SigninG a Publishing Contract

Introduction


The process of reading through a contract can be painful, but think of it like editing a rulebook. The contract lays out the rules that you and your publisher will follow in your business relationship. It’s just as important to get this right as it is to get the rules right in the game you’re publishing — and it can have real-world consequences for you and your game.


If all goes well, you might never have to look at your contract again after you sign it. Most of the time, you’ll have no major disputes and no huge windfalls. When you’re reading the contract language, though, also think about the edge cases. If things go really wrong, will you be well protected? If things go amazingly well, will you be fairly compensated?


In the menu on this page, you'll find links to our explanations of the sections of a model contract. This document was not written by a lawyer — it is not legal advice and is not a substitute for having a lawyer look at a contract you’ve been offered. (See our list of attorneys who have experience with boardgame contracts.) Our goal is to help you understand more about the contract you’re being asked to sign, so that you can advocate for changes that would make it better for you. If all game designers do this, we can move the industry forward.


Note: In TTRPGs, it is also common to see contracts that are set up as work for hire — that is, the publisher treats you as a contractor or employee, and has total permanent ownership of your work (not just a license). This document doesn’t address that type of contract.


This is a new document and we expect it to evolve! If you have suggestions for additions or revisions please email contracts@ttgda.org.


Sources

We have drawn heavily from: 

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