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Links: Steve Jackson Games Makes More Millions, Takenoko Wins As d'Or & Nearly 100 Years of Questionable Games

W. Eric Martin
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• Repos Production is inviting suggestions for the "Semiramis" card that will appear in 7 Wonders: Cities. To participate in the contest, which runs through Feb. 29, participants must like Repos' Facebook page, then suggest the Semiramis power in a comment in either English or French. Each participant can make only one suggestion. The winner gets his power on the card, while that person and the second and third place winners receive a copy of the expansion signed by designer Antoine Bauza.

• The U.S. retailer Marbles: The Brain Store is hosting a game design contest with a deadline of March 16, 2012. Here's an excerpt from the contest guidelines:

Quote:
1) Design a game with the following criteria in mind:

• brain beneficial
• takes seconds to learn, years to master
• enjoyable for all ages
• unique
• of heirloom quality
• and of course – fun!

Oh, is that all? The winner receives $2,000 in exchange for the rights to the game design.

Popular Science magazine highlights "[n]early 100 years of questionable games in the pages of PopSci" in a photo gallery titled "Board Games Weren't Always Fun". (HT: Dale Yu)

• In a New York Toy Fair 2012 post about items coming from Steve Jackson Games over the next 6-9 months, some readers speculated over the health of the publisher, which has had its ups-and-downs over the years as game lines surge in popularity, then recede to the level of evergreen. Turns out there's no need to worry – or no chance to crow, depending on your point of view. SJG owner Steve Jackson has released his annual "Report to the Stakeholders" and here's the bottom line:

Quote:
2011 was another really good year. That's five in a row. We were profitable in 2011, on the highest gross ever: just over $4.5 million, a million-dollar increase over 2010! Reasons:

• We kept our core Munchkin sets in print almost all the time, despite high (and sometimes spiking) sales.
• We released two new Munchkin core sets, and both were popular.
• Sales of the new dice games stayed strong, accounting for about 5% of total sales. Zombie Dice was our #4 item ranked by dollars.
• We continued to offer RPG support, mostly in PDF form.

We shipped 54 different items (one more than last year): 26 new, 28 reprints.

The Munchkin line, including the Munchkin Quest boardgame, accounted for about 75% of our sales. Munchkin is now available in 15 languages, with one more licensed.

• At Cannes 2012, Antoine Bauza's Takenoko was announced as the 2012 As d'Or – France's Game of the Year – following his win of the Special Jury Award in 2011 for 7 Wonders. For 2012 the Jury Award went to Ystari Games' new version of Sherlock Holmes: Consulting Detective. Marco Teubner's Zwerg Riese won the award for best children's game, while Philippe Keyaerts' Olympos (another Ystari release) won the new-for-2012 Grand Prix.

Monopoly: World of Warcraft and Risk: StarCraft are both due out later in 2012 from USAopoly and Blizzard Entertainment.

• Hasbro CEO Brian Goldner called Magic: The Gathering "...the largest game brand in the U.S.", as noted on ICv2, with revenue of more than $200 million in 2011, more than double the amount earned from items related to the seminal collectible card game in 2008.
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31 Comments
Subscribe sub options Sat Feb 25, 2012 4:29 am
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Mark Jackson
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Zwerg Riese (a Haba game) is a lot of fun... I'm working on a review.
 
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  • Posted Sat Feb 25, 2012 5:13 am
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Chris Schreiber
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Seeking more details or back-story to fuel your inspiration for the 7 Wonders - Semiramis contest?

Wikipedia: Semiramis

Article: Semiramis, Queen of Babylon

Edit: Semiramis thread/discussion from the 7 Wonders: Leaders variant post: http://boardgamegeek.com/thread/647268/semiramis/page/1
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  • Edited Sat Feb 25, 2012 5:29 am
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Chris Miller
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Could anyone at Steve Jackson games be persuaded to invest a small piece of that into something that isn't Munchkin? whistle

Car Wars 2012 please ninja
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  • Posted Sat Feb 25, 2012 5:21 am
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Jayson Stevens
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MillertimeRC wrote:
Could anyone at Steve Jackson games be persuaded to invest a small piece of that into something that isn't Munchkin? whistle

Car Wars 2012 please ninja


Ogre 6 comes first. The problem is that Steve is too busy RUNNING the business that he has no time to work on games.

You're not alone in the Car Wars crowd, rest assured. Don't hold your breath though. Ogre was on the 2011 schedule, and you see how that went.
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  • Posted Sat Feb 25, 2012 5:46 am
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Colorcrayons
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News wrote:
• The U.S. retailer Marbles: The Brain Store is hosting a game design contest with a deadline of March 16, 2012. Here's an excerpt from the contest guidelines:

Quote:
1) Design a game with the following criteria in mind:

• brain beneficial
• takes seconds to learn, years to master
• enjoyable for all ages
• unique
• of heirloom quality
• and of course – fun!


Oh, is that all? The winner receives $2,000 in exchange for the rights to the game design.


Translation:
"We're looking for the next boardgame design that will make us rich after many many years were we will ultimately fold to Hasbro and make even more money off of your design! In exchange, we'll give you a measly $2K."

I dont know whether to laugh or shout at such a preposterous preposal.
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  • Posted Sat Feb 25, 2012 6:21 am
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J McDonald
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LordHellfury wrote:
News wrote:
• The U.S. retailer Marbles: The Brain Store is hosting a game design contest with a deadline of March 16, 2012. Here's an excerpt from the contest guidelines:

Quote:
1) Design a game with the following criteria in mind:

• brain beneficial
• takes seconds to learn, years to master
• enjoyable for all ages
• unique
• of heirloom quality
• and of course – fun!


Oh, is that all? The winner receives $2,000 in exchange for the rights to the game design.


Translation:
"We're looking for the next boardgame design that will make us rich after many many years were we will ultimately fold to Hasbro and make even more money off of your design! In exchange, we'll give you a measly $2K."

I dont know whether to laugh or shout at such a preposterous preposal.



It's 2k more than you are making right now, your name in some credits, and you can always re flavor your game for someone else.
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  • Posted Sat Feb 25, 2012 7:06 am
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Lloyd B
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Chris Schreiber wrote:


Warning: Link contains guff.
 
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  • Posted Sat Feb 25, 2012 7:33 am
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WOW monopoly? I have mixed feelings about this. I sort of like monopoly but I am OBSESSED with World of Warcraft. I just don't see it transitioning very well. But I have never played any of the pasted on themed Monopoly versions so I guess my opinion is useless but I feel uneasy about Azeroth in Monopoly.
 
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  • Posted Sat Feb 25, 2012 9:31 am
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J J
Australia

Quote:

2011 was another really good year. That's five in a row. We were profitable in 2011, on the highest gross ever: just over $4.5 million, a million-dollar increase over 2010! Reasons:

• We kept our core Munchkin sets in print almost all the time, despite high (and sometimes spiking) sales.
• We released two new Munchkin core sets, and both were popular.
• Sales of the new dice games stayed strong, accounting for about 5% of total sales. Zombie Dice was our #4 item ranked by dollars.
We continued to offer RPG support, mostly in PDF form.

We shipped 54 different items (one more than last year): 26 new, 28 reprints.

The Munchkin line, including the Munchkin Quest boardgame, accounted for about 75% of our sales. Munchkin is now available in 15 languages, with one more licensed.


Well, I've highlighted the part that I think is significant.

RPG products are one of the most heavily pirated products out there - and now it turns out that SJG is producing them as PDFs as well as hard-copy, making the piracy even easier than ever (and the pirated product more interesting - a PDF that's all image scans is okay, one with actual text that is searchable is brilliant).

And it appears to be making money for them (well, they are attributing it as part of the source of their record profit). Yet more evidence (as if Itunes and Amazon weren't enough) that people WILL pay for intangibles instead of pirating them if given the opportunity and a decent product. A lesson there, I think.
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  • Posted Sat Feb 25, 2012 10:01 am
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Con Gregg
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I think folks are misinterpreting the SJ release. Their sales were at a record level, and they made at least a cent of profit (after Steve's salary).
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  • Posted Sat Feb 25, 2012 11:45 am
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Steve Jackson Games is a business, and I don't begrudge them their profit, even if I don't care for Munchkin. Diversifying their lineup isn't a bad idea though, since it's always possible consumers will get tired of Munchkin sooner or later. I wish they'd move a little on Ogre. I have a feeling Ogre would do pretty well too.
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Matt Morgan
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jmw23 wrote:
Steve Jackson Games is a business, and I don't begrudge them their profit, even if I don't care for Munchkin. Diversifying their lineup isn't a bad idea though, since it's always possible consumers will get tired of Munchkin sooner or later. I wish they'd move a little on Ogre. I have a feeling Ogre would do pretty well too.
I think you'll be pretty pleased with Ogre when it comes out. I haven't spoken to the SJGames guys about it in a while but 9-10 months ago it was described to me as a love letter to the original game, where their production decisions are based on the fact that Steve personally wants this game, not making a profit. They're doing exactly what people in this thread are asking for: using a chunk of that Munchkin money to subsidize the cost of an extravagant "gamer" game that would otherwise never have a chance at being printed. I guess sometimes things just take a bit longer than expected.
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  • Posted Sat Feb 25, 2012 12:23 pm
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Sounds nice! I wish that they would do the same with One-Page Bulge, their best game ever.
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  • Posted Sat Feb 25, 2012 2:25 pm
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One-Page Bulge?

Sounds like an adult themed short story.
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  • Posted Sat Feb 25, 2012 4:35 pm
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MillertimeRC wrote:
Car Wars 2012 please ninja


Just buy Gunship: First Strike!. It seems to be the same thing.
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  • Posted Sat Feb 25, 2012 8:17 pm
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Neverbuy wrote:
LordHellfury wrote:
News wrote:
• The U.S. retailer Marbles: The Brain Store is hosting a game design contest with a deadline of March 16, 2012. Here's an excerpt from the contest guidelines:

Quote:
1) Design a game with the following criteria in mind:

• brain beneficial
• takes seconds to learn, years to master
• enjoyable for all ages
• unique
• of heirloom quality
• and of course – fun!


Oh, is that all? The winner receives $2,000 in exchange for the rights to the game design.


Translation:
"We're looking for the next boardgame design that will make us rich after many many years were we will ultimately fold to Hasbro and make even more money off of your design! In exchange, we'll give you a measly $2K."

I dont know whether to laugh or shout at such a preposterous preposal.



It's 2k more than you are making right now, your name in some credits, and you can always re flavor your game for someone else.


No, it IS a preposterous proposal from the perspective of a game designer.

NEVER sign a contract that gives someone else the rights to your game indefinitely. Sure, it may not take off and be the next Hasbro acquisition, but what happens if they only publish a few hundred copies of the game and never touch it again? You still can't offer the game to anyone else. Ever.

And if it is a hit, a smaller advance (say, $1,000) on royalties is much better than $2,000 upfront and no royalties.

I doubt they'll get anything submitted other than modified clones of known mass-market games. If anyone out there has something better and is considering it--don't do it! Show it to a hobby publisher instead.

By the way, it is interesting to note that they are choosing the winner without ever playing any of the entries. Why is "fun to play" listed as a requirement? Instead, submissions will be rules and images only, narrowed down by an "expert" panel of judges to 3, and then open to online balloting on their web page to decide the winner. In other words, it's just a publicity stunt.
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  • Edited Tue Feb 28, 2012 6:11 pm
  • Posted Sat Feb 25, 2012 8:18 pm
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W. Eric Martin
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JasonJ0 wrote:
Quote:
2011 was another really good year. That's five in a row. We were profitable in 2011, on the highest gross ever: just over $4.5 million, a million-dollar increase over 2010! Reasons:

• We kept our core Munchkin sets in print almost all the time, despite high (and sometimes spiking) sales.
• We released two new Munchkin core sets, and both were popular.
• Sales of the new dice games stayed strong, accounting for about 5% of total sales. Zombie Dice was our #4 item ranked by dollars.
We continued to offer RPG support, mostly in PDF form.


Well, I've highlighted the part that I think is significant.

RPG products are one of the most heavily pirated products out there - and now it turns out that SJG is producing them as PDFs as well as hard-copy, making the piracy even easier than ever (and the pirated product more interesting - a PDF that's all image scans is okay, one with actual text that is searchable is brilliant).

And it appears to be making money for them (well, they are attributing it as part of the source of their record profit). Yet more evidence (as if Itunes and Amazon weren't enough) that people WILL pay for intangibles instead of pirating them if given the opportunity and a decent product. A lesson there, I think.

Good point. From elsewhere in the stakeholder report: "In October, and again in December, we paid out more than $10,000 in e23 royalties! [Note: e23 is SJG's digital-product store.] The other months were good, too, but October was the first time our payments hit five figures. That means both that we're selling a lot of PDFs, and that a lot of writers and small publishers are earning money."
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  • Posted Sat Feb 25, 2012 8:27 pm
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David
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Quote:
We kept our core Munchkin sets in print almost all the time, despite high (and sometimes spiking) sales.


Don't they mean 'costs' not 'sales'? It doesn't really make sense this way.
 
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  • Posted Sat Feb 25, 2012 9:09 pm
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ScoobyG wrote:
Quote:
We kept our core Munchkin sets in print almost all the time, despite high (and sometimes spiking) sales.

Don't they mean 'costs' not 'sales'? It doesn't really make sense this way.

No, the sentence explains that despite a high sales volume of Munchkin sets – and even with spikes of higher-than-expected sales – SJG managed to almost always have those games in print. That is, it almost never ran out of copies to sell, which is a good thing if you are trying to sell them.
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  • Posted Sat Feb 25, 2012 9:13 pm
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Quote: "Hasbro CEO Brian Goldner called Magic: The Gathering "...the largest game brand in the U.S.", as noted on ICv2, with revenue of more than $200 million in 2011"

That depends how they do the count.

I know that World of Warcraft brings in around 1.2 billion dollars each year (mostly from subscription money) for 7 years in a row now and each COD game brings in around the same amount of money per year.

That's 6 times more than MTG in all product ranges (cards/digital/computer versions) of the game.

It is still pretty impressive. But I certainly wouldn't call it the largest game brand in the US. Because MTG is now being marketed over cards and computer software and so you have to include all leisure products.

 
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  • Posted Sat Feb 25, 2012 11:53 pm
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sirius23 wrote:
MillertimeRC wrote:
Car Wars 2012 please ninja


Just buy Gunship: First Strike!. It seems to be the same thing.

Car Wars is not Car Wars: the Card Game. Which is a very good thing.
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  • Posted Sun Feb 26, 2012 1:02 am
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Yes - I was going to say.. Gunship looks good but it isn't Car Wars.
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  • Posted Sun Feb 26, 2012 6:15 am
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W Eric Martin wrote:
ScoobyG wrote:
Quote:
We kept our core Munchkin sets in print almost all the time, despite high (and sometimes spiking) sales.

Don't they mean 'costs' not 'sales'? It doesn't really make sense this way.

No, the sentence explains that despite a high sales volume of Munchkin sets – and even with spikes of higher-than-expected sales – SJG managed to almost always have those games in print. That is, it almost never ran out of copies to sell, which is a good thing if you are trying to sell them.


It will be interesting to see how much money they handle in their balance sheet as inventories and of course their cash flow.

Regarding digital sales I suppose they also invlude their Zombie Dice app and other Munchkin digital apps.

Their PDF are fantastic I keep referring to my GURPS Lite copy while designing games for my players.
 
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  • Posted Sun Feb 26, 2012 10:17 am
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Risk: Starcraft? You have my attention, Sir.
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  • Posted Sun Feb 26, 2012 5:30 pm
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SJG naysayers seem to miss or overlook the parts of the company's public statements where they mention several lines have done well, despite not being the cash cow the Munchkin line is. The fact that a 30 year old game (Illuminati) got a new expansion (the 19 card booster bringing in the NWO mechanic) and sevral reprints in just 2 years is amazing and the dice games in just 2 years make up 5% of their amazingly successful year says a lot. 5% may not sound like much, but if you realize they were 33% bigger last year than the year before, you realize how successful the dice games are already. I do also seem to recall Revolution is doing quite well too.

Ogre and Car Wars get a lot of the outcry (and with good reason considering their long histories and large fan bases) but it seems strange to complain about the company not just rushing new printings out but to make them as good as they can be. Ogre's last miniatures release seems impossible to put out as it was now due to the huge cost increases in shipping and production, and the chipboard pieces aren't exactly cheap or quick to put together.

Old fans would prefer a reprint of the old VCR box version (as a PDF in some cases), but I can see the company not wanting to dilute the value of the Ogre brand and sell it for far cheaper (and valueless) as a mass market quick relese that would make it impossible to do a profitable deluxe edition again. Car Wars needs to be redeveloped after the good ideas in 5th edition were marred by mistakes or omissions that madet thegam estreamlined, but lost the appeal and flexibility the game really relies on for repeated gameplay. I seem to recall Phil Reed wanted to give a new edition some kind of toy factor (like the chipboard Ogre mockups) to help sell it to the general public. That will take a lot of development time that people don't consider.

Edit: Having spoken to the people at USAopoly, Risk:Starcraft is sounding really good building upon the enhancements the Risk: Metal Gear Solid game made over the mission based Revised version and if they can complete it, giving us back the 6 player variant (since with 3 races, 5 sounds weird with one race only having one faction while the other races have 2). I'm looking forward to seeing how development on that goes.
 
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  • Edited Mon Feb 27, 2012 2:28 am
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ConG wrote:
I think folks are misinterpreting the SJ release. Their sales were at a record level, and they made at least a cent of profit (after Steve's salary).


Far more than one cent. Actually, a hell of a lot more than one cent.
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  • Posted Tue Feb 28, 2012 10:04 am
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Philip Reed
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gundabad wrote:
They're doing exactly what people in this thread are asking for: using a chunk of that Munchkin money to subsidize the cost of an extravagant "gamer" game that would otherwise never have a chance at being printed. I guess sometimes things just take a bit longer than expected.


Yeah, it's coming as fast as responsibly possible and as Steve has time. But the entire project is being done because Steve wants it (as well as the way Steve wants it done). Once the game is at print we'll have a better idea of a release date. Until then it is in progress.
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  • Posted Tue Feb 28, 2012 10:07 am
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W Eric Martin wrote:
No, the sentence explains that despite a high sales volume of Munchkin sets – and even with spikes of higher-than-expected sales – SJG managed to almost always have those games in print. That is, it almost never ran out of copies to sell, which is a good thing if you are trying to sell them.


Exactly. A not-insignificant percentage of the time Andrew and I spend reviewing scheduling and sales is so that there's never a time when someone tries to order Munchkin and we're out of stock. That's kinda tough when an unexpected order for thousands of copies comes in, but I think we're doing better at keeping the game available than we did in years past.

Actually, just keeping Munchkin available is a giant game. It's just a little more stressful than a lot of the games I usually play.
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  • Posted Tue Feb 28, 2012 10:10 am
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Philip Reed
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klz_fc wrote:
Ogre and Car Wars get a lot of the outcry (and with good reason considering their long histories and large fan bases) but it seems strange to complain about the company not just rushing new printings out but to make them as good as they can be.


As has been stated before, Car Wars is a game that Steve and I both want to tackle. But Ogre has to come first since it is both farther along in development and a smaller project.
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  • Posted Tue Feb 28, 2012 10:11 am
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Philip Reed
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Lord_Nibbler wrote:
It will be interesting to see how much money they handle in their balance sheet as inventories and of course their cash flow.


That's not information we're planning to share. I can say, though, that despite running large numbers of Munchkin releases at a time the company's inventory costs are lower than they have been in the past. Andrew and I have been working hard to keep Munchkin in-stock without bringing in years of supply.

When you have as many titles to keep on shelves as we do it becomes very important to keep an eye on forecasts, an eye on history, an eye on stock levels, and an eye on containers in-transit. It's a good thing we're all mutants with extra eyes or else we would be in trouble.
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  • Posted Tue Feb 28, 2012 10:26 am
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Donal Behal
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PhilReed wrote:
Lord_Nibbler wrote:
It will be interesting to see how much money they handle in their balance sheet as inventories and of course their cash flow.


That's not information we're planning to share. I can say, though, that despite running large numbers of Munchkin releases at a time the company's inventory costs are lower than they have been in the past. Andrew and I have been working hard to keep Munchkin in-stock without bringing in years of supply.

When you have as many titles to keep on shelves as we do it becomes very important to keep an eye on forecasts, an eye on history, an eye on stock levels, and an eye on containers in-transit. It's a good thing we're all mutants with extra eyes or else we would be in trouble.


Sounds like you are keeping good track of things; just be careful on stock levels many companies fail at proper Working Capital financing.

 
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  • Posted Tue Feb 28, 2012 1:35 pm
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