We know that shelf space is at a premium in your store, and that you want quick turnaround. Some retailers are concerned about stocking rolepaying games, but there are upsides to roleplaying games for a retailer. For the amount of space they take they generate good margin, and RPG players tend to be loyal customers who like a wide variety of games and tend to be advocates for your store.

It’s always a risk taking on a new line, and we’d like to minimize that risk for you by giving you some suggested mixes for our top lines, based on 2017 sales data. We’ll start this month with 13th Age.

Created by the makers of 3rd and 4th Dungeons and Dragons, 13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules. The line includes the core book, with monster supplements, adventures, a GM Screen and splat book with new character classes. We recommend the Bestiary 2 rather than the first Bestiary at the moment, because it’s a new release.

Here are some suggested starter bundles for the 13th Age roleplaying game to suit every budget. You can get them from your distributor.

Bundle 1

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 2  $      89.90
The Crown Commands PEL13A12  $      27.95 1  $      27.95
True Ways PEL13A04  $      39.95 1  $      39.95
Total RRP  $    157.80

 

Bundle 2

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 2  $      89.90
Bestiary 2 PEL13A14  $      44.95 1  $      44.95
True Ways PEL13A04  $      39.95 1  $      39.95
The Crown Commands PEL13A12  $      27.95 1  $      27.95
Total RRP  $    202.75

 

 

Bundle 3

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 3  $    134.85
Bestiary 2 PEL13A14  $      44.95 2  $      89.90
True Ways PEL13A04  $      39.95 1  $      39.95
Book of Loot PEL13A04  $      17.95 1  $      17.95
The Crown Commands PEL13A12  $      27.95 1  $      27.95
13th Age GM Screen PEL13A10  $      24.95 1  $      24.95
Total RRP  $    335.55

 

Bundle 4

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 3  $    134.85
Bestiary 2 PEL13A14  $      44.95 2  $      89.90
True Ways PEL13A04  $      39.95 2  $      79.90
Book of Loot PEL13A04  $      17.95 1  $      17.95
The Crown Commands PEL13A12  $      27.95 1  $      27.95
13th Age GM Screen PEL13A10  $      24.95 1  $      24.95
Eyes of the Stone Thief PEL13A07  $      49.95 1  $      49.95
Total RRP  $    425.45

by Brian Dalrymple

Crowd-funding has solidified its acceptance as a necessary step in the creation of games in the minds of small and mid-sized publishers and the player base at large, but the idea still meets resistance from retail game shops, and there are valid reasons.

While many crowd-funding efforts over years have included well-intended gestures designed to enlist support of stores, some recurring challenges for retailers have not been addressed comprehensively until recently.

Fair warning: I’m a game store owner and a supporter of crowd-funding from the retail perspective. I’m also a graphic designer and publisher (our first Kickstarter is in its final days as I’m writing this). The positives of a successful crowd-funding campaign have long been apparent to me, but I’ll mention them briefly:

  1. Most important – the thing actually has the money to happen.
  2. Access to capital without going into one’s own savings.
  3. You have a much clearer idea of your budget.
  4. The ability to pay writers, editors, artists (and yes, graphic designers), etc… up front, or earlier in the process.

5a. Awareness of your product to players, creating excitement and a market of consumers ready for your game.

5b. Awareness of your product to distributors and at the retail level – proof of demand.

Ultimately, this should lead to higher production values for your game, better sales, etc…

The problem is, even highly successful crowd-funding projects create problems for retail stores – even when the creators want their support, and would like to see their games on store shelves. The reasons for this often boil down to lack of knowledge of the challenges stores face. The most cited, most valid issues stores mention when complaining about crowd-funding can be solved by better-constructed campaigns that seek to include the retailer in the crowd-funding process in more advantageous ways.

Among the complaints are:

Tying up operating capital for extended periods of time, or, “Why retailer backer dollars are worth more”:

When a player backs a game, that money comes from their entertainment budget. Whether it comes out of their available cash now, or a year from now, it’s still the same set amount. When a retailer backs a game they intend to sell, that money could have been spent on product for that week, which could have sold, generating more money to pay bills and order more product the following week, which could generate even more money, etc… Now, multiply that by every week until the game is in their hands.

Why not just wait until the game comes out and get it from distribution? What’s the incentive not to?

We feel like we’re tacked on. We don’t get any of the special rewards at the retailer backer levels.

You’re circumventing us, going directly to our customers. They don’t even have a reason to come into the shop.

All of these problems are fixable, and it’s not hard to do. Let’s take them one at a time:

Tying up capital

Offer a low cost pledge level for retail stores. Consider it a placeholder, or a deposit. This allows stores be part of the project, receive updates, comment, and participate in any post-campaign things like Backer Kit, late pledges, etc… Tell them you’ll contact them when the game is ready to ship, to find out how many they want. Make this pledge amount small, but not so small they’d dismiss or forget about it when the time comes. Use the expected wholesale price of one unit as a guide. Or the cost of a meal. Credit this amount toward the initial order – “You already have enough credit for one core game. How many more would you like, and how many of the expansions?”

Incentives to back instead of waiting for distribution

Send all your backer rewards out near the same time – the retailers’ with the other backers, if you can – so they are received close enough together, and ahead of when the product goes to distributors. Build in a meaningful timeframe during which backer retailers can sell your game exclusively – 30 days if possible. You can offer a slightly better price than what you expect the wholesale pricing to be, but don’t go crazy here – just a few (2-3) percentage points. You want the distributors to carry you, too.

All the good feels

Let your retailer backers have access to extra stretch goals and special rewards. Go further than this. Offer stores something special just for them. This could be a retailer-exclusive item, or something digital, an event, or special recognition in the product somewhere. Make this a higher pledge level. Perhaps include the small price break mentioned above, here, with a commitment to a higher product quantity. For many stores, 2 or 3 copies is a good place to start.

Give customers a reason to go to the store

The special thing mentioned above can be a good reason for a gamer to come to a shop. So is early release. If you offered an event, this would be a good time for stores to run it. You could also try to more directly facilitate a connection between your player and retailer backers by having the option of shipping customer rewards to stores of their choice, and letting them pick up their games at the shop. You can pass along the savings on shipping to your player backers as an extra incentive. Some people would rather have their packages delivered to a secure location. Enterprising store owners will realize this is an opportunity to upsell. More enterprising retailers will try to get any regular customers considering backing your project to pre-order it through them instead. Don’t worry about “losing backers” like this, any more than stores do about “losing customers”.  In a system as large as a crowd-funding effort, there will be enough dollars to go around. Very few campaigns reach only their funding goal and no more. Ultimately, they’re your players, whether they pledged early, or through a shop. One could argue a purchase made through a shop has a even better chance to create more players, but that a subject for another article.

Brian Dalrymple owns The Adventure Game Store & Dragon’s Lair in South Florida, and is a partner in Alligator Alley Entertainment, publisher of The Esper Genesis Heroic Sci-Fi RPG (on Kickstarter right now), and Witch Hunter: The Invisible World. He has worked at every level in the games industry, and has been actively involved in the Game Manufacturers Association for more than 20 years. Find him on Twitter @AdvGameStore

 

by Paul Butler

Paul Alexander Butler is the Director of Retail Operations at Games and Stuff, one of the largest gaming stores on the East coast of the United States. A familiar face at trade shows around North America, in recent years he has spent a great deal of time and energy helping other retailers improve their RPG business. He writes a blog about the retail side of the role-playing industry at RPGevolution.com
He has been role-playing since 1979, and usually plays Bards.

Strap yourselves in. Today we’re gonna talk about crowdfunding.

Crowdfunding.
For many retailers, it’s a dirty word. For some, it’s the dirtiest. At the very least, retailers have strong opinions on the topic, and I’m certainly no exception. It’s a complicated and multi-faceted issue, and this little missive of mine can’t begin to delve into all of it.

Today though, we’re going to talk specifically about crowdfunding roleplaying games, and why I think it’s an important part of this hobby gaming ecosystem that we are all a part of.kickstarter-logo1

Whether you realize it or not, we’re in a bit of a new Golden Age for roleplaying games. The brands I currently consider the “Big Four”* are showing increasingly strong sales numbers, which only means there’s more people out there roleplaying on a regular basis, and more people interesting in checking out what else our hobby has to offer. In the last year alone, my store has seen at least 10-15 new RPG releases that have sold in excess of 20 copies within a few weeks of release. And that’s not counting anything from the aforementioned big guns.

What crowdfunding has done is allowed many RPG projects to get off the ground in a way that would have been near impossible given the cautious way that many game publishers and distributors have approached RPGs in recent years. Crowdfunding has contributed in no small way to the wealth of gorgeous RPGs that currently line the shelves at my store.

“So how to retailers fit in here, Paul?” I hear you saying.

Well, in a couple of ways. First of all, many of the complaints levelled at crowdfunding from certain corners of the retail tier have to do with publishers bypassing retail and going straight to consumer. While this is not without merit, there are plenty of publishers (Pelgrane Press included) who have made an effort to include stores with *retailer only* pledges during these campaigns. If you think the game is a good fit for your store, you should support these efforts, and the publishers making them.
In the years that I’ve been talking to other retailers about RPGs through my seminars, one of the strongest points I have continually tried to make is that in order to be seen as a legitimate source for RPGs to your customers, and as a store that really cares about the hobby, one must stock roleplaying games. Seems simple enough right? Stock more than just the obvious choices, and you’ll be seen as a hub for the hobby, a source of information and a place to discover the hot new thing. There’s nothing quite as gratifying as being a retailer, and just as the buzz on a product is starting to grow, a customer finds the item in your store and is blown away by the fact that you have it already. Every time I hear “I can’t believe you guys carry this!” in these instances warms my heart like the velvety embrace of Crown Royal bag around a D20.

Which brings me back to crowdfunding. Buzz on a crowdfunded game tends to spike three times. Right around the time the campaign is launched, again when it funds, and then one last time when the product starts shipping to backers. When you choose to back a campaign, it’s that last spike that you’ll be taking advantage of. Just as backers are getting their rewards, (and you might be seeing them in your store) is when a new crop of gamers may take interest. If your store backed the project as well, you’ll be getting stuff around the same time as other backers and you’re perfectly positioned to ride that wave of enthusiasm.

Not only that, but by having the product before distribution gets it (if they get it at all) you’ll be seen as on the cutting edge of RPGs. And it doesn’t hurt that you’ll have the stuff before most other retailers or e-commerce sites.

It’s hard to measure the impact a couple little indie RPGs can have on the bottom line of your RPG department. Or what having the hot new thing a few weeks early can do. In fact, in many cases, the few books that I get as part of a backer kit are doing a valuable job gauging interest in a new product line so that I know whether or not I should reorder if and when the game becomes available through more traditional means.

(Pro Tip: If you’re worried about whether or not the potential customer base for the game is already depleted because of your customers backing the crowdfunding campaign directly, if the game is being crowdfunded through Kickstarter, I have a solution. You can click on “Community” tab and see how many backers your city has, if it even got enough to rank as a top location.)

As a store, I’ve backed about fifteen or so RPG campaigns in the last few years, and I’ve never regretted it. Like anything else, you have to take the time to evaluate any given campaign to decide if it’s a right fit for your store, but crowdfunding can provide some unique opportunities to set yourself apart and carve yourself a niche as  an RPG destination.

The Kickstarter supported TimeWatch RPG will be out next month.

* Pauls’s  Big Four are D&D, Pathfinder, Star Wars and Shadowrun

Subscribe to the Pelgrane Press retailer newsletter

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These distributors stock Pelgrane Press games.

Distributors

If you ever have problems getting hold of our products through distribution, for example, you are told they are out of stock or out of print, email Impressions.

America

ACD Distribution, LLC
Aladdin Distributors, Inc.
Alliance Game Distributors, Inc.
GTS Distribution
PHD Games
Golden Distribution
Southern Hobby

Canada

Lion Rampant – Canada
Universal West/New Century – Canada

Europe

Arcane Tinmen – Denmark
Fantastaspielpelit – Finland
Brave New World – Germany
Bergsala Enigma – Scandinavia/Finland and the Baltics
Esdevium Games – UK

You can also email Impressions Game Distribution Services, if you need to find a distributor carrying our line, or if you are a distributor seeking to do so. Impressions supplies all our distributors and through them the retailers. We also sell to retailers through Indie Press Revolution.

Retailers can supply their customers with free PDFs of our products through the Bits and Mortar program.

Contact Details

Impressions
Phone (925) 240-0862
eFax (240) 220-8780
aldo@impressionsadv.net

RPGs_Decoded_Banner_350

by Brian Dalrymple

Brian Dalrymple owns The Adventure Game Store & Dragon’s Lair in South Florida. He’s also worked in games distribution and publishing, and is a graphic designer. He sells a lot of role-playing games. Find his store online at facebook.com/AdventureGameStore or follow him on twitter @AdvGameStore

Chances are, as a recipient of the Pelgrane Press newsletter, you are already selling role-playing games in your shop, or you’ve been thinking about doing so. In recent years we’ve observed a new wave of interest in tabletop RPGs, the likes of which we haven’t seen in decades. This surge has been fueled partly by generational trends and the rise of geek culture, and it’s been pushed into the collective consciousness through both traditional and new media.

For some time now, many game players have viewed role-playing games as a sort of mysterious, foundational part of the gaming hobby. They were the games CEOs, authors, actors, and screenwriters, (and within the hobby, designers and game company owners) played when they were young – but to many people, they seemed arcane and indecipherable, or the groups playing them too exclusive or fringey, for them to learn to play.

All of that is changing.

In my shop, and possibly in yours, this change been due, in part, to the boom in board and card games. What began as selection of simple Euro games next to our venerable counter and hex wargames titles has exploded into a dozens of shelves holding a wide variety of games that dominate the store: resource management; risk management; cooperative; abstract strategy; adventure – you know them as well as I do – and as our selection grew, so did the sophistication of the game rules, and the rules-absorbing-abilities of my customers. Our board and card gamers, to borrow from the RPG vernacular, have “leveled.”

If the question is: “Where are my new RPG players going to come from?” I’d say, “You’ve probably already got them, among your board and card game players.”

So, you’ve made the decision to carry and push RPGs? Here is, ideally, what you need, other than the rulebooks:

  • A semi-private space, separated from other store noise, if possible.
  • A table that seats about 6+. In my store, our 5’ round table is popular, because it gives everyone equal access to the table center, and allows people to hear each other well (again, if noise is an issue).
  • An electrical outlet, as some RPGers use laptops or other devices at the table. (This can also be a detriment, which we’ll discuss in a later article.)
  • Refreshments, if you can sell them. RPG players will spend more time than most gamers in the same seat, playing one game, and they’re going to get hungry.
  • Access to a printer, for downloads and character sheets.
  • Accessories – dice, of course. Dice are our top selling item for RPG players. Almost as individual to a player as their character, one can never have too many cool dice, and then there’s the add-ons: dice bags, rolling trays and towers, etc… Also stock character miniatures, if your games use them. Reaper has a huge assortment of affordable figures in their Bones line, and WizKids will soon be offering unpainted character minis in packs of 2 (low and high level versions of the same character).
  • Game Masters are the linchpin of any RPG group (Yes, there are some games that don’t use them, but there is usually an Alpha or organizer). If you don’t already have any in your shop, social media can be a place to find them. Look at MeetUp, Facebook and Google groups, and Reddit for groups that might be in your area, and reach out to them. Local conventions are a great place to look, too. Some schools have gaming clubs. Put the word out through your customers and your social media. Chances are there are already RPG groups playing in your area. Finding a good Game Master can be critical to RPG growth in your shop, as GMs create new GMs.

Need to make your own Game Masters? Running an RPG is a learned skill that’s usually best taught by those with experience. In our shop we’ve hosted Game Master Roundtables, where we’ve asked veteran GMs to sit for an hour or two to talk with new, or aspiring GMs about the art and challenges of managing games, and how to better provide an engaging and entertaining experience at their tables.

We’ve also created an event we’re calling “RPGs Decoded”, where we invite curious board, card or miniatures players to sit for a discussion of what Role-Playing Games are, and how they’re easy and fun  to play. We end the program with some examples of game play. We’re fortunate enough to have some local RPG designers and publishers join our Game Masters in presenting for this event, but we’d manage well enough with the GMs alone.

Once you’ve got your group ready to play, Pelgrane Press offers some great introductory products, including adventures and scenarios:Free RPG Day 2016 front cover_350

Now is a great time to try RPGs! Good luck!

 

by Paul Butler

Paul Alexander Butler is the Director of Retail Operations at Games and Stuff, one of the largest gaming stores on the East coast of the United States. A familiar face at trade shows around North America, in recent years he has spent a great deal of time and energy helping other retailers improve their RPG business. He writes a blog about the retail side of the role-playing industry at RPGevolution.com
He has been role-playing since 1979, and usually plays Bards.

If you’re a retailer looking for new lines to add to your existing selection of RPGs, you can do a lot worse than 13th Age.

The potential customer base for the 13th Age line is far greater than people looking for a new RPG to play. Here’s five simple reasons you should have the game on the shelf at your store.

It’s the perfect “third” choice for discriminating gamers

Frequently, when I am speaking with a customer who is trying to make a decision between which of the two big D20 games to play, I will briefly explain the pros and cons of each, but then with a twinkle in my eye, reveal the as-yet-unmentioned third choice. With the air of revealing a secret treasure, I will tell them how 13th Age is still the D20 game that they know and love (and here I will show them the character sheet with familiar ability names) but with the addition of some modern, almost indie-game style mechanics that drive narrative and reinforce story-driven play. One Unique Thing. Icon Relationships. The Escalation Die. These are the things that elevate 13th Age to something special and will appeal to folks who may have turned away from D20 games for more contemporary designs.
Also consider this: when asked “Star Wars or Star Trek?” there will always be those people who insist on answering “Dune.” Or when given the option of Coke or Pepsi, some folks will always prefer Dr. Pepper. Sometimes, people just want the cool “other” thing. 13th Age is how to indulge that desire.

GMscreenIt’s practically a construction kit for homebrew campaign settings.

Many customers are simply not interested in playing in the default campaign settings of the big fantasy roleplaying games. Many players, old school gamers in particular, fondly remember the scratch-built continents and cultures from the games of their youth and want to recapture some of that magic. If they’re going to spend all that time writing or re-writing setting material, why not give them a game that is designed to help them make their own?
The Icons of 13th Age are intentionally left vague, waiting for players and GMs to put their own unique stamp on them, claiming the movers and shakers of the campaign for their own. Plus it’s rare that a party of adventurers will not include at least one player with a campaign defining One Unique Thing. 13th Age provides all manner of mechanical hooks to hang plots and story threads upon. Game Masters that prefer to create their own settings will find a great deal to like here.
But for all that, the default setting of 13th Age is superb. The Dragon Empire has enough meat that most RPG groups will be happy here for years (especially with additional material in the supplements), yet there’s enough “blank space” that every home game will be completely unique. As it should be.

It’s a great game for beginner role-players.

One look at the minimalist monster stat block or the single page character sheet and you’ll know that 13th Age is different from other D20 games. Players scared off by the veritable library of rulebooks in other game lines will find a joyful simplicity in the elegance of 13th Age. Indeed, the chapter on character classes begins with a listing of those classes in order of increasing rules complexity, so that players can choose their own speed and level of mechanical engagement.
Rules are streamlined, not dumbed-down.
And even the greenest of gamers can wrap their head around One Unique Thing and immediately find themselves invested in the experiences created at the table top.

The 13th Age rulebook is a treasure trove of ideas and mechanics that can be used in other games.

Many of the most brilliant design elements of 13th Age can be ripped out, intact, and used in other systems. Any game master can find a wide arsenal of widgets, knobs and sub-systems that be applied to other games of any genre. Beside the aforementioned One Unique Thing, Icon Relationships and Escalation Die, one will find all sorts of inspiration in a wide variety of unexpected places. At the very least, the way the game interacts with dice will have one thinking about our little multi-sided friends in whole new ways.

The Supplements

For a retailer considering bringing in the entire line of 13th Age books, it is not a daunting proposition. It’s currently only about ten products, and with price points for every customer’s budget. There’s slim affordable volumes in the form of adventure books and The Book of Loot. There’s more sizable rules additions like 13 True Ways and the 13th Age Bestiary. There’s the GM’s Screen and Resource Book. And there’s a positively massive campaign book that’s even larger than the core rulebook: Eyes of the Stone Thief. There’s plenty of variety, and yet none of the intimidating bloat of some other D20 lines.
And much like the core rulebook, there’s no reason why any of these items can’t be mined for ideas to be used for other D20 games, with or without the core rulebook. In this way, 13th Age books can almost be thought of as supplementary products to your other D20 offerings.

The_Dracula_Dossier web logo

This Halloween, a legendary horror walks again – do your customers have what it takes to face the Lord of the Undead himself?

DRACULA DOSSIER PRE-RELEASE RETAIL BUNDLE: Act now to get the full Dracula Dossier kit at a 20% discount with a limited edition print — details below!

What Is The Dracula Dossier?

Dracula is not a novel. It’s the censored version of Bram Stoker’s after-action report of the failed British Intelligence attempt to recruit a vampire in 1894. Kenneth Hite and Gareth Ryder-Hanrahan have restored the deleted sections, inserting annotations and clues left by three generations of MI6 analysts. This is Dracula Unredacted.

Follow those clues to the Director’s Handbook, containing hundreds of encounters: shady NPCs, dangerous locations, conspiratorial nodes, and mysterious objects. Together they comprise The Dracula Dossier — an epic improvised, collaborative campaign for Night’s Black Agents, our award-winning vampire spy thriller RPG. The Dracula Dossier follows in the fully improvisational path of the award-winning Armitage Files campaign, and provides the Director with everything she needs to run a fully improvised, sandbox campaign.

The mission: Hunt and kill Dracula now, once and for all, before Britain falls to him forever.

Dracula Dossier Pre-Release Retail Bundle

The 50 retailers to pre-order the Dracula Dossier bundle get:

Director's Handbook_front_cover_1501 x Director’s Handbook

A 368-page, full colour hardback book, packed with everything GMs need to run an improvisational Night’s Black Agents roleplaying campaign to hunt and kill Dracula:

  • Conspiracy nodes, fully mapped locations, and horrific foes.
  • More than 60 supporting characters, with vampiric, heroic, or ambiguous versions.
  • Alternate versions of Mina Harker, Abraham van Helsing, and the other characters in Stoker’s classic novel.

1 x Dracula UnredactedDracula_Unredacted_front_cover_150

This new edition of Bram Stoker’s novel Dracula adds new letters and recordings, diary entries long thought lost, and documents suppressed by Her Majesty’s Government—until now. Discover the true events behind the legend, from the first tentative contact between British intelligence and the undead, to the werewolf of Walpurgisnacht, to the cataclysmic disappearance of Dracula in volcanic fire, read the story you’ve known for years … for the first time.

 

Nights_Black_Agents_Cover_1502 x Night’s Black Agents core rulebook

The award-winning Night’s Black Agents roleplaying game brings the GUMSHOE engine to the spy thriller genre, with a vampiric twist. Combining the propulsive paranoia of movies like The Bourne Identity and Mission: Impossible with supernatural horror, Night’s Black Agents is a thrilling game of investigation and high-octane action, with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases.

1 Dracula's Castle_350x Dracula Dossier Castle Dracula 8.5″ x 11″ print

Get this beautiful print of Jeff Brown’s Castle Dracula with your retailer bundle.

If you are signed up to the Bits and Mortar program, give your pre-order customers the PDFs now!

Retailers: pre-order through your distributor now!

Customers: tell your retailer to pre-order now!

At GenCon 2010 for the first time, we supplied PDFs to all of our convention customers. It was a very popular move.

Similarly, through the Retailer PDF program, retail customers of bricks and mortar stores can supply our ebooks to their customers with the print version where we do. Other publishers do this, too, and it seems silly for every publisher to have a bespoke method for supplying these PDFs.

So, Fred Hicks of Evil Hat and a number of other publishers started chatting about a way of extending this program through a central non-profit organisation, where like-minded retailers and publishers could come together to share PDFs. The result, the Bits and Mortar initiative we announced at GenCon.

Fred has written a simple but effective back end which allows registered retailers to email links to their customers, a better solution, I think, than the Dropbox method Pelgrane Press has been using.

We’ve just about finished the beta phase, and you can expect to see many more publishers listed in a few weeks.

Retailers

Retailer Support FAQ – Join Our PDF Support Program

Most of the sales of our games are made through friendly local game stores. Retailers let us print greater volumes of our books, giving us better quality printing and reach more customers. We sell through major distributors, and we want to help you sell our games. This page tells you want you need to know.bitsandmortarlogosquare

How do retailers buy our games?

We sell through all major games distributors including Indie Press Revolution, Alliance Games DistrbutionLion Rampant, Walrus and Carpenter, WarPath Games Distribution and Esdevium Games. To find your local stockist, see our contact page.

What support do you offer retailers?

To support our retailers, and encourage you to sell and promote our games, we are offering retailers the chance to give their customers copies of the PDFs of our games. We also want you to have the chance to offer pre-orders – giving your customers the PDFs of our games before shipping out the print version. These offers are not open to online discounters.

How does the PDF support program work?

You can get copies of any of our PDFs through the Bits and Mortar program. Bits and Mortar is a collection of like-minded publishers who want retailers to be able to supply PDFs to their customers where the publisher does. It’s free for retailers to join.  Sign up here.

How does it work with pre-orders?

When a customer pre-orders one of our products,  you simply share the PDF with them. Sometimes, we’ll update the PDF on the basis of customer feedback. In general, it will take three months from pre-order to print version, and your customers should be aware of that.