games that deserve real attention and loyal customers, burned for fifteen or twenty euros including VAT on a fifty-euro list price. Liquidated. Forgotten. Not because the game is bad.

Because someone, long before that box reached me, made an irrecoverable mistake.

The problem isn't the game. It's who was supposed to buy it.

Every title is born — or should be born — with a precise audience in mind. Not a vague idea. A real profile. How many people actually exist for that game? Where do they buy? How much do they spend? Simple questions, but the difference between those who ask them and those who don't is the difference between a sensible print run and a full warehouse.

What happens too often in the board game world is different. The designer has a fantastic game. The publisher is convinced. The Kickstarter campaign gathers three thousand enthusiastic backers and seems like proof that the market exists, that it's big, that it wants that game.

It's not like that. Those three thousand were the market. The whole market.

An enthusiastic community is not a market. It's a niche that has already told you how wide it is — and you didn't listen.

The board game market is brutally crowded. Thousands of titles are released every year. The community's attention span is very short. A game that doesn't generate conversation in the first sixty days after publication ceases to exist in the collective agenda — even if it's objectively superior to half the titles already on the table.

The math that doesn't add up

Producing in small print runs costs more per unit. It's a physical law of printing: fixed setup costs are amortized over more copies, so the pressure to increase numbers is real and understandable. Instead of 500 copies, 1,000 are made. Instead of 1,000, 2,000 are made. Because the game is good, because people believe in it, because "it will be enough to distribute it in international markets."

And that's where everything breaks down.

A game designed for five hundred people cannot survive in a thousand copies. Not because it's bad. Because its audience runs out before the boxes do. — Andrea

From the moment those copies leave the factory, the clock ticks and doesn't stop. Costs have already been incurred. Warehousing costs. Distribution costs. And that window where the game is "new" — sellable at full price — closes sooner than you think.

If critical mass isn't achieved in the first few months, it can't be recovered. Not with more marketing, not with late reviews, not with the hope that someone will discover it. The dynamic is already compromised. And the next step is unavoidable.

The obligation to sell. And what breaks.

When the warehouse is full and sales don't take off, there are no strategies. There is survival. Discounts start — first ten percent, then thirty, then you end up selling below cost just to free up space and recoup something. It's not a choice. It's a surrender.

The economic damage is evident. But the most serious damage is another.

It's perceptive. And it's permanent.

  • The player learns to wait They saw that game go from fifty euros to eighteen in four months. Next time they won't buy at launch. They'll wait. Not out of lack of interest — out of pure rationality. The market has taught them that the full price is a starting point, not a real value.
  • The product is perceived as poor quality A game that is always on sale is not seen as a good opportunity. It's seen as a signal. Something that doesn't work, even if you can't say what. The low price that should have saved sales ultimately sinks them.
  • The publisher burns credibility on the next title A publisher's reputation is built title by title. A badly managed launch leaves a mark. The next game already starts with a prejudice — and will have to work twice as hard to earn the trust that the previous one eroded.

The cycle no one wants to see

The more publishers enter this spiral, the more the market gets used to slashed prices. And the more the market gets used to slashed prices, the harder it becomes for anyone — even for those who did things well, with honest numbers and real research — to sell at full price without having to justify themselves.

The customer isn't lazy. They're not dishonest. They've simply learned to behave rationally within a system that gave them all the wrong signals. I see it every day in the messages I receive: "but will it be on offer?" — the first question, even before asking how to play. The price no longer tells anything about the real value of what's inside that box.

The great game that ends up at fifteen euros didn't lose because it was bad. It lost because no one really understood who it was made for — and how many copies it made sense to print.

This is the root. Not distribution, not marketing, not bad luck. A structural error committed even before the game physically existed. An error that could be avoided with existing tools, with questions that can be asked, with numbers that can be calculated.

But too often they are not done. Because the passion is real, the game is beautiful, and people convince themselves that's enough.

It's not enough. Not in this market.

Until a year ago, I was on your side of the table.
Now I know what happens on the other.
And it's not a story that ends well — unless someone starts telling it.

— Andrea

0 comments

Leave a comment

This site is protected by hCaptcha and the hCaptcha Privacy Policy and Terms of Service apply.

Latest Stories

View all

Gaudí: quanto corri sull'anello decide quante azioni fai

Gaudí: how much you run on the ring determines how many actions you take

A ring of tiles, 96 pieces of broken ceramic, and three scores of which only two count. The second game that Dani Garcia dedicates to Barcelona asks only one question, and repeats it at every turn.

Read more

Harmonies - Crescendo: quando un esagono smette di bastare per uno

Harmonies - Crescendo: when one hexagon is no longer enough for one

Three modules in a single box, and two base game rules that no longer apply. The rulebook isn't public yet, but the content is. Which of the three will remain on the table after the third game?

Read more

Non superi le barche, superi la loro acqua: Tornado Splash

Don't overtake the boats, overtake their water: Tornado Splash

A gentleman from Kyoto who describes himself as "a middle-aged guy" spent three years explaining, by word of mouth at a trade fair, the waiting maneuver of a sport you can bet on. Then, someone walked past his table.

Read more

author
Andrea By Frogames
author https://frogames.business

Powered by Omni Themes