How board games are manufactured

Board game manufacturing is a coordination job. A single game might involve offset-printed cards, a wrapped rigid box, punchboard tokens, molded plastic pieces, wooden bits, and a rulebook, each produced on different equipment and sometimes by different subcontractors, all assembled into one finished product. Manufacturers who specialize in board games exist precisely because coordinating all of that is hard, and most of them are concentrated in China, with smaller clusters in Europe and North America.

The process starts long before printing. You send print-ready files, the factory reviews them and flags problems, then produces a pre-production copy (often called a PPC) for your approval. Only after you sign off on the PPC does mass production begin. Skipping or rushing this approval step is where most manufacturing disasters come from, because once the presses run, mistakes are printed thousands of times.

Mass production itself typically takes 30 to 60 days from PPC approval for a standard game, longer for games with plastic miniatures or unusual components since molds and tooling add weeks. Cards are printed on large sheets, cut, and collated. Boxes are made from greyboard wrapped in printed paper. Punchboards are die-cut. Everything converges at an assembly line where workers shrink-wrap the finished games and pack them into cartons.

From there the games are yours to move. The factory quotes a price for the goods, usually not including freight, and you arrange shipping through a freight forwarder. Plan for the whole journey, from file handoff to games in a warehouse, to take four to six months for a first production run. Experienced publishers build in buffer, because delays at any single component ripple through the entire schedule.

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List the minimum components needed for one playable turn. Cut anything that does not help players make that turn's main decision.

Video tutorials

Crafter Con 2023 - Building Games by Hand: Tips and Tricks for Self Manufactured Games on Etsy & TGC

How to design games that stand the test of time with Brad Talton

Reference tutorials and tools

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