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Setting a Reasonable Campaign Funding Goal

20. November 2025 um 15:29

A budgeting and marketing puzzle for any crowdfunding campaign is determining the funding goal. Today’s article is a back-and-forth dialogue on this subject between Ira Fay (Far Off Games) and me (Jamey, Stonemaier Games).

***IRA***

The first printing of Arydia: The Paths We Dare Tread had a successful Kickstarter campaign by any reasonable measure (10K+ backers, $1.3MM raised), but the Kickstarter algorithm did not highlight it as “project we love” or anything like that. We can’t know for sure why not, but Cody and I have a hypothesis: The time it took to reach the funding goal was too slow (2.5 days!) and the ratio of funds relative to the funding goal was too small (less than double).

Source: https://www.kicktraq.com/projects/faroffgames/arydia-the-paths-we-dare-tread

Cody set the goal for the first campaign at a whopping $720,000 because that was the amount of money he calculated he would actually need to manufacture the game and fulfill all his commitments. It was a real number and it was scary big!

As we approached the second printing campaign, we had the opportunity to talk with various marketing and campaign advisors. One bit of advice we received was to set the threshold artificially low, far below what we actually would need to fulfill the project. In the worst case, the advisors said, we could simply cancel the campaign and refund the money. By having an artificially low funding goal, we please the algorithm while potential backers see that the project has funded and thus feel more confident backing.

As Cody and I discussed this advice, we felt uneasy. If the campaign goal isn’t the real goal and instead it’s just an imaginary number, the whole system loses credibility. Backers gain a false sense of what’s actually needed to manufacture games and fulfill projects. Publishers face unrealistic expectations, striving for practically instant funding. And when a campaign gets cancelled after reaching its artificially low funding goal, backers (who didn’t realize it was a false goal) are rightfully disappointed.

This idea of using artificially low thresholds to get engagement isn’t new. This appears in auctions with a reserve price. For example:

Bidders might initially feel excited that they could get that car for $630, but to avoid disappointment, they must understand the fine print. There is a hidden reserve price that must be met before they actually get the car. At least in this auction situation, people are told explicitly about the hidden reserve!

We are running Arydia’s second printing campaign on Gamefound, and their website automatically shows how fast a project was funded. Here’s an example from unrelated campaigns:

Source: https://gamefound.com

To be clear, I don’t believe that either of the campaigns shown above are using artificially low thresholds – they are well-deserved, extremely successful campaigns! But one can easily see how the system is encouraging creators to keep thresholds low by reporting scores like this. If the system instead reported “percentage of satisfied backers” or “percentage of followers who actually backed” or “eco-friendly manufacturing score,” it would immediately incentivize different behaviors by publishers.

The current reality of crowdfunding is that the algorithm does reward projects that reach their goal quickly. It makes the project seem popular and successful. I understand the impulse, but at the same time, I don’t think it’s a trend that benefits backers or publishers in the long run. Hiding the realities of the project undercuts one of the big transparency benefits of crowdfunding.

This is a small issue relative to many other things discussed on Jamey’s excellent blog (environmental issues, tariffs, etc.). I hope by shining a light on this topic, everyone can see the algorithm’s influence on publisher behavior, and publishers can perhaps be encouraged to show accurate funding goals despite short-term incentives to the contrary.

***JAMEY***

Thanks for sharing this, Ira! I largely agree with the idea that creators and backers benefit from a funding goal that reflects the real amount needed to create and manufacture the game.

Where I’d push back a little is how that number is calculated. For example, if Arydia had only raised $700,000 instead of $720,000, would that truly have tanked the project? What about $650,000? And so on.

Let’s talk numbers for a hypothetical game. If you want to make a game with a landed cost of $20 (manufacturing plus freight shipping) with a trusted long-time producer like Panda, you’ll have a minimum order quantity of 1,500 units (or 2,000 if plastics are involved). Ideally you’ll make more, but that’s the bare minimum you need to cover that MOQ. So that’s $30,000.

Of course, you’ll need to pay artists, graphic designers, playtesters, and proofreaders–those costs can vary greatly based on the complexity of the game and the quantity of the art. At Stonemaier Games, I would say that those costs add up to around $75,000 on average. Added to the landed costs, that’s $105,000.

However, if we’re investing so much money, time, energy, and other resources, we’re not looking to make only 1,500 units of the game. Our real MOQ is 20,000 (i.e., if we don’t think we can sell at least 20,000 units of a game, we won’t make it). So that puts this hypothetical calculation at $475,000.

Now, if I were to use crowdfunding, would I use $475,000 as the goal? I would not. My reason is because it’s aspirational–just because I want to sell 20,000 units doesn’t mean the game isn’t feasible at 1,500 units. Also, I’m not a first-time creator, so I’m prepared (financially and otherwise) to bet on myself. Like you and other publishers, I’ve already done a lot of the work to create the game before I’ve presented it on a crowdfunding campaign. Essentially, I’ve already decided that the game is worth a certain amount of investment no matter what backers can provide. So if I’ve already spent $50,000 on artists, graphic designers, playtesters, and proofreaders, it isn’t my expectation that backers should reimburse me for that investment. That drops the goal down to $55,000.

My last thought is about transparency. I love your focus on transparency, though I don’t think it solely rests on the funding goal itself. In the hypothetical example above, I might list the funding goal at $55,000, but somewhere else on the project page I might discuss that I’ve already invested $50,000 in the game and that the additional $55,000 is for an MOQ of 1,500 units even though I’m really hoping to make at least 5,000 units.

I’m not claiming that any of this applies to Arydia specifically (in fact, I’m 100% sure that Arydia’s landing costs and sunk costs are significantly higher than the example I provided). Rather, I just wanted to point out that an accurate funding goal is relative to various factors and that transparency extends beyond the goal itself.

What do you think? Feel free to close out the article with anything else you want to counter or share.

***IRA***

Great thoughts! Here are three additional notes:

Previous Reading: Just in case current readers haven’t seen your previous article on this topic, I think many of your points are still totally relevant today: https://stonemaiergames.com/kickstarter-lesson-7-the-funding-goal

Drawing the Line: After doing all the math and calculations, let’s say we end up with a goal of $52,000. I can always ask myself, what about $51,999? Surely that would still be OK. What about $51,998? etc. It’s quite tricky to find where exactly to draw the line. One approach is to pick a number substantially lower, like $40,000, and convince yourself that it’s really too low. Then you can go up from $40,000 and down from $52,000 until you feel like you’ve found the lowest reasonable goal.

Stretch Pay: If you’re offering an expensive game, many backers may want to pay via installments, which Gamefound calls Stretch Pay. I don’t know the data across all of Gamefound, but to share a single data point (since I really appreciate how Jamey shares real data here): As of Day 1 of the Arydia reprint campaign while I’m writing this, 47% of pledged dollars are in the form of Stretch Pay! That means we won’t actually get the cash flow until much later in the process, after we’ve needed to make payments to the manufacturer. If you’re going to offer Stretch Pay, be sure to plan out the payment schedule to align with your manufacturing bills!

Thanks again for the opportunity to discuss this topic!

***JAMEY***

Thanks for sharing these thoughts, Ira! I wish you the best with the second-printing campaign (currently $476,408 raised for a $200,000 funding goal).

I’d love to hear what other backers and creators think about the funding goal calculation. Let us know in the comments below!

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Webstore vs Retailer Packaging for Wingspan Promo Birds

17. November 2025 um 16:30

Last month we announced and launched 6 promo packs of all-new Wingspan birds. Each pack focuses on a different region (Asia, Great Britain, Canada, Continental Europe, New Zealand, and USA):

We packaged each set of 25 birds in its own “booster pack” so customers could pick and choose the right combination of packs for them. It’s okay to buy all of them, but you could also just try a few of the packs to see what they add to Wingspan.

It’s rare to have a different product design for our webstore vs retailers. Due to the extra graphic design and production, we prefer to have a single version of each product. The majority of Wingspan’s 2 million copies in circulation have sold through retailers (not our webstore), so we also wanted to offer these packs to retailers and distributors. Based on feedback and experience, we knew that local retailers would want a way to buy the packs together and then display them.

After much discussion and experimentation, we created a display box for retailers. It contains all 6 promo packs, so a retailer can sell the box by itself or open the box to sell individual packs:

The display box also prompted us to slightly change the packaging of each pack so that there’s a band of color at the top, signaling that each pack is different. We also moved the name of the pack closer to the top:

The display box set is unique to local retailers; it will be available from them starting on December 5.

Have you seen other cases of slightly different product design between a publisher’s webstore (or crowdfunding campaign) vs the retail version? I’m not talking about gameplay or component differences (i.e., deluxe vs standard editions), though that is another consideration when trying to appeal to early adopters vs long-term retail viability.

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There’s more information about the new promo bird packs in today’s World of Wingspan newsletter, including the expansion timeline and a region vs region variant.

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What Makes a Great Rulebook?

13. November 2025 um 22:42

I write or rewrite most of our rulebooks at Stonemaier Games, and today I thought I’d share a few observations and techniques I’ve learned over the years.

My Techniques

  • For initial local playtesting, I create player aids instead of a rulebook, as the rules are very much in flux at that stage (plus, it sets the groundwork for each player to have a player aid in the final product too). It’s only when I’m approaching blind playtesting that I write the rulebook.
  • I have a simple rulebook template I follow: overview & goal, components, setup, gameplay overview, detailed gameplay, other info, and end of game.
  • I typically reserve the last page of the rulebook for an icon guide, game flow, and/or index (though often the table of contents at the beginning does the job of the index).
  • I try to construct rulebooks in such a way that their length is indicative of the complexity of the game, using other components to assist. For example, when I rewrote the Tokaido Duo rulebook, I extracted the character instructions into two separate sets of player aids (i.e., more helpful for players to use during the game, and more representative of Tokaido Duo’s low complexity).
  • I write rulebooks as if I’m talking to you. “Pay $1 to gain 2 resources,” not “The player pays $1 to gain 2 resources.”
  • If I ever need a full page to explain a minor concept, that’s a good sign that the concept is too complex for what it contributes to the game. Similarly, in 99% of cases, if I use the word “exception” in the rulebook, it’s a sign of something that will be difficult for players to remember and should be removed from the gameplay.
  • My favorite rulebook size is 180x240mm. This is big enough for the rules, visuals, and examples, but small enough that you can keep it on the table while playing.
  • Blind playtesting (when a game is playtested without me there to teach or supervise) is 25% for the purpose of improving the rulebook. If a playtester misses a rule, even if it’s marked clear as day in the rulebook, I consider it an opportunity to make it even clearer or put it in a more obvious place.
  • My general philosophy is to put text on cards (not combinations of icons to decipher) and that the text be self-sufficient enough that a separate appendix isn’t necessary. However, sometimes there just isn’t room for lots of text. In those cases, either an appendix (like in Apiary) or the back of the card/tile (like in Tokaido) are good places for the text.
  • I find it helpful to review a rulebook backwards (section by section), as I can hone in on specific elements without skimming ahead by accident.
  • We have a style guide for the copyeditors and proofreaders in our oversight process. They have full access to all versions of the product (prototype and typeset files).
  • When the pre-production copy (PPC) of the product is ready, one of the things I’m looking for in our playtests is how easily I can find answers to questions in the rulebook. If I can’t find the answer quickly, I revise the rulebook accordingly.

Top Advice from Others

Great Rulebooks to Study

  • Dungeon Lords: for its humor
  • Jaws of the Lion: for its tutorial
  • Barcelona: for its history
  • Galactic Cruise: for its organization
  • Dawn of the Zeds: for its use of multiple rulebooks
  • Origin Story: for its consideration for different types of players (player count, trick-taking experience, etc)

What’s one of your favorite rulebooks or things you like to see in a rulebook?

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Quick Kickstarter Lesson Recaps: #161-165

10. November 2025 um 14:49
In today’s flashback post, we’ll look at articles about announcing project status progress, constantly moving graphics, creating satisfaction through certainty, automated address updates, and videos densely packed with info.
 
The Power of Public Progress (#161): 10 years ago I started sharing the status of our projects in our newsletter. I’ve continued doing that to this day, allowing everyone to see, and get excited by, our upcoming releases!
When to Use a GIF Instead of a Static Image (#162): In general, I’m really not a fan of constantly moving graphics on a computer screen (it’s hard to read the surrounding text). However, I’ve seen them used successfully when the GIF helped to explain a very specific, potentially confusing aspect of the project in a way that neither text nor a static image could. I used a GIF to explain the difficult-to-grasp extended board for Scythe, which is includes a an additional board that slides next to the back of the game board to increase the size of the board by 50%. If that sounds confusing, you’ll understand why a GIF was useful in this case, and you can check it out in the full article.
 
The Power of Certainty (#163): Certainty has a strong impact on crowdfunding backers, especially given that we creators put projects on Kickstarter many months before backers get any tangible benefit. There’s a lot of uncertainty there. But we can shore up that uncertainty with: offer a nearly ready-for-production product, predefined costs, third-party reviews, visual examples of your product, money-back guarantee, and of course, a history of successful projects to help create a sense of predictability.
 
How to Automate Backer Address Updates (#164): With some newer-than-this-article features from Kickstarter and the a plethora of third-party pledge managers, this article isn’t as relevant today. But one key part of this article is that there are likely solutions to some of your problems that may simply take a little research to find. Your backers can be instrumental in this process. And of course, some fancy spreadsheet knowledge, like how to use macros, can be very handy.
 
The Whiteboard Video (#165): A “whiteboard video” is a dynamic approach to sharing a large amount of data in a short amount of space. As the narrator talks, the concepts they describe are illustrated in real-time on the screen. The visuals are good for both short-term attention spans and long-term memory. For my Scythe Kickstarter, I reached out to a creator to see if he would make a preview video for me. In this situation, I didn’t have to write the script. He is particularly good at condensing a lot of information into a short, visual video. He played the game, wrote the script, and sent it to me for review before he moved on to the illustrations. A video like this creates the opportunity to have friendly, accessible visuals for your potentially complex project.

Also, just yesterday I posted this video with some answers to questions from a university class:

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If you have any questions or thoughts about these topics, feel free to share in the comments!

 
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More Important Than Selling: Helping You Table the Game

06. November 2025 um 19:02

As much as I appreciate the effort publishers put into selling a new game and sharing its features (through reviews, videos, newsletters, updates, social media, ads, etc), I’ve found that what I end up valuing the most is the effort they put into helping me actually get the game off my shelf of opportunity and onto the table for the first time.

This manifests in many ways: Ease and instructions for the initial unpacking/organizing, clear rules/tutorials in a variety of formats (rulebook, video, Dized, Rulepop, etc), reference cards for each player, game design that promotes an intuitive onboarding process, and so on.

But there’s one way that’s often overlooked, and I highly value when publishers do this type of customer service: When the game ships and/or releases, send an update that consolidates all of the onboarding instructions in one place. This significantly increases the chance that I’ll get the game to the table soon and that I’ll play correctly the first time.

Today I sent this update for Origin Story, as we’ve now shipped over 5,000 copies to webstore customers (the retail release is coming soon), and I thought I’d break down the update into segments to illustrate our methods. If you have any feedback about how to improve this type of update, please let me know!

I’m sure that there are some people in the Origin Story Facebook Group or on BoardGameGeek who don’t subscribe to our Origin Story newsletter, so I typically post a weblink to the newsletter content there and on our website. Including the subscription link makes it easier for someone who is reading the newsletter as a webpage to subscribe to future updates.

By the time I send this update, I’ve heard from customers who may have struggled with some aspect of the game’s initial setup. This is a chance for me to use that feedback to improve the experience for anyone who hasn’t opened the game yet.

This portion is the heart of the update, as it provides the tools for people to learn the game and ask questions while they’re learning/playing. It’s also intended to get people thinking about what they can do after they’ve played the game (some low-key creative and social media ideas).

Our oversight process attempts to make the rules clear and complete, but we’re always trying to learn from players. If they’re asking some of the same questions, I like to highlight the answers up front for those who are close to trying the game for the first time.

I record how-to-teach videos for all our games, as the person who is learning the game is likely the person who will be teaching the game. My teaching method (and the way I design games) is to explain a few core concepts and then teach while playing.

Finally, the newsletter ends with some things players can do after they’ve played game. I also include links to our webstore, as there are likely some subscribers who are following along but haven’t actually purchased the game yet.

In breaking down this type of update, I think I could probably put a little more focus on the Learn to Play paragraph (maybe add some visuals or present it as a list instead of a long sentence) and shift the creative and Instagram suggestions to the end of the newsletter.

I’d love to hear what you think–are these types of updates (from us or any publisher) helpful for you? What makes them useful, and what could make them better for helping you play the game for the first time?

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Also read:

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3 Takeaways from the Most-Watched Tabletop Game Videos

03. November 2025 um 23:30

Today I was looking through the recent YouTube videos of a content creator, and I happened to notice that a certain type of video garners significantly more views than other videos. It’s a type of video I don’t make or watch, so it really stood out.

I decided to look at a handful of tabletop YouTube channels that post a variety of videos to see if their audiences were just as interested in this type of video. And they are!

Here are the channels I looked at, each of which features at least 4 different types of videos on a regular basis, along with an image showing a content cross-section:

Stonemaier Games

BlackBoardGaming

Board Game Buzz

Tim Chuon

Allies or Enemies

TheGameBoyGeek

Tantrum House

Man vs Meeple

Before You Play

For each of these channels, I looked at average views for different types of videos posted over the last few months. This was a very un-scientific process, as there are a variety of factors that can impact the views of any single video.

Here are my three biggest takeaways from this very small dataset:

People Love Anticipation

This is the type of video that surprised me the most. It’s by far the most-watched type of video on these channels.

It doesn’t surprise me that people like anticipating things; I love to look forward to specific games, books, movies, restaurants, etc. Rather, I’m surprised that videos about anticipation are so highly viewed, as they are the one type of video on this list about games that the content creators haven’t even played yet. They’re mostly talking about a game’s potential, not their experiences playing the game.

I’m truly happy that these content creators and their audiences enjoy the anticipation-style videos. However, it isn’t content that I’m personally interested in making–I want to share my excitement for games I’ve played, not games I might someday play–but it’s a great reminder about the marketing power of anticipation.

Lists Are Still Great

In an era of 30-second clips on TikTok, Instagram, and YouTube, people still seem to enjoy the option to learn about multiple games over 10-20 minutes in a single video. As much as I love a focused deep-dive into a specific game–in fact, that’s my heavy preference for podcasts–for videos I like the efficiency and order to longer lists.

The data was a good reminder that top 10 lists aren’t the only way to do this. Various creators have their own twists on variety episodes, including “if we could only keep 5 games,” “comparing these 3 games,” and “let’s talk about games we recently played.”

Playthroughs Are the Most Valued Sponsored Content

Just recently I wrote about how content creators can (if desired) earn a little revenue from paid, non-opinion content like previews and rule videos. However, it seems that playthroughs are the clear winner if a publisher is considering a content sponsorship.

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Data aside, my motivation for creating YouTube videos is almost entirely driven by the intersection of two factors: (a) What our audience enjoys and (b) what I’m passionate about filming. I’m not going to make something that isn’t true to me (e.g., absolutely no hate-bait) or if very few people engage in it (considering not only views, but comments and likes too).

What’s your takeaway from this data? Again, it’s a very small cross-section, so I’d love to hear your observations from other channels too.

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Also read:

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Top Lessons Learned from Our 2025 Releases

30. Oktober 2025 um 19:26

We’ve had a busy year at Stonemaier Games! Now that we’re done releasing new products for 2025, I thought I’d reflect on the major lessons learned from the product design and marketing of these products. Here’s what we launched this year:

  • Vantage: Open-world cooperation for 1-6 players on a vast planet.
  • Origin Story: Superhero-themed tableau-building and trick taking for 1-5 players.
  • Finspan: Dive underwater in this language-independent Wingspan-inspired game for 1-5 players.
  • Wingspan Fan-Designed Birds: 6 packs, each with 25 brand-new birds.
  • Tokaido Expansion & Playmat: Crossroads, Matsuri, and promos in one box.
  • Wyrmspan: Dragon Academy: More cards and fledglings (dragons to train).
  • Tokaido Duo: Draft dice and race to be the first to complete a traveler’s goal.
  • Smitten 2: Tiny cooperative puzzle for 1-2 players.
  • Tokaido: Traverse across Japan as far forward on a path as you dare.
  • Between Two Castles Essential Edition: Work together with your neighbors to build castles, but there’s only one winner (1-7 players).

Overall, as much as I love these games and expansions, I feel like we packed too much into 2025 from a marketing and customer service perspective. Our goal is to shine the spotlight on a select few products each year so we can best serve you, and I don’t think we accomplished that goal by letting 2025 get so crowded. Next year will be more focused.

As for specific products that have provided takeaways for product design (not game design) or marketing:

  • Vantage: I’m really glad that I broke from tradition and started posting design diary updates well before the launch, as it both gave me time to tell the story of this 8-year passion project and gave curious followers something big to anticipate. As for the product design, now that I’ve seen the effectiveness of the optional Rulepop digital storybook (and rule support) web app, I wish I had worked with Rulepop in advance rather than after the launch so people would see it mentioned in the rulebook.
  • Origin Story: We aimed to put a big game with a ton of replayability in a smaller box, which served as a great reminder of how much the box size can impact a game’s manufacturing cost (and thus the final consumer price). Using a Wingspan-sized box would have added close to $10 to this game’s MSRP and added freight shipping costs. However, we did something with the box that I’d do differently in the future: Because the box is double-sided (both the front and back have full illustrations), we added a disposable piece of paper to the back of the box with retailer-focused product information. Our manufacturer put a touch of removable glue on the paper so it wouldn’t shift when the box goes through the shrinkwrap machine, but the glue leaves a small bubble when removed.
  • Finspan: My main takeaway is for me to add more of a buffer to the quantity certain components, especially when an upgrade pack is involved. People run out of school tokens at higher player counts more often than expected when playing Finspan.
  • Wingspan Fan-Designed Bird Promo Packs: I wish I had pursued these last year and release them in batches of 3s instead of 6 all at once–it’s a more palatable expense that way. In the future if we make more of these, we’ll most likely release them in sets of 3, similar to what we did with Rolling Realms promo realms.
  • Tokaido Expansion: When I first starting working on combining Crossroads and Matsuri (which were originally separate expansions), I was a bit daunted by the rulebooks, which totaled 12 pages between them. But then I realized that they were actually rather elegant expansions with a ton of content in the rulebooks that could instead be on other tiles and cards in the game (and easier to reference that way). The final result is a single-page rulebook (printed on both sides) that much more accurately conveys to players how easy it is to add the new content to Tokaido.
  • Wyrmspan: Dragon Academy: By far the biggest surprise about this expansion has been the incorrect assumption that the included tray is designed to hold ALL Wyrmspan cards. As an expansion tray, it’s actually designed to hold just the expansion cards. There wasn’t a plastic tray in Wyrmspan’s first printing, so we thought we could better serve fans of the game by including an expansion tray to hold at least some of the components (and if you want to store all cards in trays, the tray is sized so that the box also fits a second tray, which we offer discounted on our webstore). Perhaps the lesson is to include an organizer tray in the base game from the start and don’t try to retcon it later.
  • Tokaido Duo: Before we acquired the Tokaido brand, all the marketing I’d seen about this Antoine Bauza dueling game seemed to gloss over two major features that I’ve tried to highlight: One, it’s a dice drafting game (meaning that both players are involved in every turn). Two, it’s a race to complete one of several goals, ala the designer’s other incredibly popular 2-player game, 7-Wonders Duel.
  • Smitten 2: We tried to make the packaging for this sequel more retailer friendly by adding a hangtag and using a box instead of an envelope. The result is fine, but I’ve found that it sacrifices some of the ease-of-access of the original packaging.
  • Tokaido: My biggest lesson learned is to be incredibly wary of making late-stage graphic design choices, and if I do, I need several sets of eyes to ensure that there aren’t any unintended consequences. What I’m referring to is a change we made early in pre-production to make the score track wrap around the board (which is good). However, during the process of changing this, a layer shifted in InDesign, resulting in the path shifting by a few millimeters. It doesn’t impact gameplay, but it was an embarrassing, aesthetically unpleasing way to introduce Tokaido to the Stonemaier brand. (And yes, we’re fixing it for future printings, and it’s fixed on the rubber playmat.)
  • Between Two Castles Essential Edition: This combines the core game with the expansion into one seamless product, and I have few notes other than maybe we made slightly too many copies. In the past we’ve seen a pretty big bump from retailers when we give a product this “essential” treatment, but I think there are so many new games, spinoffs, sequels, and second editions on the market these days that they don’t have quite as much appeal as in the past. Despite the slight over-forecast, it’s still sold well enough to justify the Essential Edition.

Those are my primary product design and marketing lessons learned from our 2025 releases. What do you think, and what would you like me to learn from these products so we can better serve you in the future? I love questions, so feel free to ask if you don’t know the full facts or backstories behind a product design or marketing decision.

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See also: Insights from Our Projects

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

Essen Spiel 2025: What We Tried and Learned

27. Oktober 2025 um 15:19

I’m incredibly grateful for my coworkers (Dave, Susannah, and Alex) for traveling across the world to Essen for the Spiel festival this past week, along with the many incredible members of our demo team who made the trip from Iceland, England, Belgium, and a variety of other locations. Huge thanks to everyone who stopped by our booth to learn about our newest products: Vantage, Origin Story, Wyrmspan: Dragon Academy, and more.

Last year we tried a secret experiment at Essen that resulted in some fun for the team and customers; I think a variation of it was implemented this year as well. I asked my coworkers if they tried anything new at Essen Spiel this year that other creators and publishers might be interested in, and Alex shared the following:

  1. Combined Sales Counter at a Shared Booth: While Stonemaier and Inside Up have shared a booth the two previous years, this is the first time we had a single combined sales counter. It was really cool how the intermingling of stock led to people coming to the booth looking for games from one company and walking away with games from both. It really exemplified the synergy we’ve built up with the partnership between the two companies.

  2. Great Lighting: It’s really amazing what good lighting does to make a space feel friendly and welcoming. I’ve personally experienced this in the difference between retail stores as well but at Essen we add quite a bit of extra lightning to our booth and it makes the space quite literally shine as a standout beacon next to the booths around it.

  3. Quick Pitch Tables: This year we added a row of “pitch tables” at the front of the booth, with demo tables to do full playthroughs in the space behind it. This is similar to the tables at the Gen Con booth. It’s really cool to be able to have different ways to share our games depending on the different needs of the people coming by. We also had lots of people coming up to the game shelves, picking up the boxes and reading the backs. I was really glad for the sheet on Origin Story for this and it was fun to see people pick up Vantage and realize just how heavy that box is!

All three of these are about trying to serve customers. If you’re buying products from two companies at the same booth, it’s more effective for your time to check out once instead of twice. Great lighting is crucial for inviting people into a booth and encouraging them to hang out for a while. And not everyone wants to sit down for an extended demo–they might prefer just to briefly look at a game.

If you’ve attended a convention recently, what have you seen (or implemented) that makes the experience welcoming and memorable?

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