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All The Right Moves

If the game fits, the pieces will fall into place

By Tina Benitez -- Playthings, 7/1/2007

Whether it's Monopoly, Chutes & Ladders, chess or checkers, most of us have a connection to a game that gave us endless hours of fun when we were kids, and throughout the years. Many games have that lasting power, but, with an ever-growing selection of game categories on the market, it can be difficult for retailers to choose the right games from such an abundance and for manufacturers to get their games into scarce retail space.

The games category saw a decrease in sales in the past year, according to market research firm The NPD Group, Port Washington, N.Y., with a 2 percent drop in sales of puzzle and games in 2006, compared to 2005—but when it comes to classic, DVD and word games, it can be the perfect opportunity for retailers to find a unique niche, and a chance for manufacturers to show what makes their games really move.

Ellen Roth, president of San Francisco's Rex Games, knows how tough the market is today. The company has built its business around flagship game Tangoes, which celebrates its 25th anniversary this year. Games will always be a viable segment of the market because they help children develop skills and encourage family playtime, says Roth, who sees a big move toward making games more interactive with online or computer elements. However, strategy games that “teach the mind to think” are still more popular choices, she says. “There's more focus on skill development, cognitive, problem- solving,” she says, noting that skill development through games can be addressed a lot of the time “without bells and whistles.”

This year, the company will launch a new Travel Tangoes version for on-the-go play, yet retains the standard Tangoes play concept of assembling the puzzle pieces into different objects. Rex Games is also launching this fall another strategy board game, Idol Quest, in which players compete to build a path to the jungle along the playing board. It's always a challenge to get a product into retail, according to Roth, but once you have it in a store, demos for customers is something that works, particularly in specialty. “It's overwhelming for a consumer when they walk into a specialty store and they see all the games on the shelf to decide what is appropriate or most appealing.”

Mike Kilbert, co-owner of Complete Strategist, the New York-based games store, says game samples and game days are great opportunities to introduce new titles, particularly those that are more complex, to consumers. At his shop, Kilbert focuses primarily on strategy game titles, which makes it easier for him when choosing from the bevy of games currently on the market. “There's a social interaction that you don't get with computer games,” he says. “You can actually interact with other people.”

For Los Angeles-based Imagination Games, the DVD and board game manufacturer wants to focus on smaller, niche retailers like Complete Strategist this year. To that end, the company has a new game in the works, Mind Twist, designed specifically for specialty. Also new this year is Backwords, a game inspired by the world's fastest backwards talker, David Suhrer. Imagination Games executive vice president Dean Bolte says that, when approaching retailers, it's important to understand the buyers and who their customers are before you walk into stores with a game. Everyone has different customers, he says.

When Jacobe Chrisman used to work for Cranium, he gained a real education in what works and what doesn't in the category and applied it to his new company, Seattle-based I Can Do That! Games. Currently, the company is launching its first set of three Dr. Seuss games, including You to the Rescue, based on the Horton Hears a Who! tale about an elephant who wants to protect microscopic creatures from harm; I Can Do That with The Cat in the Hat; and Sing Your Heart Out, featuring play activities from How the Grinch Stole Christmas. Each of the games incorporates a traditional board plus role-play items, which are used to recreate moments from the books.

The company's game plan of “play test, play test, play test!” has been critical, says Chrisman. “When you create toys, you have to think about a lot more than was it fun. Was there too much competition? Was it too short? Was it too long? There's that moment when you see a child has done something that they have never done before, and you know you have something unique, that's one of the advantages of play testing.”

Roth adds, “It's a competitive segment, but I think there's always a place in the market for board games, especially ones that add a [more] fun element for kids than roll and move. It's a category that always faces challenges, but it's been around since the stone age!”

 

Gassy Gus

If you were at this year's American International Toy Fair in February, you may remember hearing some, um, gaseous sounds inside the restrooms. This was Indianapolis-based Fundex Games' way of “breaking the mold” to promote its line of Rule Breaker Games, according to Dan Sabato, director of marketing. “I still hear people talking about it,” he tells Playthings. “A lot of people who came by our booth wanted to see what Gassy Gus was all about after hearing him in the bathrooms. We had a life-size Gus in our booth randomly breaking wind, and we handed out Gassy Gus whoopie cushions. Thank goodness the people in the Mega Brands booth across from us appreciated the humor.” Sabato says that, since the Fundex marketing budget isn't huge, the company always looks for other ways to “make noise.”

Gassy Gus will be out this holiday, along with a new card game, Rage.

Wow! Cranium adds board game for big kids

NEW THIS FALL For adults, Cranium Wow updates classic Cranium play to include more mature-themed game questions and activity cards, including one that asks you to use your teammate as a puppet to act out milking a cow. Players must rely on their artistic, acting and word skills to earn points. Wow will also include 12 small, collectible vinyl game movers—with interchangable hats and hairstyles—designed by Cranium illustrator Gary Baseman. Each game will include an assortment of four movers, but additional pieces can be purchased online. The figures will change each year. Cranium Wow is the first adults-only game to be sold at Starbucks.

Strategy Games

In Conquer Everest from Uncle Milton, Westlake Village, Calif., a unique 3-D board is comprised of actual photographs of the mountain. Players aim to reach the summit by choosing paths based on actual ascent routes used by real explorers. The first mountaineer to the top is the winner.

In Cover Your Tracks from Alexandria, Va.-based ThinkFun, players are challenged to cover their tracks on the board (through mud, sand, snow and cement) to avoid being followed. Kids can select one of 20 challenge cards to test their spatial development skills.

Make your path through the jungle in Idol Quest, the latest strategy title from Rex Games. To start, each player places two blocks anywhere on the board. Players continue to build in order to create a path through the jungle to retrieve a priceless artifact that sits atop an ancient tower. For two to four players, the game is recommended for ages 7 and up.

Game Show Games

Fox's Are you Smarter than Fifth Grader?, which challenges adults to answer fifth-grade level questions, is currently the top-rated game show on television, and this fall, Hasbro launches its own home version of the popular series.

No actual singing is required for Carlsbad, Calif.-based USAopoly's latest take on Monopoly: My American Idol Edition.

And based on the 1970s show hosted by Gene Rayburn, The Match Game, a new DVD from Endless Games, South Amboy, N.J., is as close to the real thing as you can get. Using clips of the original show, players can try to match their answers to those of the popular celebrities that made it famous, including Bettie White, Nipsey Russel and Charles Nelson Reilly.

5 Steps to get into retail

Your game has it all: incredible packaging, great age range and loads of fun, since you tested it extensively, right? So now you're ready for the next step, getting retail buyers to say yes to your game. But know this: a retail store that picks up your game will never buy it again if it doesn't sell, so before approaching a buyer, think exhaustively about what you can do to ensure sell-through, and bring that to the table when pitching your game. Below, I've incorporated sell-through strategies into other ideas proven effective in getting retailers interested in buying new game titles:

1. The Personal Touch.

Picking up the phone and talking directly to a buyer is incredibly effective. Respect the fact that buyers are very busy people. Take 5 seconds to introduce yourself, and then ask if you can have 30 seconds of their time to explain your game. If they say yes, it's time to shine—quickly and concisely!

2. Simplicity Sells.

Distill the essence of your game. When talking to a buyer, your greatest asset is your ability to enthusiastically and fully communicate your game-play in 30 seconds or less. If you can do this, the buyer will be confident his or her staff can do the same when talking to customers. And they're right!

3. Demo Heaven.

Nothing is more powerful in creating sell-through than a store whose staff is knowledgeable and excited about your game. Store employees are unlikely to be excited about a game they've never played, so it's essential you afford them every possible opportunity to enjoy yours. Include free demo copies for staff to play both in the store and at home.

4. The Price is Right.

Retailers, like consumers, are much more likely to take a chance on a game that is priced under $20 MSRP. The likelihood of sell-through is better and the up-front investment is less. Price your game over $20 and you face an uphill battle. Price it too low, and retailers may find the margin unexciting.

5. Pay the Freight.

Buyers are looking for reasons to buy. After all, it's what they do! After giving your 30 seconds on game play, 10 seconds on pricing and free demos, wrap up your presentation nicely with an offer of free freight on the first shipment. The buyer's already palpable excitement will tip in the right direction, and you will have a well-earned sale in the hopper.

Dan Levy, president of Funstreet Inc., Northfield, Ill., has designed and published three family games since 2003, including the Ruckus Card Game and the just-released Pile it Card Game. Levy also oversees all aspects of the sales and marketing of Funstreet's games to specialty toy stores throughout the United States.

Word Games

In the word game Backwords (pictured on page 18) from Imagination Games, players must translate words spelled backwords to their former forms.

Winning Moves updates a classic with the launch of its new Super Scrabble Deluxe for enthusiasts. It features a larger, rotating board with raised grids, and 200 wooden tiles instead of the usual 100.

In Yamodo! from the Dobbs Ferry, N.Y.-based company of the same name, players use their imaginations to complete doodles based on made-up words. On each pass, players add something to the drawing and write another part of the word's definition.

McNeil Designs for Brighter Minds, Wilmington, Del., has partnered with Reader's Digest to develop a line of new line of word games based on the popular Reader's Digest National Word Power Challenge, a middle school-level vocabulary competition.

5 tips on choosing games

Choosing the right games can be a challenge, particularly at a specialty store, where shelf space is often limited. But space limitations alone are not the only thing to take into account when maintaining your games section. With a slew of choices in the games category, it's impossible to stock every title, so make sure you have a keen sense of what your customers' likes and dislikes are before choosing—and don't be afraid to focus on one specialty games category and become an expert on it. John LeClair of Puzzle Me This, a puzzles shop with a wide selection of games in Provincetown, Mass., shared the following five tips for choosing the right products for your store's game section:

  1. Make them think: People like challenges. You often find bright 8-year-olds that are better at doing games and puzzles than 25-year-olds.
  2. Stay on top of orders:Regular customers, in particular, will come in to ask about the latest, newest and different.
  3. Play, and play again:Most games have a tremendous amount of play value. It's not just one thing to solve in a given puzzle or game, but there may be 20 different objectives. So after you've solved one you then try a different one, a feature that greatly extends a game's lifespan.
  4. Know your environment: [My store is in] a very summer resort area. Puzzles, for example, are extremely popular for people on vacation looking for a rainy day activity. We get so many people in the summer that it's like Christmastime in our store.
  5. Good quality: You want a game that lasts. Good quality—people are always looking for that.

Card Games

Ever want to produce your own reality TV game? Test your producing skills with Reality Check from Playroom Entertainment, Van Nuys, Calif. To develop the craziest series, use cards to determine what will be the next addition. The game is recommended for 2 to 6 players ages 8 and up.

New York-based NY Game Factory has three new, 100-card games ready for 2007, including Drive n' Dunk, a basketball card game that includes a beanbag basketball for play; Double Play, a baseball card game; and Red Zone, for football fans. Both come with a playing field/scoreboard and a dry-erase marker.

Pile on the cards with Pile It from Northfield, Ill.-based Funstreet Games. The new game for ages 6 and up pits up to four players against each other in a three-round race to flip and sort cards into different piles.

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