Tabletop games are going mainstream and crowdfunding is part of the reason why
Once upon a time, board games like Dungeons & Dragons and card games like Magic the Gathering were thought of as being the sole purview of imaginative nerds. To some extent, that stereotype still persists, but in recent years games inspired by these tabletop classics have seen a resurgence in popularity among hardcore fans and a degree of more mainstream success.
According to ICv2, the North American “hobby games market,” which includes board games, roleplaying games, card and dice games, and collectible figurines, saw $700 million worth of sales in 2013. By 2014 that figure swelled to $880 million, with RPGs accounting for the bulk of that growth.
Looking at some of the games responsible for the tabletop market’s growth (like D&D, M:TG, and Pokémon), you might think that, for the most part, these sales could be attributed to enthusiasts spending their cash on games developed by traditional publishers. Some of the other best selling games, according to ICv2’s data, though, tell a different story. Crowdfunding platforms like Kickstarter are breathing new life into the tabletop gaming industry one project at a time.
Games like Risk and Magic have had a reputation for being dense and technically complex, something that can turn first time players off, but the way that this new wave of tabletop games are being crafted and presented are making them much more accessible and popular. It’s one thing to have your nerdy friend explain how a planeswalker works (still don’t get it) it’s another to have an entire game explained to you in a cute, animated, three-minute video.
In the spring of 2015, Boss Monster was the best-selling tabletop card game in the U.S. The game, which is published by Brotherwise Games, began as a Kickstarter project borne out of two brothers’ nostalgic love for 8-bit Nintendo games and classic Dungeons & Dragons. After two decades of not regularly seeing each other, Chris and Johnny O’Neil found themselves living in the same state for the first time in a long time. The brothers spent their time playing tabletop games and in time, grew interested in creating a game of their own that could bring everybody to the table.
Boss Monster takes the ideas behind dungeon crawling games like The Legend of Zelda and flips them on their heads. Instead of playing as a hero trying to save a princess, you play as the evil monster waiting at the end of a dungeon trying to destroy the good guys. Throughout the game, players build horizontal dungeons filled with spells, traps, and treasure designed to lure unsuspecting heroes to their untimely dooms.
“If we’re to be totally honest here, we didn’t really know at first who our player audience would be,”the O’Neil brothers told Fusion. “We knew that we liked the game that Boss Monster was becoming, and we knew that our friends liked the game that Boss Monster was becoming, but despite playing a lot of games, we didn’t really have a conception of our player base.”
Though their own personal investment was enough to create Boss Monster’s core, the O’Neils turned to Kickstarter to raise $12,000 to put them over the top and bring the first version of the game to market. Their project launched on October 18, 2012. They hit their goal by the next day. One month and 4,689 backers later, the campaign raised more than $215,000.
“We don’t want to create games with lots of barriers to entry,” the O’Neils said. “We want games that you can pull out in front of a group of strangers and be playing well in five minutes.”