Board Game Business Podcast - How to Get Into Distribution
Summary
TLDRDans cet épisode du podcast 'Board Game Business', l'animateur Richard New est rejoint par Jeremy Commander et Brian Hank pour discuter de la distribution des jeux de société. Ils abordent le sujet en commençant par définir ce qu'est la distribution, expliquant le rôle des distributeurs et des détaillants. Les invités discutent des avantages de la distribution en termes de volume des ventes et de la nécessité d'avoir une marge bénéficiaire viable pour chaque jeu. Ils évoquent également les défis de se lancer dans la distribution, notamment les coûts de production et les prix de vente recommandés. L'épisode propose des conseils pratiques pour les créateurs de jeux qui cherchent à se faire distribuer, y compris l'importance d'avoir un catalogue solide et de bien comprendre le marché. Les hôtes partagent des expériences de producteurs de jeux qui ont réussi à se faire distribuer et discutent des différentes options disponibles pour les éditeurs indépendants, y compris les consolidateurs et les distributeurs régionaux.
Takeaways
- 📚 **Distribution définie** : La distribution signifie que les jeux sont vendus en magasins, où les détaillants les reçoivent généralement à partir d'un distributeur.
- 🛒 **Chaîne d'approvisionnement** : Les jeux passent par plusieurs niveaux avant d'arriver en magasin : éditeur → courtier/consolidateur → distributeur → détaillant → consommateur.
- 💰 **Retour sur investissement** : Bien que la marge par unité soit plus faible en distribution, le volume de ventes est plus élevé, compensant ainsi le montant moindre.
- 🌐 **Présence en ligne** : Les jeux disponibles uniquement sur un site web personnel sont moins connus et moins accessibles pour les acheteurs.
- 📈 **Volume et impression** : Pour justifier la distribution, il est préférable d'avoir un grand volume de ventes, ce qui permet de réaliser des tirages plus importants et de réduire le coût unitaire.
- 🏪 **Rayonnement local** : Les magasins de jeux locaux et les conventions sont des endroits clés pour la découverte et la vente de jeux de société.
- 💡 **Consommation de jeu** : Les librairies de jeux des magasins et les démonstrations en magasin peuvent augmenter les chances de vente.
- 💼 **Coûts de production** : Il est crucial de pouvoir produire et expédier un jeu au distributeur à un coût suffisamment bas pour maintenir les marges bénéficiaires.
- 🤝 **Consolidateurs** : Les consolidateurs, comme Impressions ou PSI, aident les éditeurs à économiser sur les coûts de livraison en combinant les expéditions.
- 📈 **CV de l'éditeur** : Les nouveaux éditeurs doivent présenter un CV solide, montrant des ventes et des engagements précédents pour être pris en compte par les distributeurs.
- 🌟 **Réputation et succès** : Les jeux qui ont connu un succès notoire, comme ceux ayant remporté des prix ou ayant des campagnes Kickstarter réussies, ont plus de chances d'être distribués.
Q & A
Que signifie la distribution dans le contexte du podcast?
-La distribution fait référence au processus par lequel un jeu est mis en vente dans les magasins. Un détaillant achète généralement les jeux à un distributeur, qui à son tour les a achetés à un éditeur ou un courtier. La distribution implique ces différentes étapes pour que le jeu finisse dans les mains des consommateurs.
Pourquoi quelqu'un voudrait-il distribuer son jeu plutôt que de le vendre directement sur son site web?
-La distribution permet d'atteindre un public plus large et d'augmenter les ventes. Même si le retour par unité est moindre, les ventes en volume sont plus élevées, ce qui permet d'obtenir plus d'argent au final. De plus, les magasins de jeux et les sites de commerce électronique sont des endroits où les joueurs recherchent généralement de nouveaux jeux.
Quels sont les défis associés à la vente directe de son jeu sur son propre site web?
-La visibilité est un grand défi. Sans distribution, il est moins probable que les joueurs sachent qu'un jeu existe, sauf s'ils le recherchent spécifiquement. Les magasins de jeux et les conventions sont des endroits où les joueurs découvrent de nouveaux jeux grâce à des recommandations et des démonstrations.
Quelle est la différence entre un distributeur et un courtier ou un consolidateur dans le contexte de la distribution de jeux?
-Un courtier ou un consolidateur achète les jeux à l'éditeur et les vend ensuite aux distributeurs. Les distributeurs, qui sont souvent plus grands, vendent ensuite aux détaillants. Les consolidateurs permettent aux éditeurs de petites tailles de bénéficier d'un accès au marché plus large sans avoir à traiter directement avec chaque distributeur.
Quels facteurs influencent le coût de production d'un jeu et son prix de vente recommandé (MSRP)?
-Le coût de production d'un jeu, y compris l'impression, l'emballage et la livraison, affecte directement son MSRP. Il est important que le coût de production par unité soit suffisamment bas pour permettre une marge bénéficiaire adéquate lorsqu'il est vendu au distributeur, puis au détaillant, et finalement au consommateur.
Quels sont les principaux consolidateurs de jeux aux États-Unis?
-Les principaux consolidateurs aux États-Unis sont Impressions et PSI. Ces entreprises aident les éditeurs de jeux à atteindre un public plus large en combinant leurs jeux pour la vente aux distributeurs.
Quels sont les avantages d'avoir un catalogue de jeux plutôt qu'un seul jeu lorsque l'on cherche à s'approcher d'un distributeur ou d'un consolidateur?
-Un catalogue de jeux prouve que l'éditeur a une présence stable et une expérience dans le marché. Les distributeurs et les consolidateurs sont plus enclins à travailler avec des éditeurs qui ont déjà des ventes répétées et une demande constante de leurs produits.
Quelle est la stratégie que Dave Ferguson, de Castle Productions, a utilisée pour tenter d'intégrer sa distribution de jeux?
-Dave Ferguson a d'abord essayé de vendre son jeu directement via son site web et Kickstarter, et en personne lors de conventions. Il a également visité les magasins de jeux pour y présenter son jeu. Cependant, il a été informé que les distributeurs ne voulaient pas le prendre en compte avant qu'il n'ait au moins trois produits dans son catalogue.
Quels sont les autres options pour les éditeurs de jeux qui ne sont pas encore prêts à entrer dans la distribution traditionnelle?
-Les éditeurs peuvent chercher l'aide de nouveaux consolidateurs émergents comme Game Salute ou le Indie Game Alliance. Ces organisations peuvent offrir des opportunités de distribution pour les éditeurs de petite taille ou ceux qui sont nouveaux dans le marché.
Quelle est la recommandation pour les éditeurs qui cherchent à se lancer dans la distribution avec un nombre limité de copies de jeu?
-Il est recommandé d'avoir au moins 700 copies pour entrer dans la distribution. Cela permet de satisfaire les premières commandes des distributeurs et d'assurer un approvisionnement continu pour les détaillants.
Comment un jeu peut-il être mis en avant dans les magasins de jeux sans être dans la distribution traditionnelle?
-Les éditeurs peuvent négocier des contrats de vente à congé (consignment) avec les magasins de jeux locaux, où le magasin fournit de l'espace pour les jeux mais n'achète pas l'inventaire à l'avance. Les jeux peuvent également être vendus en ligne, lors de conventions et grâce à des démonstrations en magasin pour aider les ventes.
Outlines
📚 Introduction to Board Game Distribution
Dans le premier paragraphe, l'animateur Richard et ses invités, Jeremy et Brian, abordent la question de la distribution des jeux de société. Ils expliquent que la distribution signifie que les jeux sont vendus en magasin, où les détaillants les reçoivent généralement via des distributeurs. Les distributeurs, à leur tour, achètent les jeux aux éditeurs. L'épisode traite également de l'importance de la présence en magasin pour la visibilité des jeux et des avantages d'une distribution plus large, notamment la possibilité de réaliser des tirages plus importants et ainsi réduire le coût unitaire.
💰 Understanding the Financials of Game Distribution
Le deuxième paragraphe se concentre sur les aspects financiers de la distribution. Les invités discutent du prix de vente建议零售价 (MSRP) par rapport au coût de production, soulignant l'importance de ces facteurs pour déterminer le succès d'une distribution. Ils expliquent également le rôle des consolidateurs, qui aident à économiser sur les coûts de transport en combinant les expéditions de plusieurs éditeurs. Les invités mentionnent également les défis que posent les nouveaux éditeurs pour s'intégrer dans la distribution, car les distributeurs peuvent être réticents à prendre de nouveaux clients à moins qu'ils ne présentent un cas solide.
🚀 Strategies for Getting into Distribution
Dans le troisième paragraphe, les invités discutent des stratégies pour les éditeurs qui cherchent à se faire distribuer. Ils mentionnent l'importance d'avoir un catalogue solide de jeux pour attirer les distributeurs. Les invités partagent des exemples de cas où des éditeurs ont réussi à se faire distribuer grâce à des campagnes Kickstarter réussies ou à des jeux qui ont connu un franc succès. Ils évoquent également les défis de vendre directement aux détaillants et la nécessité d'être un bon vendeur pour réussir sur ce marché.
🎉 Direct Sales and Alternative Distribution Options
Le quatrième paragraphe traite de l'importance des ventes directes et des options de distribution alternatives pour les éditeurs qui ne sont pas encore en mesure de se faire distribuer. Les invités décrivent comment certains créateurs de jeux préfèrent vendre directement à travers leur site web ou lors de conventions. Ils mentionnent également l'idée de la vente à la consignation dans les magasins de jeux locaux, où les jeux restent la propriété de l'éditeur jusqu'à ce qu'ils soient vendus. L'animateur remercie les invités pour leur contribution et invite le public à consulter leur site web et à soutenir le podcast via Patreon.
Mindmap
Keywords
💡Distribution
💡Retailer
💡Distributor
💡MSRP
💡Consolidator
💡Kickstarter
💡Print Run
💡Margin
💡Game Store
💡Consignment
💡Regional Distributor
Highlights
Defining distribution in the board game industry as the process by which games are made available for purchase in stores.
The importance of having a larger print run to reduce cost per copy and increase the chances of getting into distribution.
The role of the 'big five' distributors in the U.S. for supplying games to retailers.
The potential for higher profit margins through direct sales, despite lower volume compared to distribution.
The challenge of getting a game into distribution if the manufacturing costs are high relative to the retail price.
The strategy of selling games at conventions and trade shows to build a customer base and recognition.
The necessity for publishers to have a 'resume' or a proven track record to be considered by distributors.
The existence of consolidators like Impressions and PSI, which help smaller publishers by combining their games for distribution.
The advantage of using a consolidator for cost savings on shipping and faster restocking of games in retail stores.
The difficulty new publishers face in getting their games into distribution due to the saturation of the market.
The suggestion to start with regional distributors if a publisher hasn't fully established their catalog.
The minimum order quantity typically required by distributors, which is around 700 copies.
The practice of placing games on consignment in local game stores as a way to get started without formal distribution.
The recommendation to have a game available on the publisher's website and to sell at conventions if not in distribution.
The success story of a local game designer who got his game into five Bay Area game stores through direct engagement and demonstrations.
The option for publishers to reach out to newer consolidators like Game Salute for potential distribution opportunities.
The existence of the Indie Game Alliance as a potential resource for publishers looking for distribution support.
Transcripts
I'm gonna climb a tree
watch out hi there well another episode
the board game business podcast I'm your
host Richard new and I'm here as always
with Jeremy commander and Brian Hank
today we're going to be asking how do I
get my game into distribution
now I'm gonna start with Brian because
Brian has distributed several of his
games and when I'm talking about there
are already been manufactured do we
won't even start with having your own
website and trying to sell them yourself
is that well you can say that part of
description no not yeah we should define
it we should define distribution because
people say that I want to get my game in
distribution what does that mean you go
into a store and buy games you buy it
from a retailer so the retailer gets
those games from a distributor usually
so there's only a few distributors out
there that supply all we'll just talk
about the contest the us right now so
all the gamers in the u.s. they go to
these they call them the big five
distributors and that's where they get
your games above that they're sometimes
a consolidator or broker level and then
above that it's the publisher so I will
sell my games to that broker the broker
will saw it to the distributors the
distributors will salt to the retailers
and that's where you'll buy your game
that whole system is kind of
distribution and we talked about this
originally when we talk about MSRP way
way back way back if you're selling it
by yourself you can get much better
return because you're not having to go
through all those different levels that
you yeah but in this case you're gonna
make it up on volume right you're not
gonna make as much per unit but you're
gonna make a lot more and that's why
you'd want to go into distribution you
get your money that way yeah exactly and
when someone is looking for a game if
you just have it up on your website like
you talked about before then you
nobody's gonna know what's there you
know like if I go in I want to buy a new
game I'm gonna go to my game store or
maybe I'll go to Amazon or maybe I'll go
you know to cool stuff I'm gonna find
that's where I'm gonna go to look for
games I'm not gonna go like search for
you know your game about zombies and
aliens you know and find your website
and then go buy it there or I'm in my
friend local game store and some comes
in and goes hey we played this game
really like
what else do you have it's like that in
the game the story goes oh these game
this game they're kind of like that if
you like that you might like these too
they go okay I'll buy that one and
that's it exactly you want to happen you
want it then at that extra sale people
looking for games in a certain genre or
a style that they enjoy yeah and get
that recommendation and where people
trying out games that if the game store
has a game library you can check it out
and play it and so that gives you more
chances to sell those copies of the game
also if you get into distribution you
can do a larger print run right because
you can sell more copies if when does
your cost per copy goes down so now your
margin on the ones who do sell off your
website or Kickstarter it's better
because you did a larger print run so we
met a guy at WonderCon and his game is
trekking the national parks and he had a
successful Kickstarter and the game is
beautiful as amazing art and it's about
going to different national parks and it
it's a nice game but his cost given his
print run per copy means he can't really
get it into distribution because if he
has if your game is a fifty dollar game
you have to sell it to the retailer the
retailer has to buy that for like half
of that and then the distributor has to
buy it for even less than half that so
the Stuart makes a little bit of money
and the retailer can mark it up to pay
their rent and pay their employees and
so he doesn't know the margins to do
that so he's only direct now he won a
Mensa Award he won the men's ohmygawd
award his game won that award and so
what he does to sell his game is he goes
to cons and trade shows and teaches
people how to play and sells the game
there and he sells it to wreck off the
website and some people found about it
from the Minnesota Ward other things
like that and he's all direct and that
does work but the volume of copies you
sell so it's gonna be small in that
method unless you're unless you're a
good salesman - I mean that's one thing
that a lot of designers and publishers
may be well least designers they might
not be good at being a Salesman or a
sales woman I'm not very good at that
when I go to a convention you know it's
hard for me to the you know get out from
like behind the booth you know I might
just stand there like hey you know wait
for some being combines I had like to
buy your game you know it's hard for me
to kind of get out there and say like
hey everybody try this game come play
this game you you sir sure totally
different skill set yeah
no Jeremy mentioned the idea that a $50
game might be too much for distribution
they're like a price point that you
should be aiming for if you're looking
at getting your game distributed yeah
and it's not necessarily a specific
price it's how much it costs to make
your game versus how much you sell it so
your MSRP compared to how much your
manufacturing cost is so that's what's
important in like each of those gonna
have to like ballpark that so let's say
I'm a twenty dollar game it was it was
RP mmm-hmm
what is the retailer buy it for from the
distributor fifty percent of that so ten
bucks ten bucks and what is the
distributor buy it from you for they'll
get a sixty percent discount so that
would be eight dollars so you've got to
be able to manufacture and ship your
game to the distributor for eight bucks
and still make some money in that eight
bucks well for us there's a consolidator
level too so they take a cut of that no
no no so that might be somewhere around
twenty percent of the eight dollars that
you got so what are we down to now
little six bucks if you know that you're
now gonna get from this sale so now your
manufacturing costs plus the cost to get
it to that consolidators warehouse needs
to be less than six dollars and if it's
five dollars and seventy five cents then
you make a quarter on every game that
yourself and and there's other costs
involved too you might have to pay the
designer or royalty you might have to
pay an artist a royalty or recover some
of the costs you spent on art there's
there's other there's other costs
involved in that tubes well my favorite
if I had a bunch of stretch goals yeah
raise the cost of my game now I just
killed that margin so it really depends
on how many of those costs you have some
people won't use that consolidator level
that top level and then that gives you
them some more room for you know either
for margin so that they make more profit
or to have a lower price a lower MSRP
who are the consolidators um so the one
we use is impressions they're a big one
the other big one
in our industry is psi at least in the
US and so they those are the two biggest
ones is there a difference between
impressions and Alliance them they're
pretty similar um psi has has some of
the the beer clients not they're not
like huge because if you're
you're gonna talk to distributors
directly and have a whole team that does
that you don't need like a consolidator
but they're there they're companies who
are bigger than us usually but then not
as big as some of the really big guys so
that they have fewer of those that's
what psi has impressions has the
companies that are more my my size are
even smaller and then they have more of
them so they have a bunch of those
little studios that come together to
make up a lot you know someone that a
distributor wants to talk to whereas psi
has still a lot they're still
consolidating a lot of studios but they
gotta be doesn't many minions
resurrections yeah yeah and so that
those are the two too big I guess I
don't know what a consolidator does yeah
the consolidator will take games from a
whole bunch of publishers and then
combine them to sell them to
distributors and they do that because
then they get to save money on like
shipping so like if someone wants five
copies of good-cop bad-cop they could
then bind that way yeah they can then
put it in one box save on shipping one
of the things we heard a gamma we were a
gamete talking to retailers and the
retailers didn't like dealing with some
smaller outfits in some cases because it
takes too long to get their order so you
have a game come out and it's a hot game
and selling the retailer calls you up
and goes hey I need more copies of this
game and they want you to ship it to the
retailer you know more cops looking that
week and through the distribution system
and the consolidators because they're
doing that regular shipments they can
restock those game stores as fast as
they need to be like you're their
regular weekly shipment so they stay in
stock with this stuff of selling and
they're not dealing with being out of
stock versus if I'm dealing with a
little indie guy like oh yeah we're
gonna get to that I have 80 orders to
ship before yours now the retailer is
frustrated they're not getting the
product when they want it the problem is
we've had so many new publishers come
out so many like Kickstarter games yeah
these guys are not the they're there to
they have been to many games in their
warehouse too many clients already that
they're supporting they won't take on
any new ones unless unless they make
somebody comes and makes a really good
case you know you now kind of need you
know as we talked about design
needing a resume for their game to get
it published right you almost need now
as a publisher as a new publisher to
have a resume to give to an in to to a
consolidator to to have them take you on
as a client so you know or what makes
for a publisher would be what like
having a catalog already yeah like
possibly a catalog of games that have
sold so that the the consolidator could
go on to be gg and look at your games
and see holy crap
you know 800 people have your game and
you're getting you know 30 plays a month
you know that that's pretty good you
know so like that would give them a
reason to stock your game because people
want it you know people are playing it
they're gonna want to buy it you could
also have a big Kickstarter campaign you
have a big head can yeah if you have a
if you have a huge huge game with 2,000
people who back to your campaign then
there's gonna be people playing that
game and wanting to buy it after the
campaign too so that would be another
thing to put on your resume so Dave
Ferguson who runs Castle productions his
game is the great debate which we played
before and that's a fun party game where
you debate different topics some are
serious system are silly like I draw a
card and it's Star Trek versus Star Wars
and I pick a society get to pick my
opponents so I met Richard argue for
Star Wars because I know that they give
me a better chance of winning the debate
but that's a fun game and it has an
expansion now and Dave's been trying to
get his games into distribution but the
distributor's he talks to didn't want to
talk to him until he had at least three
products in his catalogue and they said
yeah I come back to us when you have
they know three games and your lineup or
in your line
then we'll talked about carrying you but
we're not going to want to pick you up a
give you space we are a one-game thing
we want to see more of a mature
publisher before we'll pick you up and
so now this goal now is to get to the
point where he has a catalogue that you
can then go to the distributor with and
do that in the meantime he's selling up
his website
he's selling through Kickstarter and
he's doing a lot of direct sales so he
drives around to game stores and he
talks to the game order and like will
you carry my game here's my seller sheet
here's the elevator pitch and he says he
might have to go to 50 stores to get
picked up by only a couple of them and
so that's a much less efficient way of
getting the game out there and so we did
talk about the the two bigger
consolidators there are other ones now
because they're so there
they they can't really take on any new
clients there's like a gap of all these
publishers who need their games out in
the distribution at least in a place
where distributors can buy them and
possibly retailers can buy them so a
couple other newer like ones have kind
of popped up game salute is one that
have has popped up I don't know the
details exactly on on which games they
take on it might only be the games that
they publish but I think they can help
they would be someone to reach out to if
if someone listening is a new or
publisher you've done a Kickstarter
campaign or two and you're not in
distribution that would be someone you
can reach out to I've heard the indie
game Alliance does as well that's like a
big group of all these in kind of
independent publishers or game studios
design studios that have kind of come
together I know they were talking about
getting into that they might be now I'm
not really sure so they be another
another option to look into and I think
I've heard some rumors of some other
ones but every game says that's right
they could get Belov and you have the
same thing yep that's right and they
have their own warehouse and fulfillment
to do that they built on the backs of
signals of multi burst and so now like
guys hate me and other guys work with
them and I think I think Jamie rinse
space out of their warehouse to do stuff
to for his stuff so so those are options
to looking to you can try those are good
five options that you can you can at
least send them contact each of them and
ask what their policy is if they if
they're taking on new clients or not
game so loop does have outside clients
outside their own games because I asked
David Stirling of Sterling games you
know how did you get in a distribution
so we've talked about the consolidators
going down level have we talked about he
said there's big five distributors yeah
that's really talked about that so
that's more in the u.s. so we have
Alliance games a CD distribution GTS
distribution southern hobby in supply
and Peach State hobby distribution or
PhD so those are the big five people
talk about but there's also other ones
in usually in kind of smaller regions of
the of the US we're really talking to us
here there's other other distributors
like as Debbie M is a big one in Europe
and I know Asmoday has a distribution
distributor in Europe as well and then
there's there's one for you know
Australia there's there's there's you
know one or two distributors for the for
them you know and more for like just any
any area you can think of in the world
they have a distribute distributor
usually that's kind of more of a
regional one at least one so there's
would you recommend if you're trying to
if maybe you haven't gotten your your
resume completely whole yet starting
with sort of a regional definitely yep
distributor okay so ask your going to
your game stores in your area and say
who are your distributors and it's
usually gonna be one or two of the big
five that they use and then and then
usually maybe like a third that they'll
go to occasionally if they can't find a
game but then then they usually have you
know one or two of the the local
regional ones too that they use so go in
yeah visit your local game stores talk
to the owners and they should be able to
direct you to some of the your regional
dish you also said that this would be
something that you look into if you have
like a thousand extra copies is there a
minimum amount I should be having to
make sure that it's worth my time to go
into distribution like if I have a
hundred copies we should be looking for
um usually at least four impressions
when I first started working with Aldo
he wanted what was it it was about at
least I wanna say like 700 copies so if
you have that that that makes it
worthwhile so that they know they can
make their first initial orders and then
if they have follow mono orders then
they have at least a little bit to to
send the stores as well so we're
distributors as well so yeah I'd say
good 700 or so is what you'd want for
starters at least that and that's just
that's that's a really a minimum okay
sounds good question something to keep
in mind when you're looking at
manufacturing and trying to figure out
how many extra need to have yep so one
of our our local game designers Brandon
Roush he has a game called dubious
Alliance and it's like kind of a social
you know screw your neighbor game with
bunch of works you know going into a
dungeon and then stabbing each other
back and getting treasure at the same
time and so his his game
is not in distribution but he is in five
game stores here in the Bay Area and he
did that just by going and talking to
the game store and demoing the games all
come in and down the game and help you
sell help you sell it or I'll do an
event and some cases the game is there
on consignment meaning he owns the game
and so the game store you're giving him
shelf space but didn't have to pay for
the inventory so it doesn't sell they're
not out anything and so that he was able
to do that and that's a much smaller
scale so now he's able to his website
able to conventions and some local
retailers on consignment or by doing
promotions to help them sell the game
but otherwise I mean it's you really
just want to have it on your website
available for sale and then go to
conventions to try to sell it and that's
that's pretty much what you'd want to do
if you're not in distribution that's
what I'd recommend anyway and I should I
should give credit to a teal fresco was
another local birds of a feather yeah
he's in distribution
it's my impressions brother yeah you got
it you got it and because his first game
was like big enough hit that got him
noticed and then when he had multiple
games when he started how multiple
excuse then he got into impressions and
now he's doing that that way he said
well I guess because I had multiple
games and they had done well enough that
that the distributor was willing to pick
me up and so that was his method for
getting into your distribution this is a
fantastic game by the way principle
feather I love this game yeah well thank
you guys very much for helping me out to
understand that helping our audience out
I've been your host Richard and I'm here
as always with Bryan Inc and Jeremy
commander and I'll see you cross the
table Sunday hey this is Richard to
remind you that you can check out our
website at board game business old
episodes are indexed by subject to make
finding an answer your question easier
you can find links to our bgg guild
other networking sites and if you feel
like supporting us our patreon account
donations are used for equipment to
improve the presentation of our podcast
thanks for watching or listening thanks
so much for watching the diced our
videos find more great videos and
reviews as well as our top rated audio
podcast at dice tower calm you can also
find other
shows at dice tower network.com I'm Eric
summer and you've been watching the dice
down the dice tower is sponsored by cool
stuff Inc where you can find great games
for great prices cool stuff in stock
check them out at cool stuff Inc com
Browse More Related Video
![](https://i.ytimg.com/vi/KFsSZ585F6c/hq720.jpg)
Crise du logement : le dossier explosif du gouvernement
![](https://i.ytimg.com/vi/jJyVe7rx9Jc/hq720.jpg?sqp=-oaymwEmCIAKENAF8quKqQMa8AEB-AHUBoAC4AOKAgwIABABGFggSyhlMA8=&rs=AOn4CLB3xM5HpUG3wcdaZm7tpoi2uUmmqQ)
CSUnplugged - L'intelligence artificielle 2
![](https://i.ytimg.com/vi/CxHJiNJfkW0/hq720.jpg?v=5e11ecc2)
Épisode 1 : C'est quoi le marketing ?
![](https://i.ytimg.com/vi/zLQYqo1ke3Y/hq720.jpg?sqp=-oaymwEmCIAKENAF8quKqQMa8AEB-AH-CYAC0AWKAgwIABABGCcgZShWMA8=&rs=AOn4CLBPsIO_yFNFy7-Dbp6ohhfDBRIiPg)
Explorando la Columbia Cubana con Héctor Oviedo
![](https://i.ytimg.com/vi/H_RCGSSPm78/hq720.jpg)
Points de repères : Les jeux olympiques modernes
![](https://i.ytimg.com/vi/9jzclJoyPVs/hq720.jpg)
Les 7 P du Marketing encore appelé plan de marchéage | (Jerome McCarthy and Philip Kotler)
5.0 / 5 (0 votes)