How to Publish a Board Game

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We recently hosted an “ask me anything” on Reddit and had a lot of great questions! Many of these were from aspiring creators in various stage of game design. Because there were literally hundreds of these comments and questions, we’ve created this little handy little guide!


1. Come up with an initial idea for a game

This can be based around a game mechanic that you like from another game, a combination of multiple mechanics, a specific theme, a general idea, or anything from life (any person, place, or thing). Take that idea and build something from it! We find our inspiration from traveling, reading books, watching movies, playing other games, and thinking of interesting concepts from economics.

2. Make a prototype

This can and should be ugly. The uglier it is, the more people will be able to focus on the core rules and concepts of the game. It can be printed out cardstock and coins. As long as it is functional for testing, then it will work! We use Google Docs to write our rules, and Google Slides to make our cards. Each time we make a new version we duplicate those docs, change the version number on top, and archive the now out-of-date version. This lets us keep a record of past versions, in case we want to revert back to something that was working well. In Google slides we created a large table so that each section is as big as a card, and then write inside each section what text and image we want on the card. Each slide contains 12 cards.

3. Test, test, test!

Get a weekly group together, or go to a game convention. Hold a game night or go to local or university board game club. Each time you test, notice what works and what doesn’t. Subtract the bad, add some new. Strip the game down to its core and make it as simple as possible while keeping the intrigue high. Your final game will look nothing like your initial idea, and that’s ok. Our games are literally tested hundreds of times and go through about a hundred different versions. The final game is often completely different from where we started.

Always remember that your baby is ugly! Of course you are going to love your game, and of course your close friends and family are going to love your game (at least that’s what they’ll tell you). So be sure to realize that your game isn’t as fun as you think it is. Test it with strangers, or test with a group enough so that they’ll be honest about what isn’t working. We hold a weekly game night at our house. This forces us to make good changes each week, and gives us a group of people who get to be part of the innovative process and help us find the flaws quickly.

4. Give your game a theme

This can happen alongside steps 1-3 and can sometimes even be the initial spark for step 1. Find a theme that matches the game play and makes sense. For our games, we chose witches, pirates, and cowboys!

5. Decide if you want to publish your game, or license it to another company

At this point you can reach out to established game companies and see if they are taking game submissions. If yes, then you can send them your rules and they’ll decide if they’d like to publish it. If they do, then they’ll take it from here! You will only get about 3-5% royalties, which doesn’t amount to a lot, but it also means that your game will be in good hands and will more likely see the light of day and become a reality. But keep in mind that it is hard for games to get picked up since companies get lots of submissions. So self-publishing may be the way to go.

6. Find an illustrator

If you have decided to self-publish, now is the time to find an artist! We found our incredible artist, Sarah Keele, on a university job board. There are also places online like and where you can look. You can also just keep your eyes open. Any painting you see or poster or advertisement or cards in your favorite board game were designed by someone! And often you can find the artist’s name. Google them, contact them, and see if they’d like to be a part of your project.

Often you will get what you pay for. The more experienced artists are going to charge more. That’s life! With our first game, we offered our artist a percentage of whatever we made on Kickstarter since we didn’t have a lot of funds right away. So you could see if they are interested in something like that. You also don’t need to pay for every card to be designed right away. But you need enough designed so that your game looks complete and ready when you show it to people when you are trying to get funding for the game.

7. Find a graphic designer

Sometimes step 6 and step 7 can be the same person. In our case, we have taken the finished illustrations from our artist and then my wife Holly has put them onto cards and the boards, etc. She adds borders and fonts and brings the whole look together. This is a big step so don’t ignore it. Holly is a semi-professional designer, so usually it’s not as simple as just doing it yourself. We use Adobe Illustrator for our graphic design work.

8. Make a pretty prototype

Create your finished game! You can pull together each piece using places like (cards), 3dhubs (3D printed pieces), inked gaming (play mats), game crafter (various game pieces), etc. You want your game to look exactly like it will when it is manufactured. This is important for people so that they can see your whole vision.

9. Contact a factory

Reach out to a factory and tell them what pieces your game needs to have. They will then get you a quote for how much each component will cost. They’ll also tell you how many you have to order for them to produce it (usually around 1,000 units). Sometimes they will also create a full sample of the game for you (usually around $200) so that you don’t have to worry as much about step #8. Some easy factories to work with for new designers are Panda Games ( and Longpack ( Panda Games has a great quote builder on their site that you can use to better understand what types of materials you want to use in your game. There are also many US-based factories that can do more work. It’s often more expensive, but it’s also a lot easier to communicate with them. Here’s a great list of manufacturers.

10. Build a Kickstarter page and launch!

We have written a whole article about Kickstarter, and we encourage you to read it! If you have enough money on hand to cover the minimum quantity indicated by your factory, then you can also just skip Kickstarter and make your game right away. But Kickstarter is great because it gets people excited about your product and lets you know if you’ll need to make more than the minimum quantity.

11. Manufacture your game

Now that you have the funds, it’s time to make your game! Hopefully by this time you’ll already have sent designs to your factory and they’ll be ready to start production. Make sure you communicate a LOT with your factory to make sure everything is how you envision for your game. Ask them to send you digital and physical samples as often as possible so that you can make sure everything is being made correctly. This article has some more specifics about working with your manufacturer and getting the games from them to you.

12. Send the games from your factory to your fulfillment center

Oftentimes your fulfillment center (see step 13) or the factory can help arrange freighting your games across the ocean from your factory to the fulfillment center. It takes about 6-8 weeks for this process. Be sure to factor in the cost of freight when you’re funding the game in step 10.

13. Fulfillment

Now that you have the games, send them to your backers! We have used a company called Ship Naked and they have been great to work with. Contact them at to start getting an idea of what shipping costs will be for you. If you haven’t made a lot of games, or you don’t have many backers, you can also handle shipping yourself if you’re up for the work! But oftentimes a fulfillment center can get better postage prices anyways, so it makes sense to use them. This post has a great list of fulfillment companies near the bottom of the page that you can reach out to:

14. Ongoing sales

Now you sell your game! You can sell it through a website like ours, list your game on Amazon, or reach out to local game stores and see if they would sell your product. You can also reach out to distributors and see if they’ll carry your game and sell it to stores for you. We work with a consolidator called Hitpoint Sales who sells our game to distributors who then sell them to retailers. Here is a great list of distributors that you can reach out to:


That’s it! You’re now a game publisher!

Another great resource is this guy.

Also, this guy sums up a lot of the tricky logistics things.

Best of luck!

Deadwood 1876
Our most recent launch.


11 Responses

  1. Eduardo
    | Reply

    Hey Travis! first of all, thank you for all the help you are giving through this guide.
    Me and my friends want to publish a game through Kickstarter but we are from Costa Rica. Do you know about any guide or experience of a successful publisher outside US that used the American Kickstarter to launch their game?
    Among other things we are spwcially concerned about taxes and the need of having someone to respond for the game inside u.s.
    Thank you!

    • FacadeGames
      | Reply

      Hi Eduardo! You are welcome! Sadly I do not know of such a guide, but I’m sure there are some examples out there. There are many creators on Kickstarter who are not in the US, so perhaps you can message some of them directly through Kickstarter and see what they have to say. Best of luck!

  2. Matt
    | Reply

    Hey Facade Team

    My family loves your games and I was excited about this post as one of my boys has a great idea for a game – and he was curious about how you protect your idea. Did you do anything in regards to patent or copyright(s) when you made your game? The only reason a 16 year old boy would even ask this, is that his mother is an attorney. Anyways we have some friends we have played Tortuga with and it is a blast.

    Support St. Jude Children’s Research Hospital
    ~”No child should die in the dawn of life.”

    • FacadeGames
      | Reply

      Thanks for enjoying our games! We’ll put more up about this in April. Patents don’t do much for games, and as far as I understand a copyright is inherent when you publish. Trademarking the name of the game is a good idea though. His mom can probably give a better answer for this :)

      • Matt
        | Reply

        Thanks for info and looking forward to reading more.

  3. Doug
    | Reply

    Thank you for the article…

    1) When putting your game(s) on Amazon or sending them to a distributor to put out to retail, did you need to go through the process of getting a GS1/UPC registered? If so, how was that process?

    2) What type of International Commerce Terms did you go by when fulfilling your overseas manufacturing orders? I’ve seen that FOB is usually the recommended method.


    • FacadeGames
      | Reply

      There are places that sell registered GS1/UPC codes for pretty cheap. We bought several to use for our games. And we typically use FOB for the manufacturing orders. Saves us some money of getting the games to the port.

  4. Nathaniel
    | Reply


    Thanks for this. My son and I have created a game and this guide will be helpful for sure. I do have one question though, what would the average start up cost be for the whole process?

    Thanks again,


    • FacadeGames
      | Reply

      It really depends on how good your prototype is going to be. I’d recommend making it look as close to the real thing as possible. I’d say that will range from $50-$500. There will also be the cost of an illustrator. If you have an illustrator that wants to be part of the core team, or you don’t need illustrations, then its free.

  5. CJS
    | Reply

    Helpful guide for a Game hobbyist turned into wanna-be Game maker such as myself. Thank you for putting this information out there. I have recently been consumed by a game idea and took it from an idea in my head to a fully functioning “ugly baby” prototype in Table Top Simulator over the last 5 days. This included creating the theme, 54 cards and a rule book. I know its far, far from ready but, the power I’ve witnessed in TTS has me thinking that it is an extremely powerful tool for game developers. Just curious if you have any tips or advice for a Newbie game maker that sees TTS as a viable vehicle for game development? And also, how do you know when you’ve done enough play testing?

    • FacadeGames
      | Reply

      We haven’t used TTS very much ourselves, but I could see how it would be a great tool since you don’t need any physical pieces, and you can play with people remotely.

      We know when a game has arrived when we stop making changes. Usually for the first 50-100 times through we’ll make tweaks every time. Eventually it’s really fun and there don’t seem to be any flaws remaining. After testing it 20+ times without changes then we know it is arrived.

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