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Beyond the Box: What It Really Costs to Publish a Board Game

  • Writer: Michael
    Michael
  • Jun 2
  • 4 min read

Welcome back to Re-Rolling: A Journey Through Game Design and Self-Publishing! I’m Michael, and this edition our topic is one every aspiring game designer needs to understand before diving into the deep end: the real cost of creating a board game. Let's Dive In.

When we started Through The Ash, like many creators, we focused heavily on manufacturing quotes. How much would it cost to print 1,000 units. 2,000? What components could we afford? At what cost was the game unmakeable? What does failure look like for us? What if we are widely successful, can we fulfil everyone’s orders? All these questions can be scary to new creators.

But what we quickly learned is that manufacturing is only one piece of a much larger financial puzzle. Here’s a breakdown of all the hidden (and not-so-hidden) costs that come with publishing your own board game, especially if you’re planning to crowdfund or build a business around it, like we’ve plan.

Manufacturing ≠ Total Cost

Let’s say your game costs $6.50 per unit to manufacture. That feels doable, right?

Now add:

  • Freight shipping from the factory (by ocean or air)

  • Import duties/customs taxes/tariffs

  • Warehouse storage & Palletizing (If not done) fees

  • Pick-and-pack fulfillment costs

  • UPCs per item

  • Packaging insert design

  • Contingency overages (especially with component shortages or inflation)

Suddenly your $6.50 completed game now costs $10–12 before it even reaches the backer or retailer.

Before the game is finished Budget Categories

Additionally, what your budget might need to cover:

1. Art & Graphic Design

Professional-quality art makes or breaks your game’s appeal for most consumers, so you may find yourself paying for illustrators, graphic designers, iconographers, and animators. We learned quickly that good art isn’t cheap, and cheap art isn’t good.

Pro Tip: Budget 10–20% of your total funds for visual development alone.

2. Prototypes

You’ll likely need multiple high-quality prototypes, for playtesting, reviewer copies, photographs and convention demos. Be prepared, these often cost way more per unit than your final production run.

Reality check: Each high-quality prototype can cost $40–$100+ depending on complexity, materials, and your manufacture’s tooling fees.

3. Marketing & Ads

You need to generate awareness long before your game hits Kickstarter. That means:

  • Meta ads

  • Marking Consulting firms

  • Influencer outreach

  • Email list growth tools

  • Landing pages & SEO

  • 3D Renderings

  • Photographer

And these aren’t optional if you want to fund. We spent more time and money here than expected, but it should pay off in visibility.

4. Convention Costs

Attending even one convention can run up a surprising tab:

  • Booth fees

  • Travel and lodging

  • Demo copies and banners

  • Table presence (tablecloths, displays, giveaway items)

We’ve learned: You don’t need a flashy booth, but you do need a plan, and a budget for it.

5. Legal & Business Setup (See previous editions)

Want to trademark your name? Protect your game? Operate professionally?

  • Trademark registration

  • LLC setup

  • Business insurance

  • Contracts for freelancers

  • Accountant / Tax professional (Recommended if seeking a loan)

These often get overlooked but can save you from major headaches later.

6. Fulfillment & Logistics

Even after your game is funded, costs continue:

  • Fulfillment center fees

  • VAT compliance (especially in the EU/UK)

  • Customer service

  • Replacements/damage handling

7. Localization to other languages

We don’t have a bunch of experience in this category as of yet but we have had our first game Sugarworks’ rulebook translated into multiply languages to increase the exposure or likelihood that other countries can enjoy our product in their native language.

8. Software

Luckily, we can do something in house when it comes to the large list of expenses but most of these require some sort of software tool that charges, monthly or yearly fees to use their services. We used some of the free ones but have recently transitioned over due to some commercial use by laws of these sort of programs.

Tip: Factor in a 10% buffer for backer support and shipping mishaps. It’s not glamorous, but it’s necessary.

Re-Rolling: What We'd Do Differently

Looking back, here’s how we’d approach budgeting with more foresight:

Start with a Full Financial Map

Instead of focusing on unit price, we’d build out every line item in advance, from art to freight to final shipping. Seeing the whole picture early gives you the power to scale smart. This step can be very difficult for new creators because you don’t know what you don’t know.

Create a Tiered Budget

We’ve defined minimum, target, and dream budget levels. That way, we could adjust expectations (and Kickstarter stretch goals) based on how funding progresses, without scrambling mid-campaign.

Talk to Other Creators Sooner

Other indie publishers are often happy to share their cost breakdowns. We wish we had asked more questions earlier, it would’ve saved a lot of guesswork. Beware, with so many variables it can make it hard to properly assess.

Track Every Dollar

Even if you're self-funding, use software or a good spreadsheet to monitor where your money goes. We now track marketing ROI, prototype costs, and freelance hours meticulously and it’s made us smarter and leaner going forward.

Price for the Future, Not Just the Kickstarter

We initially priced Sugarworks for the Kickstarter launch. Now we realize we should’ve priced with future retail, restocking, and expansions in mind. Think long-term from day one.

Final Thoughts

Publishing a board game or developing a new product in general can be one of the most exciting creative endeavors you may ever take on but remember it’s also a business. And like any business, it requires clear-eyed financial planning, hard decisions, and a willingness to adapt.

If you’re dreaming of launching your own game, don’t let the numbers scare you, but do give them the attention they deserve. Behind every great product is a great budget.

Until next time: keep rolling, keep learning, and always build with purpose.

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