Board Game Reprint: When and How
A board game reprint is a second print run of a game that has sold out, or is about to. It is one of the best milestones a publisher can reach: players enjoyed the first print run, demand is still there, and your game has found its place in the market.
A second print run is simpler than the first. Your files are ready, the components are chosen, and you have the experience. But it still needs planning. How many copies should you print? Should you upgrade components? How do you pay for it? This guide answers those questions.
If you are ready to reprint, or making your first game, contact us for a quote.

When to Reprint Your Game
Reprint when your first print run is selling out. Whether you sell through crowdfunding, shops or direct, low stock is the clearest sign of more demand. Plan your reprint now if:
- You are down to the last 10% to 20% of stock. A gap in availability kills momentum and lost sales are hard to win back.
- Shops or distributors ask for more copies. That is a strong sign the market can take another run.
- Players ask where to buy. A reprint keeps players engaged and your game in the public eye.
- A convention or the holiday season is coming. Timing the reprint for a big event helps you sell more copies.
The most common mistake when reprinting a board game is waiting too long.
What Stays the Same and What Can Change
Most of the heavy lifting is already done: your artwork files, your moulds and your component choices from the first run. A reprint is also a chance to improve the game based on player feedback.
What usually stays the same:
- The game design and rules (unless you plan a second edition).
- The core artwork and components.
- The box size and shape, which matters for shops and fulfilment.
What you might update:
- Rulebook clarity: fix any rules players found confusing.
- Component quality: thicker cards, a sturdier box or a better insert.
- Artwork corrections: fix typos, contrast or layouts.
- Stretch goals and promos: fold popular extras into the core game.
- Expansions: print new content alongside the reprint.
Keep the balance. Improve what adds value, but do not change so much that the reprint feels like a different edition. Players expect the same game between print runs, especially if they buy expansions later.
What a Reprint Costs
A reprint usually costs less per game than the first run, for three reasons:
- No new setup for your files. If nothing changes in your files, we can go straight into the reprint, and an extra discount of about 5% to 10% can apply.
- Moulds are already made. Custom moulds from the first run are reused.
- A bigger run. Many publishers print more the second time, which lowers the cost per game.
Some costs come back on every run. Offset printing needs new printing plates each time, and each machine is set up again. Prices are also quoted per quarter, so your reprint gets a new quote at that time's material and labour costs.
Your files stay yours. All artwork and files belong to you, and we send them on request, so you are free to choose any manufacturer for every print run.
Production Considerations
A reprint gets into production faster, because your files are ready. Production itself takes from 30 days after approved files for a simple card game, up to 45 days for a heavy game, and plan for shipping on top. If you are aiming for a season, start early.
If you make small improvements, confirm with your manufacturer that new components will match the old run. This matters for mixed sets of cards or for expansions.
With the experience of the first run, you know the timeline and the costs, and you can fix the mistakes and compromises of the first edition early.
Financial Planning for a Reprint
A reprint is easier than the first run, because you know the game sells. It is also riskier: you are likely printing more, and you may not have crowdfunding money to pay for it.
Estimating Demand
Your first print run is your best data. Look at how fast it sold, how many copies went to backers and how many to shops, and whether demand is growing or slowing. Print enough for the next 12 to 18 months of sales, but do not tie up too much cash in slow stock. Our guide on how many copies to print helps you choose.
A bigger run lowers the cost per game. Even at the same retail price, your margin improves, which is why successful games become more profitable over time.
Funding the Reprint
Unlike the first run, you may not have crowdfunding money in the bank. A reprint can be paid for with revenue from the first run, advance orders from shops and distributors, or another crowdfunding campaign. Secure the money before you order.
You pay for manufacturing and shipping upfront, but shops and distributors may pay you weeks or months later. Plan your cash flow so the reprint is not held up.
Common Mistakes to Avoid
- Waiting too long to order. Running out of stock hurts your brand and makes shops hesitant to reorder, especially on Amazon or Walmart.
- Changing too much. Too many changes feel like a new edition and can split your audience.
- Printing too few copies. If the reprint sells out at once, you left money on the table and must start again.
- Printing too many copies. Contact us and we will help you choose a balanced quantity.
- Ignoring player feedback. Players are your best quality control. Fix the issues they raise before you print thousands more.
How We Can Help
We make reprints of board games and card games for first-time and established publishers all the time. We can help with component upgrades, quantities, timing and improvements. We keep your files on record, so you only send new files if you want changes.
The Bottom Line
A reprint is a milestone worth celebrating: your game has fans, demand and staying power. It is easier than the first run, but it still needs planning, from when to reprint to what to change. Contact us and we will help you with every step, whether it is your first run or your latest reprint.
Frequently Asked Questions
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