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Learn how to go from zero to funded on the world’s biggest crowdfunding site.
Marketing is the most important aspect of your Kickstarter campaign. It doesn’t matter if you’ve designed the greatest game of all time; if no one knows about it, you’re not going to succeed.
So, for this article, I reached out to Andrew Lowen, a digital marketer who specializes in board game Kickstarter projects. I asked Andrew to put together a resource covering everything from a year away from launch all the way through after a campaign closes. And at 12,000+ words, he did not disappoint.
He came back with an incredibly detailed plan that goes in-depth on every aspect of marketing a campaign. So, get ready to take notes. This information can have a huge impact on your project if you take it to heart.
My name is Andrew Lowen, and I am the CEO of Next Level Web, a digital marketing agency based in San Diego, California. Since 2009, I have spent millions of marketing dollars and made tens of millions in return for over 400 clients across four continents.
I am a passionate board game player and designer, and in 2019 I combined these passions with my business by running Kickstarter client projects. In just our first 6 months, we helped raise almost a million dollars for board game clients through Kickstarter.
On a philosophical level, the goal of every campaign I run is to fund on day 1 and as fast as possible. Campaigns that fund early are more successful than campaigns that take a few days or weeks to reach their goal. This probably just sounds like common sense, but the “why” is an interesting insight into the mind of a consumer and is a cornerstone of my post-launch marketing strategy.
And I’m excited to share the tactics and strategies I’ve used to help awesome creators like you find great success on Kickstarter. So, let’s get started.
My experience across hundreds of industries has allowed me to work with many different customer groups, and my success hinges on my ability to understand and monetize the message that makes them want to buy, call, or request a quote now (not later).
Kickstarter projects have a number of phases, but the two that I will be focusing on are pre-launch and post-launch (while your Kickstarter is live). Much can be said for what makes a successful marketing campaign after your Kickstarter ends, but I will not cover that here (or I might as well a book for all the information that subject would contain).
Let’s get right down to it — I want you to burn the following statements into your brain, because everything hinges on these two modes:
There are outliers in both of these cases, but these are the assumptions I adopt for marketing Kickstarter projects, and they generally hold true. (As an aside, it helps if you put yourself in the mind of the customer and try to think like them — if you’re reading this article, you are most likely a customer of Kickstarter already, so you should be able to do this pretty quickly!)
Now that we have laid the philosophical foundation that guides our marketing decisions, let’s get into the practical application. What does it all mean?
Those that get very interested pre-launch will form the majority of your day 1 backers. They are likely to back your project whether or not you fund. They want to “see your project come to life” as Kickstarter puts it.
If you aren’t funded, those who find your live project will not back you. Kickstarter will bury you in search results so nobody will find you. Your project isn’t a “winner.”
The mindset shift is an important one to consider. A strong understanding of these two customer modes is critical to the success of your marketing strategy because it is actionable information that will help you make good decisions.
What is our conclusion, then?
Your pre-launch strategy is critical to the success of your project.
What follows is my attempt to detail out a solid pre-launch Kickstarter plan. Though it is certainly not an absolute list, it will give you an idea of what you should be doing to prepare for a successful Kickstarter campaign.
“If you aren’t funded, those who find your live project will not back you. Kickstarter will bury you in search results so nobody will find you. Your project isn’t a ‘winner.'”
Oftentimes, great games go unnoticed and collect dust on shelves because they didn’t have enough of a marketing engine behind them to get them noticed. I have consulted for both small and large companies that have this same problem.
Most game designers just want to design games — the game itself is the passion project. Marketing can sometimes be left on the back burner because you don’t need that until Kickstarter… right?
In fact, a great game designer should consider one fundamental marketing question even before the first prototype is created: Who is my target market?
The most common awful, no good, very bad answer is: “Anyone and/or everyone!”
The slightly less awful, but still terrible answer is: “People that like [insert game name here].”
A great answer is: “People like me [or a person you’re making the game for].” (This still needs to be better defined, but we can do that later.)
The best answer identifies a pain point and is hyper-specific! It’s also refined by experience, playtesting, and through gathering feedback.
To help us with this, please indulge a silly question: Where would you go to pick the fruit of an apple tree? Would you pick the lowest hanging apple, or would you bring your ladder to pick an apple at the top of the tree?
The “lowest hanging fruit” is a marketing phrase that represents the people who would be most likely to get excited about (and back) your product. They are easy to pick, and they buy much more readily and with less effort than fruit that is higher up the tree.
Your target market should be defined at some level when the game is still a concept in your mind. It should be considered as you put the prototype together. You should test that theory and refine it during your playtesting. By the time you’re ready to launch ads on Facebook/Google/etc, you should have a really solid idea of who your perfect customer is.
1) “I don’t want to exclude anyone!”
This is a common fear, but you’re not forbidding anyone from jumping into your game. If you’re making a deep 4X space game, let me tell you, my mom is going to hate it. You probably have a limited budget to work with, so you can’t afford to spend it advertising to people who aren’t interested in your game.
2) “I have no idea who they are.”
You probably know more than you think. Spend some time considering what sort of gap your game fills out there. What do you find lacking from games that exist now, or what inspired you to make the game in the first place?
Other things to think about are your game’s depth, theme, or mechanisms. With a little brainstorming, you will be able to come up with at least one defining characteristic of the people who are interested in what you are making.
TL:DR – Is Kickstarter right for you?
This section is devoted to first-time creators at the starting line with a brand new project, and it’ll probably be the most depressing thing you read in this article. However, being grounded in reality is the foundation of greatness.
Crowdfunding is hard.
Long gone are the days where you can go to Kickstarter armed with a really great idea, a rough concept, and an empty wallet.
Backers treat Kickstarter as a pre-ordering system, so they are judging what they see. They have largely lost the vision for what a project can become, having been trained by hard lessons in those they once trusted failing them.
Many Kickstarter backers are seasoned veterans, and your campaign needs to pass their scrutinizing test of worthiness. Your campaign page needs to look great, you need to have a polished product to show, and you need to prove this game is a winner by bringing a crowd of rabid fans to fund you before they see it.
That’s right, you need to have built your crowd before you even get to Kickstarter.
All of this requires more time, effort, and money than ever before.
If you are just looking to make a thing and see it enter the world, there are lots of great print-on-demand options that can make it and ship one at a time. Go there and avoid the pain of fulfilling a Kickstarter project. Other creators in times past have wished they never opened up this can of worms, and I can’t blame them for their regret.
Are you prepared to start a business? Are you ready to deal with the trolls of Kickstarter that point out every wrong move you make before canceling their pledge? Are you ready to be nice to angry backers who demand answers only a week after your last update? Are you prepared to work late nights to fulfill a project you promised for a funding amount that was lower than you expected?
For those of you that felt a little stab of fear as you read all that, there is nothing wrong with taking some time to think about pitching your game to a publisher so they can handle all that for you.
If you are determined to do this, consider me your advocate — I intend to share with you how my best clients get their Kickstarter campaigns funded.
By the end of this marketing segment, you will have a roadmap for what to do and when.
If you’re still reading this, I have likely failed to scare you away, and you’re going to do this!
That’s great to hear!
In that case, you have some reading to do (even beyond this article — more on that later).
What follows is a Kickstarter project timeline with actionable benchmarks. You can use these benchmarks to prepare as much as possible for your event.
For organization, we’re going to split the timeline into the following:
But before we dive in, I want to stress one piece of advice: You are only human, and you cannot do this perfectly.
Don’t worry about doing everything, and please accept early on that many things you do are not going to be done perfectly. In fact, there may be elements of what you read that are just so far beyond your current bandwidth or out of your realm of understanding that you ignore them.
The more you know, the more you realize what is truly important. The more experience you gain, the greater understanding you will have for your next project.
Let’s dive in!
Goals:
1. Get educated
2. Set up your marketing system
This is your time to get educated. If you’re launching your first Kickstarter project, you need to do a lot of reading. There is a ton of wisdom out there, and you need to consume all of it.
Here are a few great resources for you, and your first actionable instruction:
Read everything on the following websites:
www.kickstarterlessons.com
www.boardgamedesignlab.com/kickstarter
www.jamesmathe.com/category/kickstarter
These three sites alone have hundreds of great articles that touch on everything from your mindset pre-campaign to actionable advice after your campaign has concluded.
You need to begin absorbing this information at the pace of at least one or two articles every week because you’ll need to draw on this base of knowledge later. In the near future, you will feel lost at times on your journey, and whenever you lose your way, you need to go back to the fundamentals and your base of knowledge to get refocused on the right things.
The biggest mistake you can make on your Kickstarter journey is to skip your education. While you’re certainly going to make your share of mistakes along the way, research and education on what lies ahead will help you avoid some significant pitfalls. Reality can be a harsh teacher.
Systems help you get organized. A marketing system is something you need in order to capitalize on others getting interested in your game along your journey.
What follows is my defacto marketing system that I recommend to all my board game marketing clients. For my own game designs, this system has helped me to build my e-mail list and capitalize on every consumer touchpoint I have ever had. The earlier you put this together, the more profitable all your future efforts will be.
The best part is that even if you later decide that Kickstarter isn’t right for you and seek out a publisher for your game, you will have something of great value to bring with you: interested buyers.
The marketing system is composed of a few elements:
The system as a whole is greater than the sum of its parts, and the longer you leverage it, the more valuable the end results will be.
Now, let’s dive into how each part works:
Your website is for converting visitors into email subscribers. It gives a potential backer that heard about your game a place to learn more about it. Whether they saw it being demoed at a convention, heard about it from a friend, or saw you sharing about it on social media, the website is often the first point of contact.
Your website must have a way to capitalize on the interest of that potential backer, which means that you need to win the right to communicate with them via email or some other medium. If you don’t have this system in place, you can’t get their email, and they will forget you exist.
This early on, your website doesn’t need to be a fancy production full of art. At this stage, more than a year out from Kickstarter, you’re probably still making changes to your game. If you do have any concept pieces to use, then great! But vector stock images and images you took from your iPhone are fine. You might also ask your artist (if you’ve picked one) for permission to use a relevant piece of their concept art to spice up your landing page early on as well.
I build my landing pages in WordPress, but you can easily use a free/cheap website builder like Wix, Squarespace, Weebly, or others. Just don’t buy multiple years of hosting upfront please (you will likely lose money and not get a refund).
There are 4 areas that are essential to your landing page, ordered visually from top-to-bottom:
Above the Fold
This is an industry term that means “the first thing people see without scrolling.” The term actually comes from the front page of a newspaper, where headlines had to grab your attention before you put it down, so you would unfold it and continue reading!
The essential elements to this section are all meant to address these quick messages your visitor needs to know:
Notice the underline? The “above the fold” section is meant to capitalize on those who already have information about your game — not to win people over who are looking at your product for the first time. You’ll get people signing up in this section before scrolling through your content because they just demoed your game at a convention or just investigated your game on social media. The people the “above the fold” section needs to resonate with are the ones already sold on following your game.
You need your game’s logo above the fold (or just written in text if you have no art). A pitfall to avoid is to have a giant menu or a giant logo — people only need to see it so it checks a box in their mind that they are in the right place. Everyone is wary of clicking a link and going to some strange location, so your logo is an immediate sign they are in familiar territory.
You can also have a call to action or other message, but keep it to a minimum. Only one typed message is allowed here, which is limited to 6 words or less (i.e. “Coming to Kickstarter this Summer”).
The last element is a large image that takes up most of the “Above the Fold” section, serving as a background to this section. If you have an artist’s permission, this is where you’d place that art. However, in my case, I was much too early and just chose to use a cheap stock image of falling ashes. That worked well for over a year until I had something worthwhile to place there!
“What Is It?”
The next section is meant for visitors who aren’t familiar with your game. Don’t be afraid to separate this from the first “Above the Fold” section of your website, because people are used to scrolling down (thanks to the widespread adoption of scrolling on social media).
The essential elements of this section are:
You can accomplish these things with a video about your game (homemade is okay for now), but all you really need is a block of text. Lead with the game’s theme to hook the audience, and share the important overview.
Your website visitor should have a general idea if they would like this game. Just be honest in this section, and please use specific language. Don’t try to hook anyone and everyone. Talk to your people here… the people that have been *craving* a game like this. Show them why it’s the game they have been waiting for, but keep it relatively short. You should be able to do this in 2-3 paragraphs of 2-4 sentences each.
Don’t forget your email form, because if you convince people that they should follow you in this section, you need to give them a call to action they can take advantage of immediately.
How to Play
If website visitors are still not convinced to give you their email address, but they have stuck around, they want to know more.
Give them a general overview of how the game works. Don’t get into the details… More than a year out, they’ll probably change anyway. So, the general experience is what you want to be more detailed about here. Give them a broad overview of how to complete a game (step 1, 2, 3, etc), and don’t forget to include how to win.
The Final Email Form
There isn’t much to explain here — it’s your last chance to win the right to communicate with the potential backer. They have scrolled to the bottom of your website, and if you lose them here, they are gone. Use strong language here to get them to act now. Also, make sure they know that you will never share their email with anyone (you better not) because people hate that!
You need a place to store your subscriber list that will also filter out bad emails. Bots will find your site and add “honeypot” emails that will get you marked as spam by the big email providers, but reputable marketing systems will filter those out automatically for you.
I recommend MailChimp for a reputable email marketing system. It’s free for up to 2,000 emails, it has all the functionality you need, it has great integrations for pretty much all website systems out there, and it has a nice easy app. There are other options, but this is what I recommend.
As an aside, I’m not going to detail how to get this installed on your website. You’re going to need to figure that out. I recommend tools to make it easier, but just like that IKEA Kallax shelf, it’ll take some work (and frustration, and maybe a friend’s help).
When you add an email form to your site, only ask for their email. No first name, no last name, no checkboxes… Just an email address and a “Sign Up” button. Keep it simple and you’ll get better results.
Download the app as well, so you can get people to sign up after a demo. Open your app, hand them your phone, and have them type their email in right then and there. No website required!
The Welcome Email
You need to make sure an automated “Welcome” email is immediately sent to those who sign up to your list. It will be their second time seeing you in a short period of time, and they will appreciate receiving it. For my clients, over 60% of these emails get opened on average.
Make sure your “Welcome” email shares a link to where a person can join your community (to be discussed next). This link will be clicked a very high % of the time. My clients see around 25% of those that open the email also click the link to the community.
Early Email Newsletters
You might not have much to share early on. I still recommend sending an update once a month on your progress, even if it’s just some pics of you playing prototypes and sharing what you did on the game that month. Any update is better than nothing — the purpose of regular monthly updates is so that people don’t forget about you and your game.
Don’t be afraid of unsubscribes. People will unsubscribe, but you need to send the email anyway. Do it, or suffer the consequences of your email list giving you garbage results later!
Your community is where people can go to get routine updates at a greater frequency than your “once per month” email newsletter. I recommend starting a Facebook group for your game and focusing there (as over a billion people have a Facebook account), but you could use any number of mediums to build a community. Discord, BoardGameGeek, etc. could all be used to build your community. The point of this is you need your fans to not only communicate with you but also with each other.
You can post once each day on a Facebook group and nobody will mind! Try that with email and you’ll get tons of angry responses and plenty of unsubscribes.
Some people don’t really use email, so you need a place for those people to go, too! This is your first step in winning the right to communicate with people across multiple channels, which will become a very important theme as we move forward.
Back to the Facebook group, I love this tool because it allows you to ask questions of prospective members. They ask to join and must answer a question (or few). Credit to Kirk Dennison of Piecekeeper Games for this tip: Ask for their email address as your first (and only) question!
“Would you like to receive our game’s monthly newsletter? If so, please enter your email address.”
Phrase this however you like, but I get about half of my group members to give me their email with this question. I drop them into MailChimp, they get the welcome email. The marketing system at work!
Courage Matters In Marketing
I feel it incumbent upon me to explain something to you that I frequently encounter when I work with publishers of all sizes: Email lists that haven’t had a newsletter sent in months.
The primary reasons for this are threefold, often all playing a part in why to some degree:
1. They are busy.
It’s not that they don’t want to do it, but they don’t have the time. My simple response is that this is so important to your results that you cannot afford to neglect this. If you really don’t have the time, you need to hire someone to do this for you. If you do have the time, you might be filling your available hours with busywork that can wait or just never get done. You can’t afford to allow your newsletter to fall by the wayside — it is not busywork!
2. It is hard to write about themselves.
As a marketer, I write for other clients every day, but when it comes to writing about my own company, I struggle! My clients often express this same frustration about writing for themselves. It’s almost as if you’re too close to the work. As the saying goes, you’re “too close to the forest to see the trees.” More pragmatically, you need someone else to help you understand what is fantastic about your company. In addition, I feel like I am being prideful if I speak too positively about myself and my service, but if others write honorable things about me, I never seem to mind!
3. They are afraid of unsubscribes.
This is something you need to embrace. There is no other way around — if you send an email you’re going to get someone that unsubscribes from your list. It takes the right perspective, and a little courage, to send an email knowing someone will find your content annoying, spammy, or useless enough to unsubscribe.
Do it anyway.
For every person that unsubscribes, 500 more people will appreciate what you have to say! Focus on the positive — you’re going to have to focus on the positive a LOT in the future because your Kickstarter campaign will be filled with negative things from trolls trying to hurt your feelings to backers canceling their pledges. Prep for it now, and it’ll make the later experience a little bit easier to deal with
Goals:
You have a great game idea, right? Now is your chance to really prove it. Share visually impactful things on social media to get more people interested (and more e-mail sign-ups).
In marketing, the term “organic traffic” means earned without paying for it. Its opposite is “paid traffic,” and you should not be paying anybody for digital exposure right now. You need to save your money for 2-3 months out from your Kickstarter campaign.
At this point, you are probably working with an artist, so you have more to share. You should be sharing images of your prototype, images of people playing your game, images of your art, etc.
My personal goal was to add 1 person per day to my email list or Facebook Group during this stage. I earned about 1,000 members in my Facebook Group and 1,200 people on my email list entirely organically. I didn’t pay a dime to Facebook for them.
I did make my share of mistakes, though. I was kicked from a Facebook Group for being spammy (I asked forgiveness and received it). I got called out for trying to take from other groups without adding value on several occasions (I learned my lessons and started working to add value to others). But the one thing I didn’t do was waste a ton of money to learn lessons here.
This is the time to do everything you can other than spend money on ads or any sort of promotion.
My one exception to this rule is this: A professional landing page will pay dividends on all of your efforts related to marketing your game. You should expect to pay $500-1000 for this if you spring for it. Refer back to the landing page section to make sure you get what you need, regardless of what you spend. You have the art, you have better prototype images to share, and you’re more solid on what your game is and who loves it than you were before (because you have probably done a lot of public playtesting by now).
Get them to your landing page or community. Share that landing page. Share your Facebook group. The marketing system will do the rest of the work!
A large email list isn’t what gets you funded. What gets you funded are passionate fans of your game. You need to stoke their fire, and you must nurture it with new content on the regular.
The biggest pitfall I see at this stage is a dedication to getting new emails without cultivating those people into raving fans of your game. I call this “Internal Marketing.”
You must treat your potential backers as insiders. Give them behind-the-scenes looks at what you’re doing. Share what challenges you’re facing, what you tried that didn’t work, what you have accomplished that week, what art you’re working on, etc.
If you’re not an established company that is able to announce an epic release to your large list of raving fans and then bring it to Kickstarter within 8 weeks, you need to show what is behind the curtain. Chances are that if you’re in that position, you already understand the value of cultivating your audience and have your own methods for doing that.
Find ways to share. Go live on Facebook in your group once a week. Share one small section of an art piece per week. Ask a question. Share a totally irrelevant meme. Ask your audience the best way to eat an Oreo. Share pictures of you making progress on your game. Answer questions from your fans about you, your game, and random stuff too.
As a designer, help your fans get to know you, and they might just care as much about you as they do your awesome game!
Now is when you should really consider your media coverage because they are often booked 2-3 months in advance. There are many areas to consider, but the more urgent ones are video previews, articles on popular sites, podcast interviews, and ads/other coverage in popular board game Facebook groups.
Depending on your eventual ad budget, you might also have room for advertisements on sites such as BoardGameGeek, Dice Tower, or KickTraq. You should contact advertising managers at places like these to obtain prices so that you can eventually put a budget together with these things in mind.
In addition to some of the more obvious industry-related sites, you can also find specialty niche sites both inside the gaming sphere and outside. Just ask people where they go to get gaming news, and you’ll be given a plethora of options to review.
Just don’t be that person who asks if a popular reviewer or Facebook group has a spot open next week. 9 times out of 10, you’re out of luck.
And lastly, this is a tip I learned from a friend of mine (Rob Geistlinger from Arcane Wonders): Don’t plan for all your media coverage to hit on day 1 of your Kickstarter.
While I wholeheartedly agree with the sentiment that you need to fund as fast as you can, it’s going to be because of the strength of your email list and the online buzz you generate as you get closer to Kickstarter. The positive reviews and media will only add fuel to an already burning fire. They will not light you up if you only funded 20% of your goal on Day 1.
Goals:
It is important to reiterate that everything discussed here is under a “give it your best effort” pretense. There is no way you’re going to get it near-perfect in every area unless you are an industry veteran and/or have tons of money to throw at subcontractors to help you. Your job is to give it your best effort, which might mean paying someone for their expertise, learning other things on your own, or just making a conscious decision to skip something entirely.
Just don’t let your fear of the unknown take over — burying your head in the sand to avoid confronting the giant challenge ahead or slacking at this point is the worst thing you could do. This is the time that you must become firm on your launch date. While you can still decide to delay a week or two if necessary, the later you do this, the more you are going to mess up ALL your plans you set in motion with reviewers, fans, and more.
If you have cold feet, now is the time to reschedule the launch. You can’t let your launch date slide just because you procrastinate. If you cancel your launch plans, that means you’ve got a lot of things to reorganize, but it’s going to be a lot easier to do it now than after you’ve spent a few thousand dollars on reviewers, banner ads, and other marketing stuff.
If you’re freaking out around this time, I hope you have that fundamental education to fall back on. Fall back on what you know, and be sure to tighten your bootstraps before you take the next step. Ready to do this?
It’s time to polish up that marketing system and get people to join your email list, which you should be updating once per month with an email newsletter and as new subscribers join with an automated “Welcome” email.
By this point, you should have nice art available that you can use to really spruce up your landing page. Even an amateur landing page can get a great conversion rate when your art is fantastic. Give your landing page a review and do what you can to polish everything up so that you put your best foot forward.
A landing page that converts well is going to make the difference between your advertising efforts being a great success or an unsustainable bummer. My clock for launching ads begins at two months from launch, which means with three months to go, you have enough time to get your landing page updated before launching pre-marketing ads.
But before we dive into paying for ads, which not all campaigns can afford, let’s talk about other ways to promote! There are two broad terms used in marketing for how you will bring prospective backers to your website: Organic and Paid promotion.
Organic is free advertising that is generated by you or anyone else that shares your content in their sphere of influence. Not only is this form of advertising free, but it also has the potential to spin wildly out of your control and “go viral” due to others sharing at an exponential rate.
We all desire this viral sharing effect, but it is rarely within your control. Therefore, I recommend that you do not put all your effort into going viral but that you control what you can. This wonderful effect may happen as a result of your project resonating with people, but again, you cannot force this to happen.
I say focus on what is in your control, pray for the rest, and hope for the best!
More actionably put, you can invest your time into sharing details in places that want to hear about projects like yours! There are social communities all over that congregate into groups to discuss hobbies and other topics according to their interests. You need to find them, engage there, and share in a way they appreciate.
Please don’t spam their group — you need to share about your project, and you need to get e-mails! But you can’t just go in and share your web link with a short “Check out my game!”
That’s a quick way to show them that you only value them for the money they can give you, which is a bad showing indeed.
But if you share things they value without pasting your link, you will get people to engage with you and your content. They might actually ask you for a link to learn more!
There are three elements to what we need to cover in regard to organic promotion — where to find these groups, what to share, and how to do it.
Social media and online forums are gold mines for groups.
Many Facebook groups have tens of thousands of members who are all interested in discussing board games or topics of interest that might be related to your game’s theme.
Social sites like Instagram and Twitter have audiences that communicate through topical hashtags like #boardgames and searching for tweets or posts on these topics.
Websites like BoardGameGeek.com and Reddit.com have communities dedicated to specific games and are full of relevant topical discussions you can engage with.
Many podcasts like the Board Game Design Lab and Think Like A Game Designer have dedicated audiences that are interested in hearing from board game designers.
Tons of YouTube Channels exist to provide board game content to gamers hungry for information about what is new and exciting in the world of games. Interviewers, reviewers, and previewers often create their own content without cost, only asking for some time to prepare a video for you with your nice looking prototype (that they will send back to you if you take care of the nominal shipping costs).
Each community has its own set of written and unwritten rules that you need to follow if you expect them to support you (and not delete/ignore your posts).
Facebook Groups have community guidelines that you should read — thriving groups are often strict if you break their rules, and the admins will delete your posts, warn you, and eventually kick you out of the group if you keep breaking rules (like the common “No Self-Promotion” rule). But you can be greatly rewarded if you engage with them! And better yet — create your own!
What to share:
How to share:
A note on Facebook groups: You should definitely create a group for your game because when it’s your group, you can post what you want! It’s always nice when the community exists to talk about *your* stuff.
Instagram can be a strong source of engagement. When properly cultivated, your Instagram profile will pay dividends. Instagrammers react positively to visually impactful pictures and art, but you have to use the right hashtags so people can find your pics!
In addition, it’s not just about what you share, but about how your overall Instagram feed looks. When someone visits your profile and looks at the feed of images you have been posting, they need to have a clear idea of what you’re about! If they see tons of stuff about board games and art/pics of your games included, they are more likely to resonate with you.
Lastly, you only get room for a single link in your “bio” (aka the place people learn about you). This link is the key to getting people to visit your website and sign up to learn more. Your pics get them interested, your bio link sends them to the landing page, and the landing page closes them!
What to share:
How to share:
Twitter uses hashtags much like Instagram, but you are limited to 280 characters in your tweets. They are more often engaged if they are short, but sharing a long sprawling series of thoughts across multiple tweets can get engagement as well.
Communities find content by hashtags, but it is also common for others to follow you and engage even without hashtags if your content is interesting. Tweets rise and fall in a matter of minutes sometimes, so you can share multiple times per day without fear of repercussions! Text gets engagement, pics get engagement, and links get engagement.
What to share:
How to share:
A note on Twitter: This is a political hub of information and can be quite toxic at times. You need to recognize that everything you share is public information, so I recommend staying away from sharing political stuff here… or you risk alienating some of your audience! If you’re fine with that, use at your own risk.
Forum sites like BoardGameGeek.com and Reddit.com have some serious organic traffic you can take advantage of if you play your cards right. BGG has a lot of game-specific forums and also a great set of game design forums to share your game. Reddit has many board game “subreddits” (aka sub-forums) that are specific to topics (like r/boardgames). Critically, if you want to be taken seriously in any of these forums, you need to spend time actively engaging and learning the culture of what people value (and what they hate). If you don’t, you could find your post removed or generally downvoted into oblivion.
What to share:
How to share:
Podcasts can be a great way to talk about your game because they have dedicated audiences that listen! The key to getting invited onto a podcast is to pitch them a discussion idea at an angle they find interesting. All respectable podcasts have the hosts’ contact info available at the end of their podcast, on their website, and/or social media.
You’re much more likely to succeed at getting an invitation to a podcast if you reach out to the host with a personable outreach that shows you have been paying attention to their content. It is a lot easier to customize a message that is attractive to the host when you understand the subject matter they care to discuss on their show.
Some podcasts are also booked months in advance, so you should consider this when reaching out! These people are busy, so be gently persistent until you get a response, and be open to rejection. Your job is to do your research and pitch ideas.
For example, I might go to a great podcast creator like Gabe Barrett from the Board Game Design Lab and write an email like this (using “marketing” as my subject):
Hi Gabe,
First off, I recently discovered your podcast and have been enjoying your interviews a lot! The interview you did with Justin Gary was super helpful to my own design efforts, and I appreciate that you discussed the subject of making games that last in so much detail.
Your format gave me an idea that I think might add a lot of value to your listeners, but I wasn’t 100% sure how to frame it to you. Here are three ideas I was thinking about:
1) How to market your game on zero budget
2) Marketing 101 for board game designers
3) Kickstarter marketing basics
If you think a discussion on marketing would be a good idea but would rather frame in a different context, I’d love to hear your idea. But if you would like me to expand on any of these ideas, I’d be happy to do that for you.
I love your podcast, and I look forward to hearing from you!
Kind regards,
Andrew
Many hobby YouTube Creators would love to have more content to share on their board game-focused YouTube Channel. They are building their followings and often have a goal of growing into a place where they can charge for their services, but in order to do that they need to command a large following that promises a good return to a prospective buyer.
They are often very appreciative of anyone that is willing to send a prototype. Just make sure to get their buy-in first! Also, as it is a very low barrier-to-entry to start this effort, you risk losing your prototype if someone elects to just take your game and never finish the video. You have little recourse in that case, so buyer beware!
I recommend looking at their history of producing content — if they have been around for a while and produced some decent content, I’d trust them a lot more with a prototype copy! They also often send your prototype wherever you want after they are done, which allows you to use one prototype for multiple reviewers! Just contact them directly off of YouTube searches or ask for referrals to these creators in other gamer communities on social media.
The one thing I will highlight here is that you should consider the sort of games they review before sending a prototype. If they are into short party games, don’t be surprised if they are less than enthusiastic about your giant, solo, narrative-driven sandbox dungeon crawler. Do your research before reaching out, and make sure they know what sort of game you want reviewed!
Paid forms of advertising all require you to pay for the privilege of reaching those people you cannot reach otherwise. There are many platforms to advertise on — in fact, there are far too many to write about in this article. What follows are the “big” sources and an effort to lump everything else together for a bit of actionable, general advice when dealing with advertisers.
Before we dive into paid ads, there is a fundamental level of knowledge that you need to gain in order to even browse advertising platforms that you will not learn from this article. The purpose of this article is to help you effectively use them, and therefore, we will assume that you have a basic knowledge of the platforms herein. That said, many that read this article will need to run a crash-course of these platforms on their own, so I’ll try to drop keywords here and there so that you can find your way to the things that matter. If you need help, it may be worth your while to pay for an hour or two of an expert’s time to help you learn the basics.
Furthermore, the elite “tricks of the trade” on how to really crush it with ads on these platforms have entire books written about them, so I will not exhaust every possible thread to teach you everything I know. What I want is to give you a solid fundamental base that will help you make your Kickstarter ads a success, or if you hire out, a set of key performance indicators that you can measure against your current results to prevent a malicious advertiser’s attempts to mask their poor performance.
In this section, you’ll receive some important benchmark figures for determining the effectiveness of your ads. A disclaimer about these figures that you need to keep in mind is this: If you aren’t routinely connecting with your audience after your ads, they will forget about you, and you will end up with far inferior results than what you could have if you were consistently sharing.
I’ll say it in a different way: If you don’t send regular email newsletters to your list, they will forget you. If you don’t post regularly in your Facebook group, Twitter feed, etc… then the audiences you once captivated on your platform(s) of choice will disappear, and your results will be far less than you could have earned if you had been diligent and courageously updating your audience.
The giant of Kickstarter marketing is Facebook ads. Companies that make millions on Kickstarter all leverage this advertising medium because it is the one location that you can segment users by their actual self-declared interests. Other platforms may also imply a general board game interest, which we will discuss later, but Facebook can segment people through highly specific criteria that is unlike any other platform out there.
Make a pixel. Install the pixel on your landing page. Track your sign-up forms as “Lead” or “Subscribe” events using Facebook’s Event Set-up Tool (technically, you should be labeling them as “Leads,” but I find “Subscribe” makes just as much sense as a label for an email signup).
Again, I’m sorry for what this will put some of you through. Work at it, make it happen, and don’t neglect it!
The benefit of having your Pixel on your landing page is that Facebook will use it to learn. Yes, that is right — Facebook will figure out who loves your content, and then work to show highly qualified people your ads. Facebook will filter people that aren’t likely to subscribe to your email list *if you set that Pixel up.*
Primary “great” benchmarks for Facebook ads (in $USD):
I find subscriber to backer conversion rates are as follows:
A few notes on these benchmarks:
Note: Facebook also has “lead ads” that do not require people to go to your landing page. These offer amazing conversion rates from users to emails, but awful conversion rates from email subscribers to Kickstarter backers. Avoid this like the plague.
Creating an Audience
I can’t stress to you enough the mentality of “picking the lowest hanging fruit” in your ads. You should be targeting the people most likely to throw their money at you and excluding everyone else unless you have a very large budget to invest.
The three parts of a Facebook campaign are labeled as follows: Campaign, Ad Set, and Ad
Your audience is determined inside the ad set. There are a great number of possibilities for audience angles, but for board games, we can pair down the possibilities to the following essentials that you should probably not touch:
Location: United States
Age: 18-65+
Demographics: All (Men + Women)
Interest Group 1: Kickstarter
Interest Group 2: Board Games
Interest Group 3: Specific Interests -or- Lookalike (discussed later)
If you cut your age to something like men only aged 25-45, you’re hurting Facebook’s ability to help you by its learning. Facebook will find cost-effective outliers that will subscribe and back your game based on their interest matching algorithms, so let Facebook have room to help you here!
As far as location, the US accounts for over 60% of backers for the average campaign, so target here. If you’re looking for an English audience and are logistically prepared to expand your audience, Canada, the UK, and Australia are what I target (in that order).
Three different interest groups can have more than one similar interest inside them depending on your game. The only interest I recommend against changing is Group 1 — leave Kickstarter by itself, because you’re driving for Kickstarter sales, so you want ads that target people that already know how to use the site.
Interest group 2 is all about the type of game you have. You might have a heavy board game, so you could add strategy games as an interest, which would complement this group. If you have a card game, you would want to add card games and maybe even collectible card games as interests. Make sure to remain as specific as you can be here — multiple interests in this group can cause you targeting issues.
Interest group 3 is where you can go wild. You have targeted those that are into Kickstarter AND Board Games, so your third interest is really about your game’s theme. You get to explore different segments of people in this group, and the right groups can reward you with great numbers. My best numbers ever for a client were $0.06 per click and $0.35 per email subscriber, and they were thanks to a very good ad and a very good audience segmentation in group 3.
To use a specific example, I am marketing a game designed by Wes Woodbury called Die in the Dungeon!, which is all about playing a boss monster in a dungeon doing battle with heroes using a set of RPG dice to account for stats.
We targeted dungeons and dragons, tabletop role-playing games, and every D&D creature listed in Facebook’s interest list. We had at least 40 interests in this group, and the ad campaign performed very well, earning nearly 500 emails for an investment of just under $800 for an overall cost of about $1.58 per email. We had a ton of additional organic reach develop from those ~500 email subscribers, which were filtered into a Facebook group and to their Kickstarter landing page. Their Kickstarter launched with 800 Followers, about 1,000 emails on their list, and over 500 members in a Facebook group.
The biggest part of all of this: The vast majority of all of these leads that will back the project are going to do it on day 1. They have already been convinced, and all they care about is getting this game!
The first day saw 377 backers pledge over $16,000 to fund 80% of the project on day 1. The conversion rate of all of this interest was well over normal standards of 10-15% due to the amount of buzz generated by the organic and paid marketing efforts.
This is a great example of when organic effort and paid promotion are combined, and I am sure every new creator would consider that $800 to be well spent.
It is my firm belief that ads drive interest through three elements, and in this order of importance:
For the purposes of this article, we’re not going to go deep into video ads, but I can tell you that they are almost always less effective than images.
The image should be a picture or art from your game that shows the theme or the game itself. The main pitfalls to avoid here that are beyond common sense are text on images or busy art — Facebook doesn’t like text on images, and if an image looks busy, someone will fail to grasp what it is and will keep scrolling.
Here are a few ideas for great uses of images:
The headline is your main callout. What makes your game special, or why is it fun? Make sure to keep it to 2 lines, and don’t allow your ad to cut your text off with a “…” – Also, Emojis are great to use here! Keep it short and impactful!
Primary Text is where you answer the question “what is it?” If you have space, tell us why your game is special. Again, don’t let your text get cut off with a “…” – you are limited to 3 lines, including your emojis!
In the world of board games, there are only a few websites that you can advertise on that will have a direct reach into the hobby board game market. You probably know some of them well, and others may escape this list. They are all great sources of traffic, but they can sometimes cost a pretty penny and have a poor conversion rate in the wrong circumstances.
You’re probably not going to advertise on these sites until you launch, but it would be a good idea to figure out their numbers and book space for when the time comes. The worst thing would be to find out that the time slots you wanted are all booked up!
Here is a partial list of great sites to consider:
This segment is another that usually falls into the “go live when Kickstarter goes live.” However, it is in this section, because you need to book your space 3 months early. The popular board game groups sell their banners a week at a time, and they often sell one giveaway per week. These fill up quickly, so make sure to book early!
Here is a partial list of great board game Facebook Groups to consider:
Paid reviewers will do professional board game previews and share them with their audiences. The reason these guys and gals require payment is because their reputation moves the needle for people looking at your Kickstarter page *and* they bring a large audience with them, which means potential backers and return on investment.
These reviewers often need at least 2 months of time to produce a great video or written preview and will charge you extra if you need it rushed. Get your orders in early! You can always find their contact information on their YouTube channels or websites.
One extra thing to consider, just like the free reviewers listed in the Organic section, is that they each have preferences in the types of games they like to play. These guys will likely reject your project or, even worse, give you an unfavorable review if it’s not the type of game they like. Therefore, it is important to vet your reviewers before you reach out to them.
As far as the quantity of paid reviews you need from one of these high-end sources, I’d recommend getting at least one professional overview and a playthrough video for your Kickstarter page. You don’t need a ton of these, but they lend credibility to your project. Their audience backing you is a bonus but not a guarantee! I recommend having 3 preview videos + 1 playthrough video, but only one of these sources needs to be a professional — the others can be from the freebies.
As a last note, they will freely pass on your prototype to an address you designate as long as you pay for shipping! These people are very reliable as they rely on a great reputation to get more work.
A few professional reviewers who carry a lot of weight:
You can find a more in-depth list here: boardgamedesignlab.com/reviewers
Many websites that cover gaming, as a general interest, exist out there. In fact, even mainstream news sites like the New York Times have covered board games. You can create and distribute a press release to try to attract attention here, and though this is listed in the paid channel, it is often free if you get interest.
Other sites will welcome your payment for writing an article, and they may have the website visitor metrics to justify such a payment! The key is to ask them how many website visitors they receive, how many average pages those visitors view, and what their average time on the site is… Make sure to get a few estimates by asking around to see what the best options are if you want to go this route. I have seen many of these sites deliver backers from a well-syndicated press release, which means you’re probably going to want to pay a professional to write and deliver it.
I’ll not spend a ton of time in this section, but you can hire an agency to do a lot of this work for you. I routinely consult with Kickstarter creators to navigate these waters, and there are more than a few other highly reliable professionals in the industry that do so. Rather than give us too much time, I’ll say that you really need to vet these people.
It’s easy to talk well on the surface, but it’s often only after you have paid them and received far less than expected (or even nothing at all) that you see through their smoke and mirrors. It might sound harsh, but you are only doing yourself a disservice if you trust someone’s technical skill.
For example, I’m giving you tons of actionable marketing content in this article, but it would probably be better if you would ask what projects I have helped fund, and then go ask those creators about their experience working with me.
Do your due diligence and make sure you are willing to trust your marketing team. Hindsight is 20/20, as they say, so go get some hindsight from a few happy customers!
Goals:
Great marketing is transparent and honest with supporters. Therefore, even the way you reply to a backer or on a thread will help or hurt you in the eyes of many.
My question to you right now as your advisor is “Are you ready for this?”
It’s not too late to delay your launch to buy yourself some more time. You don’t want to be one of those projects that takes way longer than expected to deliver, or even worse — a project that was obviously not prepared for Kickstarter success!
I have personally worked with companies that have raised over $60,000 within a single day, only to end up at $50,000 total raised on day 30! Backers have a true radar for unprofessionalism and unpreparedness, and they will find all of your holes as a project and as a creator!
It is your job to be as prepared as possible, and then adjust your offering or fix your errors as best you can. Your committed backers will tell you what they want, so it’s your job to show your quality and constructively deal with the inevitable questions, requests, and complaints that arise after you launch. You can only do that well if you prepare ahead of time.
You need to know your manufacturing numbers. You need to pre-plan stretch goals (unless you consider and elect to exclude them). You need to know preliminary freight and shipping numbers. You need to know if you’re going to have EU/CAN/AUS/US-friendly shipping or not. You need to have a legitimate reason you are pricing your product at the price it is, and if you plan on trying to make it into distribution or going Kickstarter/Online/Convention exclusive sales only. You need to price your funding goal and plan your costs so that you don’t go broke trying to fulfill your dream.
You need to find a way to keep a little money at the end of the day so your spouse will let you put your family through this ridiculous thing again. And if you aren’t planning to do it again by this point, you should at least consider pitching this game to a publisher. If you’re not ready to be a business person, this is your time to reflect before you have a Kickstarter baby that you need to love, cherish, and support for years.
If you’re still in, seriously call in and get a few days off work the week of your campaign. You’re going to need it because you have some late nights in your near future!
You might have been toying around with your page before, but this is the time you need to build this thing out. My goal is to be able to share a project preview link with the full page on display a week before the campaign goes live, so you have this time to get there.
By now, you should have all your art assets that are necessary to show your product off. You should have pictures and videos and 3D art assets. Enlist the help of a graphic artist to make a great page!
There are a few elements that I consider absolutely essential for your Kickstarter campaign layout. Here they are in the order I most prefer them:
In addition to this, I also would like to see graphics encasing the section headings and bite-size written testimonials scattered throughout the campaign page.
Hygiene Factors
Have you ever left your house to go on a date and realized in your nervousness and rush you forgot to put on deodorant or brush your teeth? I have been there before, and man was I embarrassed. Needless to say, forgetting one or the other will hurt your chances of getting a second date. However, doing these things won’t guarantee a second date.
These factors will hurt you if they are missing, but it is your personality and the way you treat your date that will really sell you, right? In the same way, certain parts of your Kickstarter page won’t necessarily help you fund faster, but they will hurt your ability to fund if they are missing.
These elements are all encased in the above “essentials” list. If you’re missing any of them, they’re going to cause backer mistrust, and it is your duty to check every box on that list. If you cut corners, you’re going to hurt your ability to fund early.
And funding early is essential if you want to overfund!
Goals:
I can’t even express the severity of the timing here… You need to be ready in 7 days. You have told your email list. You have used your last week of vacation time. You have posted about it 10 times in your Facebook group and on that BoardGameGeek thread you keep updated. You have all of your reviewers lined up and videos waiting to be posted. You have all of your banner ads and website ads planned and ready. You even told your friends and family about it, and they’re watching you.
Finish all the things! Push your game design partners, your graphic artist, and your illustrator to be ready for this week because you might need them to put in some overtime.
In addition to those outside individuals that you have been diligently working to earn through organic and paid promotion, you now have a pretty significantly sized inside crew of fans that are ready to back your project on day 1. Great!
But you also have another group of people that are even bigger fans – your friends and family.
Many of these people will often back whether or not they play games, because they are supporting you. Don’t be afraid to mobilize them and tell them exactly how to support your game. They may have never used Kickstarter before, so it’s your job to help them get through that and to remind them that their help matters so much to you.
Your next task is to make sure they understand how important it is to support you on launch day. Many times, your friends and family will not understand that supporting on that day so you get funded faster makes a difference — It can make a huge difference, so you have to make sure they are ready to back on your launch day.
I do not advise you to have one family member inject thousands of dollars into your campaign so you “look funded.” I have seen it before — someone funds their campaign on day 1 because of a large backer donation. That is often figured out right away, makes you look untrustworthy, and is against Kickstarter terms to boot.
But this will not be you, because you have done your work to make it happen ahead of time.
You have brought your crowd.
Now, whatever happens on launch day, you can be confident that you have done everything in your power to be prepared. You are about to roll the dice, but you have exacted every bit of agency and control over those dice that you could.
I have worked with many clients, and those who prepare and bring their crowd with them are the ones who consistently fund.
Kickstarter is not a magic box that rewards your miracle of an idea but is instead a rewarder of those who diligently prepare.
And while it is indeed possible that a quickly planned campaign can spiral into a viral success, it is far more common for a diligently planned campaign to earn viral success.
Good luck and godspeed!
I would like to first thank Gabe Barrett of the Board Game Design Lab for inviting me to contribute to this awesome project. Secondly, it was my honor to help you, the reader, with my experience in creating effective marketing systems and answers to difficult questions that my clients commonly grapple against in their Kickstarter journeys.
I hope this article is a valuable asset to you on your Kickstarter journey. Thus, I hope what you found within this chapter has been a blessing to you. If you have questions and would like to reach out, you are welcome to reach me directly via email at andrew@nextlevelweb.com, or review more details on my company website at Nextlevelweb.com.
Before I end with you all, I would like to share my top takeaways after reflecting on my time writing here:
From the bottom of my heart, thank you for reading this. If we happen to bump into one another at a convention, make sure you come say hello! If you tell me you read this chapter, my first question to you will be, “What was your #1 takeaway from what you read?”
Until that time…
Kindest regards,
Andrew Lowen
For more reading on the topics covered here, be sure to check out this page.
“You don’t have to launch your Kickstarter campaign today, but get it in your mind that you need to launch it soon.”
— Gabe Barrett
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