Kevingston Boardgames. Cambridge, England
The world of board games is bizarre at the best of times but one of the most bizarre elements is the globally prevalent idea that your sketch-and-cardboard game is the next 'Monopoly' and you can start planning for a comfortable early retirement.
I've always enjoyed designing games and so should you, but there are light years between enjoying your game amongst friends and turning this into a commercial viability. I hope this paper goes some way to explaining why.
I personally took invention through to production and sales but never at any time expected* to make any real money. For me, just 'doing it' was the point and quite a learning experience it was too, so, before you post off that letter you might like to consider the following few paragraphs; and then some.
*expected - no, hoped - yes. :-)
Do the games 'Settlers of Catan', 'Formula De' or 'Manhattan' mean anything to you? I would guess not (but if they do then there's hope yet :). The game playing experience of most aspiring inventors who write to me is of the familiar 'high street' games that populate the likes of 'Smiths and Toys'R'Us but this is only half of the picture - and probably the less useful half.
There are two wildly different 'board game' markets (at least as far as the UK is concerned). One is the 'high street' market the other is what I'll call the 'hobbyist' market. Chances are you are aiminng at the hgh street, but you might well do better experiencing the hobbyist first. My views have changed radically since uncovering the hobbyist market, and Special Delivery would have been a different story if the hobby didn't hide itself under a cloaking device.
The two markets couldn't be more different. Just occasionally a game appears that bridges the gap ('Settlers of Catan' being one) but it's rare, but not as rare as a profitable 'high street' game.
The first thing to grasp about this area is that the game, as a game as such, is almost completely irrelevant. Repeat - almost completely irrelevant. Everything in me that cares about games struggles to say otherwise but this is simply to deny commercial reality.
Note that none of the above is affected by the contents of the box. The primary reason why your design is bounced by a manufacturer is simply that they have no commercial need for it. Additionally, in these increasingly litigitious times, they're not interested in risking you saying they pinched ideas from the game you submitted; it's simply not worth it.
Just ocasionally, thankfully, something bucks the trend. Monopoly, Trivial Pursuit, etc. (I'm not counting "Who Wants to be a Millionaire?" because that's pure marketing) but these were all rejected until proven by some private venture. I'm unaware of any game that has gone from speculative submission from unknown designer to mainstream success. (I'd be very interested to know if I'm wrong here).
If that was the chalk, now for the Cheese.
[* Roll Dice, Move Dobber - probably round a square board with 'chance' cards involved]
In theory I'll look at anyones game. In practice I limit this to playing prototypes with aspiring inventors who bring their game along to a convention because at least here there's a reasonable chance the inventor has a fair grip on what might be interesting to me as a game player (we are, after all, attending the same convention) and hopefully we can talk a similar language.
However, the chances of me taking anyone's game on for production are slightly lower than nil. As a small operator I have more ideas than finance to implement them and the last thing I need is more ideas.
I do occasionally review pre-production prototype games for others where they are financing it (and me!).
What always raises a smile is the inventor whose letter boils down to "I've invented this game and would like you to make me money with it, but I'm not going to tell you what it is in case you steal it.". Anyone enclosing a Non-disclosure Agreement won't get further than the bin.
One reason why I like playing other hobbyist inventors' prototypes is that they understand two things. One is that there is nothing new under the sun, especially in games, the other is that copy protection is useless (see 'one'), veering on counter-productive if you hide it from those who could improve it for you.
It isn't* possible to patent a game. You can patent a device used in a game (like your 4-dimensional dice juggler) but not the game itself. Copyright is automatic but doesn't protect much other than exact clones. You only real protection is getting it out into the market, perhaps being ready to protect the trade marks. (PS. '™' only declares that you consider something to be trademarkable - it has no protection until you advance it to a registered trademark '®' )
[*Well, it was this simple until Wizards muddied the patent waters.]
Well, that's about enough for this page. Others have pages covering this topic and you might want to browse those as well.
http://www.boardgame.co.uk/reference/gameinvented.htm
You're probably think all this is very negative. Maybe it is, but this is written in the light being here and wearing the T-shirt. If you take things further at least you'll know a little more of what you're getting yourself into, and I really do wish you the very best of luck and success. Meanwhile, if you've never been to a game convention, go. It opened my eyes somewhat.
Good luck.
Kevin