9 Ways to Avoid Despair and Move Forward After Failure

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This is the last of four articles in the Failure Recovery series on Start to Finish. My own recent failure to launch a board game in 2018Highways & Byways, is what inspired this detour from the originally planned articles. I think that a frank discussion of failure – what it looks like, the consequences, and moving forward – is really important for new creators to learn.

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Failure is brutal. Nobody wants to fail. Nobody sets out to fail. Yet when we take on projects that are bigger than we are able to complete with our skillsets and resources, failure becomes part of life. Success often comes from what you learn from a string of failures. That’s why today, I’m going to talk about nine ways you can avoid despair and move forward after failure.

Step 1: Focus on diagnosing the failure.

I talk about this in more detail in How to Diagnose Failure & Move Forward as a Board Game Developer. Long story short: map out your process, work backward, and see where it broke down. This is good for your rational business interests, but I think it’s also good for coping, too. For me, I found it much easier to analyze business problems than to handle the raw emotion of Kickstarter failure in the week or two immediately following the cancellation.

Step 2: Make a plan to fix the failure.

This is also covered in the previously linked article in Step 1, but it bears repeating. Having an action plan based on careful analysis of what went wrong can make you feel like your failure is useful. I believe that failure is most painful when it is not given meaning. When given meaning, failure becomes bearable. Once it’s bearable, it can be useful and perhaps even motivating.

Step 3: Let it hurt.

Failure hurts. It really, really does. That’s okay. Disappointment, pain, and frustration are part of the human experience. It is unavoidable and you can ask Buddha if you don’t believe me.

It’s okay to let it upset you, take it personally, and be frustrated. If you need to take a day off, do it. If you need to take a week off, do it. If you need to sulk, sulk. You obviously don’t want to succumb to the siren song of self-pity for too long, but you need to release your emotions so that you can move forward. Bottled emotions are painful at best and dangerous at worst.

For me, the raw emotional upset of the Highways & Byways campaign didn’t hit me until the middle of April. This was after I had cancelled the campaign, made a Plan B, and started executing a pivot. For some reason, it was after doing all these things that I was most comfortable processing the pain.

Perhaps for you, feeling the pain will come before you can take action. Perhaps it can come many months later. No matter what: don’t feel bad about feeling bad.

Step 4: Look for the silver lining.

Should you find yourself succumbing to the siren song of self-pity for so long that you risk being dashed upon the rocks, it’s time to take a step back. Positive things come out of failure, even though failure seems devastating. It’s like a forest fire in the sense that it destroys a lot of trees, but creates fertile soil from which stronger, better trees can grow.

For example, when Highways & Byways failed, I had a better understanding of the need to do market research. That’s a clear takeaway, but what most people don’t see is that it cleared up my calendar since I wasn’t busy running a campaign anymore. I was able to focus on doing more things I enjoyed in game development. Furthermore, it instantly broke me of my bad habit of working alone – one of the most dangerous things you can do in business.

Even if you fail fantastically in a public place, it’s probably not a complete wash. You’re probably walking away with more knowledge, more experience, and perhaps even more resources. Even when you feel bad, there is probably something that can make you feel better.

Step 5: Keep some perspective.

Just about everybody who is successful has experienced setbacks. I could list examples of CEOs and athletes, but it’s cliche and you’ve heard it. That’s because it’s true and you’re no exception.

Think about the difficulties your heroes must have faced to get where they are. The path to success is not an easy one. It’s special because it’s uncommon and hard to reach. The scarcity of success is what makes it sweet, so acknowledge the scarcity.

Step 6: Start something new.

Nothing cures the sting of failure like starting something new. In fact, this is what Hayao Miyazaki – creator of the movie Spirited Awaysuggests for escaping disappointment with past projects. I find it personally to be true as well. Nothing cures your frustration and desire for self-pity quite like hard work. You still need to carefully balance your workload so you can stay healthy for the long road ahead, but excessive downtime after disappointment is a recipe for disaster.

Open up your heart to pursuing passion again. Try something new. Work hard to make something beautiful. Just be smarter about it next time, like I know you will.

Step 7: Build a dream team.

It’s dangerous to go alone. When you work alone, it’s really hard to recover from a failure. If a team of five launches an unpopular product, that’s okay, because they can likely create something new within a short period of time. Someone working alone may take a year or longer to recover.

For that reason, the period of time that passes right after a failure is the perfect time to build a network and find teammates. Together, you all become stronger and you can make better games as a result!

Step 8: If you’re still stuck, take a break.

If you’ve been grinding away for months or years on end, it’s easy to get stuck in the same ruminative thought patterns. Even the sting of failure is not enough to break repetitive thought patterns sometimes. Only time and distance can do that.

If you’re able to and it’s appropriate, take a short break after a high-profile failure. Do the immediate damage control and take a few weeks to sort out urgent crises. Then go to Hawaii. Or at least reconnect with some friends or family.

Step 9: If you’re still stuck after a break, seek professional advice.

If you’ve recently suffered a setback and the steps above haven’t helped, then it’s time to call in the calvary. By that, I mean any qualified professional who can help you see a way forward. That might mean a career counselor, a therapist, or maybe even a life coach.

The point I’m making here is that if you are frustrated, disappointed, or anxious and you feel deeply in a rut, it’s okay to reach out for professional advice. In fact, it’s more than simply okay – it’s smart!


This is the end of the Failure Recovery series. We’ve covered how to diagnose failure, move forward, recognize common pitfalls, save your reputation, and resist despair. I hope these articles have helped you recover from a recent failure, prevent failure, or lose your fear of failure.

Do you have a good way of coping with failure? Let me know in the comments below, I’d love to hear it 🙂





Passion isn’t a Pitch and 6 Other Ways to Misunderstand Board Game Kickstarter as a Marketplace

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I’ve made my fair share of mistakes while building this business. I don’t sweep them under the rug. In fact, I even pulled apart the broken bits of my failed Kickstarter campaign for my understanding and published them online for public benefit. Being able to analyze and move forward after failure is critical to your success and a big part of getting your game from Start to Finish. This is part two of four in the Failure Recovery series.

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Today, I’m going to be covering six really common ways board game Kickstarter campaigns fall apart. This is based primarily on my observation of Kickstarter as a market in 2018, not necessarily how it was in the past. The market is shifting and maturing, moving inexorably toward large companies with established intellectual properties. That’s not a bad thing – it brings more people into the hobby board game world we enjoy! It definitely changes how you have to approach the business, though.


Mistake 1: Emphasizing passion instead of the game.

Kickstarter started in 2009 as a way for people to fund their passion projects. That may not have been the intention of the company from the get-go, but that’s how the site was interpreted by the general public. For a long time, emphasizing your passion for the project while simultaneously pitching it was a reliable way to appear human and receive funding.

I’m not so sure about that anymore. Don’t get me wrong: passion is a beautiful thing. Passion will see you through difficult times, make you more charismatic, and give you a compelling story that people can rally behind. However: passion isn’t a pitch.

When you make a board game today, you’re on the same platform as CMON and other very high-profile publishers who can reliably pull more than one million dollars per campaign. These companies are very rarely mom-and-pop shops like old-school Kickstarter. They make a lot of money because their products are carefully crafted for the audience, their pitches are extremely strong, and the games are good.

Your game’s fit for the market is more important than your passion. So many indie creators, myself included, emphasize passion to the detriment of the product itself. Passion needs to be at the root of your product. It’s not a selling point.

Mistake 2: The game lacks a hook.

Because Kickstarter is so crowded these days, you need to catch each backer’s attention in a few seconds. The only way your game can survive in this environment is to be a good game and a good product. Good games have clever themes and mechanics. Good products are made for audiences using hard data to figure out what people like. If people like sci-fi and fantasy, you give them sci-fi and fantasy. If people like worker placement, you give them worker placement.

That’s only the beginning of making a good product, though. Even something as ideal for Kickstarter as a $20 fantasy worker placement small box game needs something to catch people’s eyes. It could be great components, a unique rule, or really special art. Your hook can be lots of different things, but it needs to be both tested with your intended audience and strong enough for people to identify your game as “the one with…”

Mistake 3: Poor price point.

An overpriced game won’t sell on Kickstarter. This concludes Economics 101, hope you enjoyed the blog, sign up for my mailing list and Discord

But seriously: you need to pay attention to people’s purchasing patterns. A poor price point doesn’t necessarily mean you’re making your game too expensive. You can make games with an awkward price point that people aren’t buying at the moment. At the time that I am writing this, the campaigns I’ve seen succeed the most are expensive games or light games that are at or under $25. Much of what is in the middle is struggling.

Kickstarter is a giant open data set. Use hard data to figure out what price point core rewards are going for on successful campaigns. Try to match that price point.

Mistake 4: Poor components.

Lackluster components won’t necessarily sink a board game Kickstarter, but they won’t do it any favors. Having custom meeples, miniatures, or something creative and eye-catching helps a lot. In a lot of ways, it functions as a hook.

For better or worse, board gamers sometimes equate components with value. Do some research on Facebook or Board Game Geek to see what components gamers find valuable. You’d be surprised how often manufacturing price and perceived value don’t match up. I did one poll where wooden cubes scored higher than cards on value, despite cards costing three times as much to print and requiring extensive art creation.

Mistake 5: Poor art.

You have a few seconds to catch people’s attention. Art needs to not just be good in traditional artistic terms, but also good for product design. While there are a number of ways you can ensure your art is well-made from a tactical and technical standpoint, the most important thing to remember here is: test your art with your audience.

It’s impossible to know what art will resonate with people without running it by an audience. If you have a Twitter, Facebook, or Instagram account, try using those sites to see what people think of your art. If your art receives far higher engagement than your typical posts, that’s a very good sign. Every single art piece should ignite passion and interest in others. Otherwise, you could run into a situation where your game isn’t eye-catching enough to stand out in a crowded market.

Mistake 6: No reviews.

There are still some Kickstarters out there that go live without reviews. I don’t believe reviewers are the gatekeepers that they used to be, but it’s still a gigantic red flag when a campaign has no reviews. (Product-market fit, I believe, is more relevant than reviews, but I spent basically five points on that already.) You need social proof and reviewers act as testimonials to the quality of your product.

You need to print a few copies of your game from a print-on-demand supplier to send to reviewers. Thankfully, it’s easier than it’s ever been to get started with the actual printing process. For that matter, you can reach out to the majority of small reviewers by Twitter DM. The cost is relatively low compared to the rest of your project and the consequences of not having any reviews are too severe.

Mistake 7: Treating Kickstarter as the endgame.

Last but not least, one of the biggest strategic business errors you can make on Kickstarter is to only think about Kickstarter.

Sure, if you’re just making a single board game because you really want to see your name on a box, thinking about the Kickstarter campaign alone is fine. If you’re purely pursuing a passion project and don’t have your eye on distribution, designing other board games, or running a sustainable business, then you can treat Kickstarter as the endgame.

But if that’s not the case? Well, whether you’re trying to design a bunch of games, make passive income, or build an enterprise, your journey will not end with a single Kickstarter campaign. You won’t just fund and, POOF, all your dreams have come true.

In short: don’t just build a board game, build a business.


Board game Kickstarters can be complicated to run. Hopefully by spelling these common pitfalls, you can avoid them and fund successfully. Recognizing pitfalls is a great way to avoid failure.

If you have any additions to what you see above, please let me know in the comments 🙂





How to Price Your Board Game

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Cardboard costs a lot of money! Board gamers are accustomed to handing over hundreds of dollars at a time on board game shopping sprees. If you look on /r/boardgames or Board Game Geek, you can find no shortage of “shelfies” where people have hundreds of board games. You might even get the impression that board gamers are not price-sensitive at all…

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Price matters. The amount you choose to charge for your board game says a lot about your game. Naturally, as the price goes up, fewer people will be interested in purchasing. But how does that explain $150 monsters like Gloomhaven?

Price isn’t just a number

Before you set out to apply a price to your board game, ask yourself these questions:

  • How complex is my game?
  • What components does it come with?
  • How long does it take to play?
  • How physically large is the box?

Price isn’t merely the amount of money that someone has to pay to get a copy of your work. It’s one of the most useful pieces of information about your game available to a board gamer. It is shorthand for the above questions. Along with your box, the theme and mechanics of your game, and the reviews you receive, board gamers will make a decision to buy or not to buy.

Different price points have different psychological effects on people. A $19 game is an impulse buy – people usually don’t think too much about spending that amount of money. For that price, they expect a small game without a whole lot of parts. On the flip-side, people are perfectly okay shelling out $100 or more for a giant game like Gloomhaven or Food Chain Magnate. Those games come with lots of parts and are complex, long-lasting games. There’s a lot going on there!

If you’re not sure on price, start here…

When choosing a price for your game, you’ll need to do something I often advise: look at similar games on Kickstarter and Amazon. Make sure you take into account the complexity of your game, the components included, the length, and its physical size. I even recommend you go to a local gaming store to look at the boxes, still shrink wrapped, and compare them to their prices. That can tell you a lot about how board gamers value games.

Naturally, any price you come up with will need to cover your manufacturing costs. A general rule of thumb to follow is “five times your landed cost.” That is to say, your game should cost gamers five times as much as it costs to print and ship the game to your warehouse. For Kickstarter campaigns, you might be able to push this down to “four times your landed cost.” As always, though, run the numbers and don’t rely on rules of thumb without closer analysis.

Still, I must reiterate: don’t merely think of price in terms of monetary exchange. It’s an important part of signaling the kind of game you have created and how much is in the box. The value of a game is not just its parts, its art, or the amount of hours you can play it before getting bored. The value is in the eye of board gamers and their expectations.

Here are a few examples:

Santorini – $25.98 on Amazon

Santorini is a sharp game. It’s a very intelligent abstract strategy game in which you competitively build towers in an effort to be the first person to stand atop one. It’s a really simple concept that has all sorts of profound strategic implications. From its simplicity comes its complexity.

It has great plastic components – these neat towers that stack and give the game a great physicality. For goodness sake, the box is linen! Yet here stands for a mere $25.98 despite having really good components. What gives? Are they trying to be competitive with pricing? Is the manufacturing cost deceptively low?

I don’t know the answer for sure, but my belief is that they keep this game under $30 to attract the right audience. It’s considered a light game, and while it can accommodate 3 or 4 players, it’s really best for 2. The game doesn’t have the sheer grittiness or complexity that more hardcore gamers crave, but it has a light, poppy appeal that makes it a great gateway game. That’s why they price it under $30 – to keep it in gateway game territory.

Twilight Imperium – $109.99 on Amazon

Twilight Imperium is notoriously complex. It’s for 3-6 players and games routinely exceed 4 hours in length. The sheer amount of components can easily fill a large table. I lifted the box once in a gaming store, and I can swear its heavier than the stones I used to build the retaining wall outside my house. This game is a monster!

This game is huge – game length, player count, component count, and box size. The price tag merely reflects what the game is. Now, yes, Fantasy Flight does have to charge a lot of money to break even on all those parts. That’s true. This game, however, scratches a very specific itch for board gamers who love heavy games. That’s why they’re willing to drop a fat hundred bucks on it. Buyers perceive a great value in the game which justifies the three-digit price tag.

Ticket to Ride – $44.99 on Amazon

Ticket to Ride is an old classic. If you’re reading this blog, you’ve probably played it. It’s a great game. It’s what many gamers would describe as a “medium-sized game.” Appropriately, it is priced at a middle of the road price: $44.99. Anything $40-50 generally implies that a game takes about an hour to play, can entertain 2-4 people, and doesn’t skimp on components. All of these things are true for Ticket to Ride, and the price justifies this.


Pricing board games is about far more than simply breaking even on manufacturing costs. It’s yet another way to signal values to prospective customers. Board gamers are accustomed to looking at games, and have internalized an intuition about what to expect out of games priced in a certain way.

Have you ever bought a game because of the price tag? Have you ever walked away from a game because of the price tag? Share your thoughts, experiences, and questions below!