Tabletop is not just “video games with cardboard”
The legal shape of a board game is genuinely different. The product is physical, so manufacturing and fulfilment matter. The money often arrives through licensing and foreign editions rather than direct sales. The team is usually a designer plus contributors rather than a large game studio. And crowdfunding has turned a lot of designers into publishers, with the obligations that carries.
None of that is exotic, but it is specific, and it is not what most general practice lawyers spend their time on. At Legal Moves Law Firm, our practice is video game and board game companies, and not much else.
Let's get into some specifics about board game law.
What copyright actually protects in a board game
This is where almost every conversation starts, so here it is plainly.
Copyright does not extend to a procedure, process, system, or method of operation. A game's mechanics are a system. The rules, as rules, are just ideas (no matter how clever or creative they may be). Neither is owned by anyone, as such.
That is not the same as saying a reskin is automatically safe. Copy the rulebook wording, the card text, the art, or the specific way a set of components is selected and arranged, and you are copying expression. Even if you've modified the theme.
This expression is what copyright does protect. Your illustrations. The specific wording of your rulebook and your cards. Your characters, your setting, your art direction.
That has two consequences and you should be aware of both. Someone can build a game that plays very much like yours, genuinely writing their own rules text and commissioning their own art, and be in the clear. And you can admire a mechanic and use it, as long as you do not bring the expression into your game with it. The line is whether what was taken was the system itself, or the way it was expressed (how it was written and drawn).
So the money goes on the layer that is actually defensible, plus the name.
The name is the asset
Your title and your imprint can function as trademarks, and trademark is where you have real leverage in tabletop.
Priority in the US mostly follows who used the name in commerce first rather than who filed first, though an intent to use application can hold your place from the filing date if you follow through. Either way, it's important to clear the proposed name early. This helps to make sure it's safe to use, and is worth more than almost anything else you can do at that stage.
The deals
If you are pitching to a publisher, the terms that decide your outcome are the royalty definition, what is recoupable, the territory, the term (how long they have rights to your game design), and what reverts to you when the game goes out of print.
If you are the publisher, you need the same terms working the other direction, plus contributor agreements that actually move the rights in the art, the sculpts, and the graphic design.
And if the game is doing well, the next contracts are foreign language and localization licenses, branded accessories licenses, and more. That is where a lot of tabletop revenue comes from and where a lot of disputes can start.
Crowdfunding makes you a publisher
The moment you run a crowdfunding campaign, you are making public commitments about a product that does not exist. You are now a manufacturer's customer, and you are holding backer money against a future delivery.
Almost all of the risk there is in what you promised and in the agreements behind it. Both are far cheaper to get right before the campaign goes live.