How to Sell Out 300 Board Game Copies with Zero Recognition: The 'How to Deliver Information' Strategy
This note is a sequel to the following article, titled 'How to Promote Your Board Game to Sell Out 300 Copies at Your First Exhibition'.
In the note mentioned above,
the 'presentation' techniques to make users think 'I want to buy this!' among the many works available
are discussed.
If you haven't read it yet, I think it will be easier to understand if you check that out first, so please take a look if you'd like.😊
'I just want to know the promotional methods to get my work to the users!'
If that is the case, rest assured that this note is written so that you can read it without any issues!
Now, let's move on to the 'Part 2: How to Deliver' section!
[How to Deliver]
So, from here on, we will discuss 'how to deliver'.
Once you have firmly grasped the 'presentation' aspect, you need to start broadcasting it.
No matter how good you become at 'presentation,'
if you don't broadcast it and the information doesn't reach the users, it will end up as mere self-satisfaction.
'How to deliver information to the target users'
—this is where you need to put in the effort.
When you decide, 'Okay, I'm going to work hard on broadcasting!'
you'll find that there are various media available in the modern age.
・Crowdfunding
・X
・YouTube
・Game Market Official Website
・Website
・Referrals
・note
・Paid advertising
…etc
While giving your all to everything is the best approach...
Unfortunately, time resources are limited.
So, what we did was,
collecting data on the traffic sources that led to pre-orders
is what we tried.
This might be a bit of a detailed topic, but the Game Market event has a culture of 'pre-orders'.
Simply put, it is a 'reservation' system using tools like Google Forms.
When we said we 'sold out via pre-orders,' it meant that all 200 units of our stock were sold through these reservation requests.
At that time,
I created several different types of Google Forms for each platform...
Google Form 'A' for the website,
Google Form 'B' for X,
Google Form for the Game Market official site...
......
...
By separating the forms for each platform like this, I was able to measure the differences in traffic.
In other words, if you compare that traffic data with
the amount of effort we put into each platform...
・Which platforms are effective for pre-orders before Game Market
・Where you should spend your time when posting information
You can figure these things out, so please use this as a reference!
Rather than presenting super detailed data figures,
I thought it would be better to convey just the conclusions clearly, so...
Regarding the types of 'delivery methods,' I have evaluated each on two axes with a 5-point scale.
Practicality: How well we were able to carry it out
Effectiveness: How effective it was based on data and intuition
For example, something with 'Practicality 5, Effectiveness 1' is the image of something we worked really hard on but didn't have much effect.
Let's get started!
■ Crowdfunding: Practicality 5, Effectiveness 5
First up is crowdfunding.
Since both practicality and effectiveness are rated at '5', this means it was something where I 'worked extremely hard and saw extremely high results'.
Regarding crowdfunding, I believe every board game creator, whether a beginner or a veteran, should do it.
I will explain this in more detail in the '③ How to Sell' section, but when it comes to selling things in general, not just board games...
the concept that 'a crowd creates a crowd'
is incredibly effective as a marketing tool.
In my case...
1. Succeeded on crowdfunding
↓
2. That result generated interest, leading to pre-orders selling out
↓
3. Because it couldn't be bought on the day of Game Market, a massive line of over 100 people formed for the lottery of canceled slots
↓
4. The line created buzz, and the 100 copies available for mail order after Game Market sold out in an instant
This created a virtuous cycle.
To be honest, when I was holding the lottery for the canceled slots,
Thinking, 'They probably don't know about our game, but they're just lining up because there's a line...'
there were times I felt a bit conflicted... haha
However, it's natural for a successful product to have buyers with a casual level of interest, and
above all, it's a joy to have people buy it regardless of their level of interest.
I was thrilled to the point of jumping for joy when someone told me, 'I came to Game Market just to buy Brahman!'
but
it was also a good experience to talk to people who asked, 'What is this line for?' while getting in the back of the queue.
I digressed a little, but the thing that created the
initial queue amidst that process of queues creating more queues was crowdfunding.
I believe crowdfunding is a low-risk medium that makes it easy for even those with zero recognition to create that first queue, so I highly recommend giving it a try.
(I'm not a shill for crowdfunding, haha)
On that note,
・How to create that initial queue through crowdfunding
・The benefits of doing crowdfunding even if it doesn't succeed
・Even so, when is it better not to do crowdfunding?
I discuss these topics and more in the following article.
This note was also used as a reward for the crowdfunding campaign, so part of it is paid, but
I've written over 5,000 characters in the free section, so please feel free to read at least that much 😊
I've packed enough information into the free section alone!
I've omitted the details here as they are written in the article above, but
crowdfunding was something that took time and trial and error, but it was also exceptionally effective.
■X: Practicality 2, Effectiveness 4
Next is X.
Most circles exhibiting at Game Market are likely posting on X.
And based on the data I collected, its effectiveness was quite high.
As for standard advice on managing X that I can share with those who will be making board games from now on,
・Start as early as possible
・Post frequently about content related to board game production
・Like, repost, and follow people in the board game community
・Increase your followers before Game Market so that your posts get shared
I think that would be it.
However, I...
'I've never used X, and there are so many rivals, so I wonder if it's not very effective...'
Thinking that...
I really slacked off on managing it 💦
I only posted relatively hard during the final stages of the crowdfunding and right before Game Market, but I didn't follow through at all, so my level of implementation is a 2.
However, despite that,
there were quite a lot of pre-orders from X.
So, assuming you have few followers and few posts,
I will briefly explain what I was careful about and how I managed it to still get results.
First, the purpose of X was
to gain awareness
to secure a traffic flow
.
Since you can only convey 140 characters in a single post on X, I gave up on trying to pack all these elements into one post:
1) Getting people to know about Brahman
2) Explaining its appeal
3) Getting them to decide to purchase
.
Ultimately, as for the purpose of X,
How can I make people aware of the existence of 'Brahman'?
How can I get them interested and have them navigate to the website, etc.?
I focused solely on these parts while managing my X account.
With that premise, here is what I kept in mind
1. Maximize visual footprint
2. Always pair engaging text with a link for navigation
3. Keep reposts and quotes of others to a minimum
4. Be conscious of how you 'present' your pinned post
These are the four points.
I will briefly explain each one.
1. Maximize visual footprint
I focused on catching users' eyes by increasing the display area of my posts, attaching images or videos whenever possible, and quoting past posts.
Regarding the short PV mentioned in '1. How to Present' under '■ Videos,' I increased the number of cuts in the first half and sped up the tempo specifically to grab attention through X's auto-play feature.
2. Always pair engaging text with a link for navigation
I avoided posting things unrelated to the board game and always included a link to our website or the official Game Market site.
Some people avoid putting links in their posts to make them look less like advertisements, but...
Personally, I believe it is better to include the link every time to avoid missing opportunities for people who think, 'I'm interested!'
3. Keep reposts and quotes of others to a minimum
This is a difficult judgment call, but...
There is the benefit that having many quotes and reposts of others makes it easier to increase mutual followers.
If there is still plenty of time before the Game Market, I feel that operating that way to increase followers is fine, but...
However,
people who became interested in 'Brahman' through some post
besides 'clicking the link to go to the website'
'go to my X profile page to see other posts'
I think some people will take that action.
At that time, if my profile page is full of quotes and reposts of others,
'I wanted to know about 'Brahman,' but there's nothing here'
and there is a possibility they will leave.
That is a huge missed opportunity, so
I think it is better if some of the new posts you can trace back from your profile section are posts that serve as self-promotion to some extent.
④ Be conscious of how you 'present' your pinned post
Ultimately, 'presentation' is what matters most.
・How many lines are displayed when quoted, and what should be written there?
・Is the text written in a way that makes people interested enough to click the link?
I created my pinned post while considering these points.
For reference, I will post the analytics of my pinned post.

This is the data from that time for a post I kept pinned for just a few weeks starting one month before the launch.
What I want you to look at here is not the number of impressions, but...
The engagement rate relative to the number of impressions.
We were using X with the goal of 'getting people interested and having them visit our website,' so...
No matter how much the number of impressions increases,
it doesn't mean much if it doesn't lead to a purchase.
That is what we thought.
Therefore, among the engagement metrics, the'number of link clicks'was the most important one for us.
(As a side note, if your goal is to increase your follower count, the strategy will change. "Getting many views" and "getting many likes" are not necessarily the same as "increasing the number of purchases.")
With that in mind...
Impressions: 10,213
Link clicks: 92
Link click-through rate: approx. 0.9%
*The percentage of people who navigated from this post to our website or pre-order form
Roughly speaking, for every 100 people who saw this post,
one person took a positive action very close to making a purchase.
This percentage is important; if it is low, it means the quality of the content in your pinned post is poor (it does not lead to purchases).
In that case, try posting a new version with a different "presentation," observe the numbers, and create a better pinned post.
However, to reiterate, we weren't really posting on X properly, and we only had about 100 to 200 followers at the time.
In fact, this was my first time using X, so I don't even really know if these numbers are high or low.
I'm sure there are many people who are much better at managing X, so
I hope you can use this simply as a reference for
"what we were looking at"
and "what kind of percentages we were getting"
as a beginner, and compare it with your own posts!
■ Game Market Official Website: Practicality 4, Effectiveness 5
The Game Market official website is, as the name suggests, the official site for Game Market where exhibitors post information about their circles and games.
I refer to these game pages, booth pages, and blog pages collectively as the 'Game Market official website' here.
In conclusion, the Game Market official website generated the most traffic for pre-orders. (About 60% of pre-orders came from here.)
Therefore, I think it is best for everyone to focus on the Game Market official website first.
However, based on my personal intuition...
I feel that the potential return on the Game Market official website is not that significant relative to the time invested.
First, when you decide to 'do your best on the official Game Market website,' there are two main ways to go about it.
1. Make your top game introduction page look attractive.
2. Update your Game Market blog list frequently.
After all, the 'way you present it' is the most important thing.
As I mentioned at the beginning, the official Game Market website is the medium that generates the most traffic for pre-orders, so it will be seen by many people.
If the information on this page is thin, buyers won't be able to make any decisions.
Conversely, if you present it well,
since board games have very little information available for confirmation before purchase, it will immediately jump to the top of their list of potential purchases.
I'll include our page here for your reference.
I've already shared various tips on 'how to present' your page, so I'll skip that here, but
'Making people want to buy just by looking at this page'
'Having all the necessary information'
'Providing smooth access to the pre-order link'
I think it's best to keep these points in mind when creating your page.
…However!!
I think anyone who has edited the official Game Market website even once will sympathize with this, but…
This site is… suuuuper hard to use (crying).
I won't go into the details, but if you just insert images normally, they won't look clean on a PC display.
Inserting videos also requires a bit of extra effort.
The overall user experience feels, how should I put it, like something from the early Heisei era...
Because of all this, it's a bit difficult for someone not used to PCs to create a page that looks 'attractive'.
I happened to have a professional software engineer on my team, so I just told them the page design I wanted and left the rest to them, and they finished everything perfectly. (Thanks!)
However, even they were going crazy while working on it every time...😅
I think it's probably difficult for beginners, so I wouldn't really recommend it.
Thinking about it that way, I think the most time-efficient approach is to just focus on the bare minimum of 'including all necessary information'.
So, setting aside the top page for game introductions, what about the Game Market blog that can be updated frequently?
This official site has a 'Blog List' page, where each circle's Game Market blog is updated in order of the newest posts.
In other words, if you update your Game Market blog frequently, it will constantly appear in the 'blog list'...
which means your exposure will increase significantly.
However, as the name 'blog' implies, the Game Market blog requires you to write a certain amount of text.
And do users really find the games they like from the 'blog list'?
I suspect that...
・People search for board games they are interested in via other media using names or keywords.
・People search by filtering the 'game list' by player count or price.
I think these are the actions most people take.
In other words, the 'game introduction top page' is far more important and viewed much more often than the 'Game Market blog'.
I believe the act of trying to get to the top of the Game Market blog, which is displayed in order of new arrivals, is intended for 'gaining awareness'...
If the goal is the same 'gaining awareness,' you would be better off spending the time you would have spent updating the blog on X (Twitter), and
in terms of task priority, the 'game introduction top page' is higher than the 'Game Market blog'.
Given that, you only need to create the top page once, and since the specifications are difficult for beginners to modify anyway,
thinking about it that way, I felt that the 'potential return on the time invested' isn't actually that high.
However, to reiterate, the effectiveness of the official Game Market website itself is very high, so I recommend not neglecting it, but rather focusing on building it up thoroughly within your capabilities first,
and then dedicating the remaining time to other promotional activities.
■ Website: Practicality 5, Effectiveness 2
This refers to a dedicated website for your board game, but...
It's easier to understand if I show you first, right?
This is the dedicated website for our game, 'Brahman'.
As you can see from the practicality rating of 5...
we put a lot of effort into building it while being conscious of 'how to present it'.
And looking at the actual traffic numbers, we did get a decent amount of visitors from the website.
However, the reason I rated the effectiveness as 2 is because...
even without a website, the official Game Market site can serve as a substitute
.
The purpose of a website is
・To provide a place where you can learn everything about 'Brahman'
・To have visitors make a purchasing decision on this page
and that is it.
And this, as I mentioned earlier, almost entirely overlaps in purpose with the 'top page for game introductions' on the official Game Market website.
Basically, the roles of the media mentioned in the 'delivery method' are broadly classified into three categories:
Awareness: Getting people to know about it
Interest: Getting people to be interested in it
Decision: Getting people to decide to purchase it
These three.
(*I'm writing this casually, but this concept is super important.)
Since the Game Market official site is, as the name suggests, an official site, it has a sense of trust from viewers, and even if the numbers aren't huge, it can also capture 'awareness'.
Also, since it is based on the premise that all information is posted, 'interest' and 'decision' go without saying.
Unless you put a significant amount of effort into SEO (the work to get ranked higher when searched), a website cannot capture 'awareness'.
Therefore, when looking at the elements of media roles, a website ends up being a lower-tier alternative to the Game Market blog.
...So, why did we go to the trouble of building a website anyway? Well...
Because I believed that the 'decision-making' elements would surpass the official Game Market site
.
As I mentioned earlier, the official Game Market site is quite difficult to edit, and because the specifications are fixed, there isn't much freedom.
In contrast, with a website, you can:
・Unify the overall color scheme to express your world view
・Place videos and images wherever you like
・Change the images displayed for mobile and PC versions respectively
・Place as many pre-order buttons as you want in any location
You can do whatever you want.
Since 'presentation' is my greatest strength in marketing, I knew I could fully leverage it on a website to drive significant results in purchase decisions. That is why I chose to build one, even if the purpose overlapped somewhat with the official Game Market site.
However, while I was fortunate to have experience building websites in my professional life,
when considering a beginner building a website,
it is inefficient in terms of time, and it costs money for things like server fees, so...
I didn't think the results would justify the effort,
so I rated it as 'Effectiveness 2'.
I think you should judge this by comparing it with your own situation!
■ Introduction: Practicality 3, Effectiveness 5
As the name suggests, introduction means "delivering information by having someone else introduce it."
This is not about a specific medium, but rather:
・For example, posts on X asking for "self-recommended or peer-recommended board game suggestions"
・Reposts or quote posts from peers in the industry
・Gatherings of creators such as PR events or Vorspiel
・"Board games you should buy at Game Market" videos by board game YouTubers
…etc
It can be any medium, but it is about spreading the word by borrowing the power of others.
"How can I get featured?"
To answer that question:
・Create a well-crafted Game Market blog and wait to be noticed
・Search for such requests on X and apply to every single one you find
・Information sometimes spreads by word of mouth, so participate in test play sessions to build connections
I think those are the standard approaches.
I'm not good at X, and since my information gathering in that area was weak and I wasn't introduced much, I rated it a '3' for implementation, but...
Even with that level of implementation, the effectiveness was incredibly high.
This effect is easy to imagine, but
Rather than being told,
'This product of ours is great!'
Doesn't it feel more credible to receive a recommendation saying,
'That product was really good!'?
That's what it's all about.
When we share things that were actually introduced to us and that we felt were effective firsthand...
Kitakoshi Channel's live stream product introduction
116 As an adult's break time, it is introduced around 3:07:52.
Kitakoshi Channel introduces every submitted game right before Game Market every time.
As you can see from the count of 465 games, board game creators all flock to submit their work, and it has become a tradition for buyers to check this channel before Game Market.
I think the best first step is to follow Kitakoshi-san on X and wait for the information on when they are accepting submissions.
◯ Play videos by Move / Board Game
I introduced this in the '■ Videos' section of 'How to Showcase' and also mentioned it in my article about crowdfunding, but it really proved to be quite effective.
While I was handling customer service at Game Market,
'I came here after seeing [your game] on [channel]!!'
The top two sources I heard mentioned most often were the videos from Kitakoshi Channel and Move-san.
◯ Post by designer Rikose-san
デザイン全般担当させて頂いたボードゲーム【ブラフマン】クラファンのバックが届きました。感激・・・🥺 pic.twitter.com/G4lZYQNvUf
— リコセ (@rikose) November 19, 2025
Our designer, Rikose-san, who was in charge of all our artwork this time, thankfully posted about 'Brahman' several times, and this spread to Rikose-san's fans.
Every time they posted, the crowdfunding PV would skyrocket, pre-orders would increase, and online sales would grow...
It was very effective🙏
It is by no means the case that we chose Ricose-san because of their large number of followers, but
when you commission a popular designer, the quality of the work increases, and because they have many fans, it becomes easier for the work to be spread.
Since we had almost no followers, these posts were very much appreciated.
◯ Vorspiel / Board Game Summit / PR Event
Finally, there are real-life events such as 'Vorspiel,' 'Board Game Summit,' and 'PR Events.'
If you have already had the experience of exhibiting at Game Market, these events go without saying, but...
Just before Game Market,
'events where you can try out products to be sold at the next Game Market a little early'
are held.
For 'Vorspiel' and 'Board Game Summit,' we rent large booths and invite general visitors to play the games.
A 'PR Event' is structured like a 'finished product unveiling' for a test play session, where creators play each other's finished games and promote them mutually.
At any event, attendees and industry peers will post their impressions of the games they played on X and other platforms, which creates a promotional effect.
For events like 'Vor-Spiel' or 'Board Game Summit,' some popular games are picked up in attendee surveys, but...
I heard from experienced creators who had been selected that the subsequent increase in pre-orders was incredible.
Even if you aren't selected, just having people post their impressions on X is appreciated, and there have actually been cases where people who played the game there went on to pre-order it, so I don't think there's any harm in participating!
(By the way, we didn't get into Vor-Spiel, so we weren't able to exhibit 😭)
■ note: Practicality 2, Effectiveness 3
The final 'delivery method' is this very note I am writing right now.
Since there are likely many people for whom 'this article is our first meeting,' let me introduce myself again...
From the moment I started making board games, I have been keeping a real-time production record on note, like a documentary.
Thinking about it, this note medium is the one I started with the earliest and have worked on the longest.
The reason why we chose note as our first medium is...
As I have written before, over 1,400 circles sell board games at Game Market, so I thought that if people didn't see information about our game to some extent beforehand, we wouldn't even be considered as a purchase option in the first place.
Basically, I think promoting on X is the mainstream approach, but
・Starting with zero followers
・It's difficult to convey content in 140-character posts
・I'm not good at summarizing text (as you can see, haha)
Because of these points, I decided not to make X my main battlefield...
・'Relatively few rivals'
・'Large amount of information can be posted'
・'Can reach people interested in board games'
After searching for a medium that fits these criteria, I arrived at note.
What I was thinking about at the time, in particular, was
Rather than 'showing the finished product,' it's easier to gain fans by 'showing the production process from the start.'
That is what I meant.
Therefore, the content on note wasn't about 'know-how' or 'my personal philosophy,' but rather a real-time documentary that makes it easy for readers to feel like they are making the board game along with us.
However...
The reason it's at a practice level of 2 is...
Because I couldn't see it through to the end 🙇🙇🙇
Writing long-form text while carefully refining it is quite a time-consuming task, and when my main job got busy, I stopped completely...
It became half-hearted, and that's how I reached the actual Game Market event.
To those who were looking forward to the sequel, I am truly sorry!!
In the end, I slacked off for the last year leading up to Game Market, so there was no way to verify the effectiveness...
I didn't even bother to track traffic data because I assumed there wouldn't be any inflow from note, but...
Actually, in a survey I conducted on the pre-order form, there were a few people who said
"I learned about 'Brahman' on note and bought it."
There were people who said that.
Also, while serving customers at Game Market,
"I read your note!"
I was told that as well, so...
If I received a few comments like this even though I hadn't updated it in a year, maybe it would have been quite effective if I had done it properly...
That is why I rated the effectiveness as 3.
Also, besides gaining awareness, note had other pros and cons.
◯ Pros
・I was able to get real-life friends interested in board game production by saying, 'I wrote a note, please read it!', and involve them in playtesting sessions.
・People who learned about 'Brahman' through other media were able to feel like they wanted to support me after reading my note.
◯ Cons
・If you aren't used to writing, it takes a huge amount of time.
・If you can't write interesting text, people won't read to the end, and they won't become fans.
Because of these factors, it has slightly different benefits compared to other media, and I rated its effectiveness a bit higher, but...
The downsides are also significant, so I don't think I can wholeheartedly recommend it to beginners.
That concludes the section on 'how to deliver'!
Of course, I think there are other options for delivery beyond what I introduced here.
This was just an introduction based on what we actually did, but I hope it serves as a reference, even if just a little...!!
So, up to this point, I have explained the following methods of promotion:
1. 'How to present it'
2. 'How to deliver it'
I have explained these.
Finally, we come to 3. 'How to sell it'.
The 'how to sell' I am referring to here concerns things liketechnical theorybut...
Since what I am about to discuss might be controversial, I have made it an exclusive article as a pre-order bonus.
Just in case...
'I didn't know there was a pre-order bonus!'
'I didn't buy 'Brahman', but I want to read the note!'
I thought there might be people who feel this way, so I think I will make the rest of this discussion a paid article and release it to the public.
However...
Personally, regarding this topic of '3. How to sell',
I am not exactly eager
to say, 'I want everyone to buy and read this!!'
That is not how I feel.
The reason is that '3. How to sell' is,
a collection of superficial techniques that are easily misunderstood unless read with an understanding of the 'essence of marketing'.
Honestly, for those of you eccentric enough to read through over 20,000 words covering '1. How to present' and '2. How to deliver' to the very end...
I believe you likely have a certain level of understanding regarding marketing.
Furthermore, since you possess the reading comprehension and insight to finish such a clumsy, long-winded text,
I trust that you won't misinterpret things or take parts out of context...
or at least, that is what I hope...
Even so, because superficial techniques can be somewhat effective on their own...
'Marketing is so shady, isn't it?'
That is the kind of sentiment that '3. How to sell' is prone to attracting.
While it is interesting to read because of its immediate effectiveness,
personally, I believe the 'essence of marketing' is far more versatile and important.
So, please do buy and read that instead! Haha
…With that in mind,
I have fully executed both "(1) How to Present" and "(2) How to Deliver."
On top of that, I want to make one final, decisive move.
If it has even the slightest effect, I want to try everything.
I took a risk, so I want to achieve results no matter what.
(…I won't criticize you for being suspicious. …Really, I won't.)
If that sounds like you, please purchase and read "(3) How to Sell"!
For the record, besides "(3) How to Sell,"
I have also included "data on traffic sources by medium" and
"data on the effectiveness of paid advertising," so I think it contains quite a lot of information!
[Conclusion]
Well, everyone.
I realize some of you may not have read the section on "(3) How to Sell" yet, but…
Having read this far into the content on "(1) How to Present" and "(2) How to Deliver," what did you think?
"I have a job, how could I possibly spend that much time on a hobby!!"
"I understand what you're saying, but marketing is just too much of a hassle!"
I imagine some of you might be thinking that.
Of course, I understand that opinion, and as I said at the beginning, everything depends on
"your goals."
It would be a shame if I raised the bar too high and you ended up thinking,
"I'm interested in making board games, but I can't take that first step."
Basically, even if you don't do the tedious things I wrote about,
・Draw the illustrations yourself
・Print about 50 copies to start
・Limit promotion to X and the official Game Market website
・Just enjoy interacting with customers at the Game Market on the day
・If you have leftovers, you can just sell them at the next Game Market
I think proceeding in a way like that is perfectly fine.
As long as you don't spend too much of your budget, the risk is low, and
making board games is a fun enough experience as a hobby!
So, first of all, let's give it a try!
However...
Even so, you might say, "I want to sell it."
"I'll do my best even if it's a hassle."
For those who feel that way.
I would be happy if you could use the contents of this article as a reference, even just a little!
Basically,
"Create an attractive and interesting game,"
"Be conscious of how to present it well so that it gets across,"
"Spend time on highly effective delivery methods while keeping your goal in mind,"
If you do everything up to this point,
even we, who knew nothing, were able to sell 300 copies.
(Since our goal was to "sell out," we stopped sales midway to avoid having leftover stock. However, based on the feel of online sales after Game Market, I feel like we could have reached 400 to 500 copies.)
Thinking about it that way, if you do the same,
I believe that even a beginner participating for the first time could probably sell around 100 copies consistently.
"What is an amateur who just got lucky once saying!"
You might get scolded by your seniors for saying that, but
even so, I think
"If you do everything properly, you can reach 100 copies."
"However, doing everything properly takes a fair amount of time and is hard work."
That is the understanding.
What I wanted to convey throughout this entire piece is exactly this...
'If you really want to sell your product, marketing is absolutely essential.'
'Marketing is not just about shady, superficial tricks.'
'It is fundamentally a plain and difficult process of setting goals, identifying your target and their needs, researching competitors, and so on.'
'Even so, if you do all of those things properly, the results will follow.'
'If you can achieve some level of results, you can invest more budget into game development and have more people play your games, which means you can truly create what you want to make.'
'I support everyone who wants to create interesting board games, so please, everyone, make the games you truly want to make, and let me play them too.'
That is what I mean.
Thank you for reading until the end!
I feel like this was a bit boastful and cheeky...
and a long, poorly written piece...
In addition, the writing style and content are completely different from the chaotic production diary I have written so far.
I apologize if anyone feels disappointed by this.🙇
If I were to reread and properly polish the text, I feel like I would be too embarrassed to actually publish it...
So, I am publishing it as is, with all this raw energy, without rereading it. I would be happy if you could all respond kindly.🙏 (I truly mean it...)
Once again, thank you all for reading this far!
With this, all the note posts for 'Adults' Recess' are now complete!
(Probably! Haha)
To everyone who supported me, your likes and comments truly made me happy!
I know I've said thank you many times, but thank you so much!
Until we meet again somewhere!
Please keep making lots of fun board games.😊
-The End-
○ Our chaotic production diary'The story of how an amateur bet their entire fortune to sell out a board game' is here
○ Stories about what I did to make crowdfunding a success and the essence of marketing'The strategy and marketing theory that achieved 742% on crowdfunding' is here
○ The final post, which contains data from experimenting with 100,000 yen in paid advertising, as well as the '3. How to Sell' section of this article, is here
