4 Lessons from Spirit Island for Aspiring Board Game Designers

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In 2016, Spirit Island raised $84,176 on Kickstarter. That is by no means a small amount to raise, but what’s interesting is that Spirit Island has remained on the Board Game Geek Hotness list off and on for almost three years. Its expansion went onto raise almost $800,000.

Clearly, there is much more to this game than what immediately meets the eye. There’s a lot we can learn from it!

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Hold that thought for just a moment, though. First, let’s explain to the uninitiated what Spirit Island is about. For that, we’ll reference the game’s Board Game Geek page.

Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit’s elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island.

1. Spirit Island flips the standard colonization theme on its head.

You can’t have a meaningful discussion about Spirit Island without discussing the theme. You and all the other players in the game play as Spirits who fight off the Invaders – basically, people who want to colonize your island.

Let’s be real: this is a politically hot subject right now. In the last couple of decades, in particular, many people have become much more familiar with the misdeeds of our distant (and not-so-distant) ancestors. Though this realization is about as comfortable as having a bucket of ice water dumped on your head, it’s a necessary one and ultimately a good one.

Done incorrectly, this theme could turn a lot of people off. But it doesn’t do that, because it’s well-executed and all-around fun! The fact that it happens to be covering a politically hot subject has actually likely contributed to its success.

Why does this work? In my opinion, it’s because it’s not preachy but rather clever and original! Spirit Island offers a really interesting twist on standard board game themes that have been done and overdone. We need more games like this that subvert standard board game narratives. (You’re next, agriculture games!)

2. Cooperative play is underused.

The default mode for most board games competitive. I have no problem with that and I certainly enjoy the feeling of good, well-matched competitive play.

Sure, cooperative play is not exactly some exotic unseen mechanic too. You have Pandemic, the Forbidden games, Mysterium, Elder Sign, and many other great games.

Yet if you take all the cooperative games on Board Game Geek and divide it by all the board games on Board Game Geek, you wind up with a figure like 6%. Just 6%! With such a small percentage of board games being cooperative, choosing to make a cooperative game – like Spirit Island – remains a deliberate stylistic choice. Spirit Island kicks it up a notch by having you play a cooperative game against Invaders, which as I mentioned previously, is the role you would play in most other games.

3. Playing defense creates gameplay experiences you don’t see in other types of games.

Even among cooperative games, you often wind up solving a mystery together or working toward some common goal. A smaller subset still have you focus on defending yourself from a dangerous outside force. In Spirit Island, you do exactly that.

While there is certainly the opportunity to plan ahead, the game forces its own agenda on you in a way I haven’t seen since Pandemic. This is a nice change of pace from normal cooperative games because it adds a necessary element of stress that makes Spirit Island feel satisfying.

I think Arah’s review on Board Game Geek says it best. “Vibe: brain burny whack-a-mole.” 

4. Balanced asymmetry leads to greater variety.

Last but not least, we’ve talked on this blog about how variable player powers can add variety to a game. We’ve even discussed at length how you can implement them in your own game. (Spoiler: the answer is TONS of play-testing).

The trick, of course, is to make sure all varying powers are definitely distinct while remaining balanced. With Spirit Island, you can tell they play-tested the game within an inch of its life.

To further explain my point, I’ll borrow from the Spirit Island wiki for the following sections. I’ll list out the play style of just four of the eight base game spirits. Check out how different the play styles are!

A Spread of Rampant Green

Fairly good at dealing with Towns, but terrible at handling Explorers (who are unfazed by prolific foliage). Can get Presence onto the board faster than most other Spirits. Extra Presence is good for targeting and especially for ‘Choke the Land with Green”, which can be extremely effective at slowing down invaders. Just be careful not to destroy Sacred Sites needed for Power use.

Bringer of Dreams and Nightmares

With most Spirits, Terror Victories are a backup plan if the main push against the Invaders stalls out for too long, but Bringer turns Fear into a more viable primary strategy. Its transformation of damage & destruction into Fear can turn Major Powers into tremendous sources of terror and panic. However, the only real offense Bringer has is the Dahan fighting back. While it does have some defensive ability, it is fundamentally poor at clearing areas of Invaders.

Lightning’s Swift Strike

Virtually all offense to start with: without a more defensive teammate, Blight may become a problem. Excellent at destroying buildings, less good at containing Explorers. Using Thundering Destruction tends to be a burst affair: a turn or two of position and build up Energy, followed by a really big turn.

Ocean’s Hungry Grasp

Extremely good at assaulting the coasts where the Invaders start out strong, but quite weak island – the ocean is not accustomed to affecting events so far ashore. Its Presence shifts in and out like the tide, which can be tricky to manage, but permits re-positioning and tactical retreats or offensives in the hands of a skillful player. Has fairly inexpensive Unique Powers, but the energy gained from drowning Invaders can be necessary in stepping up to more potent Powers.

Final Thoughts

Spirit Island excels for a few reasons. The first is because of its well-crafted, interesting, original theme. Another reason is that it uses underrated mechanics – namely cooperative gameplay and you vs. the world – to excellent effect. Lastly, the variable player powers are balanced in such a way that the game stays fresh for a long time!





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!





20 New Year’s Resolutions for Board Game Devs in 2020

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I’m a big fan of New Year’s Resolutions. While choosing January 1 to start something that you’ve always wanted to do is completely arbitrary, it sure does work!

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With that in mind, I want to help you come up with some New Year’s Resolutions of your own, ones specifically related to board game design. Never one to pass up on a delicious clickbait potential like “20 New Year’s Resolutions,” I’ve come up with, well, 20 of them. Pick a few that you like and see where it takes you!

1. Create your first board game.

If you’ve never created a board game or pursued a passion project, this is a great goal to start with. It’s straightforward and a lot of fun. You don’t have to publish it or market it or any of that. Just go out and make a great board game for fun. Card games count, too!

2. Play-test with game designers.

If you’re the kind of creator who has a few prototype board games in your closet somewhere, consider playing one of them with a few game designers. You can usually find them at Protospiel conventions or even local game stores or Meetup groups. You will learn a lot more about play-testing with game designers than you will even with avid board gamers. Designers notice totally different things and it’s a good experience to have.

3. Order a professional physical prototype of one of your board games.

Whether you’re making a board game for the first time in 2020 or you’re digging up an old prototype and polishing it to perfection, don’t underestimate sheer ecstasy of being able to hold your actual, physical, printed game. It’s a rush and websites like The Game Crafter and Board Games Maker make it very accessible.

4. Experiment with a theme or mechanics you’ve never used.

If you’re a more veteran board game designer, why not push yourself by trying something you’ve not tried before? Let’s say you’ve made light games. Try making a heavy game. If you’ve made heavy games, make a light game. If you’ve made board games, make a card game. Experimenting helps you grow your skills and it shows you new things that you might like!

5. Buy some board game art, even if it’s just one piece.

Similar to ordering a professional physical prototype, getting a talented artist to do a little work for your game can be a major motivator to keep going. My first game, War Co., truly became alive when I got the first art from James Masino.

6. Learn how to make more accessible board games.

“Accessible” is a loaded word in board gaming, but the basic concepts are simple: make games for as many people as you can. Try reading some articles on Meeple Like Us – they’re very informative and Dr. Michael Heron writes what could very easily be a dry academic subject with compelling intelligence and humor.

7. Launch a Kickstarter campaign.

This isn’t right for everyone, but Kickstarter can really help you start a business if you use it right. It’s a great way of gaining visibility, setting yourself up for long-term success, and – hello – earning money, too!

8. Get featured on a podcast or a blog.

One of the smartest things you can do in any business, especially the board game business, is make friends. Content creators such as podcasters and bloggers often enjoy working with guests. It’s mutually beneficial and it gets your name out there.

9. Build up one or more social media accounts on a site such as Twitter, Instagram, or Facebook.

You can read more about that in my article here: Setting Up Social Media as a Board Game Dev: A Primer Course.

10. Learn how to use Board Game Geek.

Board Game Geek is a thriving, lively community that neatly captures the general ethos of board gaming as a whole. It’s a great site to learn from, meet people, and promote your work. It’s also incredibly complex as a community and it takes some getting used to. The year 2020 is a good time to get started!

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11. Learn how to use Reddit.

Much like Board Game Geek, Reddit is a complex community that takes some getting used to. There are some really good subreddits for board games such as /r/boardgames and /r/tabletopgamedesign. Might be good to look into next year!

12. Go to a board gaming convention.

While they are expensive and often require substantial time off from work, conventions can be a lot of fun. It’s worth going to one just for the experience, and if you’re really dedicated, it can be a fantastic networking event as well.

13. Launch a blog about board gaming.

I’m a fan of this one, though many would never be able to tell.

14. Build an email list.

Every product launch requires building an audience. That requires getting their attention, piquing their interest, and – as many people forget – giving them a place to go. Email lists are a very powerful tool for growing a small business, and Mailchimp lets you get your first 2,000 subscribers for free.

15. Start a Facebook group.

Facebook is, and has been, the biggest social media network for a long time. It’s not the trendiest, but the juggernaut of online connection. Groups are a great way of gathering like-minded individuals into one place to chat.

16. Learn how to sell.

Sales is a good skill to pick up for any industry. You can read more about it in my article A Crash Course on Selling Board Games.

17. Get one retailer to carry your game.

If you’ve got a game published but you sell it directly to customers, it can be a major moral victory to get your game carried in a single store. It doesn’t have to be Walmart or Target. Just try calling 10 or 15 stores within a couple of hours of you. See if they’ll buy five copies.

18. Learn how to use advertising.

Advertising gets a bad rap, but it’s still one of the best ways to get eyeballs on your project. Learn how it works. I recommend using Facebook Ads and Google Ad Words to get started. Even if you fail, the insights you gain might tell you something about your audience.

19. Participate in a board game jam.

Looking to refine your board game development skills? One of the best, and most exciting ways to do that, is to participate in a board game jam.

The basic premise is simple. You have a very limited amount of time to create a game around a specific subject. By constraining yourself with such tight time constraints, you cannot procrastinate on decisions. You just do what seems right. Sometimes, that’s exactly what you need in creative work.

20. Play the top 10 games on Board Game Geek.

Last but far from least, to make great board games, you have to play great board games. Why not commit to trying the top 10 board games on Board Game Geek in 2020?


That’s all I’ve got for you 🙂

I hope this gives you some good ideas. I want to see you win, and sometimes all you need is a goal.

Happy New Year!