Much like how Expedia didn’t eliminate travel agents from the job market, freight marketplaces won’t eliminate freight brokers from the job market either. Freight marketplaces are merely an attractive alternative to hiring a broker.
If you want somebody to take care of freight entirely on your behalf, then it still makes sense to hire a freight broker. They have hard-won know-how that’s irreplaceable.But if you want to save a bit of cash or exercise a wider control over your business operations, then freight marketplaces are the way to go. One that I’ve used and that I personally like is Freightos.
Suffice it to say, these days, you don’t have to use a freight broker if you don’t want to. You can book your own freight, and I’ve even done so with Tasty Humans to good effect. It’s not right for everyone, but it sure is nice to have the option!
Below is some text I stripped from the Stonemaier Games post for word count purposes. The following will give you a brief walkthrough of what it’s like to book your own freight.
5 Steps to Book Your Own Freight for Your Board Game Kickstarter
At this point, I think “show” beats “tell.” If you’re curious as to how freight marketplaces actually work, then you’re in luck. I’m going to walk through the process of setting up freight with my preferred freight marketplace, Freightos.
An aside: I’d be remiss if I didn’t mention that there are other freight marketplaces out there. Freightos is merely the big name in the industry, and the only marketplace that I have personally used and can vouch for as a result.
Once you first create an account and log in, this is what your screen will look like and it takes just five steps to book freight. I’ll demonstrate this now.
1. Enter information about your board games.
Freight shipping prices are typically based on the weight and physical dimensions of the items to be shipped. In this case, you won’t be thinking about the size of an individual board game, but rather the size of the boxes they are shipped in, or the pallets/containers.
In this example, I’m assuming we have 3 pallets, stacked 5 feet high and that weigh 800 pounds each. (You can use metric as well, should you happen to live in a place that uses easily divisible units of measure.)
If you don’t know this information off hand, you’ll need to ask your manufacturer for it.
2. Enter pickup and delivery information.
After you’ve entered in the approximate size and weight of your items to be shipped, you need to enter the pickup and delivery locations. These don’t have to be super precise – even a ZIP code is enough to secure a quote.
In this case, we’ll assume that items are coming from a factory or warehouse in the Guangdong Province of China. We’ll also assume, for the sake of cheeky self-promotion, that the goods will be delivered to Fulfillrite’s warehouse in New Jersey.
This example is a good one if you’re ordering goods under Ex Works (EXW) terms. That is to say, it’s a fitting example if your manufacturer holds onto your games in their warehouse until you pick them up.
Also common is shipping on Free On Board (FOB) terms. Under FOB terms, the manufacturer will drop off your goods at an airport or seaport, where you will coordinate the rest of the freight shipping. This is a bit cheaper, and in Freightos, you would do this by selecting an Origin Location Type of “Port/Airport (FOB)” instead of “Factory/Warehouse.” Simple enough!
3. Enter customs and additional services information.
Nobody involved in a Kickstarter campaign likes customs, but you have to take care of it! If you use a freight marketplace, you can handle the business-facing customs charges with relative ease.
In the above example, I assume that we’ll need customs clearance for just one type of commodity: board games. I’ve also opted to purchase a customs bond for USA imports for the value of the shipment, which in this case, I’m assuming is $15,000.
Thankfully, this isn’t a hazardous shipment nor is it a personal shipment. I’ve chosen to add insurance for the entire value of the shipment, which is again $15,000.
Freightos goes out of their way to clarify that customs duties and taxes are not included in the quote. They are instead charged to your credit card when they are incurred. Make sure to price that into the total cost!
Also worth noting is that if you house all your items in a US warehouse and ship to international backers from there, they might incur customs charges for their individually packed rewards. You can read more about how to handle that here, but for the purposes of this guide on booking freight, I’ll move on.
4. Select a freight quote.
At this point, you’ll be given a lot of freight shipping options, with the ability to provide a variety of filters. Of particular interest are the modes listed on the left side, which include “Ocean LCL”, “express”, and “air.”
Ocean shipping is going to be cheaper, and is usually just fine for crowdfunding campaigns. Air shipping might be a good option if you’re trying to get your games shipped quickly.
For the purposes of this guide, I’m going to choose the top result. Seabay appears to have a good rating from almost one thousand companies. The price is low and the transit time is average (that is, good enough for cheap shipping).
Keep in mind that you have a lot of different options here. If you want quick shipping or eco-friendly shipping, Freightos, and other freight marketplaces, can accommodate your desires.
5. Enter other information.
Once you select a quote, Freightos will ask for a little more information. That includes basic information such as your company name and contact information, as well as information about the commodities you’re shipping. You will then also be prompted to enter a valid credit card. Your card is then charged and your shipping is booked.
That’s all there is to it!
As I mentioned earlier, booking freight is a lot easier than it used to be. Freight brokers are still a great option if you want to have someone take care of the process for you. If you’re on a budget or want a little more control, though, freight marketplaces are here to make your life easier!
From time to time, I see board game creators on social media who have been working on the same design day-in, day-out for years on end. Of them, they seem to fall into two basic camps. The first are people making a board game as a labor of love, who know they’re taking their sweet time on it, and they’re OK with it.
And the second camp? They don’t like what they’re doing, and they just won’t quit.
Depending on your point of view, you may find the second camp admirable. I used to, but now I think there’s a lot of darkness that comes with voluntarily sticking to a project you don’t like. Sometimes, it just makes sense to quit.
Don’t worry, I’ll explain!
Need help on your board game?
Join my community of over 2,000 game developers, artists, and passionate creators.
Now before I extol the virtues of quitting, I’d like to give hard work and effort its fair share of compliments.
If you don’t consistently work to improve, you won’t make the game you want to make. You have to block off time for your creativity to flow, do the hard work, and take tough feedback to make the best game you can. All of this means trying hard!
I also think that if you’re brand new to board game design, it’s worth pushing a small project all the way through its full lifecycle from start to finish. Don’t try to get it 100% perfect and don’t take forever to do it. Just work your way through the whole process and see what goes into making a board game. That way you get a ton of information in a short period of time, which you can use on your later, better projects.
Saying “you should quit your passion project” is kind of a heresy. In our culture of workaholic hustling, it’s tempting to glorify the pain of an artistic endeavor.
But I don’t think that makes very much sense at all! Creative projects are supposed to be fun, or at least meaningful, even if you end up doing them for money.
Note that when I say “quit”, I don’t mean “quit board game design.” I simply mean “quit working on one specific game.” You shouldn’t quit board game design altogether unless you find it a joyless endeavor. (In which case, you absolutely should. There are plenty of joyless endeavors out there that make much more money!)
Someone once told me that “quantity is often the fastest route to quality.” I thought it was the damnedest piece of advice I’d ever heard. I grew up hearing that you’re supposed to finish what you start and if you want to stand out, you should give extra effort.
Creativity, though, it’s a funny thing! Sometimes great ideas pop up 80% formed while you’re on a long drive or in the shower. Sometimes ideas masquerade as great and get stuck in your head for years, and then completely flop once put on paper. Tough thing is, you’ll never know whether an idea is good until you try to implement it.
If you try forcing an idea that sort of sucks or that you’re not passionate about, it probably won’t work out well. There’s something to be said for an ethic of workmanship, but there’s also something to be said for picking your battles too. Finding the balance is difficult, and I think many creatives lean too much into the former category.
Here’s a goal that stands the test of time better than most: focus on becoming a board game designer. Don’t focus on making a specific board game. The former gives you a chance to pursue an identity you’re proud of. The latter saddles your self-worth to a completion of a project that may or may not need to be completed.
When to Quit
So with all this in mind, here are three golden signs that you can use to decide when you need to abandon a design.
1. You’re physically, emotionally, or mentally exhausted most of the time.
I ripped this point from an article on when to quit your job. Being physically, emotionally, and/or mentally drained is a sign of burnout. I can tell you firsthand that burnout is no joke.
There is no game design in the world worth you feeling like garbage all the time. If a design project is making you feel like life is an endless slog of misery and pain, then abandon the design!
2. You dread working on your design.
Of course, burnout doesn’t just happen all at once. It sneaks up on you and gives you warnings. One of the clearest warnings is that you dread working on your design.
Now look, some parts of game design – like playtesting or accessibility testing – can be tedious. Tedium is OK, but dreading working on your design in general is not OK. If you find yourself dreading your project for more than a couple weeks in a row, then take a week off. Then if you don’t feel recharged, it might be time to switch gears.
3. You don’t care about the basic idea/experience behind your game.
Often game ideas sound better in our heads. When you put an idea down on paper, you should generally feel a little bit of excitement. At a minimum, you should feel some accomplishment.
Yet if you put an idea down on paper or start working on your design, and you find that it does nothing for you, then ask yourself this question. “Do I care about the basic concept of the game?”
If the answer to that is no, then you’re probably better off working on another game idea. If you don’t care about your idea, there’s a good chance that will come through in the final product.
Quitting isn’t a dirty word. Sometimes, it’s a logical step forward in the longer creative journey.
Set your sights on becoming a board game designer, not on simply creating a specific board game. It’s a more durable goal for the future, better for your self-worth, and gives you maneuverability to make the best art you can possibly make!
Board games have been wildly successful in the last ten years. Much of this can be attributed to people’s need to socialize in person. That’s why many are surprised to hear that solo board games not only exist but are very common.
Good thing, too. In 2019, no one could have predicted that we all have to isolate ourselves in our homes to hide front a yet-undiscovered virus. At the tail end of the year, the coronavirus was just starting to spread in Wuhan, China, and now people across the globe are sitting six feet apart, looking for ways to entertain themselves.
Odd little world we live in these days. To help you survive not only the virus but the stultifying boredom of being stuck in your own home, I’ve put together a list of the very best solo board games in the world.
Need help on your board game?
Join my community of over 2,000 game developers, artists, and passionate creators.
How I Chose the Top 10 Solo Board Games
First things first, I want to go over how I chose the top 10 best solo board games. As you can imagine, any “top 10” ranking of any sort is subjective by nature. To keep things as fair as possible, I referenced Board Game Geek’s Top 100 best board games.
From there, I started at the top of the list and worked my way down, finding the highest-ranking board games with solo modes. Of the top 25 board games, 12 – almost half – had solo modes. As such, this list has a lot of overlap with The 10 Best Board Games of All Time.
Is there a better way to pick the best solo games? Oh yeah, definitely. And in fact, I’d love to hear your favorite solo board games in the comments below. We’re going to inevitably miss some phenomenal solo games in this article. There are too many to choose from!
10. A Feast for Odin
A Feast for Odin is a truly epic game: it takes a while to play (usually) and it’s got a whopping 3.83 out of 5 complexity rating on Board Game Geek. That means all the satisfying strategic maneuvering that hardcore gamers appreciate is present in this game.
The publisher describes it as a “saga in the form of a board game.” In it, you play as a viking tribe that explores and raids new lands. The end goal: accumulate the most material wealth.
While generally considered a multiplayer game, A Feast for Odin can easily be modified for solo play. In the robust solo mode, your goal is simple: achieve the highest score you can.
Wingspan is one of the most recent board games published by Stonemaier Games, a name you will see a few more times on this list. Designed by Elizabeth Hargrave, it is described on Board Game Geek as a “competitive, medium-weight, card-driven, engine-building board game.”
Despite the avian theme, Wingspan has a lot in common with another perennial strategy gamer favorite: Terraforming Mars. It is an easy to approach, relatively quick-playing engine-building game.
In Wingspan, you use the Automa Factory when flying solo. After each of your turns, you flip over Automa cards, resolve the effects, and then proceed with your turn. The effect is that game builds an engine all on its own while you are. It’s pretty challenging too!
This is the second of three Stonemaier Games that you will see on this list. Much like Wingspan, Viticulture also has an off-the-beaten path, natural world theme. You and other players now have vineyards to run in the Tuscany region of Italy.
Over the course of the game, you allocate your workers and resources in different ways. This lets you slowly change your vineyard to take advantage of different seasons, create more attractive winery tours, build structures, and plant vines. Your goal: run the best winery in Tuscany.
When playing solo, you again have an Automa deck just like you do with Wingspan. Your goal is to score more victory points than the Automa. What makes Viticulture remarkable in this regard is that there are five different difficulty levels, and you can also use an “aggressive variant” that changes how scoring is calculated. The means you have a remarkable variety of options.
7. Arkham Horror: The Card Game
Arkham Horror is based off of the terrifying works of H.P. Lovecraft, complete with “mystery, monsters, and madness.” In the game, your characters reside in the New England town of Arkham where things are not quite as they ought to be, what with the haunted houses and hellish creatures…
The game itself is a living card game in which you can create custom decks of cards. The multiplayer game is cooperative. You’re playing against the evils of Arkham.
Now beware, solo gamers. It’s said that playing alone is very similar to playing in a group, but you lose the player interaction. For this reason, it’s said to be very difficult, but very satisfying to win!
6. 7th Continent
Imagine this: it’s the early 1900s and after a sailing voyage, you discover that there is an entirely new continent that no one has ever seen before! But after you visit it, you are cursed and you must go back to the continent to have the curse lifted.
Like Arkham, 7th Continent is a solo or cooperative game. It’s also an exploration game in which you must create tools, weapons, and shelter to survive. It’s also a brutally difficult game that will kill you again and again and again.
Similar to Arkham again, 7thContinent does not change much at all when playing solo. All you lose is the ability to rely on others to back you up. The game itself is largely unchanged!
Need help on your board game?
Join my community of over 2,000 game developers, artists, and passionate creators.
5. Spirit Island
Spirit Island is another cooperative game, but what really sets it apart is its unique theme. In this game, you play as an island spirit with unique elemental powers. The villains in this game are colonizers who wish to exploit your lands for profit. (Which they won’t if you have anything to say about it!)
The invaders act in ways dictated by the game itself, spreading across the island and attempting to build an engine. Meanwhile, you spread to other parts of the island, seek to increase your powers, and then eventually wipe the invaders off the map.
While many recommend playing Spirit Island with 2 or more players, it is a perfectly serviceable one-player game. You don’t have to change anything about the game itself in order to play it alone. You just don’t have backup when you may want it!
The final Stonemaier game on this list is a big one: Scythe. A ton of physical and digital ink has been spilled to describe this game and I don’t know if it’s ever fallen off the Board Game Geek Hotness list in the last four years.
To borrow directly from the Board Game Geek page: “it is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as ‘The Factory’, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.”
This is an engine-building, competitive game at its core. Every single aspect of the game has some engine-building element to it. There is also very little luck in the game, making in the kind of brain-burning, crunchy game that hardcore board gamers adore.
Scythe relies on an Automa deck for its solo mode. Each card specifies what the Automa player gets, does, or deploys. In short, the game builds its own engine while you do the same. Some even describe the Automa as being aggressive, so in many ways, the game will feel like you are playing against other real people!
3. Gaia Project
As if Terra Mystica weren’t a fantastic achievement in board gaming in its own right, Gaia Project is a souped up version IN SPACE. It doubles down on everything that made Terra Mystica brilliant – the complex decision making and the epic theme of expanding civilization. Then it marries the game to a theme board gamers have demonstrated time and time again that they love – science fiction.
Gaia Project is a picture-perfect study on how to “fix something that ain’t broken.” The game’s existence is proof that the creators were listening to feedback on a deep level, addressing gamers’ basic needs while taking the game in a surprising cosmic direction.
Gaia Project uses an Automa deck to play solo. The Automa takes one action per turn and slowly builds its deck by adding random cards. Much of the surprise comes in how familiar cards are used in odd and new ways. The clever chemistry between different cards keeps the game fresh for a long time.
2. Terraforming Mars
In Terraforming Mars, you and your opponents play as different corporations. Each corporation does its part to make Mars a more liveable place by raising the oxygen level, creating oceans, and increasing the temperature. You can do this through clever allocation of resources as well as the use of different project cards.
Terraforming Mars has so many unique cards that no two games feel alike. This penchant for creative play is extended to the solo mode as well. The board starts with a couple of neutral cities and greenery, whereas it would normally be completely barren. You have 14 generations to terraform Mars to a livable state. That’s not much time, and you have to be very efficient to make it happen.
Last but not least, we have the ultimate in all epic games, the #1 on Board Game Geek for two or three years running: Gloomhaven.
Goodness, where do you begin with describing this game?
You play as a wandering adventurer in a dark, menancing world of dungeons and ruins. The story branches and unfolds in unique ways that always feel fresh no matter how many times you play. Many people have likened it to “a choose your own adventure” book in board game form.
Gloomhaven is a cooperative game based on dungeon crawling and hand management. It’s a heady, complex game for people who love complex games.
When you play solo, you act as two or more characters at once. Not only can you play the game with minimal changes to the rules, but you don’t even see many changes to the gameplay itself because you take on multiple roles. Gloomhaven is a formidable challenge in solo mode, and that makes it quite possibly the perfect game to learn while under lockdown!
Honorable Mentions (August 2020 Update)
This post got a bit more attention than I expected when I posted in April 2020. Here are a handful of favorites mentioned by commenters along with their short BGG descriptions. Carl King left a big list, including:
Nemesis: Survive an alien-infested spaceship but beware of other players and their agendas.
Everdell: Use resources to build a village of critters and constructions in this woodland game.
Anachrony: Venture into the wasteland, or back in time, to gain resources & avert the cataclysm.
Rurik Dawn of Kiev: Claim your father’s throne! Build, tax, & fight through unique “auction programming.”
Barbarians the Invasion: Enter the mysterious World of Thunmar, a place where barbarian clans rule the wild lands and corrupted civilizations live in their decadent cities.
Raiders of the North Sea: Assemble and prepare a formidable crew of vikings to pillage towns and gain glory.
Architects of the West Kingdom: Will you be a virtuous or nefarious servant of the king? Build your way to glory.
Paladins of the West Kingdom: Invaders are coming from everywhere. Keep the faith and defend your homeland.
Bag of Dungeon: A dungeon crawling tile-based game harking back to the good old deadly days of exploring dungeons, slaying monsters and stealing treasure.
Mythic Battles Pantheon: Gather your team from the vast Greek pantheon and fight to the death!
Everett So recommended Hellenica: Story of Greece, which is where you “lead your city-state to become the preeminent symbol of Greece in this 3.5x game!” Wicaksono Adi recommended Mage Knight, a game in which you “build your hero’s spells, abilities, and artifacts as you explore & conquer cities.”
Honorable Mentions (March 2021 Update)
Good grief, COVID is still a thing?
I’m updating this list as of March 2021 in hopes that this final edit will be enough to see us through to the end of this pandemic!
Though not technically a solo game, commenter Mau is fond of Carcassonne. Daniel Scott is a fan of Marvel Champions in lieu of Arkham.
Justin Leingang recommends Lost Expedition, Maquis, and Aerion. Ian Walton is a fan of Town Builder: Coevorden and, of course, Pandemic (though you’ll have to play as multiple players).
Kager suggests giving The Drifter a little love, and Alex wisely shouted out Plague Inc.
Finally, Will Reardon provided a list which could be an article in its own right:
Thunderbirds (with Tracy Island and Above and Beyond Expansions)
Sherlock Holmes Consulting Detective
Back to the Future – Back in Time
Want me to include more games? Let me know in the comments below! I’d like to keep this list updated so that nobody gets bored during this pandemic.