![]() ![]() Two short years after starting the company, we published Ticket to Ride, a rail adventure game where up to 5 players compete to claim railway routes throughout North America by collecting and playing matching train cards. How else could you teach an entirely new game to the largest possible group of people, in the shortest possible amount of time, at the lowest possible cost, than letting them try their hand online first? As a result, on day one we split our efforts down the middle, with half the company working nonstop to figure out how to publish and distribute amazing game experiences on cardboard, while the other half was busy crafting digital versions of these same games. When it came to marketing, that meant leveraging the internet - not just to spread the word, but to help spread the game itself. We needed to leverage our experience from the high-tech space and simply build a company that ran faster, cheaper, and smarter than the big guys. From the onset, it was clear that we could not outdo or outspend our multinational competitors that had been at the top of their game for the past hundred years. This last question - How can you successfully market a board game, in this day and age? - was foremost on our mind when we started the company in May 2002.
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