Royalties
A royalty is the designer's share of each copy sold, and it is how most licensed designers get paid. The industry norm is 5 to 8 percent of the wholesale price, with 6 percent often cited as the middle of the market. Some contracts express this as a percentage of net receipts instead, which is the money the publisher actually collects. New designers usually land at the lower end, and established names negotiate higher rates or better terms.
Do the math on real numbers and the picture gets sobering. A game with a 40 dollar retail price typically wholesales at around 40 percent of retail, or about 16 dollars. A 6 percent royalty on that wholesale price is roughly 96 cents per copy. A first print run of 3,000 to 5,000 copies, which is common for a new title, earns the designer around 3,000 to 5,000 dollars if it sells through. That is a genuinely good outcome for a first game, and it is also not a living. Designers who make a career of licensing do it with a portfolio of many games in print.
Payment mechanics matter as much as the rate. Publishers report and pay quarterly or twice a year, and payments start after any advance has earned out. Check whether the rate applies uniformly or varies by channel: crowdfunded copies, direct-to-consumer sales, and foreign editions sublicensed to partner publishers are often paid at different rates, sometimes as a share of the sublicense income rather than per copy. A contract with audit rights lets you verify the numbers if something looks wrong.
When comparing offers, resist judging on rate alone. A 5 percent royalty from a publisher with strong distribution that sells 20,000 copies beats an 8 percent royalty from one that sells 2,000. The publisher's reach, reprint history, and reliability determine your income far more than a percentage point or two.
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