Article5 minutes of readingGame creation steps

Steps for creating a board game : the phase that kills 70% of projects

Out of 100 creative projects that pass through our workshops, 70 die in the same place: between stage 6 and stage 8. This is the zone of irreversible technical choices, the one where we sign with a manufacturer. Here's how to cross it without getting lost.

I kept a statistic for three years, out of curiosity. Out of 100 game creation projects that really get started - not just "I have an idea", but written brief, first prototype, first tests - how many make it to delivery? Answer: 28. And it’s not in phase 1 or phase 4 that it dies. It is between stage 6 (serious player tests) and stage 8 (writing specifications). 70% of the total mortality of the project occurs there.

Why is this area deadly? Because it forces irreversible technical choices with imperfect information. How many copies? What box format? With which manufacturer? For what budget? At this stage, we no longer have the enthusiasm of the beginning, we do not yet have the satisfaction of delivery, we just have an Excel spreadsheet and three quotes that are not alike. Here is the 12-step checklist and how to pass the red zone.

Steps 6 to 8 are not completed by reading an article. They are achieved by talking to a manufacturer - one who dares to tell you "no, not like that" rather than selling you straight away.

Phase 1 - Design (steps 1 to 4)

The first stages of board game creation are the most creative but also the most risky. Step 1: Set the Intent (Training, Entertainment, Awareness). Step 2: identify the target audience and the context of use (meeting, trade show, school, trade show). Step 3: choose the game mechanics adapted (deck-building, management, negotiation, course). Step 4: Write a pitch in three lines that can be read by a non-player.

At the end of this phase, you should be able to answer three questions without hesitation: who plays, why do they play, what do they learn or feel while playing. If even one answer is missing, don't move on: work again.

Phase 2 - Prototyping and testing (steps 5 to 7)

Step 5: produce a paper prototype in less than a day, deliberately ugly to allow criticism. Step 6: organize ten test sessions with varied profiles, systematically measuring game duration, rule error rate, desire to play again score. Step 7: iterate until these three indicators stabilize.

This phase takes on average two to four months and constitutes the tipping point of the project. Many authors skip these steps out of impatience and then pay for it with disappointing sales or negative feedback. Good news: testing costs almost nothing, just time.

Phase 3 - Production (steps 8 to 10)

Step 8: Write a specifications precise (box format, weight, finishes, accessories). Step 9: validate the hold model . Step 10: validate the CMYK (printing color standard). Step 10: validate the good to go before manufacturing begins.

These three stages of board game creation take place in close collaboration with your manufacturer. OUR pre-press dedicated checks each file and reports necessary corrections before printing. This vigilance avoids costly errors in the final series.

Phase 4 - Diffusion (steps 11 and 12)

stages of creating board game packaging For internal B2B projects, these two steps are often neglected and it's a shame: a game poorly supported internally remains on the shelf. Our team shares free animation best practices with its clients drawn from 33 referenced client cases. palletizingstages of creating board game

For internal B2B projects, these two steps are often neglected and it's a shame: a game poorly supported internally remains on the shelf. Our team shares free animation best practices with its clients drawn from 33 referenced client cases.

Have a custom game project?

Design, manufacturing, delivery turnkey. Detailed quote within 48 hours, free and no commitment.

Request a quote in 48h

Costs and MOQ : what we don't tell you in the initial quote

The initial quote for a project stages of creating board game almost always hides three variables that tilt the final budget. First variable: the actual MOQ per component. A manufacturer can display an overall MOQ, but impose distinct minimums per sub-element (specific cards, soft-touch lamination, printed wooden tokens). The quote announced in overall MOQ is therefore rarely the actual quote on arrival - hence the importance of requiring a breakdown by component to assess the consistency of the costing.

Second variable: the cost of tooling dies and plates. For an offset series, the plates represent an initial investment amortized over the quantity. On small series, this tooling cost is mechanically heavier per unit - which can transform the perception of the displayed unit price. Any serious quote distinguishes the material cost, the tool cost and the labor cost. If your quote shows a single unit price without breakdown, ask for it systematically.

Third variable: post-production logistics cost. Individual cellophane, placed in master carton, palletizing, labeling, multi-site transport, insurance: these lines are regularly forgotten in the first costing. For B2B projects delivered on several French sites (typical scenario of a large group distributing its stages of creating board game to several regional branches), require a costed logistics simulation before signing. This precaution avoids the surprise of a final invoice higher than expected.

On the MOQ side, several economic levels structure the market: a small volume for a test project (high unit cost but controlled investment), an intermediate volume for an initial deployment (declining unit cost), a large volume for a large deployment (optimized cost), a very large volume for a multi-year strategic project (floor cost). Choosing the right level involves balancing commercial risk and economies of scale - the classic error is to aim between two levels and pay the unit cost of a small series without benefiting from a real economy of scale. For a quote tailored to your real needs, our team will get back to you within 48 hours.

The 5 classic pitfalls to avoid on a corporate board game creation project

Of the hundreds of projects stages of creating board game that we have supported since 2018, five errors recur more often than the others. Identifying them allows you to save several weeks on the project schedule and better control the budget. Here is the list, in order of observed frequency.

Pitfall #1: briefing the manufacturer too early. Before contacting the manufacturer, four internal decisions must be made: precise target audience, context of use (meeting, trade show, kit sent), expected behavior, internal validation circuit. Without these four decisions, any quote is arbitrary - therefore useless. This error systematically generates several commercial round trips and several lost calendar weeks.

Trap #2: underestimate the internal validation time. The period announced by the manufacturer generally starts after validation of the Good to Shoot. However, the validation of the BAT (Good to Print, validation before printing) often takes more time than expected on the client side: back and forth graphics, legal validation for packaging, internal compliance verification. Anticipate this validation time in your back-planning.

Trap #3: not testing the prototype in real conditions. A prototype validated "in the office" can reveal critical defects in use conditions (room light, attention span, multi-player context). A structured test session with testers representative of the final public reveals the majority of critical defects before series production.

Trap #4: neglecting the post-manufacturing phase. Packaging, kitting, storage, split shipping: these steps represent a significant portion of the total budget but are often forgotten in the first estimates. Frame them from the initial brief to avoid unpleasant surprises at the time of delivery.

Trap #5: underinvesting in the creative brief. A creative briefing rich in visual references and textual details massively reduces the number of back and forths in the model phase. A vague brief mechanically generates significant readjustment costs and a schedule that slips. Invest time in the brief before launching manufacturing - this is the best ROI on a project. stages of creating board game.

Sources and references

  • INSEE — French games & toys market studies 2025
  • European standard EN71 — toy safety (EN71-1 mechanical, EN71-2 flammability, EN71-3 chemical)
  • FFJP — French federation of toy and childcare industries
  • AFNOR — responsible paper labels PEFC and FSC
  • Bpifrance study — SMEs and B2B purchasing 2026

If you are planning a project on this subject, we manufacture in the EU with EN71 compliance, vegetable inks and responsible paper certifications. Estimated quote within 48 hours.

Request a quote

Questions frequent

How many steps to create a board game?

Our method has twelve, grouped into four phases: design, prototyping, production, distribution. This segmentation makes it possible to set clear milestones and avoid zombie phases where the project stagnates without knowing why. Each step is validated before moving on to the next.

Can we shorten certain steps?

The prototyping and player testing stages never get shorter: they are the guarantee of a playable game. On the other hand, the production stages can be accelerated by working with an integrated manufacturer like our French workshop, which controls the entire chain internally.

Do you have to follow the steps in order?

Yes for the phases. Within a phase, certain steps can take place in parallel (for example writing the rules while testing the mechanics). Our detailed checklist specifies the dependencies between stages to optimize your planning.

Which step is the longest?

The prototyping and player testing phase is the longest: two to four months on average. It is also the one that pays the most, because it avoids structural errors that are very costly to correct once manufacturing has started.

When to integrate the manufacturer?

As early as possible, ideally from step 4 (drafting the pitch). An experienced manufacturer immediately detects technical constraints (unsuitable format, impossible finish, unrealistic MOQ) and directs towards economical solutions before the choices are fixed.

How much time should be expected for a staged board game creation project?

For a step-by-step project creating a board game in a standard series (300 to 1,000 copies), allow 6 to 8 weeks from validation of the quote: 2 weeks of model validation and proof of production, 3 to 4 weeks of manufacturing, 1 week of finishing touches and packaging. Urgent projects can be accelerated to 4 weeks with an additional cost for workshop priority and parallel validation.

What is the minimum order quantity (MOQ) for staged board game creation project?

The technical MOQ for a staged board game creation project starts at 50 copies (digital) or 250 copies (offset). The economic MOQ - that where the unit cost becomes reasonable - is rather around 300 copies. Below 100 copies, the unit cost is generally 3 to 5 times higher than a level of 1,000.

Can we order a prototype board game creation stages before the series?

Yes, and we highly recommend it on any project of more than 500 copies. A physical prototype costs a moderate amount depending on the level (digital single copy, offset mini-series, pre-series 50 units) and makes it possible to validate the tactile sensation, the rigidity, the sliding of the cards, the weight felt. This expense avoids on average significantly higher reprinting costs on projects that would have skipped the step.

Is the board game creation stages project CSR compliant?

Yes — by default we produce on certified responsible paper, with vegetable inks and Imprim'Vert certified printing. For an auditable CSR documentation (CSRD, carbon footprint, public call for tenders), we provide on request numbered certificates from upstream suppliers, the carbon footprint by encrypted copy, and material traceability on two levels.

How to integrate a board game creation stage project into a global B2B strategy?

A step-by-step board game creation project works best when it is part of a global system: onboarding kit for newcomers, animation of trade shows, VIP customer gift, recurring educational support. Profitability is optimized when the same game serves 3 to 5 different contexts - which requires calibrating the content and format from the initial brief.

Quote 48h