{"id":34152,"date":"2026-01-31T09:00:09","date_gmt":"2026-01-31T09:00:09","guid":{"rendered":"https:\/\/herotime1.com\/?p=34152"},"modified":"2026-02-02T04:27:52","modified_gmt":"2026-02-02T04:27:52","slug":"how-many-copies-of-your-board-game-should-you-print","status":"publish","type":"post","link":"https:\/\/herotime1.com\/academy\/manufacturing\/how-many-copies-of-your-board-game-should-you-print\/","title":{"rendered":"How Many Copies of Your Board Game Should You Print?"},"content":{"rendered":"

One of the most important decisions you\u2019ll make as a board game creator is how many copies of your game to print. Whether you\u2019re preparing for your first Kickstarter or managing a reprint of a successful game, choosing the right production run size has a big impact on your production costs<\/a>, your margins, your logistics, and your game\u2019s overall success.<\/p>\n

We offer flexible production brackets to help creators at every stage of their publishing journey. Our standard pricing tiers start at 500 copies (our minimum order quantity), with better per-unit pricing at 1,000, 3,000, and 5,000+ units.<\/p>\n

In this guide, we\u2019ll walk you through the pros and cons of each production run size, and help you think through the right quantity for your game based on your specific situation.<\/p>\n

Why Your Game\u2019s Print Run Size Matters<\/h2>\n

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When it comes to production run size and cost, it\u2019s simple: manufacturing more copies brings down your cost per unit. This is the principle of economies of scale. MOQs exist because setup work is fixed, meaning a small print run requires the same setup time as a much larger one. This is why there’s a minimum viable print run, and why unit costs improve as quantity increases.<\/p>\n

However, while higher volumes mean better margins, they also come with higher upfront costs and more storage requirements for your game. The goal is to balance your financial risks with your game\u2019s sales potential.<\/p>\n

Let\u2019s say you have a successful Kickstarter campaign. Printing too few copies might leave you with unmet demand and no stock just when your game is gaining momentum. Printing too many can lead to unsold inventory, ongoing warehousing costs, and financial stress, since you\u2019ll have used your budget for production and won\u2019t have enough left over for marketing your game.<\/p>\n

When it comes to production quantity, the right answer depends on your goals, your audience size, and your business plan for your game.<\/p>\n

Order Quantities for Board Games With Hero Time<\/h2>\n

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We\u2019ve designed our standard pricing brackets around what makes sense for both creators and production efficiency. Here are the common breakpoints:<\/p>\n