Standing Out In The Board Game Crowd
Gen Con coverage is done, though, this can tie back into Gen Con. But the idea is, how do you stand out with your board game in a very crowded board game market. Games and companies are fighting for your money all the time. Whether that be on crowdfunding or on the shelf at a big box store, or your local game store. All of those games are fighting for your time and money.
The question is, what can make a game stand out, and how much does a game need to stand out?
Does Your Board Game Need to Stand Out?
The answer in my opinion is that it does. Though standing out can mean a number of different things. You need a game that immediately catches your eye with the box. This could be bright and flashy, or it could match the type of game that people expect for it. Euro games often don’t have the most striking boxes, but you know what is in them.
But generally, you want something that stands out on a shelf. If you can get someone to pick your game up off the shelf and look at the back, that is step one. And that might be enough to get a number of sales for the game.
The next part of this question is do you need to stand out with game play and components, and what does that even mean? The short answer, as we’ll dive into what it means coming up, is that maybe you need to stand out. Not all games need to stand out, but you need to match the standards expected. Beyond that, you can certainly help your game with both of those.
What Can Make Your Game Stand Out?
Theme
For me the first thing that I think of is theme. If your theme is different, not only will the box probably catch my eye, but also it’ll keep me around to see how that game works. But it isn’t just that, it is also for more standard themes. If you do a fantasy game, how do you not fall into the trope of fighter, rogue, wizard, cleric? Or if you are doing a space game, how is it not Star Wars?
Examples
First Rat
First Rat never would have caught my attention except for the theme. And even then, with the company the game is coming from, I have nothing really against them but their games don’t catch my attention, I wouldn’t have been that interested. But the theme of a rat building a rocket ship to go to the moon meant that I’d be willing to try it.
And I am glad that I did, but that’s not really the point. The point is that you took a game with basically some resource gathering and victory points and put a weird theme on it. And when I got into the mechanics, I realized that I really enjoyed the game. The theme definitely helps. If this were just pushing up a track to get resources to trade at a Medieval market, I would be less interested.
Gloomhaven
Gloomhaven is an example of a theme that is pretty common. It is fantasy. But Isaac Childres built a world that is completely unique to Gloomhaven. The characters are all different and it feels like no fantasy that has been done before.
But it also doesn’t feel like it’s trying to be that. Let me give an example, theoretical, of how this works. It has characters who can heal, but they aren’t the cleric. It has better tanks, but they aren’t a barbarian for a fighter. Each of them does something that feels different than your classic D&D tropes. And it does that without making itself too confusing or convoluted. A lot of fantasy games go with grand fantasy names and a backstory that doesn’t matter that much.
ISS Vanguard
ISS Vanguard is a game that actually isn’t in my hands yet. It will be soon, but it isn’t yet. This does fall into that epic space game. But it isn’t so much the good versus evil that you end up with in Star Wars. It probably is closer to a Star Trek where there is more exploration.
But what feels different about this one is that exploration. You travel throughout this galaxy or area that you’ve decoded a signal to. The call is making you want to know more, but the directions are less clear. ISS Vanguard is all about exploring space and figuring out everything that is going on. Plus maintaining your ship, keeping crew happy, everything like that as well.
Etherfields
Etherfields is very much a world that is completely different than anything out there. A world where you dive into your dreams and nightmares and are exploring. This would again fall under fantasy, but in such a different way than your standard high fantasy settings or epic fantasy settings like Lord of the Rings.
Etherfields pivots a long ways away from the standard which I think is good. It is going to draw people in because it feels completely different. It doesn’t need to walk that line of fantasy that we know and the fantasy that it is. Being it’s own thing so completely means that it doesn’t need to build off of anything that we know.
Components
Components are another way that you can stand out. This could be a mountain of plastic minis, it could be amazing nature artwork, it could be a volcano. Whatever it is, when you flip over to the back of the box and see it, it catches your eyes. Some of these fall into the next category, the Gimmick, so I’ll talk about those then. But there are plenty of games that stand out because of the pieces that they have in the game.
Examples
Wingspan
Wingspan is an easy one to put on the list. Firstly, there is all of the amazing artwork. This is an example of a cover that immediately draws you in. But going along with that, it isn’t just on the cover. All the cards show off Beth Sobel’s artwork. And all of the birds are different, so there is a ton of artwork. Then you add in the eggs and the bird house dice tower. The game gives you great components.
Century: Golem Edition
Century: Golem Edition is another one that gives you amazing components. I wanted to come up with a game that has metal coins in the box, and Century does. And I could talk about the artwork here as well. But the artwork isn’t the other component that immediately draws you in. In Century Golem Edition you are collecting games. And the game pieces are vibrant and fun tactilely to play with. Collecting those and trading them around really makes the game stand out.
Marvel United
Finally, I mentioned minis, so if you want a game with a lot of minis, Marvel United is a way to go, especially if you backed the Kickstarter. Chibi minis might not be everyone’s style, but I enjoy them. And I think for a light, family weight, easily accessible board game, they work great. So if you get everything, you can play as whatever hero you want. And for a fan of the IP, that is easy for me to want them all.
Mechanics
Let’s not overlook mechanics. There are a number of games that come out with a mechanic that just feels different. Some of these again border on gimmick, but they are important to the game, and generally not the only game that uses them. But a slight twist on a mechanic can make a game stand out.
Examples
Cartographers
Cartographers does two things that I think make it unique for a roll and write game. The first is not totally unique to it. But the idea of how it scores. You score two things for spring, then one of those things and a new thing for summer. But when you get back to winter, you score one of your objectives from sprint again. So you kind of plan out your scoring a little bit as you go. And not everything scores every round. But also, you write on your opponents board as well as your own. When a monster comes out, you figure out the bad spot where to place it.
Gloom
Gloom is another example of two things, neither which is highly unique, but still are enjoyable. In Gloom you try for the fewest points possible. That is fairly unique. You want your family to die the worst deaths with the most negative points possible. Gloom also uses transparent cards. So you layer on these negative effects on your own or positive on your opponents. You still see your character through the cards, and the negatives that you’ve played before. Other games do this, but I enjoy it a lot in Gloom.
Gloomhaven
Gloomhaven makes the list in a couple of different categories. But for mechanics, it’s all about that card play that you do. You pick two cards to play. One you will use the top half, generally an attack. The other you will use the bottom half, generally movement. But you want to pick with flexibility. Because the situation at the start of a round, as monsters and other players go, might not be the same at the end of the round. Plus, it is just a dungeon crawl without chucking a handful of dice.
Gimmick
Another way is by a gimmick, and this is kind of the last one. Gimmicks in board games can be great, or they can hide the fact that there might not be much game there. So a gimmick can be a bit of a risk. There are three games I can think of passing on because I wasn’t sure about the gimmick in them. Two haven’t fulfilled yet from crowdfunding. The other one I backed the second time it was on there.
Examples
Canvas
Canvas uses that clear cards, something that I put in as a mechanic. But it is also a gimmick, one that is needed for some games. In Canvas, it is needed for the mechanics of the game as you try and layer symbols to complete pictures and score points. It also creates really wild pieces of artwork which counts for a lot as well. At least in terms of the fun of the game.
Potion Explosion
Position explosion on the other hand is really a toy piece in the game. A little chute that drops marbles down into a tray in different columns or paths. Then you pull out the marbles trying to get like colors to hit and collect those. And you put them on potions to make those positions. The whole thing of the game is there there is toy factor, but the game has a lot of fun game play as you combo potions you’ve made into being able to complete more potions.
Ice Cool
I probably could have put only dexterity based games on the list, but that isn’t fair. By their nature they tend to have more of a gimmick and more of that toy factor to them. Ice Cool, though, really stands out as having a gimmick to it because the boxes are the board. You take off the lid and there are more boxes inside. You put them together in such a way that you have a school. It is unique and fun.
Final Thoughts
Anything you can do to get a game noticed is probably not a bad thing. Though, some companies take it too far. It is important to put out a game first. But there are things that can be done, sometimes that are ignored, to make a game stand out more. And get more people to pick it up off a shelf to try and play it. That is really the most important first step is getting it in front of the people who will be interested.
What are some things that have made a game stand out to you? Any games that had the perfect packaging but then were a dud?
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