Hollandazed: Thoughts, Ideas, and Miscellany — business
FROM THE ARCHIVES: CYBORG MOM (by Tom Russell)
We're a small company, and that's by design. Being small and somewhat marginal allows us to take creative risks without risking our financial well-being. While we've grown our business over the last two-plus years, adding titles to our catalogue, adding components such as cards and wood bits to our games, and winning over new customers, we've also been careful to try and control that growth, and to stay small. Partially this is because we've seen countless other examples of small businesses that got too big too quickly, and then collapsed as the things that made it work as a small-and-scrappy...
FROM THE ARCHIVES: COVERS, COUNTERS, AND CARDS (by Tom Russell)
As most folks know by now, we publish games using a print-on-demand model. This means that when you buy a game, we take the money that you gave us and from that we pay our printer and set aside money for royalties. We don't pay a cent before then, and this allows us to publish a larger number of games, and to sometimes publish games that are aggressively unusual or uncommercial. Okay, so that isn't exactly one hundred percent true. For one thing, wood bits and cards - which are becoming increasingly prominent in our games - have to be...
FROM THE ARCHIVES: ADVENTURES IN INTERNATIONAL FINANCE (by Mary & Tom Russell)
Probably the most hotly-anticipated title in our opening line-up is Cole Wehrle's An Infamous Traffic. Certainly, we're very eager to bring Mr. Wehrle's design to the public, and are putting steps into place to ensure we'll be able to keep up with the demand as much as humanly possible. Photo of what The Precious might look like. These fake precious were found on Amazon for $1.95 + $3.82 shipping for a total of 10. Yes, only 10, not the nice little pile as seen in the photo. Part of keeping up with that demand is to make sure we have...
CYBORG MOM (by Tom Russell)
We're a small company, and that's by design. Being small and somewhat marginal allows us to take creative risks without risking our financial well-being. While we've grown our business over the last two-plus years, adding titles to our catalogue, adding components such as cards and wood bits to our games, and winning over new customers, we've also been careful to try and control that growth, and to stay small. Partially this is because we've seen countless other examples of small businesses that got too big too quickly, and then collapsed as the things that made it work as a small-and-scrappy...
COVERS, COUNTERS, AND CARDS (by Tom Russell)
As most folks know by now, we publish games using a print-on-demand model. This means that when you buy a game, we take the money that you gave us and from that we pay our printer and set aside money for royalties. We don't pay a cent before then, and this allows us to publish a larger number of games, and to sometimes publish games that are aggressively unusual or uncommercial. Okay, so that isn't exactly one hundred percent true. For one thing, wood bits and cards - which are becoming increasingly prominent in our games - have to be...
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