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2022
Intellectual Property and Tabletop Games Intellectual Property and Tabletop Games
Christopher B. Seaman
Washington and Lee University School of Law
Thuan Tran
Washington and Lee University School of Law
, tran.t21@law.wlu.edu
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Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law
Commons
Recommended Citation Recommended Citation
Christopher B. Seaman & Thuan Tran, Intellectual Property and Tabletop Games, 107 Iowa L. Rev. 1615
(2022).
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1615
Intellectual Property and
Tabletop Games
Christopher B. Seaman
*
& Thuan Tran
**
ABSTRACT: There is a rich body of literature regarding intellectual
property’s (“IP”) “negative spaces”—fields where creation and innovation
thrive without significant formal protection from IP law. Scholars have
written about innovation in diverse fields despite weak or nonexistent IP
rights, such as fashion design, fine cuisine, stand-up comedy, magic tricks,
tattoos, and sports plays. Instead, these fields rely on social norms, first-
mover advantage, and other (non-IP) legal regimes to promote innovation
in the absence of IP protection.
As a comparison to these studies, this Article comprehensively analyzes the
role of IP law in facilitating innovation in tabletop gaming, including
board games, card games, and pen-and-paper role-playing games. Over the
past several decades, the tabletop gaming industry has seen a proliferation of
innovation, but there is surprisingly little in the academic literature about
IP and tabletop games. IP rights, including patents, copyrights, and
trademarks, each protect certain aspects of games, while at the same time
being constrained by doctrinal limitations that leave considerable flexibility
for others to develop their own games and adapt or improve upon existing
ones. There are also numerous examples of user-based innovation in
tabletop gaming. This Article concludes by contending that IP rights, as well
as their limitations, play a significant role in facilitating the robust
innovation presently occurring in the tabletop gaming field.
*
Professor of Law and Director, Frances Lewis Law Center, Washington and Lee
University School of Law. Email: seamanc@wlu.edu. Professor Seaman dedicates this article to
his family, who loves to play tabletop games (and usually beats him at them).
**
Associate Attorney, Dunlap, Bennett & Ludwig. J.D., 2021, Washington and Lee
University School of Law.
The authors thank B.J. Ard, Tait Graves, Brett Trout, and participants of the 18th
Annual Works-in-Progress in Intellectual Property Colloquium (WIPIP 2021) and the Iowa
Innovation, Business & Law Center Distinguished Speaker Series Summer 2021 for their
valuable feedback on this project. We are also grateful for helpful conversations with Andrew
Lewis, Justin Jacobson, and Tim Wiesch.
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1616 IOWA LAW REVIEW [Vol. 107:1615
I. INTRODUCTION .................................................................................... 1617
II. IP AND INNOVATION: THEORY AND LIMITS .......................................... 1620
III. THE TABLETOP GAMING INDUSTRY ...................................................... 1624
A. OVERVIEW AND HISTORY................................................................. 1624
B. MARKET SEGMENTS AND GAME PUBLISHERS .................................... 1628
C. THE PROCESS OF INVENTING A NEW GAME ....................................... 1631
D. THE TABLETOP GAMING COMMUNITY ............................................. 1632
IV. IP PROTECTION AND LIMITS FOR TABLETOP GAMES ............................ 1634
A. COPYRIGHT .................................................................................... 1634
B. PATENT ......................................................................................... 1641
C. TRADEMARK .................................................................................. 1651
D. OTHER IP RIGHTS .......................................................................... 1656
V. CASE STUDIES ....................................................................................... 1661
A. DUNGEONS & DRAGONS ................................................................. 1662
1. Overview ................................................................................ 1662
2. IP Rights ................................................................................ 1662
3. IP Enforcement .................................................................... 1663
4. IP Licensing and User-Generated Content ........................ 1665
B. MAGIC: THE GATHERING ............................................................... 1668
1. Overview ................................................................................ 1668
2. IP Rights ................................................................................ 1669
3. IP Enforcement .................................................................... 1671
4. IP Licensing and User-Generated Content ........................ 1672
C. SETTLERS OF CATAN ....................................................................... 1673
1. Overview ................................................................................ 1673
2. IP Rights ................................................................................ 1674
3. IP Enforcement .................................................................... 1674
4. IP Licensing and Fair Use Policy ......................................... 1675
VI. IMPLICATIONS ...................................................................................... 1677
VII. CONCLUSION ....................................................................................... 1683
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I. INTRODUCTION
Tabletop games are nearly as old as civilization itself.
1
Thousands of
years before Monopoly, games like Senet and The Royal Game of Ur were played
from Egypt to modern-day India.
2
Dicean integral part of many modern
games—have been found in archeological sites in places as far flung as
Pakistan, Scotland, and Mexico.
3
Playing cards originated in ninth century
AD China.
4
Even widely played games like checkers, chess, dominos, and
backgammon have a lengthy lineage, with their predecessors dating back a
millennia or more.
5
Despite this rich history, innovation in the modern tabletop gaming
industry is abundant. Board games are currently experiencing a “golden
age,” with a wide range of options, game types, and price points.
6
Over the
past few decades, there has been a proliferation of new and innovative
games, ranging from Euro-style board games like Settlers of Catan,
7
worker
placement games like Agricola,
8
cooperative games like Pandemic,
9
role-
1. As used in this Article, “tabletop games” and “tabletop gaming” are defined broadly to
encompass nearly all games that can be played on a tabletop or similar surface, including board
games, card games, pen-and-paper role-playing games, and miniature wargames. See Tabletop
Game, L
EXICO, https://www.lexico.com/en/definition/tabletop_game [https://perma.cc/
T9HT-VRB8] (defining “tabletop game” as “a game played on a flat surface, such as a board
game or card game”); E
RNEST ADAMS, FUNDAMENTALS OF GAME DESIGN, at xv (2d ed. 2009)
(referring to “tabletop games” as “card games such as poker, board games such as Monopoly, and
so on”). Video games and computer games are excluded from our definition of tabletop gaming,
but it does include board games with electronic components.
2. See J
ACK BOTERMANS, THE BOOK OF GAMES: STRATEGY, TACTICS & HISTORY 711–14
(Edgar Loy Fankbonner trans., 2008); T
RISTAN DONOVAN, ITS ALL A GAME: THE HISTORY OF
BOARD GAMES FROM MONOPOLY TO SETTLERS OF CATAN 9–18 (1st ed. 2017); Grant Piper, The
5,000 Year Old Games We’re Still Playing Today, M
EDIUM: HIST. OF YESTERDAY (Sept. 27, 2020),
https://medium.com/history-of-yesterday/the-5-000-year-old-games-were-still-playing-today-b47
c679f6b42 [https://perma.cc/Y8NR-JCFN]. A copy of “the game of thirty squares”—now called
Senetwas found buried in Pharaoh Tutankhamun (King Tut)’s tomb. D
ONOVAN, supra, at 10–11.
3. See generally V. Gordon Childe & J. Wilson Paterson, Provisional Report on the Excavations
at Skara Brae, and on Finds from the 1927 and 1928 Campaigns, 63 P
ROC. SOCY ANTIQUARIES SCOT.
225 (1929) (explaining discovery in Scotland); George F. Dales, Of Dice and Men, 88 J. AM.
ORIENTAL SOCY 14 (1968) (explaining discovery in Pakistan); Barbara Voorhies, The Deep Prehistory
of Indian Gaming: Possible Late Archaic Period Game Boards at the Tlacuachero Shellmound, Chiapas,
Mexico, 24 L
ATIN AM. ANTIQUITY 98 (2013) (explaining discovery in Mexico).
4. See Andrew Lo, The Game of Leaves: An Inquiry into the Origin of Chinese Playing Cards, 63
B
ULL. SCH. ORIENTAL & AFR. STUD. 389, 401 (2000).
5. D
ONOVAN, supra note 2, at 19–50.
6. See Casey Phillips, Physical Board Games Are Experiencing a ‘Golden Age’, A
SSOCIATED PRESS
(Sept. 3, 2016), https://apnews.com/article/75bde6bfa11a4844bad636697ce509bc; see also
Alex Fitzpatrick, This Board Game Designer Isn’t Sorry About Taking a Big Risk, T
IME (June 30,
2016, 8:00 AM), https://time.com/4385490/board-game-design (“People have described [this]
as a golden age. There’s a lot of innovation happening, a lot of people stretching the space.”).
7. K
LAUS TEUBER, THE SETTLERS OF CATAN (Mayfair Games 1996).
8. U
WE ROSENBERG, AGRICOLA (Z-Man Games 2008).
9. M
ATT LEACOCK, PANDEMIC (Z-Man Games 2008).
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1618 IOWA LAW REVIEW [Vol. 107:1615
playing games (“RPGs”) like Dungeons & Dragons,
10
and card-based games
like Magic: The Gathering.
11
In the past several years, board game sales have
soared, driven by lockdowns and school closures due to the COVID-19
pandemic.
12
The tabletop gaming market is expected to exceed $20 billion
in annual sales by 2025,
13
not far behind other major entertainment
industries like recorded music and the movie box office.
14
Traditionally, intellectual property (“IP”) law has been viewed as a key
driver of innovation. Indeed, the Constitution itself embodies a utilitarian
view of IP, expressly conditioning the grant of patent and copyright rights to
a particular purpose—namely, “[t]o promote the Progress of Science and
useful Arts.”
15
More recently, however, some legal scholars have challenged
this view by identifying numerous industries where innovation occurs
“without significant . . . protection” from IP law.
16
In these so-called “negative
spaces,” creativity thrives despite weak or nonexistent IP rights.
17
Instead,
creators in these fields rely on social norms, first-mover advantage, and other
(non-IP) legal regimes to facilitate innovation.
As a comparison, this Article critically examines the role of IP law in
promoting innovation in the tabletop gaming industry. Despite being a
source of entertainment and distraction for millions of Americans, there is
surprisingly little in the academic literature regarding IP and tabletop
games.
18
This Article seeks to fill this notable gap in the literature by
10. GARY GYGAX & DAVE ARNESON, DUNGEONS & DRAGONS (TSR, Inc. 1974). There are
numerous editions of Dungeons & Dragons; the current 5th edition was released in 2014. See
infra Part V.A (discussing the history of the game).
11. R
ICHARD GARFIELD, MAGIC: THE GATHERING (Wizards of the Coast LLC 1993).
12. See Erick Bauer, The NPD Group, U.S. Toy Industry Experienced 19 Percent Growth in the
First Three Quarters of 2020, C
ISION PRWEB (Oct. 30, 2020), https://www.npd.com/wps/portal/
npd/us/news/press-releases/2020/us-toy-industry-experienced-19-percent-growth-in-the-first-t
hree-quarters-of-2020 [https://perma.cc/HSM6-SB5Q].
13. See Grand View Research, Inc., Playing Cards & Board Games Market Size Worth $21.56
Billion by 2025: Grand View Research, Inc., C
ISION PR NEWSWIRE (Oct. 9, 2019, 6:35 AM), https://
www.prnewswire.com/news-releases/playing-cards—board-games-market-size-worth-21-56-billio
n-by-2025-grand-view-research-inc-300934566.html [https://perma.cc/8F3R-TDXJ].
14. See Marie Charlotte Götting, Global Recorded Music Revenue From 1999 to 2020, S
TATISTA
(July 14, 2021), https://www.statista.com/statistics/272305/global-revenue-of-the-music-industry
[https://perma.cc/5SS3-2PSV] (finding total revenue of the recorded music industry in 2019
was $21.5 billion); José Gabriel Navarro, Global Box Office Revenue from 2005 to 2020, S
TATISTA
(Aug. 12, 2021), https://www.statista.com/statistics/271856/global-box-office-revenue [https:/
/perma.cc/BW9W-FCBQ] (finding total revenue of the global box office in 2019 was $42.2
billion).
15. U.S.
CONST. art. I, § 8, cl. 8.
16. See Elizabeth L. Rosenblatt, Intellectual Property’s Negative Space: Beyond the Utilitarian, 40
F
LA. ST. U. L. REV. 441, 442 (2013) (defining “intellectual property’s ‘negative spaces’” as “areas
where creation and innovation thrive without significant formal intellectual property protection”).
17. See infra notes 36–43 and accompanying text.
18. The handful of articles that have addressed various forms of IP protection for board
games include Bruce E. Boyden, Games and Other Uncopyrightable Systems, 18 G
EO. MASON L. REV.
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conducting the first comprehensive assessment of IP protection for tabletop
games.
Tabletop games occupy a unique space at the intersection of patent,
copyright, and trademark law.
19
Each major IP regime offers legal protection
for certain aspects of games, but with significant limitations and exceptions
that allow others to create their own games and improve upon existing ones.
For example, copyright law can protect the illustrations and visual
appearance of games, as well as expressive text describing how to play a
game, but not the underlying rules or methods of play.
20
In contrast, a
game’s mechanics and components may be protectable under patent law,
but only if it is novel and nonobvious and can satisfy current jurisprudence
regarding patent eligibility, which generally precludes patenting abstract
ideas like a set of game rules.
21
Trademark law precludes others from using a
name, symbol, or logo that is the same or confusingly similar to an existing
game to market their own games,
22
but it too is subject to numerous
exceptions, such as parodies
23
and terms that have become generic.
24
In
addition, there are numerous examples of user-based innovation in tabletop
gaming, such as fan-created expansions and modifications of existing
games.
25
The remainder of this Article proceeds as follows. Part II summarizes
IP’s role in incentivizing innovation generally, starting with an overview of
the theoretical justifications for IP law, followed by a more detailed
discussion of existing scholarship regarding IP’s negative spaces. Part III
provides an overview of the tabletop gaming industry. Part IV analyzes the
scope of intellectual property protection for various aspects of tabletop
gaming, including copyrights, patents (both utility and design), and
trademarks. Next, Part V evaluates how IP law has impacted the creation,
development, and evolution of several landmark games—Dungeons and
439 (2011); William K. Ford & Raizel Liebler, Games Are Not Coffee Mugs: Games and the Right of
Publicity, 29 S
ANTA CLARA COMPUT. & HIGH TECH. L.J. 1 (2012); Shubha Ghosh, Patenting Games:
Baker v. Selden Revisited, 11 V
AND. J. ENT. & TECH. L. 871 (2009); Kevin P. Hales, A Trivial Pursuit:
Scrabbling for a Board Game Copyright Rationale, 22 S
ETON HALL J. SPORTS & ENT. L. 241 (2012);
Daniel J. Schaeffer, Not Playing Around: Board Games and Intellectual Property Law, 7 L
ANDSLIDE 40
(2015); see also Pamela Samuelson, Why Copyright Law Excludes Systems and Processes from the Scope of
Its Protection, 85 T
EX. L. REV. 1921, 1942–44 (2007) (discussing copyright law’s exclusions under
§ 102(b) and its application to games).
19. See Boyden, supra note 18, at 441 (“[G]ames exist at the boundary of intellectual property
law.”).
20. See infra Section IV.A.
21. See infra Section IV.B.
22. See infra Section IV.C.
23. Cf. Cards Against Human., LLC v. Vampire Squid Cards, LLC, Opposition No.
91225576, 2019 WL 1491525 (T.T.A.B. Feb. 28, 2019) (rejecting a parody claim).
24. See, e.g., Anti-Monopoly, Inc. v. Gen. Mills Fun Grp., Inc., 684 F.2d 1316, 1321 (9th Cir.
1982).
25. See infra notes 543–47 and accompanying text.
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1620 IOWA LAW REVIEW [Vol. 107:1615
Dragons, Magic: The Gathering, and Settlers of Catan—in the form of case
studies. Part VI discusses a number of implications regarding IP law’s role in
facilitating innovation in the tabletop gaming field. Part VII briefly concludes.
II. IP
AND INNOVATION: THEORY AND LIMITS
This Part provides a brief overview of the theoretical justifications for IP
law and its role in promoting innovation. It also discusses the growing body
of scholarship about industries where innovation thrives despite the absence
or inapplicability of IP protection.
In the United States, utilitarian theory has “long provided the dominant
paradigm for analyzing and justifying the various forms of intellectual
property protection.”
26
According to this theory, “[b]y granting exclusivity to
creators . . . intellectual property law enables them to profit from their work,
thereby creating an incentive for them to create.”
27
In short, the primary
goal of IP law is the “promotion of new and improved works—whether
technological or expressive.”
28
For patents and copyrights, this utilitarian principle is enshrined in the
Constitution itself, which provides that “Congress shall . . . promote the
Progress of Science and useful Arts, by securing for limited Times to Authors
and Inventors the exclusive Right to their respective Writings and
Discoveries.”
29
The Supreme Court has repeatedly reaffirmed an innovation-
based rationale for patent and copyright protection.
30
Trade secrecy also is
justified as incentivizing innovation by providing an alternative form of legal
protection for discoveries and information,
31
particularly those that may not
be patentable,
32
although this claim has been contested by some scholars.
33
26. PETER S. MENELL, ROBERT P. MERGES, MARK A. LEMLEY & SHYAMKRISHNA BALGANESH, 1
I
NTELLECTUAL PROPERTY IN THE NEW TECHNOLOGICAL AGE: 2020, at 16 (2020). For a discussion
of alternative theories regarding IP beyond utilitarianism, see generally R
OBERT P. MERGES,
J
USTIFYING INTELLECTUAL PROPERTY (2011)).
27. Elizabeth L. Rosenblatt, A Theory of IP’s Negative Space, 34 C
OLUM. J.L. & ARTS 317, 318
(2011).
28. M
ENELL ET AL., supra note 26, at 16.
29. U.S. C
ONST. art. I, § 8, cl. 8.
30. See Diamond v. Chakrabarty, 447 U.S. 303, 307 (1980) (“The patent laws promote this
progress by offering inventors exclusive rights for a limited period as an incentive for their
inventiveness and research efforts. . . . in the hope that [t]he productive effort thereby fostered
will have a positive effect on society through the introduction of new products and processes of
manufacture into the economy . . . .” (citations omitted)); United States v. Paramount Pictures,
Inc., 334 U.S. 131, 158 (1948) (“[T]he primary object in conferring the [copyright] monopoly lie
in the general benefits derived by the public from the labors of authors. . . . [R]eward to the
author or artist serves to induce release to the public of the products of his creative genius.”
(internal quotation marks omitted)).
31. See Mark A. Lemley, The Surprising Virtues of Treating Trade Secrets as IP Rights, 61 S
TAN.
L. REV. 311, 329–32 (2008).
32. See Kewanee Oil Co. v. Bicron Corp., 416 U.S. 470, 485 (1974) (“Trade secret law will
encourage invention in areas where patent law does not reach, and will prompt the
independent innovator to proceed with the discovery and exploitation of his invention.”); see
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And although trademark law does not directly incentivize innovation, it can
help promote a competitive and efficient business environment where
innovation can thrive by reducing consumer confusion, encouraging
investments in product quality, and preventing cheap knockoffs.
34
More recently, however, the traditional theoretical justifications for IP
have been called into question by a group of studies that have shown the
existence of a high degree of innovation in certain industries despite low or
nonexistent protection under IP law. Part empirical research and part
ethnographic study, these articles regarding IP’s so-called “negative space”
35
delve into the innovation ecosystems of fields as diverse as fashion design,
36
also WILLIAM M. LANDES & RICHARD A. POSNER, THE ECONOMIC STRUCTURE OF INTELLECTUAL
PROPERTY LAW 356–57 (2003) (arguing that trade secrets are preferable for a rational inventor when
patent protection is too costly in relation to the value of his or her invention).
33. See also Laura G. Pedraza-Fariña, Spill Your (Trade) Secrets: Knowledge Networks as
Innovation Drivers, 92 N
OTRE DAME L. REV. 1561, 1588–96 (2017) (asserting that strong trade
secret protection may adversely affect the creation of knowledge networks, which are key drivers
of innovation); Michael Risch, Why Do We Have Trade Secrets?, 11 M
ARQ. INTELL. PROP. L. REV. 1,
26 (2007) (“[C]reating incentives to innovate is a very minor justification of trade secret law.”).
See generally Robert G. Bone, A New Look at Trade Secret Law: Doctrine in Search of Justification, 86
C
AL. L. REV. 241, 270 (1998) (contending that trade secrecy “keeps information from the public
with a potentially significant adverse impact on future innovation”).
34. See generally George A. Akerlof, The Market for “Lemons”: Quality Uncertainty and the Market
Mechanism, 84
Q.J. ECON. 488, 499–500 (1970) (explaining how brand names, which are protected
by trademark law, can counteract the effects of quality uncertainty); see also Union Nat’l Bank of
Tex., Laredo, Tex. v. Union Nat’l Bank of Tex., Austin, Tex., 909 F.2d 839, 844 (5th Cir. 1990)
(explaining “that trademarks are ‘distinguishing’ features which . . . encourage higher quality
production by discouraging free-riders”); W
ORLD INTELL. PROP. ORG., 2013 WORLD INTELLECTUAL
PROPERTY REPORT: BRANDS—REPUTATION AND IMAGE IN THE GLOBAL MARKETPLACE 3 (2013),
https://www.wipo.int/edocs/pubdocs/en/intproperty/944/wipo_pub_944_2013.pdf [https://
perma.cc/CQZ4-KCM7] (contending that trademarks and branding are “an important element
of a vibrant innovation ecosystem”); William M. Landes & Richard A. Posner, Trademark Law:
An Economic Perspective, 30 J.L.
& ECON. 265, 270 (1987) (noting that trademarks “are valuable
because they denote consistent quality, and a firm has an incentive to develop a trademark only
if it is able to maintain consistent quality”).
35. See Kal Raustiala & Christopher Jon Sprigman, When Are IP Rights Necessary? Evidence
from Innovation in IP’s Negative Space, in 1 R
ESEARCH HANDBOOK ON THE ECONOMICS OF
INTELLECTUAL PROPERTY LAW 309, 311 (Ben Depoorter & Peter S. Menell eds., 2019) (defining
the phrase “negative space” in the IP context as “encompass[ing] any . . . creative art, craft, or
act that does not enjoy or at least does not ordinarily rely on IP rights against copyists, either
because IP is formally inapplicable or because something—perhaps a social norm against IP
enforcement, or a legal or economic barrier that discourages resort to formal IP—limits its
salience”); Rosenblatt, supra note 27, at 319 (In IP law, negative space is a series of nooks, crannies
and occasionally oceans—some obscure, some vast—where creation and innovation thrive in
the absence of intellectual property protection.”).
36. C. Scott Hemphill & Jeannie Suk, The Law, Culture, and Economics of Fashion, 61
STAN.
L. REV. 1147 (2009); Kal Raustiala & Christopher Sprigman, The Piracy Paradox: Innovation and
Intellectual Property in Fashion Design, 92 V
A. L. REV. 1687 (2006); Kal Raustiala & Christopher
Sprigman, Response, The Piracy Paradox Revisited, 61 S
TAN. L. REV. 1201 (2009); KAL RAUSTIALA
& CHRISTOPHER JON SPRIGMAN, THE KNOCKOFF ECONOMY: HOW IMITATION SPARKS INNOVATION
(2012).
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1622 IOWA LAW REVIEW [Vol. 107:1615
fine cuisine,
37
stand-up comedy,
38
magic tricks,
39
tattoos,
40
graffiti,
41
sports
plays,
42
and even roller derby names.
43
These studies find that in spaces
where IP provides little protection, norms and other incentives have helped
drive innovation. Several of these common non-IP incentives are described
below.
First, “[m]any negative space studies have documented the powerful
role social norms play in stimulating innovation and constraining
appropriation.”
44
In these fields, creators are members of a cohesive and
relatively small community that have developed their own shared sense of
norms regarding sharing, copying, and attribution of creative works. For
example, in the magic community, it is common for professional magicians
to share new tricks with other magicians after practicing them exclusively for
a period of time.
45
However, a user or improver of another’s magic trick is
expected to credit the original creator, and in no event may any professional
magician share information about how to perform another’s trick with non-
magicians (i.e., the general public).
46
If a creator violates these norms,
informal sanctions are imposed by other members of the community—for
example, group boycotts of joke stealers by other comedians,
47
or shunning
by other magicians and producers of props for disclosing magic tricks to
laypersons.
48
Second, creators in some “negative space” industries rely on market
positioning, such as first-mover advantage and market power, to help make
37. Christopher J. Buccafusco, On the Legal Consequences of Sauces: Should Thomas Keller’s Recipes
be Per Se Copyrightable?, 24
CARDOZO ARTS & ENT. L.J. 1121 (2007); see also Naomi Straus, Note,
Trade Dress Protection for Cuisine: Monetizing Creativity in a Low-IP Industry, 60 UCLA
L. REV. 182,
189–208 (2012).
38. Dotan Oliar & Christopher Jon Sprigman, There’s No Free Laugh (Anymore): The Emergence
of Intellectual Property Norms and the Transformation of Stand-Up Comedy, 94 V
A. L. REV. 1787 (2008).
39. Jacob Loshin, Secrets Revealed: Protecting Magicians’ Intellectual Property Without Law, in
L
AW AND MAGIC: A COLLECTION OF ESSAYS 123 (Christine A. Corcos ed., 2010).
40. Aaron Perzanowski, Tattoos & IP Norms, 98 M
INN. L. REV. 511 (2013).
41. Cathay Y.N. Smith, Street Art: An Analysis Under U.S. Intellectual Property Law and
Intellectual Property’s “Negative Space” Theory, 24 D
EPAUL J. ART, TECH. & INTELL. PROP. L. 259
(2014).
42. F. Scott Kieff, Robert G. Kramer & Robert M. Kunstadt, It’s Your Turn, But It’s My Move:
Intellectual Property Protection for Sports “Moves, 25 S
ANTA CLARA COMPUT. & HIGH TECH. L.J. 765,
765 (2009).
43. David Fagundes, Talk Derby to Me: Intellectual Property Norms Governing Roller Derby
Pseudonyms, 90 T
EX. L. REV. 1093, 1096–98 (2012).
44. Raustiala & Sprigman, supra note 35, at 314; see also Rosenblatt, supra note 27, at 339
(“If an industry is capable of internal regulation through norms, it has less need for intellectual
property protection, and norms can facilitate the creation of negative space through IP
forbearance.”).
45. Loshin, supra note 39, at 126–27.
46. Id. at 128–30, 136–37.
47. Oliar & Sprigman, supra note 38, at 1818–20.
48. Loshin, supra note 39, at 137–39.
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up for the lack of IP protection. Dan Burk and Mark Lemley have explained
that “[i]n some industries, being first to market is critically important
. . . because it allows the first entrant to establish strong brand recognition
or because network effects reward those who are first to build a customer
base.”
49
In such fields, the advantages of lead time may provide sufficient
incentive to innovate, even in the absence of IP law.
50
First-mover advantage
and network effects also appear important to driving innovation in industries
like computer software, social media, and cryptocurrencies.
51
Third, in some fields, the exclusivity provided by IP law would ultimately
harm rather than promote innovation. For instance, as Kal Raustiala and
Christopher Sprigman have explained, the fashion industry depends on
copying to create “induced obsolescence”—that is, once a rare, high-status
item like a fashion design becomes widely available through copying by
others, it loses its prestige and distinctiveness, and elite fashion designers are
then motivated to create innovative new designs.
52
Copying is thus a basic
element of the [fashion] industry’s trend-driven business model.”
53
Likewise,
in sports, “innovation thrives without patent protection because athletes
know that they benefit more from being able to imitate and build upon the
work of their skilled colleagues than through legal protection.”
54
In sum, scholars of IP’s “negative space” contend that not only is
innovation possible without IP protection, in at least some cases the existence
of strong IP rights actively hinders it.
55
Indeed, Mark Lemley has referred to
IP as “faith-based,” contending that in the absence of evidence that IP rights
stimulate innovation in many industries, proponents of stronger IP protection
essentially operate from a position of belief.
56
As Lemley and others
acknowledge, however, the impact of IP on innovation is industry-specific.
57
49. Dan L. Burk & Mark A. Lemley, Policy Levers in Patent Law, 89 VA. L. REV. 1575, 1585
(2003).
50. Id. at 1585–86.
51. Id. at 1588; Rosenblatt, supra note 27, at 348; see also John M. Yun, Does Antitrust Have
Digital Blind Spots?, 72 S.C.
L. REV. 305, 326–33 (2020) (discussing network effects and social
media platforms); Raina S. Haque, Rodrigo Seira Silva-Herzog, Brent A. Plummer & Nelson M.
Rosario, Blockchain Development and Fiduciary Duty, 2 S
TAN. J. BLOCKCHAIN L. & POLY 139, 158
(2019) (noting “the strong positive network effects experienced by public blockchain networks”).
52. Raustiala & Sprigman, The Piracy Paradox: Innovation and Intellectual Property in Fashion
Design, supra note 36, at 1718–28.
53. Raustiala & Sprigman, supra note 35, at 322.
54. Rosenblatt, supra note 27, at 349. Notably, many professional sports leagues in the United
States prohibit patenting of sports moves. See Gerard N. Magliocca, Patenting the Curve Ball:
Business Methods and Industry Norms, 2009 BYU
L. REV. 875, 876–77.
55. See, e.g., Raustiala & Sprigman, supra note 35, at 324 (“Taken together, the [negative space]
studies we have described suggest that the incentives created by IP rights are not as central to
innovation as conventional wisdom suggests.”).
56. Mark A. Lemley, Faith-Based Intellectual Property, 62 UCLA
L. REV. 1328, 1344–46 (2015).
57. See Burk & Lemley, supra note 49, at 1577 (“A wealth of empirical evidence demonstrates
deep structural differences in how industries innovate.”); Lemley, supra note 56, at 1334 (“The
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1624 IOWA LAW REVIEW [Vol. 107:1615
In some fields, the exclusivity provided by IP law is beneficial or even
necessary for innovation.
58
Despite this wealth of industry-specific “negative space” studies, there
has been no attempt in the scholarly literature to date to comprehensively
analyze the impact of IP law on innovation in a multibillion-dollar
entertainment industry that tens of millions of Americans at least
intermittently participate in and enjoy: tabletop gaming. The remainder of
this Article attempts to fill that gap.
III. T
HE TABLETOP GAMING INDUSTRY
This Part describes the key features and aspects of the tabletop gaming
industry. It first provides an overview and short history of the industry. Next,
it identifies the major segments of the industry and their publishers. The
following section describes the basic process of inventing a new tabletop
game. Finally, it explains the various means by which game designers,
publishers, and players interact to create a cohesive community, particularly
in the realm of hobby games.
A. O
VERVIEW AND HISTORY
Despite its long history, the world of tabletop games looks much different
than it did in the 1930s, when Monopoly was first released.
59
Although mass-
market games like Monopoly have never truly lost their appeal, there has been
a dramatic increase in the past few decades in the quantity, quality, and types
of games that are sold and played, including European-style board games
(“Eurogames”), card-based games, hobby/specialty games, and pen-and-paper
RPGs. This section provides a short summary of the development and evolution
of tabletop games.
Historically, many tabletop games were abstract and positional in
nature. Ancient games like backgammon, go, mancala, and chess involve
moving physical discs or pieces within a defined playing space, where one
side’s move influences the choices available to his or her opponent.
60
Some
of these games, like chess, were purely skill-based, while others, like
backgammon, involved an element of luck.
61
Chance-driven games using
relationship between patents and innovation seems to depend greatly on industry . . . .”); see also
Dan L. Burk, Law and Economics of Intellectual Property: In Search of First Principles, 8 A
NN. REV. L. &
SOC. SCI. 397, 411 (2012) (“[I]t seems likely that exclusive [IP] rights are performing different
roles in different economic sectors.”).
58. See, e.g., Lemley, supra note 56, at 1334 (noting that “some evidence suggests that the
patent system is worth the cost in the biomedical industries”).
59. C
HARLES DARROW, MONOPOLY (Parker Bros. 1935); see also infra notes 204–05 and
accompanying text (describing the history of Monopoly).
60. See D
AVID PARLETT, PARLETTS HISTORY OF BOARD GAMES 83–86, 167–78, 207–12, 276
–86 (2018).
61. Id. at 19.
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objects such as twigs, shells, stones, bone fragments, and later carved objects
such as cubical dice and teetotum, also were widely played.
62
Playing cards
arose in China during the Tang Dynasty and were imported into Europe in
the 14th century, quickly spreading to royal courts and then later to the
middle and lower classes of society.
63
During the Industrial Revolution, theme-based games like Snakes &
Ladders, Mansion of Happiness, and The Checkered Game of Life (a predecessor
to the better-known 1960s’ Game of Life) arose, which required players to
navigate pieces around a game board.
64
These games were aimed at the
growing middle class, which experienced an increase in leisure time and
disposable income, and often had a moral theme or message.
65
By the early
twentieth century, firms such as Milton Bradley, Parker Brothers, and
Waddingtons were publishing and distributing tabletop board games for the
mass market.
In the decades following World War II, mass-market board games
dominated the tabletop gaming market, including well-known games that
are still regularly played like Clue, Risk, Trouble, Battleship, Diplomacy, and
Stratego. At the same time, new types of games emerged. Scrabble, the first
popular word game, was created in 1938 but not widely distributed until
1952, when the department store Macy’s began to carry it, selling nearly
four million copies in 1954 alone.
66
Wargames—board games that simulate
battles and campaigns—came into their own in the 1950s, when Charles S.
Roberts
67
developed the first mass-market wargame, Tactics, and then
created the gaming company Avalon Hill to publish Tactics II and Gettysburg,
the latter of which was the first wargame based upon a historical battle.
68
Eventually, hundreds of wargames were published by Avalon Hill and others,
essentially forming their own subcategory of games.
69
Miniature gaming
using physical models made of plastic or metal and played on a flat surface
62. Id. at 19–32.
63. See generally D
AVID PARLETT, A HISTORY OF CARD GAMES (1991) (exploring the history of
card games).
64. P
ARLETT, supra note 60, at 91–94, 100–01.
65. See generally
MARGARET K. HOFER, THE GAMES WE PLAYED: THE GOLDEN AGE OF BOARD
& TABLE GAMES (2003) (examining rare and popular board games in America).
66. D
ONOVAN, supra note 2, at 135–48; see also Bernadette Murphy, One Tile at a Time: How
Scrabble Conquered the World, C
HI. TRIB. (Aug. 7, 2001), https://www.chicagotribune.com/news/
ct-xpm-2001-08-07-0108070013-story.html [https://perma.cc/T7C5-5PXM] (noting that 3.8 billion
copies of Scrabble were sold in 1954).
67. “The Charles S. Roberts Awards are presented annually for excellence in the historical
wargaming hobby.” About, C
HARLES S. ROBERTS AWARDS, https://charlieawards.wordpress.com/
about [https://perma.cc/4XYQ-E8M6].
68. D
ONOVAN, supra note 2, at 89–106; Ford & Liebler, supra note 18, at 48–52.
69. Ford & Liebler, supra note 18, at 51.
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1626 IOWA LAW REVIEW [Vol. 107:1615
at a fixed scale size became popular during the 1960s as well.
70
Although
miniatures originally involved land-based battles, the genre eventually
branched out to include science fiction and fantasy-type games.
71
The 1970s saw the creation of pen-and-paper RPGs, debuting with Gary
Gygax and Dave Arneson’s Dungeons & Dragons (“D&D”), which itself arose
from a fantasy-style miniatures game, Chainmail.
72
D&D and other RPGs
allow players to create their own fictional characters with self-selected
characteristics and provides an intricate set of rules and the use of multi-
sided dice to resolve combat and other actions. RPGs are led by a game
master (in D&D called a Dungeon Master), who provides a setting and story
for the characters and effectively serves as a referee during the game. Unlike
most tabletop games at the time, which involved competition between
players that ended in a single winner, D&D and other RPGs are cooperative
endeavors where the players jointly work on achieving a quest or pursing
other goals during a campaign.
73
RPG campaigns can continue over months
or years of gaming sessions.
74
By the 1980s, millions of teenagers and adults
played D&D and its successor, Advanced Dungeons & Dragons (“Advanced D&D”),
and the game became the fixture of national attention when some religious
figures claimed that it contained Satanic messages and promoted witchcraft,
leading to a moral panic.
75
In the 1990s, Eurogames entered the scene, quickly becoming a major
category of games. Eurogames are generally more abstract than mass-market
board games (but less so than traditional games like chess), involve more
strategy and skill than luck, feature a lack of player elimination, and often
70. Tony Bath of England is credited with developing the first rule-based miniatures game,
called The Hyborian Campaign (based on The Conan the Barbarian Stories created by Robert E. Howard),
in 1957. J
OSEPH P. LAYCOCK, DANGEROUS GAMES: WHAT THE MORAL PANIC OVER ROLE-PLAYING
GAMES SAYS ABOUT PLAY, RELIGION, AND IMAGINED WORLDS 39 (2015).
71. Michael Whelan & Matt Jarvis, 9 Best Miniatures Games That Aren’t Warhammer,
D
ICEBREAKER (July 30, 2021), https://www.dicebreaker.com/categories/miniature-wargame/b
est-games/best-miniatures-games [https://perma.cc/FP34-4CN5].
72. D
AVID M. EWALT, OF DICE AND MEN: THE STORY OF DUNGEONS & DRAGONS AND THE
PEOPLE WHO PLAY IT 58–73 (2013); see also infra Part V.A (further explaining the origins of
D&D). There are numerous books discussing the development of D&D, including J
ON
PETERSON, PLAYING AT THE WORLD: A HISTORY OF SIMULATING WARS, PEOPLE AND FANTASTIC
ADVENTURES, FROM CHESS TO ROLE-PLAYING GAMES (2012), and SHANNON APPELCLINE,
D
ESIGNERS & DRAGONS: A HISTORY OF THE ROLEPLAYING GAME INDUSTRY: THE ’70S (2014).
73. E
WALT, supra note 72, at 7–8.
74. See Trisha Gopal, Michael Fequiere & Dave Yim, This Game of Dungeons & Dragons Has
Been Going on for 38 Years, CNN (Sept. 20, 2020, 4:01 AM), https://www.cnn.com/2020/09/20
/us/dungeons-and-dragons-longest-game-great-big-story-trnd/index.html [https://perma.cc/C7RZ-
PD92] (recounting a D&D game run by Robert Wardhaugh that has been operating since 1982).
75. See Clyde Haberman, When Dungeons & Dragons Set Off a ‘Moral Panic’, N.Y.
TIMES (Apr.
17, 2016), https://www.nytimes.com/2016/04/18/us/when-dungeons-dragons-set-off-a-moral-
panic.html [https://perma.cc/G9K8-MB6T].
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have more than one way to win (victory conditions).
76
Klaus Teuber’s The
Settlers of Catan, which involves resource management and building on a
fictional island, was the first popular Eurogame in the U.S. market, eventually
selling over 25 million copies.
77
Today, there are hundreds of Eurogames,
including widely played games like Agricola, Carcassonne, Ticket to Ride, and
Pandemic.
Collectible card games also rose to prominence in the 1990s with Magic:
The Gathering, a fantasy-themed card game created by Richard Garfield where
players assume the role of dueling wizards, playing cards to cast spells, use
artifacts, and summon creatures to battle.
78
Each Magic: The Gathering card
contains custom artwork and are sold in 15-card packs that can be collected
by players; thousands of distinct cards have been issued by the game’s
publisher, Wizards of the Coast (now part of Hasbro) since 1993, with over a
billion dollars in sales.
79
Other prominent collective card games include the
Pokémon Trading Card Game, Yu-Gi-Oh, and Star Wars: Customizable Card Game.
A recent innovation is the creation of so-called legacy board games,
where the components and/or rules of a game change permanently over the
course of multiple play sessions “based on the outcome of each game played
and the [various] choices made by the player(s).”
80
For instance, the board
game may be physically changed by placing stickers on the playing surface,
marking the board or cards, and adding or removing components.
81
In this
respect, a legacy game is like an RPG, where the results of previous gaming
sessions continue to affect the participants.
82
Game designer Rob Daviau is
credited with developing the first legacy-style board games, based on his
observation that the murderous characters in Clue are inexplicably repeatedly
76. STEWART WOODS, EUROGAMES: THE DESIGN, CULTURE AND PLAY OF MODERN EUROPEAN
BOARD GAMES 35, 71–73 (2012).
77. Richard Dansky, The Settlers of Catan, in H
OBBY GAMES: THE 100 BEST 265, 265 (James
Lowder ed., 2007); Scott Keyes, Settlers of Catan: How a German Board Game Went Mainstream,
A
TL. (June 7, 2011), https://www.theatlantic.com/entertainment/archive/2011/06/settlers-of
-catan-how-a-german-board-game-went-mainstream/239919 [https://perma.cc/5WM9-7SNH];
see also infra Part V.C (describing the history, development, and IP rights in The Settlers of Catan).
78. Richard Garfield, Magic: The Gathering, in B
RIAN TINSMAN, THE GAME INVENTORS
GUIDEBOOK 5, 7 (2008) (ebook); Jordan Weisman, Magic: The Gathering, in HOBBY GAMES: THE 100
BEST 192, 192 (James Lowder ed., 2007); see also infra Part V.B (describing the history, development,
and IP rights in Magic: The Gathering).
79. Garfield, supra note 78, at 7–8.
80. Mechanism: Legacy, B
OARDGAMEGEEK, https://boardgamegeek.com/boardgamefamily
/25404/mechanism-legacy [https://perma.cc/EBQ6-T79D]; see also Paul Booth, Playing for Time,
in R
EROLLING BOARDGAMES: ESSAYS ON THEMES, SYSTEMS, EXPERIENCES AND IDEOLOGIES 15, 24,
35 (Douglas Brown & Esther MacCallum-Stewart eds., 2020).
81. Booth, supra note 80, at 35.
82. For instance, an RPG character can gain new skills, attributes, and items; develop
relationships or conflicts with non-player characters (“NPCs”); or be injured or even killed, and
the impact of these events continue in future gaming sessions.
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1628 IOWA LAW REVIEW [Vol. 107:1615
back to dinner in future games.
83
In 2011, Daviau created Risk: Legacy, where
events in one play session—for instance, a nuclear attack on a country—
continue to impact the next game.
84
Since then, dozens of legacy-style tabletop
games have been published,
85
including Daviau’s critically-acclaimed Pandemic
Legacy: Season One.
86
Another notable development is the rise of high-quality tabletop games
suitable for children and families. While children have always been a
primary audience for tabletop games, today there are an abundance of
games aimed at elementary school-age children and younger.
87
These include
simplified versions of prominent mass-market games and Eurogames like
Monopoly Junior, Clue Junior, Catan Junior, and Ticket to Ride: My First Journey, as
well as new games like Qwirkle, The Magic Labyrinth, Forbidden Island, and
Sushi Go that are suitable for children and adults alike. Indeed, some parents
use board games and RPGs to help educate their kids in a phenomenon
known as “gameschooling.”
88
Aside from being a classic staple of family
nights, researchers also have found many benefits to tabletop gaming, including
development of memory formation, cognitive skills, effective communication,
gross and fine motor skills, and teamwork.
89
B. MARKET SEGMENTS AND GAME PUBLISHERS
The tabletop gaming market can be classified into three main (albeit
overlapping) segments. First, mass-market games like Monopoly, Life, Clue,
83. Rick Lane, The Legacy of Rob Daviau, The Man Who Helped Flip Boardgames on Their Head,
E
UROGAMER (Apr. 10, 2016), https://www.eurogamer.net/articles/2016-04-03-the-legacy-of-ro
b-daviau-the-man-who-helped-flip-boardgames-on-their-head [https://perma.cc/42UC-TRV5].
84. Booth, supra note 80, at 35.
85. See Legacy Game, B
OARDGAMEGEEK, https://boardgamegeek.com/boardgamemechani
c/2824/legacy-game/linkeditems/boardgamemechanic [https://perma.cc/246Y-77HL] (listing
91 legacy-style board games).
86. See Nate Anderson, Pandemic Legacy is the Best Board Game Ever—But is it “Fun?, A
RS
TECHNICA (Mar. 12, 2016, 9:00 AM), https://arstechnica.com/gaming/2016/03/pandemic-le
gacy-is-the-best-board-game-ever-but-is-it-fun [https://perma.cc/M4ZB-F2KA] (“Pandemic Legacy is,
at this writing, the best board game ever made. That’s not my judgment—it represents the
collective wisdom of Board Game Geek users, who have catalogued more than 82,000 games
and have rated Pandemic Legacy the best of the lot.”).
87. See Courtney Schley, Board Games We Love for Kids and Families, W
IRECUTTER (Dec. 20,
2021), https://www.nytimes.com/wirecutter/reviews/board-games-for-kids [https://perma.cc/
P52Y-G2BX] (listing recommended tabletop games for various ages of children).
88. Cat Timms, The Ultimate Guide to Gameschooling, M
ULBERRY J., https://themulberryjour
nal.com/writing-collective/family-life/ultimate-guide-gameschooling [https://perma.cc/DY4C-
2DVS].
89. Schley, supra note 87 ([A] great board game for kids can do so much more: It can
help teach teamwork, decision-making, logic, creativity, communication, gross and fine motor
skills, and many other areas central to learning and development.”). See generally B
RIAN MAYER &
CHRISTOPHER HARRIS, LIBRARIES GOT GAME: ALIGNED LEARNING THROUGH MODERN BOARD
GAMES (2010) (explaining how educators can utilize board games in school curricula for students
of all ages).
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Uno, Scrabble, and Trivial Pursuit are generally manufactured and sold by a
handful of large (multibillion-dollar market cap), publicly traded firms such
as Hasbro and Mattel.
90
As the name suggests, these classic games are aimed
at the mass market of Americans who occasionally play with friends and
family, but are not regular “gamers.”
91
Most mass-market games have relatively
simple rules, are at least a couple of decades old and thus widely known, and
are sold in large chain stores like Walmart, Target, and Kohl’s, as well as
online.
92
In addition to the basic games themselves, publishers of mass-
market games have released or licensed numerous variations, expansions,
and geographically- or community-branded versions to help increase sales.
93
Second, Eurogames like Agricola, Dominion, Puerto Rico, Terra Mystica,
and 7 Wonders are designed to be accessible to casual players but also of
interest to more serious gamers due to their emphasis on skill rather than
luck.
94
These games are published by a variety of companies both here and
abroad, from medium-size firms like Ravensberger (Germany) and Asmodee
(France) to smaller companies like Rio Grande Games (United States), and
are sold in both hobby and toy stores and larger chains like Target and
Barnes and Noble; many are also available on Amazon.com.
95
The Spiel de
Jahres award is given annually to the top Eurogame.
96
This prestigious prize
often results in hundreds of thousands of additional sales for the winning
game, plus widespread recognition and acclaim for its designer.
97
Third, hobby games (also called specialty games) are targeted at persons
for whom gaming is a significant part of their social lives.
98
Hobby games are
usually more complex and more time consuming than both mass-market
games and Eurogames.
99
They are typically more expensive as well ($50 and
up) due to more expensive components and/or lower print runs.
100
RPGs,
90. TINSMAN, supra note 78, at 68–82.
91. Id. at 67–68.
92. See id.
93. See, e.g., Lacey Womack, Ranked: 20 Best Trivial Pursuit Editions, G
AMER (Nov. 24, 2021),
https://www.thegamer.com/trivial-pursuit-editions-ranked [https://perma.cc/5772-97P8]; The
Best Editions of Clue, R
ANKER (Nov. 5, 2019), https://www.ranker.com/list/best-clue-editions/ra
nker-games [https://perma.cc/KGE7-9VDW]; The Definitive Ranking of Monopoly Special Editions,
B
UZZFEED (Nov. 27, 2013), https://www.buzzfeed.com/monopoly/the-definitive-ranking-of-mo
nopoly-special-editions [https://perma.cc/TWA9-MZVX].
94. T
INSMAN, supra note 78, at 118–19.
95. Id. at 119–22. A notable exception is Hasbro’s Avalon Hill division, which publishes a
variety of both mass-market games and Eurogames.
96. Spiel des Jahres 2021, S
PIEL DES JAHRES, https://www.spiel-des-jahres.de/en/best-of-2021
[https://perma.cc/R2BQ-LMP7].
97. T
INSMAN, supra note 78, at 122–23.
98. Id. at 95–96.
99. Id.
100. For instance, Gloomhaven, a widely acclaimed specialty game, has a retail price of $140.
See Board Games, C
EPHALOFAIR, https://cephalofair.com/collections/board-games [https://perma
.cc/EA42-TYWY].
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1630 IOWA LAW REVIEW [Vol. 107:1615
card-collecting games, and miniatures games are often considered specialty
games as well.
101
There are numerous hobby game publishers, most of which
are significantly smaller than the mass-market publishers,
102
although
Wizards of the Coast—which publishes both D&D and Magic: The Gathering
(“Magic”)—is part of Hasbro.
103
Some hobby publishers focus on a single
type of game, such as Games Workshop (miniatures)
104
and GMT Games
(wargames),
105
or a particular theme, such as Restoration Games, which
remakes old board games that have been out of print for at least ten years.
106
Specialty games are usually available in locally owned gaming stores, as well
as online from the publisher’s website and sometimes on Amazon.com.
Finally, the recent rise of crowdfunding has significantly altered the
tabletop gaming industry.
107
Kickstarter, a crowdfunding site launched in
2009, allows players to invest in a proposed game by making a financial
contribution toward its development, often in exchange for some promised
tangible item in the future, such as a collector’s edition of the game.
108
Kickstarter and similar crowdfunding sites, such as Indiegogo, have
fundamentally challenged the existing model of tabletop game publishing
by democratizing the financing and development of new games, thus
allowing designers to self-publish games with less financial risk.
109
Indeed,
some of the most popular recent games, such as Cards Against Humanity and
Exploding Kittens, have been crowdfunded projects, with the latter raising
nearly $9 million through Kickstarter.
110
By one estimate, nearly a third of
tabletop games published in 2015–2017 were crowdfunded.
111
101. TINSMAN, supra note 78, at 60, 95–96.
102. See id. at 59–60, 95–96.
103. Hasbro, Inc., Annual Report (Form 10-K) 8 (Feb. 24, 2021).
104. See Our History, G
AMES WORKSHOP GROUP PLC: INVESTOR RELATIONS, https://investor
.games-workshop.com/our-history [https://perma.cc/US5M-N356] (“Games Workshop is the largest
and the most successful hobby miniatures company in the world.”).
105. See About Us, GMT
GAMES, https://www.gmtgames.com/t-about.aspx [https://perma
.cc/49A3-C453] (“GMT Games is now in its 31st year of creating and publishing a broad line of
Wargames . . . .”).
106. About, R
ESTORATION GAMES, https://restorationgames.com/about [https://perma.cc/
SD5K-ARLE].
107. “Crowdfunding is defined as the process of asking a large number of separate third
parties for relatively small amounts of money to fund an endeavor.” Paul Battista, The Taxation
of Crowdfunding: Income Tax Uncertainties and a Safe Harbor Test to Claim Gift Tax Exclusion, 64 U.
KAN. L. REV. 143, 143 (2015).
108. Oliver Roeder, Crowdfunding Is Driving a $196 Million Board Game Renaissance,
F
IVETHIRTYEIGHT (Aug. 18, 2015, 6:15 AM), https://fivethirtyeight.com/features/crowdfundi
ng-is-driving-a-196-million-board-game-renaissance.
109. Id.
110. See Exploding Kittens, K
ICKSTARTER (Feb. 17, 2021), https://www.kickstarter.com/proje
cts/elanlee/exploding-kittens [https://perma.cc/TC9B-7WM6]. At the time, this was a record
for a crowdfunded tabletop game; it was recently broken by Frosthaven, a sequel to Gloomhaven,
which raised over $12.9 million through Kickstarter. Frosthaven, K
ICKSTARTER (Mar. 11, 2022),
https://www.kickstarter.com/projects/frosthaven/frosthaven; see also Charlie Hall, Games Broke
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C. THE PROCESS OF INVENTING A NEW GAME
Tabletop game designers have a variety of motivations for inventing new
games. Some are motivated by the possibility of earning a profit, but many
others are interested in the creativity associated with developing a new game,
sharing an enjoyable experience with others, or seeing their name in
print.
112
Most designers invent new games on a part-time, freelance basis;
only a small number work in the industry full-time.
113
Generally, tabletop
game publishers opt to buy or license new games from independent
creators, rather than developing them in-house, commonly paying a royalty
of three to six percent of the game’s retail sales price.
114
The process of inventing a new tabletop game involves a number of
steps. First, the designer picks a theme for the game—its overall topic or
subject matter. The designer then develops the game’s mechanics—its basic
structure, method of play, and victory conditions.
115
There are literally
dozens of categories of game mechanics, from traditional roll the dice and
move around a board, to worker placement, deck construction, card playing
and taking, negotiating, auction, multiplayer combat, resource gathering,
tile placement, and cooperative.
116
Many new games borrow, adapt, or
combine mechanics from older games. For instance, Richard Garfield, best
known as creator of Magic, used the dice-rolling mechanics of Yahtzee for his
new, award-winning, monster-battling game, King of Tokyo.
117
Once the game’s mechanics are developed, a game designer then
compiles them in the form of written instructions.
118
After that, the designer
Funding Records on Kickstarter in 2020, Despite the Pandemic, POLYGON (Dec. 22, 2020, 5:06 PM),
https://www.polygon.com/2020/12/22/22195749/kickstarter-top-10-highest-fundedcampaig
ns-2020-video-games-board-games [https://perma.cc/EAR7-RSEC] (describing the Kickstarter
funding records broken in 2020).
111. Johannes Wachs & Balázs Vedres, Does Crowdfunding Really Foster Innovation? Evidence
from the Board Game Industry, 168 T
ECH. FORECASTING & SOC. CHANGE 1, 1, 3 fig.1 (2021).
112. T
INSMAN, supra note 78, at 46–48.
113. Id.; see also annodomini, Comment to How Does One Get Into the ‘Board Game Industry?’,
R
EDDIT (Jan. 26, 2013, 11:23 PM), https://www.reddit.com/r/boardgames/comments/17bzdj
/how_does_one_get_into_the_board_game_industry [https://perma.cc/BWZ7-RVUT] (“One thing
to be aware of is that very few people actually make a living in the board game industry
. . . . Many people in the industry do it as a [sic] essentially a paid hobby: as an occasional
source of freelance income, or a second job, or as something to do when you retire early from a
more lucrative career and want to do something fun that might make a little money.”).
114. T
INSMAN, supra note 78, at 53; Board Game Licensing Contract Terms, CARDBOARD EDISON
(2015), https://cardboardedison.com/reports [https://perma.cc/8UUZ-TJ52].
115. T
INSMAN, supra note 78, at 53–54.
116. See generally G
EOFFREY ENGELSTEIN & ISAAC SHALEV, BUILDING BLOCKS OF TABLETOP GAME
DESIGN: AN ENCYCLOPEDIA OF MECHANISMS (2020) (providing an overview of the structures, rules,
and spirit of tabletop games).
117. Richard Garfield, Play More Games, in T
HE KOBOLD GUIDE TO BOARD GAME DESIGN 7, 9
–10
(Mike Selinker ed., 2011).
118. T
INSMAN, supra note 78, at 156.
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1632 IOWA LAW REVIEW [Vol. 107:1615
creates a prototype of the game, either in physical form or using a computer-
based simulator like Tabletopia, Vassal, or Tabletop Simulator.
119
Next,
designers recruit family, friends, and even strangers to playtest the
prototype, which can help identify weaknesses or flaws in the game, such as
unclear instructions, confusing mechanics, balancing issues, and whether
the overall experience is enjoyable.
120
Some designers will conduct multiple
rounds of playtesting over a year or more to refine their game prior to
submission to potential publishers or self-publishing.
121
D. THE TABLETOP GAMING COMMUNITY
Like some “negative space” fields, there is a well-developed community
of creators, publishers, and players in the tabletop gaming industry,
particularly in the field of hobby (specialty) games. There are numerous
ways that participants in the gaming field interact, both in person and
online. One of these is through programs and game nights organized by
local game stores.
122
In these events, RPG and collectible card game players
engage in organized play and search for new members through these
programs. More recently, board game cafés have served as a meeting and
play space for hobby game players, particularly in larger cities.
123
With the
onset of the COVID-19 pandemic, many of these in-person events have
migrated online to Discord servers and websites hosted by game publishers.
124
Somewhat paradoxically, social media also has made it easier to become
connected in tabletop gaming. There are a myriad of podcasts,
125
Facebook
119. Charlie Hall, Tabletopia is Slick as Hell, and It’s Free on Steam, POLYGON (Dec. 1, 2016,
12:30 PM), https://www.polygon.com/2016/12/1/13806190/tabletopia-steam-board-games-fr
ee-to-play [https://perma.cc/E7Y3-XKNJ].
120. T
INSMAN, supra note 78, at 163–65; Angela M. Webber, How to Make a Game: Playtesting
Advice from Game Designers, G
EEK & SUNDRY: NERDIST (Apr. 11, 2018, 12:00 PM), https://geekan
dsundry.com/how-to-make-a-game-playtesting-advice-from-game-designers [https://perma.cc/
F3BR-WE73].
121. For instance, Richard Garfield conducted “Alpha,” “Beta,” and “Gamma” rounds of
testing of prototypes of Magic: The Gathering while he was a Ph.D. student at the University of
Pennsylvania. Richard Garfield, The Creation of Magic: The Gathering, M
AGIC: THE GATHERING
(Mar. 12, 2013), https://magic.wizards.com/en/articles/archive/making-magic/creation-magi
c-gathering-2013-03-12 [https://perma.cc/TA8Q-Z2SS].
122. See Charlie Hall, The Board Game Industry Is Coming Together to Help Indie Stores During the
Pandemic, P
OLYGON (Mar. 26, 2020, 5:57 PM), https://www.polygon.com/2020/3/26/21195
817/independent-board-game-stores-how-to-help-covid-19-coronavirus [https://perma.cc/J2EB-6YFC]
(“The lifeblood of the modern tabletop industry is a vast network of local game stores and the
communities they help to bring together.”).
123. Hana Schank, How Board Games Conquered Cafes, A
TL. (Nov. 23, 2014), https://www.t
heatlantic.com/entertainment/archive/2014/11/board-game-bars/382828 [https://perma.cc/2C2
F-W7B5].
124. Hall, supra note 122.
125. See Best 50 Tabletop Gaming Podcasts, F
EEDSPOT (Feb. 7, 2022), https://blog.feedspot.c
om/tabletop_gaming_podcasts [https://perma.cc/SVS5-GA3R].
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groups, YouTube channels,
126
and blogs
127
devoted to tabletop gaming.
These platforms serve as conduits of information and networking, not only
for like-minded gamers to connect with each other, but also for newer fans
to discover games that appeal to their tastes. Likewise, social media has
aided in the increasing acceptance of “geek” and gaming culture.
128
BoardGameGeek (“BGG”) is an online forum for game hobbyists, as
well as a database that hosts reviews, images, and videos for thousands of
tabletop games.
129
Founded in 2000, it is “the hub of board gaming on the
internet.”
130
BBG’s forums cover topics and subjects as varied as board game
design, trading and selling games and game parts, regional and
international game groups, and employment opportunities in the gaming
industry.
131
In addition, BGG holds an annual board game convention,
BGG.CON,
132
where winners of the annual Golden Geek Awards are
announced.
133
Tabletop game conventions are another space where designers,
publishers, and players interact. National conventions like GenCon,
134
PAX
Unplugged,
135
and Origins,
136
as well as smaller regional and local
conventions,
137
allow board game designers to showcase their creations for
playtesting and for board game enthusiasts to get a sneak peek at new
games. The largest board game convention in the world, Essen Spiel, is a
four-day convention that takes place in Essen, Germany, where winners of
the prestigious Spiel de Jahres prize are announced.
138
126. See 80 Board Games Youtube Channels, FEEDSPOT (Mar. 17, 2022), https://blog.feedspot
.com/board_games_youtube_channels [https://perma.cc/6JFZ-GFTJ].
127. Tabletop Games: r/tabletop, R
EDDIT, https://www.reddit.com/r/tabletop [https://perma
.cc/F6W2-BYG7].
128. See generally J
ASON TOCCI, GEEK CULTURES: MEDIA AND IDENTITY IN THE DIGITAL AGE
(2009) (Ph.D. dissertation, University of Pennsylvania), http://repository.upenn.edu/edisser
tations/953 [https://perma.cc/9J5X-6SUN].
129. Welcome to BoardGameGeek, B
OARDGAMEGEEK, https://boardgamegeek.com/wiki/page
/Welcome_to_BoardGameGeek [https://perma.cc/XG3A-X3TH].
130. Kevin Draper, Should Board Gamers Play the Roles of Racists, Slavers and Nazis?, N.Y.
TIMES
(Aug. 1, 2019), https://www.nytimes.com/2019/08/01/style/board-games-cancel-culture.html
[https://perma.cc/VZH9-Z37P].
131. Forums, B
OARDGAMEGEEK, https://boardgamegeek.com/forums/region/1/bgg [https://
perma.cc/Y93H-F29W].
132. BGG.CON, B
OARDGAMEGEEK, https://boardgamegeek.com/forum/52/bgg/bggcon
[https://perma.cc/DF3H-LUV9].
133. Golden Geek Awards, B
OARDGAMEGEEK, https://boardgamegeek.com/award/8314/gol
den-geek-awards [https://perma.cc/APJ3-QJVS].
134. G
ENCON, https://www.gencon.com [https://perma.cc/LAH3-GJ7E].
135. So What Can I Do at PAX?, PAX
UNPLUGGED, https://unplugged.paxsite.com [https://
perma.cc/B9GX-D36X].
136. Origins Game Fair 2022, O
RIGINS GAME FAIR, https://www.originsgamefair.com [https://
perma.cc/94EH-DSAZ].
137. See, e.g., P
REZCON, https://www.prezcon.com [https://perma.cc/V4PD-HALS].
138. W
OODS, supra note 76, at 55.
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1634 IOWA LAW REVIEW [Vol. 107:1615
In sum, tabletop gaming has come a long way since rolling a six-sided
die and moving brightly colored pieces along a board. Far from being a
niche hobby, it has now reinserted itself as a favorite activity of many adults
and families. With the industry churning out hundreds of complex and
novel games with high-quality components, the current “golden age” of
tabletop gaming is rife with innovation.
139
As a result, it is timely to analyze
the scope of IP protection for tabletop games and its limits.
IV. IP
PROTECTION AND LIMITS FOR TABLETOP GAMES
Tabletop games hold a unique position at the intersection of IP law,
with numerous aspects of games being partially covered by various doctrines
but not fully protected by any of them.
140
This Article represents the first
attempt in the law review literature to systematically and comprehensively
assess the scope and limits of legal protection for tabletop games under IP
law, with examples and illustrations drawn from case law and the U.S. Patent
and Trademark Office (“USPTO”). It first analyzes protection for tabletop
games under copyright law, followed by patent law, and then trademark law.
It concludes by addressing other types of legal protection for games that fall
within the general ambit of IP law, such as design patents, rights of publicity,
and trade secrecy.
A. C
OPYRIGHT
As a general matter, copyright law protects “original works of
authorship [that are] fixed in a[] tangible medium of expression.”
141
The
originality standard for copyright is quite low, especially compared to patent
law—it only requiresindependent creation plus a modicum of creativity.
142
139. Owen Duffy, Board Games’ Golden Age: Sociable, Brilliant and Driven by the Internet, THE
GUARDIAN (Nov. 25, 2014, 5:00 AM), https://www.theguardian.com/technology/2014/nov/
25/board-games-internet-playstation-xbox [https://perma.cc/9K94-YJ9B].
140. See Boyden, supra note 18, at 439 (“[T]he elusiveness of games poses problems for
intellectual property law . . . . Games seem to straddle the boundaries between copyright and
patent, between author, performer, and reader, and between protected and unprotected
material.”); Schaeffer, supra note 18, at 41 (“Board games occupy a nexus of the three primary
forms of intellectual property protection—copyright, trademark, and patent . . . .”); Benjamin J.
Siders & Kirk A. Damman, Emerging Challenges in Tabletop Gaming: Player Modifications, Third-Party
Parts, and Disruptive Technology, 7 L
ANDSLIDE 52, 52 (2015) (“Games are a unique hybrid of
intellectual property, and may incorporate almost every major category thereof.”).
141. 17 U.S.C. § 102(a) (2018).
142. See Feist Publ’ns, Inc. v. Rural Tel. Serv. Co., 499 U.S. 340, 346 (1991); see also
Baltimore Orioles, Inc. v. Major League Baseball Players Ass’n, 805 F.2d 663, 668 n.6 (7th Cir.
1986) (distinguishing the concepts “originality,” “creativity,” and “novelty,” and observing that
“for a work to be copyrightable, it must be original and creative, but need not be novel”);
M
ELVILLE B. NIMMER & DAVID NIMMER, 1 NIMMER ON COPYRIGHT § 2.01 (2021) (“[E]ven [the] most
commonplace and banal results of independent effort may command copyright protection,
provided that the independent effort in question is quantitatively more than minimal . . . .”
(footnotes omitted)); Dennis S. Karjala, Distinguishing Patent and Copyright Subject Matter, 35
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Copyrightable subject matter includes, but is not limited to: literary and
musical works; dramatic and choreographic works; pictorial, graphic, and
sculptural works; sound recordings; and architectural works.
143
However,
copyright protection is expressly excluded for “idea[s], procedure[s],
process[es], system[s], method[s] of operation, concept[s], principle[s, and]
discover[ies],” even if included or embodied in an otherwise copyrightable
work.
144
Historically, games were viewed as falling outside the scope of copyright
protection.
145
The rationale for this exclusion, however, is less than clear.
146
Some cases consider games to be merely a set of rules that amount to an
unprotectable idea.
147
Others conclude that games are a system or process,
148
a long-held exclusion from copyright protection dating back to the Supreme
Court’s landmark decision in Baker v. Selden
149
that is now codified in section
CONN. L. REV. 439, 471 (2003) (“Copyright’s standard of originality is much lower, at least in
principle, than patent’s requirement of nonobviousness.”).
143. 17 U.S.C. §§ 102(a)(1)–(8); see also Nat’l Basketball Ass’n v. Motorola, Inc., 105 F.3d
841, 846 (2d Cir. 1997) (noting that the categories of copyrightable works listed in section
102(a) “is concededly non-exclusive”).
144. 17 U.S.C. § 102(b).
145. See Boyden, supra note 18, at 442 (“For nearly a century, courts have uniformly held
that games are not copyrightable.” (footnote omitted)); see also Hoopla Sports & Ent., Inc. v.
Nike, Inc., 947 F. Supp. 347, 354 (N.D. Ill. 1996) (“Courts have also held that ‘games’ themselves
. . . are not copyrightable.”).
146. See Boyden, supra note 18, at 442 (“Courts have been considerably less forthcoming,
however, with reasons for [excluding games from copyright protection].”); Samuelson, supra
note 18, at 1943 (“The cases on games and rules are quite spare in their analysis.”).
147. See, e.g., Allen v. Acad. Games League of Am., Inc., 89 F.3d 614, 617 (9th Cir. 1996)
(reasoning that games “consist of abstract rules and play ideas” that likely merge with the
underlying expression of those rules (quoting Midway Mfg. Co. v. Bandai-Am., Inc., 546 F.
Supp. 125, 148 (D.N.J. 1982))); Landsberg v. Scrabble Crossword Game Players, Inc., 736 F.2d
485, 489 (9th Cir. 1984) (holding that strategies for playing Scrabble were unprotectable ideas);
Anti-Monopoly, Inc. v. Gen. Mills Fun Grp., 611 F.2d 296, 300 n.1 (9th Cir. 1979) (“[B]usiness
ideas, such as a game concept, cannot be copyrighted.”); Whist Club v. Foster, 42 F.2d 782, 782
(S.D.N.Y. 1929) (“In the conventional laws or rules of a game, as distinguished from the forms
or modes of expression in which they may be state[d], there can be no literary property
susceptible of copyright.”); see also Boyden, supra note 18, at 445–46 (“[S]everal cases describe
games, and game rules, as unprotectable ideas. Copyright, as is well known, protects only the
expression of an idea, not the idea itself.” (footnotes omitted)).
148. See, e.g., Seltzer v. Corem, 107 F.2d 75, 76–77 (7th Cir. 1939) (holding that the rules
for roller derby were an uncopyrightable system); DaVinci Editrice S.R.L. v. ZiKo Games, LLC,
183 F. Supp. 3d 820, 830 (S.D. Tex. 2016) (concluding that “[c]opyright does not protect game
rules because they fall within the section 102(b) exceptions,” and explaining that “[t]his general
rule is consistent with . . . Baker v. Selden . . . .”); Boyden, supra note 18, at 448 (“The idea that
games are systems is a promising theory for explaining why games are excluded from
copyrightability.”). Some definitions of games expressly refer to games as a system. See, e.g.,
K
ATIE SALEN & ERIC ZIMMERMAN, RULES OF PLAY: GAME DESIGN FUNDAMENTALS 80 (2004) (“A
game is a system in which players engage in an artificial conflict, defined by rules, that results in
a quantifiable outcome.”).
149. See generally Baker v. Selden, 101 U.S. 99 (1879) (holding that a system for improved
bookkeeping is not copyrightable).
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1636 IOWA LAW REVIEW [Vol. 107:1615
102(b) of the Copyright Act.
150
Whatever the precise rationale, there is a
widespread agreement that “game mechanics and . . . rules are not entitled
to [copyright] protection.”
151
Even though a game’s mechanics and rules—“the ‘heart’ of [a]
game”
152
—are uncopyrightable, numerous other aspects of it may qualify for
copyright protection.
153
For instance, artwork that appears on the box, cards,
miniatures, or other components of a game may be protectable as pictorial,
graphic, or sculptural works.
154
Similarly, some board game surfaces that
depict real or fictional locations and terrain “may . . . be copyrightable as
‘maps.’”
155
The text of a games instructions may also be protectable if it is
sufficiently expressive to be distinguishable from the underlying rules of the
game.
156
150. See 17 U.S.C. § 102(b) (2018) (In no case does copyright protection for an original work
of authorship extend to any idea, procedure, process, system, method of operation, concept,
principle, or discovery . . . .”).
151. Tetris Holding, LLC v. Xio Interactive, Inc., 863 F. Supp. 2d 394, 404 (D.N.J. 2012);
see also Affiliated Hosp. Prods., Inc. v. Merdel Game Mfg. Co., 513 F.2d 1183, 1188–89 (2d Cir.
1975) (concluding that “[t]he rules of the game are perforce in the public domain” due to lack
of copyright protection); Chamberlin v. Uris Sales Corp., 56 F. Supp. 987, 988 (S.D.N.Y. 1944)
(“[I]t is very doubtful if rules of a game can, in any event, be copyrightable subject matter.”),
aff’d, Chamberlin v. Uris Sales Corp., 150 F.2d 512 (2d Cir. 1945); NIMMER & NIMMER, supra
note 142, § 2A.14 (“[N]o copyright may be obtained in the system or manner of playing a game.
(footnotes omitted)); U.S. COPYRIGHT OFFICE, COMPENDIUM OF COPYRIGHT OFFICE PRACTICES
§ 714 (3d ed. 2021) (“[C]opyright does not protect the idea for a game . . . or the procedure,
process, or method of operation for playing a game.”); id. § 910 (“Uncopyrightable elements
include the underlying ideas for a game and the methods for playing and scoring a game.
These elements cannot be registered, regardless of how unique, clever, or fun they may be.”).
152. See Hales, supra note 18, at 242.
153. See C
OMPENDIUM (THIRD), supra note 151, § 910 (“Games often include both copyrightable
and uncopyrightable elements.”).
154. See Tetris Holdings, 863 F. Supp. 2d at 404 (“[C]ourts have found expressive elements
copyrightable, including game labels, design of game boards, [and] playing cards . . . .”);
NIMMER & NIMMER, supra note 114242, § 2A.14 (“[A] minimal artistic expression, if original,
renders copyrightable labels for games, as well as the pattern or design of game boards and
playing cards as pictorial or graphic works.” (footnotes omitted)). Miniatures, which are used in
miniatures games to stage the game scenes, may consist of a mix of protectable sculptural works
and unprotectable functional elements. Cf. Lego A/S v. Best-Lock Constr. Toys, Inc., 874 F.
Supp. 2d 75, 100–01, 105 (D. Conn. 2012) (holding that plaintiff’s Lego minifigures included
unprotectable functional components, such as straight legs and square feet, as well as
copyrightable sculptural aspects, including “cylindrical shape of the head[;] the trapezoidal
shape of the torso;” the extended arms; and the bent elbow); see also Lego A/S v. Best-Lock
Constr. Toys, 404 F. Supp. 3d 583, 603 (D. Conn. 2019) (reaffirming “that certain elements of
the Lego minifigures are, indeed, functional” while other elements “are purely sculptural”).
155. N
IMMER & NIMMER, supra note 142, § 2A.14[C][1]; see also, e.g., TICKET TO RIDE, U.S.
Copyright Office Registration No. VA0002095583 (Apr. 26, 2012); T
ICKET TO RIDE: EUROPE,
U.S. Copyright Office Registration No. VA0002095585 (Aug. 1, 2012); S
MALL WORLD, U.S.
Copyright Office Registration No. VA0002095778 (Aug. 1, 2012).
156. See N
IMMER & NIMMER, supra note 142, § 2A.14[C][1] (“[T]he wording of instructions
for playing the game is itself copyrightable . . . . That copyright would not, however, permit a
monopoly in the method of play itself, as distinguished from the form of instructions for
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Tabletop games with extensive text, such as word-based games and
RPGs, may also be protectable as literary works under the Copyright Act.
157
For instance, Hasbro, which currently owns the D&D franchise, and its
predecessors-in-interest have registered copyrights in hundreds of books,
modules, guides, maps, and other materials.
158
However, as noted above, the
underlying rules themselves (as distinct from their expression) are
uncopyrightable. Moreover, the scènes-à-faire doctrine precludes protection
for aspects of a work that are standard or common to a topic or genre.
159
For
example, in a case involving alleged copyright infringement of a video
arcade golf game, the Seventh Circuit held that elements such as golf clubs,
greens, sand traps, water hazards, and information about wind speed and
distance to the hole were all necessary for a realistic video golf game and
thus were uncopyrightable.
160
Likewise, for a high-fantasy RPG, standard
elements like races (human, elf, dwarf), character classes (warrior, wizard,
thief), attributes (strength, dexterity, intelligence, hit points), monsters
(orcs, demons, dragons), weapons (swords, daggers, maces, staffs, bow-and-
arrow), armor (shield, mail, helmet), loot (gold, magical items), and quests
or missions (slay a monster, find hidden treasure, transport an item, save an
innocent person) likely would be considered unprotectable scènes-à-faire.
Fictional characters that appear in tabletop games may be copyrightable
as well.
161
In general, fictional characters are copyrightable if they have
play.”); see also COMPENDIUM (THIRD), supra note 151, § 910 (containing an example where the
instructions for a game “consist of two pages of text” and are copyrightable). Several cases have
similarly held that the arrangement and expression of rules can be copyrighted. See Affiliated
Hosp. Prods., Inc. v. Merdel Game Mfg. Co., 513 F.2d 1183, 1188 (2d Cir. 1975) (explaining that
the plaintiff’s copyright “only protects [its] arrangement of the [game’s] rules and the manner
of their presentation, and not their content”); Hoopla Sports & Ent., Inc. v. Nike, Inc., 947 F.
Supp. 347, 354 (N.D. Ill. 1996) (noting that “instruction books” for a game may be copyrightable).
157. See C
OMPENDIUM (THIRD), supra note 151, § 714 (“A game may be registered as a
literary work if the predominant form of authorship in the work consists of text”—for example,
word games, riddles, or brain teasers—“including the instructions or directions for playing a
particular game.”).
158. Hasbro, Inc. v. Sweetpea Ent., Inc., No. 13-CV-3406, 2014 WL 12586021, at *1 (C.D.
Cal. Feb. 25, 2014); see also infra Part V.A (discussing in more detail the IP rights in D&D).
159. See, e.g., Walker v. Time Life Films, Inc., 784 F.2d 44, 50 (2d Cir. 1986) (“Neither does
copyright protection extend to copyright or ‘stock’ themes commonly linked to a particular
genre.”); Atari, Inc. v. N. Am. Philips Consumer Elecs. Corp., 672 F.2d 607, 616 (7th Cir. 1982)
(“Scenes a faire refers to ‘incidents, characters or settings which are as a practical matter
indispensable, or at least standard, in the treatment of a given topic.’” (quoting Alexander v. Haley,
460 F. Supp. 40, 45 (S.D.N.Y.1978)).
160. Incredible Techs., Inc. v. Virtual Techs., Inc., 400 F.3d 1007, 1014–15 (7th Cir. 2005).
161. See N
IMMER & NIMMER, supra note 142, § 2.12[A][2] (“[T]he prevailing view has
become that characters per se are entitled to copyright protection.” (footnotes omitted));
C
OMPENDIUM (THIRD), supra note 151, § 911 (“The original, visual aspects of a character may
be protected by copyright if they are sufficiently original.”). See generally Zahr K. Said, Fixing
Copyright in Characters: Literary Perspectives on a Legal Problem, 35 C
ARDOZO L. REV. 769 (2013)
(discussing the legal problem surrounding copyright protection for fictional characters and
proposing an interdisciplinary solution).
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1638 IOWA LAW REVIEW [Vol. 107:1615
“distinctive character traits and attributes” and are “sufficiently delineated to
be recognizable as the same character whenever it appears.”
162
Courts have
found Tarzan,
163
Mickey Mouse,
164
James Bond,
165
Rocky Balboa,
166
Godzilla,
167
Superman,
168
Batman,
169
and even inanimate objects such as the Batmobile
170
and Freddy Krueger’s glove
171
to be independently copyrightable of the works
in which they appear. Although many tabletop games do not involve
copyrightable characters, some do.
172
For example, a recent district court
case concluded that “games can have a progression of events and a roster of
developed characters that make the game expressive, just as the progression
of a book or movie plot can be expressive even when the basic elements are
common.”
173
In particular, modules and campaigns for tabletop RPGs often
have rich storylines with detailed characters, locations, and items that may
be independently protectable under copyright law.
174
162. D.C. Comics v. Towle, 802 F.3d 1012, 1019–21 (9th Cir. 2015) (internal quotation marks
omitted). In contrast, stock characters are unprotectable. See id. at 1021; see also Gaiman v.
McFarlane, 360 F.3d 644, 659 (7th Cir. 2004) (“A stock character is a stock example of the
operation of the [scenes-a-faire] doctrine . . . .”); Rice v. Fox Broadcasting Co., 330 F.3d 1170,
1176 (9th Cir. 2003) (holding that a magician who revealed tricks was an unprotectable stock
character because it “shared attributes of appearance and mysterious demeanor [that] are generic
and common to all magicians”).
163. Burroughs v. Metro-Goldwyn-Mayer, Inc., 519 F. Supp. 388, 394 (S.D.N.Y. 1981), aff’d
on other grounds, 684 F.2d 610 (2d Cir. 1982).
164. Walt Disney Prods. v. Air Pirates, 345 F. Supp. 108, 116 (N.D. Cal. 1972), aff’d, 581 F.2d
751, 755, n.11 (9th Cir. 1978).
165. Metro-Goldwyn-Mayer, Inc. v. Am. Honda Motor Co., 900 F. Supp. 1287, 1291 (C.D. Cal.
1995).
166. Anderson v. Stallone, No. 87-0592, 1989 WL 206431, at *18 (C.D. Cal. Apr. 25, 1989).
167. Toho Co. v. William Morrow & Co., 33 F. Supp. 2d 1206, 1215 (C.D. Cal. 1998).
168. Warner Bros. v. Am. Broad. Cos., 530 F. Supp. 1187, 1199 (S.D.N.Y. 1982), aff’d, 720
F.2d 231, 242 (2d Cir. 1983).
169. Sapon v. DC Comics, No. 00-cv-8992, 2002 WL 485730, at *3–4 (S.D.N.Y. Mar. 29, 2002).
170. DC Comics v. Towle, 802 F.3d 1012, 1021–23 (9th Cir. 2015).
171. New Line Cinema Corp. v. Russ Berrie & Co., 161 F. Supp. 2d 293, 302 (S.D.N.Y.
2001); New Line Cinema Corp. v. Easter Unlimited, Inc., No. CV 89–2017, 1989 WL 248212,
at *3–4 (E.D.N.Y. July 19, 1989).
172. Some tabletop games import fictional characters from other media, presumably under
license from the copyright owner. See, e.g., F
ORREST-PRUZAN CREATIVE, KAMI MANDELL & ANDREW
WOLF, HARRY POTTER: HOGWARTS BATTLE (USAopoly 2016) (involving characters from the Harry
Potter universe); J
ASON LITTLE & FRANK BROOKS, STAR WARS: X-WING (SECOND EDITION) (Fantasy
Flight Games 2018) (involving spacecraft and characters from the Star Wars universe); N
ATE FRENCH,
THE LORD OF THE RINGS: THE CARD GAME (Fantasy Flight Games 2011) (involving characters
from the works of J.R.R. Tolkien). This Article instead focuses on fictional characters who first
appear in tabletop games.
173. DaVinci Editrice S.R.L. v. ZiKo Games, LLC, 183 F. Supp. 3d 820, 832 (S.D. Tex. 2016).
174. For instance, the Forgotten Realms campaign setting for D&D has spawned numerous
books, novels, video games, and even a popular board game, Lords of Waterdeep. These media
include numerous iconic characters, including Drizzt Do’Urden, Wulfgar, Elminster, and
Halaster Blackcloak, and cities and locations such as Baldur’s Gate, Waterdeep, Icewind Dale,
and the Underdark.
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The copyright rights in a tabletop game prohibit others from copying
the game’s protected elements, which extends to both literal copying and
reproductions that are substantially similar.
175
It also grants the rights to
distribute and sell the game,
176
“to prepare derivative works,”
177
and to
publicly perform or display certain aspects of the game.
178
Of these, the
derivative work right is particularly valuable, as it grants the copyright owner
the right to create adaptations of the game and to transform or recast it in
other forms.
179
For example, many mass-market publishers have created
expansions or new or revised editions of classic games that fall within the
derivative work right.
180
In addition, numerous tabletop games have been
ported to digital platforms, such as computer software or smartphone
apps,
181
which can be a significant source of revenue.
182
A few well-known
175. 17 U.S.C. § 106(1) (2018); Arnstein v. Porter, 154 F.2d 464, 468 (2d Cir. 1946)
(evaluating improper appropriation based on access to the copyright work and degree of
similarity between the copyright work and allegedly infringing work).
176. 17 U.S.C. § 106(3).
177. Id. § 106(2).
178. Id. §§ 106(4)–(5). However, several courts have rejected the argument that playing a
game in public amounts to an infringement of the public performance right. See, e.g., Allen v.
Acad. Games League of Am., Inc., 89 F.3d 614, 616–17 (9th Cir. 1996); Seltzer v. Sunbrock, 22
F. Supp. 621, 627–28 (S.D. Cal. 1938); see also Boyden, supra note 18, at 472–75 (further
discussing this issue and asserting that “[g]ames are meant to be played, and playing one does
not violate any of the rights of a game’s copyright owner”).
179. See 17 U.S.C. § 101 (“A ‘derivative work’ is a work based upon one or more preexisting
works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture
version, sound recording, art reproduction, abridgment, condensation, or any other form in
which a work may be recast, transformed, or adapted. A work consisting of editorial revisions,
annotations, elaborations, or other modifications which, as a whole, represent an original work
of authorship, is a ‘derivative work’.”); see also Castle Rock Ent., Inc. v. Carol Publ’g Grp., Inc.
150 F.3d 132, 138–39 (2d Cir. 1998) (holding that a trivia book with questions regarding the
TV show Seinfeld violated the derivative work right in the show). For a comprehensive history of
the derivative work right and an argument that it should be interpreted more narrowly, see
generally Pamela Samuelson, The Quest for a Sound Conception of Copyright’s Derivative Work Right,
101 G
EO. L.J. 1505 (2013).
180. Schaeffer, supra note 18, at 43.
181. See id. (“Computer program versions of board games—loaded onto a computer and
played by one player against the computer—have been around for some time.”); see also
Complaint at 11–13, Hasbro, Inc. v. RJ Softwares, No. 08-CIV-6567 (S.D.N.Y. July 24, 2008)
(asserting that the Facebook game Scrabulous infringed Hasbro’s copyright and trademark rights
in Scrabble).
182. See Jason Wilson, Sensor Tower: U.S. Spending Up 40% for Mobile Tabletop Games,
V
ENTUREBEAT: GAMESBEAT (Aug. 9, 2021, 3:52 PM), https://venturebeat.com/2021/08/09
/sensor-tower-u-s-spending-up-40-for-mobile-tabletop-games [https://perma.cc/64V4-HS8Z]
(explaining “that tabletop mobile gaming rose 40% over the past 12 months in the United
States, bringing in $703.8 million between August 1, 2020 and July 31”).
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1640 IOWA LAW REVIEW [Vol. 107:1615
games have even been transformed into derivative works like movies
183
and
television shows.
184
As an additional limitation, copyright protection for tabletop games
may be limited by the fair use doctrine. “[F]air use ‘permits courts to avoid
rigid application of the copyright statute when, on occasion, it would stifle
the very creativity which that law is designed to foster.’”
185
Section 107 of the
Copyright Act lists four factors to be considered
[i]n determining whether the use made of a work in any particular
case is a fair use[:] (1) the purpose and character of the use,
including whether such use is of a commercial nature or is for
nonprofit educational purposes; (2) the nature of the copyrighted
work; (3) the amount and substantiality of the portion used in
relation to the copyrighted work as a whole; and (4) the effect of
the use upon the potential market for or value of the copyrighted
work.
186
Although not expressly listed as a factor, courts also consider whether
an alleged fair use is “transformative” in nature. For instance, in Campbell v.
Acuff-Rose Music, Inc., the Supreme Court reasoned that the central purpose
of the fair use inquiry is to assess “whether the new work merely
‘supersede[s] the objects’ of the original creation or instead adds something
new, with a further purpose or different character, altering the first with new
expression, meaning, or message.”
187
Fair use may limit the availability of copyright protection for tabletop
games. As one example, in Allen v. Academic Games League of America, Inc., the
Ninth Circuit concluded that the fair use doctrine would preclude a finding
of infringement of the plaintiff’s academic games, in part because the
defendant’s alleged infringing conduct of hosting similar games was for a
nonprofit, educational purpose.
188
However, at least the first factor—the
purpose and character of the use—will ordinarily weigh against a finding of
fair use, at least when the alleged infringer is engaging in a commercial
183. See, e.g., BATTLESHIP (Universal Pictures 2012); DUNGEONS & DRAGONS (New Line Cinema
2000); C
LUE (Paramount Pictures 1985).
184. See, e.g., The Game of Life (The Hub television broadcast 2011–2012); Trivial Pursuit (The
Family Channel television broadcast 1993–1994); Scrabble (NBC television broadcast 1984–1990);
Dungeons & Dragons (CBS television broadcast 1983–1985).
185. N
IMMER & NIMMER, supra note 142, § 13.05 (quoting Iowa State Univ. Rsch. Found.,
Inc. v. Am. Broad. Cos., 621 F.2d 57, 60 (2d Cir. 1980)).
186. 17 U.S.C. § 107 (2018).
187. Campbell v. Acuff-Rose Music, Inc., 510 U.S. 569, 579 (1994) (alteration in original)
(citations omitted) (quoting Folsom v. Marsh, 9 F.Cas. 342, 348 (C.C.D. Mass. 1841) (No. 4,901)).
188. Allen v. Acad. Games League of Am., Inc., 89 F.3d 614, 617 (9th Cir. 1996). This
conclusion was arguably dicta, however, as the Ninth Circuit concluded that the playing of
games was not an infringing performance under 17 U.S.C. § 106(4). Allen, 89 F.3d at 616–17.
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use.
189
For instance, in Horn Abbot Ltd. v. Sarsaparilla Ltd., the defendant’s
claim of fair use failed when “it copied, verbatim, every question an [sic]
answer from the Genus Edition of Trivial Pursuit” by engaging in the
commercial purpose of republishing these questions in the form of a
“reference book” or “supplement” to the game.
190
Finally, copyright law’s termination right may allow game creators who
assign the rights in their games to a publisher to eventually recapture them.
Under the 1976 Copyright Act, the author(s) of a work (or her statutory
heirs if deceased) has the power to terminate the grant of a copyright right
after a certain period of time,
191
relieving them “of the consequences of ill-
advised and unremunerative grants that had been made before the author
had a fair opportunity to appreciate the true value of [their] work.
192
However, termination rights do not extend to works made for hire,
193
which
includes “a work created by an employee acting within the scope of
employment.”
194
For instance, the heirs of a game designer who helped
create The Game of Life unsuccessfully sued to terminate the copyright
assignment in the game to Hasbro; the court denied termination on the
grounds that that the game was made at the instance and expense of Milton
Bradley, Hasbro’s predecessor, and thus was a work made for hire.
195
But the
termination right might be applicable to game designers who independently
create a game and subsequently assign their copyright in it to a publisher.
In sum, while copyright protects some aspects of tabletop games, such
as illustrations and expressive content, it leaves much room open for other
creators to innovate and improve upon existing games.
B. P
ATENT
Second, patent law may be available to protect a number of aspects of
tabletop games. However, it is significantly more difficult to obtain a utility
patent than a copyright because the legal requirements for patent
protection are much higher than copyright law.
196
Furthermore, practical
realities such as the cost of obtaining and enforcing patent rights mean that
189. But cf. Barton Beebe, An Empirical Study of U.S. Copyright Fair Use Opinions, 1978–2005,
156 U.
PA. L. REV. 549, 602 (2008) (explaining that, based on an empirical analysis of fair use
decisions, “a finding that the defendant’s use was for a commercial purpose . . . did not significantly
influence the outcome of the fair use test”).
190. Horn Abbot Ltd. v. Sarsaparilla Ltd., 601 F. Supp. 360, 362, 367–68 (N.D. Ill. 1984).
191. 17 U.S.C. §§ 203, 304(c)–(d).
192. Mills Music, Inc. v. Snyder, 469 U.S. 153, 172–73 (1985).
193. 17 U.S.C. § 304(c).
194. Forward v. Thorogood, 985 F.2d 604, 606 (1st Cir. 1993) (referencing 17 U.S.C. § 101).
195. Markham Concepts, Inc. v. Hasbro, Inc., 1 F.4th 74, 77–79 (1st Cir. 2021).
196. See Mary LaFrance, Something Borrowed, Something New: The Changing Role of Novelty in
Idea Protection Law, 34 S
ETON HALL L. REV. 485, 486 n.5 (2004) (observing that “[i]n contrast [to
copyright law], novelty in federal patent law has a specific and stringent definition”).
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1642 IOWA LAW REVIEW [Vol. 107:1615
even when patenting might be an option, many game creators voluntarily
forego it.
197
In general, patent protection is available for inventions that are
novel,
198
nonobvious,
199
and drawn to patent eligible subject matter.
200
In
addition, the invention must be adequately disclosed in the patent
document.
201
The owner of a patent has “the right to exclude others from
making, using, offering for sale, or selling . . . or importing” products which
practice the patented invention.
202
If granted, a utility patent can last for up
to 20 years from the date of application.
203
Board games can be patented if they satisfy these requirements. For
example, in 1935, Charles Darrow obtained a patent for Monopoly,
204
perhaps
the most famous board game in the world.
205
Darrow’s patent disclosed the
rules and parts of the game, including the game board, playing pieces like
hotels and houses, property cards with rent and mortgage values, and in-
197. See infra notes 270–75 and accompanying text.
198. 35 U.S.C. § 102 (2018).
199. Id. § 103.
200. See id. § 101 (“Whoever invents or discovers any new and useful process, machine,
manufacture, or composition of matter, or any new and useful improvement thereof, may
obtain a patent therefor, subject to the conditions and requirements of this title.”). However,
the broad categories of patent eligible subject matter in the Patent Act have been significantly
narrowed by judicially created exceptions for inventions directed to abstract ideas, laws of
nature, and natural or physical phenomena. See infra notes 240–43 and accompanying text.
201. See id. § 112(a) (containing the enablement, written description, and best mode
requirements); see also Jason Rantanen, Patent Law’s Disclosure Requirement, 45 L
OY. U. CHI. L.J.
369, 371–78 (2013) (explaining how these requirements serve the objective “that inventors must
disclose information about their inventions—the technological advances that they have made—
in order to obtain a patent.”).
202. 35 U.S.C. §§ 154(a)(1), 271(a). The right to exclude, however, does not mean that a
patentee has a right to automatically obtain injunctive relief from a court if it proves
infringement. See eBay Inc. v. MercExchange, L.L.C., 547 U.S. 388, 392 (2006) (explaining “the
creation of a right is distinct from the provision of remedies for violations of that right” and that
“injunctive relief may issue only in accordance with the principles of equity” (internal quotation
marks omitted) (quoting 35 U.S.C. § 283)); see also Christopher B. Seaman, Permanent Injunctions
in Patent Litigation After eBay: An Empirical Study, 101 I
OWA L. REV. 1949, 1983, 1988 (2016)
(finding that district courts awarded permanent injunctions 72.5% of the time following eBay
but only 16% when the patentee was a non-practicing entity).
203. 35 U.S.C. § 154(a)(2).
204. U.S. Patent No. 2,026,082 (filed Aug. 31, 1935).
205. See generally P
HILIP E. ORBANES, MONOPOLY: THE WORLDS MOST FAMOUS GAME—AND
HOW IT GOT THAT WAY (2006) (explaining the history and significance of Monopoly); see also MARY
PILON, THE MONOPOLISTS: OBSESSION, FURY, AND THE SCANDAL BEHIND THE WORLDS FAVORITE
BOARD GAME 151–52 (2015) (noting that while the creation of Monopoly is generally attributed to
Charles B. Darrow, game historians observe that Darrow evidently added new elements to The
Landlord’s Game, patented in 1904 by Lizzie J. Magie); Mary Pilon, Monopoly’s Inventor: The
Progressive Who Didn’t Pass ‘Go’, N.Y.
TIMES (Feb. 13, 2015), https://www.nytimes.com/2015/02
/15/business/behind-monopoly-an-inventor-who-didnt-pass-go.html [https:// perma.cc/QCC5-
B9ZV].
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game currency. The patent claimed
206
“a board game apparatus . . . having
marked spaces constituting a path or course [around] the board, with
“certain of said spaces being designated as by position or color so as to
constitute a distinguishable group,” and “the apparatus having indications of
the rentals required for the use and occupancy, by opponent players, of
spaces of one or more such groups, which rentals are subject to increase by
the acquisition of an additional space or spaces of the same group by the
same individual player.”
207
Additional claims covered game pieces like
Chance or Community Chest cards, buildings on properties like houses and
hotels, tokens (playing pieces), and spaces on the board game that
conferred benefits (“Free Parking”) or imposed penalties (“Income Tax,”
“Luxury Tax,” and “Go to Jail”).
208
Other classic games covered by patents
include Life,
209
Sorry,
210
Battleship,
211
Scrabble,
212
Mouse Trap,
213
and Twister.
214
Games with a novel playing surface or apparatus may be patented as
well. Jenga—a game involving the manipulation of wooden blocks organized
vertically in layers—was patented in 1997.
215
Other patented game boards
include a path-based game with moveable, three-dimensional obstacles, such
as bridges and walls;
216
a board game with model buildings that simulate an
earthquake;
217
and a strategy-type board game with pieces that reflect laser
beams.
218
Game parts also can be patented. For example, there are numerous
patents covering non-cuboid dice (i.e., dice with greater or less than six
sides),
219
spinners,
220
and miniature figurines.
221
206. In a patent, the claims delineate the scope of the patentee’s rights. See 35 U.S.C. § 112(b);
see also Markman v. Westview Instruments, Inc., 517 U.S. 370, 372 (1996) (explaining that a
“patent claim” is “the portion of the patent document that defines the scope of the patentee’s
rights”).
207. ‘082 Patent, col. 11 ll. 28–43.
208. Id. col. 3 l. 8–col. 4 l. 34.
209. U.S. Patent No. 53,561 (filed Mar. 30, 1866). For an informative history of the original
Game of Life (not the 1960s to 1980s remake that most readers are familiar with), see Phil Edwards,
Why the Game of Life Used to Have Poverty, Suicide, and Ruin, V
OX (Jan. 13, 2020, 9:39 AM),
https://www.vox.com/2015/1/28/7924487/game-of-life-history.
210. U.S. Patent No. 1,903,661 (filed Aug 4, 1930).
211. U.S. Patent No. 1,988,301 (filed Feb. 23, 1933); see also U.S. Patent No. 1,932,524
(filed Nov. 23, 1932) (describing a similar game).
212. U.S. Patent No. 2,752,158 (filed Oct. 28, 1954).
213. U.S. Patent No. 3,298,692 (filed Aug. 24, 1962).
214. U.S. Patent No. 3,454,279 (filed Apr. 14, 1966).
215. U.S. Patent No. 5,611,544 (filed Nov. 27, 1995).
216. U.S. Patent No. 7,766,335 (filed Jan. 6, 2006).
217. U.S. Patent No. 4,394,017 (filed June 5, 1981).
218. U.S. Patent No. 7,264,242 (filed Feb. 13, 2006); see also Innovention Toys, LLC v. MGA
Ent., Inc., 611 F. App’x 693, 699 (Fed. Cir. 2015) (affirming the lower court’s conclusion of
nonobviousness of the ‘242 Patent), vacated 579 U.S. 915 (2016).
219. See, e.g., U.S. Patent No. 3,208,754 (filed Feb. 20, 1963); U.S. Patent No. 5,909,874
(filed Aug. 12, 1997).
220. See, e.g., U.S. Patent No. 1,300,315 (filed Dec. 4, 1917).
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1644 IOWA LAW REVIEW [Vol. 107:1615
Methods of game play also may be patentable. For example, there are
numerous patents on wargames, which involve a playing surface composed
of various shapes (such as squares or hexagons) overlaid on a map depicting
terrain that depicts a fictional or real-life location, along with game pieces
representing military units and rules about how to resolve combat between
units.
222
Patents also have been obtained for various implementations of tile-
based games,
223
cooperative-style games,
224
deck-building card games,
225
and
word-based games.
226
In addition, modifications to existing board games,
such as chess variants,
227
three-dimensional tic-tac-toe,
228
and extensions to
Monopoly,
229
have been patented.
221. See, e.g., U.S. Patent No. 6,659,463 (filed July 3, 2002).
222. See, e.g., U.S. Patent No. 2,464,819 (filed Oct. 30, 1945) (describing “a war game to be
played on a game board and has for an object to provide an improved game board on which
the players may simulate substantially all the features of modern warfare”); U.S. Patent No.
2,703,713 (filed June 18, 1951) (describing “a simulated war game apparatus in which the
hazards of chance are minimized by player choice, selection, planning, and strategy”); U.S.
Patent No. 3,831,944 (filed Aug. 27, 1974) (describing and claiming a wargame “comprising a
pair of identical game boards” with different regions and game pieces representing tanks,
airplanes, and various naval vessels); U.S. Patent No. 3,860,241 (filed May 9, 1973) (describing
and claiming a simulated battle game on a board comprising a plurality of squares with opposing
army units); U.S. Patent No. 4,093,236 (filed Nov. 22, 1976) (describing a tactical war game
and method for playing that includes 1/285 scale vehicles and weapons); U.S. Patent No.
4,227,695 (filed Jan. 22, 1979) (patent for “Battle of the Alamo” game); U.S. Patent No.
5,020,805 (filed Dec. 6, 1989) (describing and claiming a “Vietnam war board game”); U.S.
Patent No. 5,042,817 (filed June 21, 1990) (claiming “[a] method of playing an air-to-ground
strategic bombing board game”); U.S. Patent No. 5,465,973 (filed Mar. 7, 1995) (describing a
war game apparatus that includes a map depicting the Middle East); U.S. Patent No. 5,570,887
(filed May 22, 1995) (describing and claiming a board game apparatus and method of play
designed to simulate the medieval European period); U.S. Patent No. 5,879,005 (filed Feb. 26,
1998) (describing and claiming a method of playing a game system including military units, coins,
dice simulating movement and weather, and a game board representing terrain); U.S. Patent
No. 6,561,513 (filed Mar. 5, 2001) (describing and claiming “[a] conflict resolution system for
strategy games [comprising] a defender and an attacker” that does not require a random
number generator like dice); U.S. Patent No. 7,077,400 (filed Nov. 18, 2004) (describing and
claiming “[a] method of playing a combat-style game for a plurality of players”); U.S. Patent No.
8,282,103 (filed July 6, 2010) (describing an apparatus and method for an airplane combat game);
U.S. Patent No. 10,610,767 (filed Feb. 12, 2019) (claiming “[a] board game for simulating
unconventional warfare”).
223. See, e.g., U.S. Patent No. 6,170,825 (filed Nov. 23, 1998); U.S. Patent No. 6,305,688
(filed Apr. 22, 1999); U.S. Patent No. 6,938,899 (filed Nov. 1, 2002); U.S. Patent No. 8,215,642
(filed Oct. 1, 2017).
224. See, e.g., U.S. Patent No. 9,333,417 (filed Nov. 9, 2012).
225. See, e.g., U.S. Patent No. 6,601,851 (filed Nov. 17, 2000) (Pokémon); U.S. Patent No.
5,662,332 (filed Oct. 17, 1995) (Magic: The Gathering).
226. See, e.g., U.S. Patent No. 6,692,002 (filed Aug. 21, 2002); U.S. Patent No. 6,986,512
(filed Jan. 18, 2002); U.S. Patent No. 7,140,613 (filed Aug. 9, 2002).
227. See, e.g., U.S. Patent No. 1,030,521 (filed Nov. 24, 1909) (Game of War); U.S. Patent
No. 1,141,909 (filed Dec. 29, 1914) (Angel Chess); U.S. Patent No. 4,033,586 (filed Aug. 13, 1975)
(Ministers Chess); see also U.S. Patent Application No. 2007/0126179 (filed June 7, 2007)
(Betting Chess and Methods of Play).
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Despite this, numerous hurdles make it impractical or impossible to
secure patent protection for many tabletop games. First, the novelty and, in
particular, nonobviousness requirements can be difficult to satisfy.
230
Many
new tabletop games are re-implementations of, or variations on, the game
play mechanics of existing games,
231
or borrow elements that are common to
the genre—such as the use of six-sided dice, tokens or miniatures to
represent players and objects, and the progression of game pieces along one
or more pathways on the game board. Under current nonobviousness
jurisprudence, the implementation of “predictable variation[s]” and use of
“familiar elements according to known methods” is likely to be obvious.
232
For instance, in In re Bryan, the applicant sought to patent a “game
board and game having a touring band theme,” which comprised a game
board with multiple paths from the starting area to the middle of the game
board, a series of tokens that would advance along the pathways, at least one
die for determining token movements, and decks of labeled cards
representing band members, band equipment, and actions or events that a
player must take.
233
The patent examiner rejected the applicant’s claims as
obvious in light of two prior art patents, which between them taught all the
parts of the applicant’s board game,
234
and the Board of Patent Appeals and
Inferences upheld the rejection.
235
The Federal Circuit affirmed, concluding
that the applicant’s claims were not patentable because the claimed features
were obvious in light of the prior art.
236
“[T]he . . . slight claim distinctions
noted by [the applicant]”—such as using three decks of game cards instead
of two and color-coding the game cards—did not render the claims
228. See, e.g., U.S. Patent No. 2,313,473 (filed Mar. 9, 1943); U.S. Patent No. 2,676,018
(filed Apr. 20, 1954); U.S. Patent No. 3,888,487 (filed Nov. 5, 1974).
229. See, e.g., U.S. Patent No. 5,810,359 (filed Apr. 22, 1997).
230. See Hales, supra note 18, at 247 n.33 (noting that the novelty and nonobviousness
requirements “present high bars to overcome for a creative but simple board game”).
231. For example, Dune: Imperium combines deck-building, a mechanic found in numerous
popular games such as Dominion and Star Realms, with worker placement, a quintessential
mechanic found in many Eurogames such as Agricola and Lords of Waterdeep. See P
AUL DENNEN,
D
UNE: IMPERIUM (Dire Wolf Digital 2020); UWE ROSENBERG, AGRICOLA (Lookout Games 2007);
PETER LEE & RODNEY THOMPSON, LORDS OF WATERDEEP (Wizards of the Coast 2012). Likewise,
Praetor puts a novel spin on worker placement by having workers represented by dice with the
amount of resources gathered dependent on the “level” of the worker. See A
NDREI NOVAC, PRAETOR
(NSKN Games 2014).
232. KSR Int’l Co. v. Teleflex Inc., 550 U.S. 398, 416–18 (2007).
233. In re Bryan, 323 F. App’x 898, 899–900 (Fed. Cir. 2009) (per curiam).
234. Id. at 900 (citing U.S. Patent No. 4,998,736 (filed July 23, 1990), and U.S. Patent No.
6,279,908 (filed Mar. 16, 1998)).
235. Ex parte Bryan, Appeal 2007-1590, 2008 WL 1057622, at *7 (B.P.A.I. Apr. 9, 2008).
236. In re Bryan, 323 F. App’x at 901–02.
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1646 IOWA LAW REVIEW [Vol. 107:1615
nonobvious because they amounted to “nothing more than a ‘predictable
use of prior art elements . . . .’”
237
Second, current patent eligibility jurisprudence significantly limits the
availability of patent protection for tabletop games. While the text of the
Patent Act is quite broad, making “any new and useful process, machine,
manufacture, or composition of matter” potentially eligible for patent
protection,
238
these statutory categories have been significantly narrowed by
judicially created exceptions for inventions directed to abstract ideas, laws of
nature, and natural or physical phenomena.
239
In a series of recent decisions
culminating in Alice Corp. v. CLS Bank Int’l, the Supreme Court has
articulated a two-step test for determining whether an invention claims
ineligible subject matter.
240
First, the court evaluates whether the claim(s) at
issue are directed to a patent-ineligible concept, such as an abstract idea.
241
If so, then the elements of the claim(s) are examined, both individually and
as a whole, “to determine whether [the abstract idea] contains an ‘inventive
concept’ sufficient to ‘transform’ [it] into a patent-eligible application.”
242
“Purely ‘conventional or obvious’” steps in a claim are “normally not
sufficient” to satisfy this second step.
243
Tabletop games may struggle to overcome this hurdle to patentability,
as the rules for a game can be considered an abstract idea, and many games
include conventional or well-known steps or elements like dice, cards,
tokens representing players or objects, and/or playing surfaces having one
or more pathways for players to progress from start to finish. For instance, in
In re Smith, the Federal Circuit affirmed the USPTO’s rejection of claims for
a method of playing a wagering game using a standard deck of playing
cards.
244
Applying the first step of the Mayo/Alice test, the court concluded
237. Id. at 902 (quoting KSR, 550 U.S. at 401). The Federal Circuit also held that “the printed
matter” on applicant’s game cards was nonfunctional and thus not a basis for rendering the
claims patentable over the prior art. Id. at 901.
238. 35 U.S.C. § 101 (2018).
239. See Diamond v. Chakrabarty, 447 U.S. 303, 309 (1980) (“This is not to suggest that § 101
has no limits or that it embraces every discovery. The laws of nature, physical phenomena, and
abstract ideas have been held not patentable.”); see also Christopher B. Seaman & Sheena X.
Wang, An Inside History of the Burger Court’s Patent Eligibility Jurisprudence, 53 A
KRON L. REV. 915,
927–78 (2019) (recounting the historical evolution of the Supreme Court’s patent eligibility
jurisprudence).
240. Alice Corp. v. CLS Bank Int’l, 573 U.S. 208, 217–21 (2014); Mayo Collaborative Servs.
v. Prometheus Lab’ys, Inc., 566 U.S. 66, 90 (2012); Ass’n for Molecular Pathology v. Myriad
Genetics, Inc., 569 U.S. 576, 589–90 (2013); Bilski v. Kappos, 561 U.S. 593, 601–02 (2010).
241. Alice, 573 U.S. at 218.
242. Id. at 221 (quoting Mayo, 566 U.S. at 72, 80).
243. Mayo, 566 U.S. at 79 (quoting Parker v. Flook, 437 U.S. 584, 590 (1978)); see also Alice,
573 U.S. at 222 (“‘Simply appending conventional steps, specified at a high level of generality,’
was not ‘enough’ to supply an ‘inventive concept.’” (quoting Mayo, 566 U.S. at 82, 77, 72) (emphasis
omitted)).
244. In re Smith, 815 F.3d 816, 820 (Fed. Cir. 2016).
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that the applicants’ claims for “rules for conducting a wagering game” were
similar “to other ‘fundamental economic practice[s]’ found abstract by the
Supreme Court.”
245
In the second step, it held that elements like shuffling
and dealing playing cards were “purely conventional steps” that were
insufficient to transform the claims “into a patent-eligible application of the
abstract idea.”
246
The panel decision, however, stated that “not . . . all
inventions in the gaming arts would be foreclosed from patent protection
under [35 U.S.C.] § 101,” and in dicta noted that “claims directed to
conducting a game using a new or original deck of cards” could “potentially
surviv[e] step two of [the Mayo/Alice test].”
247
Similarly, in In re Marco Guldenaar Holding B.V., a panel of the Federal
Circuit affirmed the PTO’s rejection of claims in a patent application
covering a wagering game involving three six-sided dice that had only
certain faces marked.
248
Relying heavily on In re Smith, the court first held
that the claims were “directed to . . . an abstract idea”—namely, “rules for
playing a . . . game.
249
On the second step of the Mayo/Alice test, the court
concluded that, as in Smith, the claimed activities—the steps of placing a
wager, rolling the dice, and paying a payout amount if at least one wagered
outcome occurs—were “purely conventional and are insufficient to recite an
inventive concept.”
250
Although the majority reaffirmed the dicta in Smith
that “inventions in the gaming arts are not necessarily foreclosed from
patent protection under § 101,”
251
it appears that tabletop games likely will
not qualify as patentable subject matter unless they include new and
nonobvious game pieces or mechanics—a difficult bar to surmount.
245. Id. at 818 (quoting Alice, 573 U.S. at 219) (alteration in original). The Federal Circuit
cited the BPAI’s reasoning that “[a] wagering game is, effectively, a method of exchanging and
resolving financial obligations based on probabilities created during the distribution of the
cards,” analogous to the method of hedging risk found patent-ineligible in Bilski and the
method of exchanging financial obligations found patent-ineligible in Alice. Id. at 818–19 (alteration
in original).
246. Id. at 819.
247. Id.
248. In re Marco Guldenaar Holding B.V., 911 F.3d 1157, 1158–59 (Fed. Cir. 2018).
Specifically, in the claimed game, the first die had only one face marked, the second die had
two faces marked, and the third die had three faces marked. Id. at 1159.
249. Id. at 1160–61.
250. Id. at 1161.
251. Id. at 1162. Notably, Judge Mayer, who concurred in the outcome, would have gone
even further and held that “claims directed to dice, card, and board games can never meet the
section 101 threshold because they endeavor to influence human behavior rather than effect
technological change.” Id. (Mayer, J., concurring); see also id. at 1166 (“While games may
enhance our leisure hours, they contribute nothing to the existing body of technological and
scientific knowledge. They should therefore be deemed categorically ineligible for patent.”).
However, Judge Mayer’s contention directly conflicts with the long history of patent protection
for tabletop games. See supra notes 204–29 and accompanying text.
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Third, even if the novelty, nonobviousness, and patent eligibility
requirements can be met, patent protection may be unavailable if the game
is “in public use, on sale, or otherwise available to the public” more than a
year before the filing of a patent application.
252
Although the public use
determination is highly fact-specific,
253
the Supreme Court has held that
even a single unrestricted use of the invention may be sufficient to preclude
patenting.
254
Similarly, a single offer to sell the invention—even if made in
private—can invalidate a patent.
255
This may occur, for example, if a game is
playtested
256
by others without any restriction or obligation of secrecy,
257
or
if a game designer attempts to sell a physical copy of the game to a
publisher.
258
For example, a design patent
259
covering a coin drop-style game
252. 35 U.S.C. § 102(a)(1) (2018).
253. See, e.g., Dey, L.P. v. Sunovion Pharms., Inc., 715 F.3d 1351, 1355 (Fed. Cir. 2013)
(listing numerous factors to be considered in whether a prior use is sufficiently public to
preclude patenting, including “‘the nature of the activity that occurred in public; the public
access to and knowledge of the public use; [and] whether there was any confidentiality obligation
imposed on persons who observed the use’” (alteration in original) (quoting Berhardt, L.L.C. v.
Collezione Europa USA, Inc., 386 F.3d 1371, 1379 (Fed. Cir. 2004))).
254. See U.S.
PAT. & TRADEMARK OFF., MANUAL OF PATENT EXAMINING PROCEDURE
§ 2133.03(a)(I) (9th ed. 2020) (“‘[T]o constitute the public use of an invention it is not
necessary that more than one of the patent articles should be publicly used. The use of a great
number may tend to strengthen the proof, but one well defined case of such use is just as
effectual to annul the patent as many.’ Likewise, it is not necessary that more than one person
use the invention.” (alteration in original) (citing Egbert v. Lippman, 104 U.S. 333, 336 (1881)));
see also R.
CARL MOY, MOYS WALKER ON PATENTS § 8:239 (4th ed. 2020) (“The threshold
associated with these activities is quite low; the cases often assert that the number of uses is
immaterial, and that a single use can be sufficient.”).
255. See Helsinn Healthcare S.A. v. Teva Pharms. USA, Inc., 139 S. Ct. 628, 633–34 (2019)
(holding that the on sale bar means the same thing pre-AIA and post-AIA, including that so-
called “‘secret sales’ can invalidate a patent”); see also In re Caveney, 761 F.2d 671, 676 (Fed. Cir.
1985) (holding that just one offer to sell or sale triggers § 102’s “on sale” statutory bar that renders
the patent invalid).
256. Playtesting is the process of evaluating a prototype of a tabletop game by having others
play it, collecting their feedback, and then adjusting or refining the game. Game designers often
conduct multiple rounds of playtesting for a game. See S
HARON BOLLER & KARL M. KAPP, PLAY
TO
LEARN: EVERYTHING YOU NEED TO KNOW ABOUT DESIGNING EFFECTIVE BOARD GAMES 99–112
(2017).
257. See In re Smith, 714 F.2d 1127, 1134 (Fed. Cir. 1983) (holding that a “public use” occurs
when the inventor allows another person to use the invention without “limitation, restriction or
obligation of secrecy to the inventor”); see also Schaeffer, supra note 18, at 42 (explaining that
“playtesting—particularly in a public setting, such as at a game convention or trade show—
could be considered a public disclosure that will bar patentability”).
258. See Pfaff v. Wells Elecs., Inc., 525 U.S. 55, 67 (1998) (holding that two requirements
must be met under § 102’s “on sale” bar: (1) “the product must be the subject of a commercial
offer for sale” and (2) “the invention must be ready for patenting”). However, an offer to
license or sell the rights in a game, by itself, would not trigger the “on sale” bar of § 102. See In re
Kollar, 286 F.3d 1326, 1331 (Fed. Cir. 2002) (“[M]erely granting a license to an invention,
without more, does not trigger the on-sale bar of § 102(b).”); Moleculon Rsch. Corp. v. CBS,
Inc., 793 F.2d 1261, 1267 (Fed. Cir. 1986) (“[A]n assignment or sale of the rights in the invention
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was found invalid when the inventor had put the design on sale at least four
years before filing the design patent’s application.
260
However, not all playtesting of a game necessarily precludes patenting.
In Moleculon Research Corp. v. CBS, Inc., the inventor “conceived of a three-
dimensional puzzle capable of rotational movement,” comprising “eight
cubes attached in a 2 x 2 x 2 arrangement, with each of the six faces of the”
cube having different color.
261
While in graduate school, the inventor
constructed several prototypes of the puzzle and showed them to several
people, including roommates and a colleague at work.
262
Moleculon then
sent Parker Brothers a model and description of the puzzle cube. Just short
of a year later,
263
the inventor filed a patent application on the puzzle cube,
which the PTO subsequently granted.
264
When Moleculon sued CBS, the
maker of the famous Rubik’s Cube puzzle, CBS contended the patent was
invalid because the subject matter of the patent had been in public use prior
to the critical date.
265
Both the district court and the Federal Circuit rejected
these arguments. On the public use issue, they held that because the
inventor had not given others “free and unrestricted use” of the invention
“[b]ased on the personal relationships and surrounding circumstances,”
which suggested the inventor had “at all times retained control over the
puzzle’s use and the distribution of information concerning it.”
266
Fourth, even if a tabletop game is patent eligible subject matter, the
novelty and nonobviousness requirements, plus the existence of large
amounts of prior art (both in the form of previously issued patents and
published patent applications as well as other games), means that the scope
of possible patent rights is often quite narrow. The patent’s claims “define
the scope of the patentee’s rights under the [law].”
267
In a field crowded
with prior art, a skilled patent attorney will attempt to draft the patent’s
and potential patent rights is not a sale of ‘the invention’ within the meaning of [pre-AIA]
section 102(b).”).
259. U.S. Patent No. D643,474 (filed Feb. 18, 2011). Design patents are generally subject to
the same legal requirements for patentability as utility patents, except that a design patent covers
the ornamental (non-functional) aspects. See 35 U.S.C. § 171(b) (2018).
260. Spencer v. Taco Bell Corp., No. 12-cv-387-T-23TGW, 2013 WL 5499609, at *9 (M.D.
Fla. Oct. 2, 2013), aff’d without opinion, 560 F. App’x 997, 997 (Fed. Cir. 2014).
261. Moleculon, 793 F.2d at 1263.
262. Id.
263. The disclosure to Parker Brothers occurred on March 7, 1969, and the patent
application was filed on March 3, 1970. Id.
264. U.S. Patent No. 3,655,201 (filed Mar. 4, 1970).
265. Moleculon, 793 F.2d at 1265. The defendants raised a similar claim regarding the “on
sale” bar, which was also rejected. Id. at 1267.
266. Id. at 1266.
267. Markman v. Westview Instruments, Inc., 52 F.3d 967, 971 (Fed. Cir. 1995), aff’d, 517
U.S. 370 (1996); see also 35 U.S.C. § 112(b) (2018) (providing that a patent “shall conclude with
one or more claims particularly pointing out and distinctly claiming the subject matter which
the inventor or a joint inventor regards as the invention”).
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1650 IOWA LAW REVIEW [Vol. 107:1615
claims narrowly to avoid a possible rejection at the PTO or invalidation in
litigation.
268
Today, a game designer would be unlikely to obtain protection
anywhere near as broad as Charles Darrow’s patent, which covered nearly
every aspect of Monopoly’s board, game play, and game pieces.
269
Fifth, a board game designer or publisher may conclude that obtaining
a patent is simply not cost effective, especially in light of the legal issues
previously described and the availability of other forms of IP protection.
Most game designers are independent contractors rather than employees
and often work another job on a part- or full-time basis.
270
Thus, few game
designers are independently wealthy enough to pay the attorneys’ fees and
other costs associated with applying for a patent, which can run into the tens
of thousands of dollars,
271
or the attorneys’ fees and costs to enforce patent
rights in court, which can run much higher.
272
In addition, the uncertain
prospects of a new game, plus the low profit margin of many games,
273
may
make it impractical to pursue patent protection. Furthermore, the patent
prosecution process can last many months.
274
Finally, although the term of
patent protection is lengthy—up to 20 years from date of application—it is
considerably shorter than copyrights or trademarks.
275
268. See Kristen Osenga, Linguistics and Patent Claim Construction, 38 RUTGERS L.J. 61, 67
(2006) (“The patent applicant, in drafting claims, is trying to walk a thin line of fashioning a claim
sufficiently narrow that it is not invalid over the prior art, but at the same time trying to obtain a
sufficiently wide scope of protection that may include coverage of future devices.”).
269. See supra notes 204–08 and accompanying text.
270. See T
INSMAN, supra note 78, at 53 (“[M]ost game design companies don’t have a staff of
full-time inventors creating new games.”).
271. See A
M. INTELL. PROP. L. ASSN, REPORT OF THE ECONOMIC SURVEY 2021, at 42 (2021)
(detailing average costs for preparing a U.S. utility patent application, including $7,500 for an
original, minimally complex application, $2,000 for an amendment, $2,000 for a novelty
search, and $5,000 to $8,000 for an appeal to the Patent Trial and Appeal Board).
272. See id. at 60 (stating that patent litigation expenses can run from an average of
$675,000 through trial and appeal when less than $1 million is at risk, up to an average of $4
million when over $25 million is at risk).
273. For example, a self-published game designer may incur substantial design, pre-
production, fundraising, manufacturing, marketing, and distribution/shipping costs before any
profits are earned. See Carol Mertz, The Dirty Details of Self-Publishing an Indie Tabletop Game,
C
AROL MERTZ: BLOG (May 10, 2016), http://carolmertz.com/2016/05/the-dirty-details-of-self-
publishing-an-indie-tabletop-game [https://perma.cc/7DBT-W3E8]. If a game designer submits
the game to an established publisher, he or she will likely receive only a small percentage of profits
in royalties. See T
INSMAN, supra note 78, at 220 (noting that royalty rates for a smaller company
may be 10–12%, while a larger publisher may be 2–4%).
274. As of December 2021, the average patent pendency (time from filing to issuance or
termination) is nearly two years. See U.S.
PAT. & TRADEMARK OFF., Patents Pendency Data December
2021, https://www.uspto.gov/dashboard/patents/pendency.html [https://perma.cc/AE78-N7HB].
275. Compare 35 U.S.C. § 154(a)(2) (2018) (providing that a patent’s duration “shall be for a
term beginning on the date on which the patent issues and ending 20 years from the date on
which the application for the patent was filed”), with 17 U.S.C. § 302(a) (2018) (“Copyright in a
work created on or after January 1, 1978, subsists from its creation and . . . endures for a term
consisting of the life of the author and 70 years after the author’s death.”), and 15 U.S.C.
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In sum, although patents theoretically can protect numerous aspects of
a tabletop game, including the game apparatus and method of play, in
reality, the legal and practical hurdles to obtaining a patent for a game
means that relatively few game designers or publishers pursue this path.
C. T
RADEMARK
Trademarks are words, symbols and devices that indicate a source of
origin for a good or service.
276
A trademark protects the owner against
others using the same or a confusingly similar mark for their own goods or
services in commerce without the owner’s permission.
277
Although
trademarks do not need to be federally registered with the USPTO to confer
protection,
278
there are numerous advantages to registration, including:
presumption of ownership of the mark and the exclusive right to its
nationwide use for goods and services;
279
the possibility of achieving
incontestable status of the mark after five years;
280
the right to request that
customs officials bar imported goods bearing infringing marks;
281
and certain
additional remedies.
282
Trademark law is frequently used to protect the names, logos, slogans,
and other distinctive aspects of tabletop games. For example, Hasbro (the
legal successor to Parker Brothers) owns federally registered trademarks related
to Monopoly, including the word mark itself;
283
an image of the game
board;
284
the “Go to Jail,” “Free Parking,” “In Jail/Just Visiting,” and “Boardwalk
§§ 1058–59 (2018) (explaining that federally registered trademarks are available in renewable
10-year terms). See Yurman Design, Inc. v. PAJ, Inc., 262 F.3d 101, 115 (2d Cir. 2001) (“Patent and
copyright law bestow limited periods of protection, but trademark rights can be forever.”).
276. 15 U.S.C. § 1127. Nontraditional marks, including colors, sounds, or smells, are eligible
for trademark protection if they indicate a source of origin to customers. See Qualitex Co. v.
Jacobson Prods. Co., 514 U.S. 159, 174 (1995) (holding that a color alone may be protectable
as a trademark); see also Kenneth L. Port, On Nontraditional Trademarks, 38 N.
KY. L. REV. 1, 2
(2011); Lisa P. Ramsey, Non-Traditional Trademarks and Inherently Valuable Expression, in T
HE
PROTECTION OF NON-TRADITIONAL TRADEMARKS: CRITICAL PERSPECTIVES 337, 345 (Irene Calboli
& Martin Senftleben eds., 2018).
277. 15 U.S.C. §§ 1114, 1125(a); see also AMF Inc. v. Sleekcraft Boats, 599 F.2d 341, 348
(9th Cir. 1979) (discussing and applying the standard for determining trademark infringement
based on likelihood of confusion), abrogated by Mattel Inc. v. Walking Mountain Prods., 353 F.3d
792 (9th Cir. 2003).
278. 15 U.S.C. § 1125(a)(1); see also Two Pesos, Inc. v. Taco Cabana, Inc., 505 U.S. 763, 768
(1992) (“[I]t is common ground that § 43(a) protects qualifying unregistered trademarks . . . .”).
279. 15 U.S.C. § 1072.
280. Id. § 1065.
281. Id. § 1124.
282. Id. § 1117(b)–(c) (authorizing triple damages and statutory damages for counterfeits of
registered marks).
283. MONOPOLY, Registration No. 326,723.
284. MONOPOLY, An illustration drawing which includes word(s)/ letter(s)/ number(s),
Registration No. 1,536,501; MONOPOLY, The overall shape of the game board, Registration
No. 1,591,120.
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1652 IOWA LAW REVIEW [Vol. 107:1615
squares;
285
Chance and Community Chest cards;
286
the Railroad logo;
287
and
the Mr. Monopoly character.
288
Hasbro has also trademarked use of the
word MONOPOLY for goods and services beyond board games,
289
as well as
various adaptations and spinoffs from the classic version of the game.
290
One limitation on trademark protection is that a mark is not
protectable if it becomes “the generic name for the goods or services or a
portion thereof, for which it registered.”
291
This can occur if the mark is
synonymous with the product or service itself at the time of first use (i.e.,
“born generic”), or if the mark subsequently becomes understood to refer to
the class of goods or services of which it is a part, rather than a source of
origin (i.e., genericide).
292
For example, the word mark PARCHEESI is
generic, as it refers to a game originally played in India prior to its
importation into the United States.
293
Similarly, BACKGAMMON, CHECKERS,
285. GO TO JAIL, Registration No. 1,810,912; FREE PARKING, Registration No.
1,809,353; IN JAIL JUST VISITING, Registration No. 1,819,061; COLLECT $200.00 SALARY
AS YOU PASS GO, Registration No. 1,782,815; BOARDWALK, Registration No. 1,969,532.
286. CHANCE?, Registration No. 1,971,002; COMMUNITY CHEST FOLLOW
INSTRUCTIONS ON TOP CARD, Registration No. 1,973,665.
287. MONOPOLY, An illustration drawing without any word(s)/ letter(s)/ number(s),
Registration No. 1,969,531.
288. See, e.g. MONOPOLY, An illustration drawing without any word(s)/ letter(s)/
number(s), Registration No. 1,634,215; MONOPOLY, An illustration drawing without any
word(s)/ letter(s)/ number(s), Registration No. 1,634,214.
289. See, e.g., MONOPOLY, Registration No. 5,728,056 (for use with backpacks, tote bags,
book bags, handbags, purses, and wallets); MONOPOLY, Registration No. 5,728,055 (for use
with bed blankets, bed sheets, bedspreads, comforters, quilts, and textile wall hangings);
MONOPOLY, Registration No. 4,818,781 (for use with gambling equipment and machines);
MONOPOLY, Registration No. 4,796,523 (for use in lottery tickets); MONOPOLY, Registration
No. 2,654,349 (for use in computer game programs).
290. See, e.g., MONOPOLY REVOLUTION, Registration No. 3,994,532; MONOPOLY DEAL,
Registration No. 3,851,950; see also ADVANCE TO BOARDWALK, Registration No. 5,681,117.
291. 15 U.S.C. § 1065(4) (2018); see also Sandra L. Rierson, Toward a More Coherent Doctrine
of Trademark Genericism and Functionality: Focusing on Fair Competition, 27 F
ORDHAM INTELL. PROP.
MEDIA & ENT. L.J. 691, 701 (2017) (“The current version of the Lanham Act extends no protection
to words or terms considered generic, even if the word or term was, at one point, a registered,
inherently distinctive trademark.”).
292. See Dan L. Burk, Trademarks Along the Infobahn: A First Look at the Emerging Law of
Cybermarks, 1 R
ICH. J.L. & TECH. 1, 27 (1995) (“Some terms, such as ‘toothpaste’ are born generic;
others such as ‘escalator,’ have genericness thrust upon them by becoming a common descriptive
name in the mind of the public.”).
293. See Selchow & Righter Co. v. W. Printing & Lithographing Co., 29 F. Supp. 569, 570
–71 (E.D. Wis. 1939), aff’d, 112 F.2d 430 (7th Cir. 1940); see also Selchow v. Chaffee & Selchow
Mfg. Co., 132 F. 996, 999 (C.C.S.D.N.Y. 1904) (“[I]t seems that a person ought not to be
permitted to introduce into this country an article of manufacture of any description, including
a game such as is in question here, and gain a monopoly either of the game, article, or name
thereof, by registering its name as a trade-mark under our trade-mark laws, either using the
foreign name or one so similar as to leave no doubt of the game or article intended on hearing
the name pronounced or on seeing it written.”).
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and CHESS would be generic if used to describe the respective games but
may be protectable if used for other goods and services unrelated to gaming.
294
Indeed, one of the most important genericide cases involved the board
game Monopoly. In the 1970s, Ralph Anspach, an economist, created a board
game named Anti-Monopoly that was “designed to emphasize the values of
the competitive private enterprise system.”
295
The basic goal of Anti-
Monopoly—in contrast to Monopoly, which encouraged the aggregation of
property ownership and wealth into the hands of one person—was to bring
indictments against monopolistic owners of firms in various industries and
restore competition.
296
Anspach applied for trademark protection for the
name “Anti-Monopoly,”
297
but the USPTO rejected the application on the
grounds that it would be likely to cause “confusion, mistake, or deception.”
298
After receiving a cease-and-desist letter from Parker Brothers regarding
the game’s name,
299
Anspach filed suit in federal court, asserting that the
MONOPOLY trademark had become generic and requesting its
cancellation.
300
The district court rejected this claim,
301
but on appeal, the
Ninth Circuit initially remanded for reconsideration,
302
and then reversed,
holding that Parker Brothers’ “successful[] promot[ion of] ‘Monopoly’ as
the name of [a] game where the ultimate goal is to be a monopolist had
led it to “bec[o]me generic in the sense in which we use that term in
trademark law.”
303
The court reasoned that even though survey evidence found that a
majority of the public associated Monopoly with Parker Brothers, the mark
was nonetheless generic because most customers “who purchased the game
wanted ‘Monopoly’ and did not care who made it.”
304
In response, Congress
enacted legislation that effectively overturned the Ninth Circuit’s decision by
providing that a registered mark shall not be considered generic “solely
294. For example, Chess Records, or Checkers Drive-In restaurant.
295. Anti-Monopoly, Inc. v. Gen. Mills Fun Grp., 611 F.2d 296, 300 (9th Cir. 1979).
296. See P
ILON, supra note 205, at 2–17 (describing Anspach’s development and marketing
of the Anti-Monopoly game); see also U.S. Patent No. 3,961,795 (filed Mar. 3, 1975) (further
explaining the game’s objectives and mechanics).
297. According to the Ninth Circuit, Anspach initially “intended to market his game under
the title, ‘Bust the Trust, The Anti-Monopoly game,’ but he later decided that ‘Anti-Monopoly’
would be a better title.” Anti-Monopoly, 611 F.2d at 300.
298. Id.; see also P
ILON, supra note 205, at 15 (noting the grounds on which the USPTO rejected
Anspach’s application).
299. This letter is reprinted in PILON, supra note 205, at 15–16.
300. Anti-Monopoly, 611 F.2d at 300.
301. Anti-Monopoly, Inc. v. Gen. Mills Fun Grp., Inc., No. C-74-0529, 1977 WL 22724, at
*1 (N.D. Cal. Apr. 4, 1977), rev’d sub nom., 611 F.2d 296 (9th Cir. 1979).
302. Anti-Monopoly, 611 F.2d at 300–06.
303. Anti-Monopoly, Inc. v. Gen. Mills Fun Grp., Inc., 684 F.2d 1316, 1321–23 (9th Cir. 1982).
304. Id. at 1323.
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because such mark is also used as a name of or to identify a unique product
or service.”
305
Another significant limitation is that trademark protection often does
not extend to parodies. Although it is not an affirmative defense to a claim
of trademark infringement, a successful parody usually will not infringe
because there is no likelihood of confusion.
306
Instead, the ordinary viewer
“will understand that an entity separate and distinct from the trademark
owner is poking fun at the trademark of the policies of its owner.”
307
As a
result, a successful parody “would merely amuse, not confuse.”
308
Not
surprisingly, however, trademark owners often have a poor sense of humor
when it comes to parodies, asserting that they harm the value of their
brand.
309
There are numerous examples of parodies in the world of tabletop
gaming, ranging from unauthorized parodies where the trademark owner
pursued litigation
310
to “official parodies” made by the same company as the
305. Trademark Clarification Act of 1984, Pub. L. No. 98-620, § 102, 98 Stat. 3335, 3335
(codified at 15 U.S.C. § 1064(c) (2018)). Congress also clarified that “[t]he primary
significance of the registered mark to the relevant public rather than purchaser motivation shall
be the test for determining” genericide. Id. See generally A. Samuel Oddi, Assessing “Genericness”:
Another View, 78 T
RADEMARK REP. 560 (1988) (discussing the significance of Anti-Monopoly and
summarizing the resulting legislative changes by Congress).
306. J.
THOMAS MCCARTHY, MCCARTHY ON TRADEMARKS AND UNFAIR COMPETITION § 31:153
(5th ed. 2022); see also David A. Simon, The Confusion Trap: Rethinking Parody in Trademark Law,
88 W
ASH. L. REV. 1021, 1026 (2013) (“In copyright, the parody analysis occurs after the
infringement analysis, as a defense. Parody in trademark law, by contrast, operates during the
infringement analysis. It is not, as courts and commentators tell us, a real defense.”). Parody,
however, is a statutory defense to a trademark dilution claim. See 15 U.S.C. § 1125(c)(3) (“The
following shall not be actionable as dilution . . . identifying and parodying, criticizing, or
commenting upon the famous mark owner or the goods or services of the famous mark
owner.”).
307. M
CCARTHY, supra note 306, § 31:153; see also Hormel Foods Corp. v. Jim Henson
Prods., Inc., 73 F.3d 497, 503 (2d Cir. 1996) (“[A] parody depends on a lack of confusion to
make its point. ‘A parody must convey two simultaneous—and contradictory—messages: that it
is the original, but also that it is not the original and is instead a parody.’” (citing Cliffs Notes,
Inc. v. Bantam Doubleday Dell Publ’g Grp., Inc., 886 F.2d 490, 494 (2d Cir. 1989))).
308. M
CCARTHY, supra note 306, § 31:153 (citing Louis Vuitton Malletier S.A. v. Haute Diggity
Dog, LLC, 507 F.3d 252, 267 (4th Cir. 2007)).
309. See, e.g., Louis Vuitton Malletier, S.A. v. My Other Bag, Inc., 156 F. Supp. 3d 425, 436
(S.D.N.Y. 2016) (“[T]he fact that Louis Vuitton at least does not find the comparison funny is
immaterial; Louis Vuitton’s sense of humor (or lack thereof) does not delineate the parameters
of its rights . . . under trademark law.”); see also Sandra L. Rierson, The Myth and Reality of Dilution,
11 D
UKE L. & TECH. REV. 212, 270 (2012) (“Like the authors of creative works, these corporate
entities would like to control all uses of their marks, particularly those that are offensive to them
. . . .”).
310. See generally, e.g., Hasbro, Inc. v. Chang, C.A. No. 03-482-T, 2006 WL 8456958 (D.R.I.
Feb. 17, 2006) (recommending entry of default judgment against defendant on Hasbro’s claims
of trademark and copyright infringement based upon defendant’s manufacture and sale of a
racially offensive board game name; also mentioning defendant’s parody defense).
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original game.
311
Tabletop role-playing games are also a source of parodies,
poking fun at everything from D&D
312
to Star Trek.
313
Not every parody, however, is successful. For example, a company called
Vampire Squid Cards made and sold an “expansion pack of cards” with “an
. . . off-beat sense of humor” to the well-known Cards Against Humanity
game.
314
The company adopted the name “Crabs Adjust Humidity” and a
logo of a crab claw adjusting a thermostat-like dial for their product.
315
After
Vampire Squid Cards applied to the USPTO to register the word mark and
logo, the owner of Cards Against Humanity—which had its own registered
trademarks
316
—filed an opposition, asserting that consumers would likely be
confused by the similarities between the two marks.
317
The Trademark Trial
and Appeal Board rejected the applicant’s argument that the CRABS
ADJUST HUMIDITY marks were not likely to confuse because they were a
parody, explaining “that parody is a viable defense in a likelihood of
confusion analysis only if the involved marks are otherwise not found
confusingly similar.”
318
Here, however, “the parties’ goods are identical and
the marks are similar in their overall commercial impressions due to the
shared elements in each.”
319
As a result, the claim that the CRABS ADJUST
HUMIDITY “marks constitute[d] a parody [was] unavailing.”
320
Finally, the trade dress of a tabletop game may be protectable. Trade dress
refers to the overall “image [and appearance] of a product[,] . . . includ[ing] .
. . [its] size, shape, color[s,] . . . graphics,” and packaging.
321
To be protectable,
311. See, e.g., MONOPOLY: SOCIALISM (Hasbro 2019); CLUE: LOST IN VEGAS (Hasbro 2018);
B
OTCHED OPERATION (Hasbro 2018).
312. See, e.g., B
UNKERS & BADASSES (Nerdvana Games 2020); see also Charlie Hall,
Borderlands’ In-Fiction Dungeons & Dragons Spoof Is Being Turned into a Real-Life RPG, P
OLYGON
(Sept. 12, 2020), https://www.polygon.com/2020/9/12/21433048/borderlands-bunkers-and-
badasses-rpg-book-release-date-price-dungeons-dragons [https://perma.cc/7A35-G2E2] (commenting
on a D&D spoof).
313. See, e.g., S
TAR WRECK ROLEPLAYING GAME (Energia Productions 2006).
314. Cards Against Human., LLC v. Vampire Squid Cards, LLC, Opposition No. 91225576,
2019 WL 1491525, at *4 (T.T.A.B. Feb. 28, 2019).
315. Id. at *12. One of the principals of Vampire Squid Cards explained that he adopted
the mark CRABS ADJUST HUMIDITY because he “wanted a phrase that would evoke [CARDS
AGAINST HUMANITY] by rhyming with it, but in an absurdist and surreal way.” Id. at *4
(alteration in original) (citation omitted).
316. See CARDS AGAINST HUMANITY, Registration No. 4,304,805; CAH, Registration No.
3,354,769; see also CARDS AGAINST HUMANITY A PARTY GAME FOR HORRIBLE PEOPLE,
Registration No. 4,623,613 (describing the graphical mark as “a three-dimensional black
rectangular product packaging featuring the words ‘CARDS AGAINST HUMANITY’ in white
letters located in the upper left-hand corner of the rectangular design”).
317. Cards Against Humanity, LLC, 2019 WL 1491525, at *1.
318. Id. at *11.
319. Id.
320. Id.
321. Two Pesos, Inc. v. Taco Cabana, Inc., 505 U.S. 763, 764 n.1 (1992) (quoting John H.
Harland Co. v. Clarke Checks, Inc., 711 F.2d 966, 980 (11th Cir. 1983)); see also M
CCARTHY,
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trade dress must be “either . . . inherently distinctive or . . . ha[ve] acquired
distinctiveness through secondary meaning.”
322
Distinctive, nonfunctional
trade dress can be registered as a trademark,
323
but many trade dress claims
involve infringement of unregistered marks under section 43(a) of the Lanham
Act.
324
Games can qualify for trade dress protection if they satisfy these
elements.
325
For instance, Shuffle Master, the maker of a table game for
casinos called “Four Card Poker,” sued to stop a competitor from infringing
its trade dress.
326
The district court issued a preliminary injunction, finding
that Four Card Poker was likely inherently distinctive based on its combination
of elements, including use of a semi-circular table, and the availability of
alternative designs.
327
In addition, it pointed to evidence of secondary
meaning, including advertising expenditures and survey evidence finding
that 35 percent “of table game managers . . . [in] casinos [across] the
United States . . . associated [the game] with a single source.”
328
D. OTHER IP RIGHTS
A number of other IP and IP-adjacent bodies of law may also provide
legal protection for some aspects of tabletop games, as well as presenting
potential issues for game designers and publishers.
First, design patents are available for “new, original[,] and ornamental
design[s] for an article of manufacture.”
329
Like utility patents, design
supra note 306, § 8:4 (“[I]n modern parlance, ‘trade dress’ includes the total look of a product
and its packaging and even includes the design and shape of the product itself.”).
322. Two Pesos, Inc., 505 U.S. at 769; see id. at 769–75. However, trade dress in a single color
or in product shape or design can never be inherently distinctive, so secondary meaning must
be established. See Wal-Mart Stores, Inc. v. Samara Bros., Inc., 529 U.S. 205, 212 (2000) (“It seems
to us that design, like color, is not inherently distinctive.”); see also M
CCARTHY, supra note 306,
§ 8:12.
323. In re Forney Indus., Inc., 955 F.3d 940, 945 (Fed. Cir. 2020) (“Trade dress is registrable
as a trademark if it serves the same source-identifying function as a trademark.”); see also TMEP
§ 1202.02 (2021) (“Trade dress constitutes a ‘symbol’ or ‘device’ within the meaning of §2 of
the [Lanham] Act . . . .”).
324. Two Pesos, Inc., 505 U.S. at 767–75; see also id. at 780 (Stevens, J., concurring) (“The
federal courts are in agreement that § 43(a) creates a federal cause of action for trademark and
trade dress infringement claims.”); M
CCARTHY, supra note 306, § 8:7 (“[Section] 43(a) has often
been used as a vehicle by which to assert claims for infringement of unregistered trade dress in
the federal courts.”).
325. See, e.g., Tetris Holding, LLC v. Xio Interactive, Inc., 863 F. Supp. 2d 394, 415–16
(D.N.J. 2012) (holding that the trade dress in the video game Tetris, including the size and color
of the blocks and the long rectangular playing field, are distinctive and nonfunctional).
326. Shuffle Master Inc. v. Awada, No. 05-CV-01112, 2006 WL 2547091, at *1 (D. Nev. Aug.
31, 2006).
327. See id. at *2.
328. Id. at *3.
329. 35 U.S.C. § 171(a) (2018).
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patents must satisfy the novelty and nonobviousness requirements,
330
but
design patent applications are more likely to be granted,
331
and very few
rejections are based on the prior art.
332
A major limitation on design patents
is functionality; “[i]f the patented design is primarily functional rather than
ornamental, the patent is invalid.”
333
Design patents last for 15 years,
334
and
the patentee may recover the infringer’s “total profit” from the sale of any
“article of manufacture” that applies “the patented design[] or any colorable
imitation thereof.”
335
Design patents can protect the ornamental (i.e., visual and
nonfunctional) aspects of tabletop games.
336
For instance, there are numerous
examples of chess pieces and chess sets covered by design patents.
337
The
appearance of game parts like dice,
338
spinners,
339
game tiles,
340
and game
330. See 35 U.S.C. § 171(b) (“The provisions of this title relating to patents for inventions
shall apply to patents for designs, except as otherwise provided.”); see also In re Borden, 90 F.3d
1570, 1574 (Fed. Cir. 1996) (“Design patents are subject to the same conditions on
patentability as utility patents, including the nonobviousness requirement of 35 U.S.C. § 103.”).
331. Compare Design Data December 2021, U.S.
PAT. & TRADEMARK OFF., https://www.uspto.
gov/dashboard/patents/design.html [https://perma.cc/YZS8-WS6Z] (Nov. 19, 2020) (showing
that the allowance rate for design patent applications for fiscal year 2022 is 86.4 percent), with
Michael Carley, Deepak Hegde & Alan Marco, What is the Probability of Receiving a U.S. Patent?, 17
Y
ALE J.L. & TECH. 203 (2015) (finding that 55.8 percent of utility patent applications filed
between 1996 and 2005 and examined before mid-2013 issued as patents without the use of
continuation procedures).
332. See Janice M. Mueller & Daniel H. Brean, Overcoming the “Impossible Issue” of Nonobviousness
in Design Patents, 99 K
Y. L.J. 419, 425 (2011) (“The USPTO . . . very rarely discovers and cites
prior art designs as rendering a design application unpatentable.”).
333. PHG Techs., LLC v. St. John Cos., Inc., 469 F.3d 1361, 1366 (Fed. Cir. 2006)
(quoting Power Controls Corp. v. Hybrinetics, Inc., 806 F.2d 234, 238 (Fed. Cir. 1986)).
334. 35 U.S.C. § 173.
335. Id. § 289; see also Samsung Elecs. Co. v. Apple, Inc., 137 S.Ct. 429, 431 (2016) (holding
that for a “multicomponent product, the relevant ‘article of manufacture’ [under] § 289 . . . need
not be the end product sold to the consumer but may be only a component of that product”).
336. See Schaeffer, supra note 18, at 42 (“[A] design patent may be an avenue for protecting
novel game components, allowing the owner to prevent others from using similar-looking
components.”).
337. See, e.g., U.S. Design Patent No. 767,041 (filed Sept. 2, 2014); U.S. Design Patent No.
695,355 (filed Mar. 15, 2012); U.S. Design Patent No. 493,198 (filed Oct. 31, 2002); U.S.
Design Patent No. 392,269 (filed Apr. 6, 1995); U.S. Design Patent No. 326,285 (filed Aug. 2,
1990); U.S. Design Patent No. 279,390 (filed Nov. 8, 1982); U.S. Design Patent No. 275,869
(filed Nov. 5, 1982); U.S. Design Patent No. 266,012 (filed Oct. 4, 1979).
338. See, e.g., U.S. Design Patent No. 864,309 (filed Aug. 24, 2018); U.S. Design Patent No.
799,602 (filed Dec. 8, 2016); U.S. Design Patent No. 746,381 (filed Aug. 14, 2014); U.S. Design
Patent No. 745,930 (filed Oct. 1, 2014); U.S. Design Patent No. 713,470 (filed June 6, 2013);
U.S. Design Patent No. 603,458 (filed May 1, 2008).
339. See, e.g., U.S. Design Patent No. 883,392 (filed Nov. 6, 2018); U.S. Design Patent No.
483,076 (filed Feb. 12, 2003).
340. See, e.g., U.S. Design Patent No. 867,465 (filed Feb. 25, 2019); U.S. Design Patent No.
802,680 (filed Oct. 31, 2016); U.S. Design Patent No. 795,352 (filed Oct. 31, 2016).
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1658 IOWA LAW REVIEW [Vol. 107:1615
boards
341
also have received design patent protection. And some well-known
handheld games, such as Simon
342
and Rush Hour,
343
have been covered by
design patents.
Second, the right of publicity may be implicated when a person’s
identity is included in a tabletop game without their consent. The right of
publicity prevents the unauthorized appropriation of a “person’s name,
likeness, [and] other indicia of identity for [commercial] purposes.”
344
Indeed, several right of publicity cases have involved the unauthorized use of
names and other identifying information of well-known figures in games,
including professional athletes and billionaire businesspersons.
345
While
states have adopted a number of exceptions to the right of publicity,
346
these
are of little help for tabletop games that include famous or historic figures,
as the use is for a commercial purpose that does not appear to clearly fit into
one of the statutory exceptions. As a result, tabletop game publishers
generally steer clear of including real-life people in their games without
obtaining their express consent (usually in exchange for a licensing fee).
347
Third, trade secrecy may provide protection for game designers and
publishers against misappropriation of confidential information related to
tabletop games, but not the game itself once it is placed on sale to the
341. See, e.g., U.S. Design Patent No. 722,650 (filed Mar. 23, 2014); U.S. Design Patent No.
717,879 (filed Apr. 11, 2014); U.S. Design Patent 714,873 (filed Jan. 24, 2013); U.S. Design
Patent No. 692,062 (filed Sept. 26, 2012); U.S. Design Patent 660,372 (filed Feb. 2, 2011);
U.S. Design Patent No. 150,191 (filed June 10, 1946); U.S. Design Patent No. 103,697 (filed
Jan. 6, 1937).
342. U.S. Design Patent No. 253,786 (filed Apr. 13, 1978).
343. U.S. Design Patent No. 395,468 (filed June 23, 1998).
344. R
ESTATEMENT (THIRD) OF UNFAIR COMPETITION § 46 (AM. L. INST. 1995); see also 1 J.
THOMAS MCCARTHY, THE RIGHTS OF PUBLICITY AND PRIVACY 3, § 1:3 (2d ed. 2009) (describing
the right of publicity as “a right inherent to everyone to control the commercial use of identity
and persona”). In some states such as California and New York, the right of publicity extends to
deceased persons as well. C
AL. CIV. CODE § 3344.1 (West 2022); S.B. 05959D, 2019 Leg. (N.Y.
2019).
345. See, e.g., Uhlanender v. Henricksen, 316 F. Supp. 1277, 1283 (D. Minn. 1970) (inclusion
of professional baseball players’ names and statistics in a game without their permission);
Rosemont Enters., Inc. v. Urban Sys., Inc., 340 N.Y.S.2d 144, 145 (Sup. Ct. 1973) (billionaire
businessman Howard Hughes objected to unauthorized board game entitled The Howard Hughes
Game); Palmer v. Schonhorn Enters., Inc., 232 A.2d 458, 459 (N.J. Super. Ct. Ch. Div. 1967)
(board game about professional golf included the names and profiles of 23 professional golfers,
including Arnold Palmer, Gary Player, and Jack Nicklaus, without their consent); see also Ford &
Liebler, supra note 18, at 22–33 (discussing these cases in detail).
346. See, e.g., C
AL. CIV. CODE § 3344(d); 765 ILL. COMP. STAT. ANN. 1075/35(b)(2) (West 2022)
(permitting use of names, photographs, and likenesses in news reports, public affairs, and sports
broadcasts).
347. As one example, in requesting submissions for new characters for their game Unmatched,
Restoration Games required that all submissions must include characters in the public domain,
including “stay away from real modern figures.” R
ESTORATION GAMES, UNMATCHED DESIGN
CONTEST RULES AND ENTRY FORM, https://restorationgames.com/wp-content/uploads/2020/07/
Unmatched-Design-Contest-Rules.pdf [https://perma.cc/5P9L-M375].
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public.
348
Federal and state trade secrets law protects a wide variety of
information—including but not limited to patterns, plans, formulas,
methods, processes, procedures, and programs—that provides economic
value from not being generally known or readily ascertainable through
proper means.
349
Furthermore, the trade secret owner must take reasonable
precautions to keep this information secret.
350
Trade secret information is
protected against misappropriation by others, which includes acquisition by
improper means and disclosure or use without the owner’s permission or in
violation of a duty of confidentiality.
351
Trade secrets law can protect a board game designer who submits a
game to a publisher with an expectation that the publisher will not make or
sell the game without the designer’s consent. For instance, in Burten v.
Milton Bradley Co., two game designers created a prototype of an electronic
board game called “Triumph” and submitted it to Milton Bradley for
consideration.
352
As part of the submission process, the designers signed
Milton Bradley’s standard disclosure agreement.
353
After review, Milton
Bradley declined to publish Triumph, but a year later, the game designers
discovered that Milton Bradley was marketing a new electronic board game
under the name “Dark Tower” that they believed contained significant
structural and design similarities to Triumph.
354
At trial, the jury initially found in favor of Triumph’s designers,
awarding over $700,000 in damages for trade secret misappropriation by
Milton Bradley, but the district court set the verdict aside on the grounds
that Milton Bradley had not entered into a confidential relationship with the
designers and thus owed no duty to them.
355
On appeal, however, the First
Circuit reversed, finding that the written disclosure agreement did not
contain an express disclaimer of confidentiality by Milton Bradley.
356
Rather,
the issue of whether the parties had entered into an implied duty of
confidentiality was a factual question that the jury was entitled to resolve,
and sufficient evidence supported the jury’s conclusion that Milton Bradley
had misused the Triumph game materials that were submitted in confidence
348. Trade secret protection is unavailable for products (like board games) that are self-
disclosing when publicly used or sold. Lemley, supra note 31, at 313.
349. See 18 U.S.C. § 1839(3) (2018) (defining “trade secret” under federal law); U
NIF. TRADE
SECRETS ACT § 1(4) (UNIF. L. COMMN, amended 1985) (defining “trade secret” under the Uniform
Trade Secrets Act).
350. 18 U.S.C. § 1839(3)(A) (requiring a trade secret owner to take “reasonable measures
to keep such information secret”); U
NIF. TRADE SECRETS ACT § 1(4)(ii) (requiring that a trade
secret be “the subject of efforts that are reasonable under the circumstances to maintain its secrecy).
351. See 18 U.S.C. §§ 1836(b)(1), 1839(5); U
NIF. TRADE SECRETS ACT § 1(2).
352. Burten v. Milton Bradley Co., 763 F.2d 461, 462 (1st Cir. 1985).
353. Id.
354. Id.
355. Id. at 462–64.
356. Id. at 464–67.
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1660 IOWA LAW REVIEW [Vol. 107:1615
by the designers and that Milton Bradley had “plagiarized the plaintiffs’
idea[s].”
357
Finally, idea submission claims may provide another state-law based
means for protecting game creators who submit their work to publishers.
358
Idea submission cases typically involve “someone [who] discloses an idea to a
company in the hopes of effectuating a transaction, and the company uses
that idea for its own benefit without permission or compensation . . . .”
359
Although the contours vary significantly in the states that recognize it,
360
idea submission claims are “rooted in the notion that it is unfair to deny the
creator of an idea with compensation when another takes and profits from
the idea without permission.”
361
In California, for instance, an idea
submission claim is based on an implied-in-fact contract that arises when an
idea is submitted, there is offer for payment based on use of the idea and an
acceptance, followed by use without payment.
362
New York recognizes a
similar claim, but it also requires proof that the idea is novel.
363
Several decisions have recognized the viability of idea submission claims
for tabletop game submissions.
364
For instance, in Vantage Point, Inc. v. Parker
Brothers, Inc., the plaintiff mailed information about an oil exploration game
called “Wildcat,” including photographs, rules, and a patent application
description to defendant Milton Bradley with an accompanying letter
inviting review.
365
Milton Bradley responded with a form letter explaining
that it did not consider unsolicited submissions like the plaintiff’s.
366
Plaintiff
357. Id. (quoting Burten v. Milton Bradley Co., 592 F. Supp. 1021, 1038 (D.R.I. 1984)).
358. See Arthur R. Miller, Common Law Protection for Products of the Mind: An “Idea” Whose Time
Has Come, 119 H
ARV. L. REV. 705, 709 (2006) (“Over the course of more than a century, judges
have cobbled together a ‘law of ideas’ from the ad hoc application of various common law
doctrines.”).
359. Charles Tait Graves, Should California’s Film Script Cases Be Merged into Trade Secret Law?,
44 C
OLUM. J.L. & ARTS 21, 23 (2020).
360. See LaFrance, supra note 196, at 485 (“[S]tates vary considerably in the scope of, and
prerequisites for, legal protection granted to ideas” and “[t]he states most often highlighted for
their contrasting approaches are New York and California.”).
361. M
ARK S. LEE, ENTERTAINMENT AND INTELLECTUAL PROPERTY LAW § 5:16 (2021).
362. This is called a Desny claim, based on the California Supreme Court’s decision in Desny
v. Wilder, 299 P.2d 257, 260 (Cal. 1956). See Graves, supra note 359, at 23.
363. See Hudson Hotels Corp. v. Choice Hotels Int’l, 995 F.2d 1173, 1178 (2d Cir. 1993)
(“New York law dictates that an idea . . . must demonstrate novelty . . . to be protectible . . . under
[any] cause of action for [its] unauthorized use.’ (quoting Murray v. Natl Broad. Co., 844 F.2d
988, 994 (2d Cir. 1988)) (alterations original)), abrogated by Nadel v. Play-By-Play Toys & Novelties,
Inc., 208 F.3d 368 (2d Cir. 2000).
364. See, e.g., Simmons v. W. Publ’g Co., 834 F. Supp. 393, 395–97 (N.D. Ga. 1993); Vantage
Point, Inc. v. Parker Bros., Inc., 529 F. Supp. 1204, 1216 (E.D.N.Y. 1981); see also Burten v.
Milton Bradley Co., 763 F.2d 461, 462 (1st Cir. 1985) (noting that plaintiffs brought an implied-
in-fact contract claim along with a misappropriation of trade secrets claim for the submission of
their electronic board game “Triumph” to Milton Bradley).
365. Vantage Point, Inc., 529 F. Supp. at 1027–28.
366. Id. at 1208.
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also sent submissions to other game companies, including Parker Brothers,
where a game designer named Robert Baron had access to it.
367
Shortly after
leaving Parker Brothers, Baron and two collaborators, Robert Charlesworth
and Jerrould Smith, developed and refined a new oil exploration game
called “Oil Baron,” which Charlesworth submitted to Milton Bradley. Milton
Bradley then refined, licensed, and published this game under the name
“King Oil.”
368
Plaintiff then sued Milton Bradley and Parker Brothers,
asserting various claims for relief, including idea misappropriation and
breach of a confidential relationship.
369
In its opinion on Milton Bradley’s motion for summary judgment, the
District Court held that “the so-called law of ideas embraces . . . grounds to
afford protection to persons who, like plaintiff, have disclosed their ideas to
others in the expectation that the idea would be used, and the use
compensated.”
370
It recognized that liability for uncompensated use of ideas
may exist under both an express contractual agreement as well as “an
implied agreement . . . based upon industry custom or usage regarding
submission and use of ideas.”
371
The District Court found that, despite
Milton Bradley’s form response to the submission, there was an inference of
such an industry custom to compensate to pay for use of submitted ideas in
the board game industry, and that Milton Bradley’s response “was ineffective
as to plaintiff, since the company never undertook to revoke the offer
outstanding on its part, for example, by public advertisement or
announcement.”
372
However, the court ultimately concluded that recovery
for misappropriation of plaintiff’s ideas was ultimately time barred and
granted summary judgment in Milton Bradley’s favor.
373
V. C
ASE STUDIES
As exemplars of the role that IP can play in facilitating innovation in the
tabletop gaming industry, this Part contains three case studies: (1) Dungeons
& Dragons (“D&D”); (2) Magic: The Gathering (“Magic”), and (3) Settlers of
Catan. Each of these games represents a particular genre: RPGs, collectable
card games, and Eurogames, respectively. A brief history of each game’s
development is provided, followed by a discussion of IP-related issues.
367. Id.
368. Id. at 1208–09.
369. Id. at 1210–11.
370. Id. at 1216.
371. Id.
372. Id. at 1217–18.
373. Id. at 1218.
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1662 IOWA LAW REVIEW [Vol. 107:1615
A. DUNGEONS & DRAGONS
1. Overview
D&D is a fantasy tabletop RPG, originally designed by Gary Gygax and
Dave Arneson in 1973.
374
In 1974, Tactical Studies Rules, Inc. (“TSR”), a
partnership formed by Gary Gygax and Don Kaye, published D&D and
issued an initial handmade run of 1,000 games that sold out within
months.
375
In the following years, TSR issued a sequel, Advanced D&D, and
several new editions of D&D, eventually selling millions of copies before a
downturn in sales and infighting among executives led to TSR’s near-
bankruptcy and sale to Wizards of the Coast (“Wizards”) in 1999.
376
Now owned by Hasbro, D&D has become a worldwide phenomenon
and is recognized as the first modern RPG.
377
In recent years, D&D has seen
a resurgence of popularity. Currently in its 5th edition, D&D experienced
double-digit growth in 2018 and 2019.
378
Designed to streamline the rules to
attract new players who were turned off by its nerdy reputation while still
engaging old players, the 5th edition of D&D now centers more on
storytelling than previous versions.
379
2. IP Rights
From D&D’s inception, IP rights have been at the center of the game’s
popularity and business model. A fantasy roleplaying game at its core, D&D
has a variety of books, such as the Player’s Handbook, the Monster Manual, and
the Dungeon Master’s Guide, that include illustrations and written descriptions
of creatures, classes, locations, and background lore.
380
This litany of
374. Jon Peterson, Forty Years of Adventure, WIZARDS, https://dnd.wizards.com/dungeons-an
d-dragons/what-dd/history/history-forty-years-adventure [https://perma.cc/S46G-XZNH].
375. Id.
376. E
WALT, supra note 72, at 145–52, 162–74.
377. Jon Michaud, The Tangled Cultural Roots of Dungeons & Dragons,
NEW YORKER (Nov. 2,
2015), https://www.newyorker.com/books/page-turner/the-tangled-cultural-roots-of-dungeons
-dragons [https://perma.cc/4GHW-GJE4].
378. Ethan Gilsdorf, In a Chaotic World, Dungeons & Dragons Is Resurgent, N.Y.
TIMES (Nov.
13, 2019), https://www.nytimes.com/2019/11/13/books/dungeons-dragons.html [https://perma
.cc/LQJ7-SKUS].
379. Sarah Whitten, How Critical Role Helped Spark a Dungeons & Dragons Renaissance, CNBC
(Mar. 14, 2020, 6:44 PM), https://www.cnbc.com/2020/03/14/critical-role-helped-spark-a-du
ngeons-dragons-renaissance.html [https://perma.cc/WDY5-CDB9].
380. See generally D
UNGEONS & DRAGONS PLAYERS HANDBOOK (5th ed. 2014) (containing
“the rules for character certation and advancement, backgrounds and skills, exploration and
combat, equipment, spells, and much more”); D
UNGEONS & DRAGONS DUNGEON MASTERS
GUIDE (5th ed. 2014) (including “world-building advice, tips and tricks for creating memorable
dungeons and adventures, optional game rules, . . . magic items, and many other tools”);
D
UNGEON & DRAGONS MONSTER MANUAL (5th ed. 2014) (including “easy-to-use game statistics
and thrilling stories” of monsters over “the D&D game’s illustrious history”).
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information and illustrations are copyrightable under section 102(a) of the
Copyright Act.
381
D&D’s game mechanics, however, are a different story. This system of
play is commonly known as the d20 system, since it involves rolling various
multisided dice (usually a 20-sided die) to resolve actions, intentions, and
combat. As a gameplay mechanic, the d20 system is an uncopyrightable
process, system, or method of operation under section 102(b). However,
this has not kept Hasbro from trademarking it as the d20 SYSTEM.
382
In
addition, Hasbro has obtained federally registered trademarks for DUNGEONS
& DRAGONS,
383
D&D,
384
the dragon ampersand image,
385
PLAYERS
HANDBOOK,
386
MONSTER MANUAL,
387
and DUNGEON MASTER’S
GUIDE.
388
To our knowledge, however, Hasbro and its predecessors did not
obtain utility patent protection for D&D.
3. IP Enforcement
The owners of D&D have acted aggressively to protect their IP rights
over the years, including through litigation. However, there also have been
instances where lax enforcement worked to the game’s benefit. In the early
days of TSR’s initial print run of D&D, many fans who were not willing or
financially able to pay $10 for the manual resorted to copying the material
on school machines.
389
At the time, TSR was well aware of this phenomenon,
and in fact found the “pirated” material was helpful since it introduced many
new fans to the game.
390
Later, however, TSR developed a reputation as being litigious against
potential infringers of its IP rights.
391
One notable lawsuit was against a
381. See 17 U.S.C. § 102(a) (2018) (explaining that copyright subsists in original works of
authorship that are fixed in a tangible medium of expression, including “literary works” and
“pictoral, graphic, and sculptural works”); see also PLAYER’S HANDBOOK, Copyright Office
Registration No. TX0007957586 (Sept. 12, 2014); DUNGEON MASTER’S GUIDE, Copyright
Office Registration No. TX0008009871 (Jan. 21, 2015); MONSTER MANUAL, Copyright
Office Registration No. TX0008009874 (Jan. 21, 2015).
382. D20 SYSTEM, Registration No. 2,630,360.
383. DUNGEONS & DRAGONS, Registration No. 1,092,786.
384. D&D, Registration No. 1,779,033.
385. The mark consists of an ampersand consisting of a dragon blowing fire, Registration
No. 4,879,716.
386. PLAYER’S HANDBOOK, Registration No. 3,207,138.
387. MONSTER MANUAL, Registration No. 3,197,902.
388. DUNGEON MASTER’S GUIDE, Registration No. 3,128,532.
389. Ciro Alessandro Sacco, The Ultimate Interview with Gary Gygax, K
YNGDOMS, http://www.
keithrobinson.me/thekyngdoms/interviews/garygygax.php [https://perma.cc/C5MY-6E8M].
390. Id.
391. In fact, TSR became so litigious that “[g]amers joked that TSR stood for ‘they sue
regularly.’” David Hartlage, 1994: TSR Declares War on the Internet’s D&D Fans, DM
DAVID (Sept.
8, 2020), https://dmdavid.com/tag/1994-tsr-declares-war-on-the-internets-dd-fans [https://per
ma.cc/BL8C-VHX8].
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1664 IOWA LAW REVIEW [Vol. 107:1615
publisher called Game Designer’s Workshop (“GDW”). After departing TSR
following conflicts with corporate management, Gary Gygax joined GDW
and began work on a new project called “Dangerous Dimensions.”
392
In
1992, TSR promptly issued a cease-and-desist letter to GDW for alleged
trademark infringement due to potential confusion with TSR’s D&D
trademarks.
393
To avoid a potentially costly lawsuit, GDW changed the new
game’s name to “Dangerous Journeys.”
394
Despite this, TSR sued GDW for
infringement, alleging that “Dangerous Journeys” was derivative of TSR’s
D&D and Advanced D&D games.
395
This claim was suspect, to put it lightly.
As RPG historian Shannon Appelcline explained, “if Dangerous Journeys was
[an infringing] derivative [work], then so was every roleplaying game in
existence.”
396
In another case, TSR sued Mayfair Games regarding D&D-compatible
supplements.
397
Mayfair attempted to avoid liability for trademark infringement
by making clear that it was not the trademark holder of Advanced D&D by
printing on the cover of their books: “Advanced Dungeons & Dragons is a
trademark of TSR Hobbies Inc. Use of the trademark NOT sanctioned by
holder.”
398
After an initial settlement, TSR later reopened its dispute with
Mayfair when it alleged that Mayfair’s publication of a product called “City
State of the Invincible Overlord” violated their agreement.
399
Before a final
decision was rendered, however, Mayfair sold their entire supplements line
to TSR.
400
By 1994, TSR aggressively went after individuals who wrote D&D
articles online, alleging that they infringed TSR’s copyright and trademark
rights and demanding they be taken down.
401
As a result, TSR was criticized
for attacking its own customers.
402
In addition, TSR was involved in a long-running legal dispute with Dave
Arneson, one of the coauthors of the original version of D&D along with
Gygax. In 1979, Arneson filed suit against TSR and Gygax after TSR
allegedly failed to pay Arneson royalties for its series of Advanced D&D
books, which comprised four volumes and listed Gary Gygax as the sole
author.
403
The suit alleged that these books were copied and derived from
392. EWALT, supra note 72, at 171.
393. A
PPELCLINE, supra note 72, at 101.
394. Sacco, supra note 389.
395. Id; A
PPELCLINE, supra note 72, at 101.
396. Id. at 101.
397. S
HANNON APPELCLINE, DESIGNERS & DRAGONS: A HISTORY OF THE ROLEPLAYING GAME
INDUSTRY: THE ’80S 201 (2014).
398. Id.
399. TSR, Inc. v. Mayfair Games, Inc., No. 91 C 0417, 1993 U.S. Dist. LEXIS 3355, at *7
(N.D. Ill. Mar. 15, 1993).
400. A
PPELCLINE, supra note 397, at 207.
401. A
PPELCLINE, supra note 72, at 102.
402. Id.
403. Id.
at 31–32.
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D&D, which Arneson had coauthored, and that TSR had falsely represented
that Gygax was the sole author of the Monster Manual and the Players’
Handbook, thereby denying Arneson the “commercially and artistically
valuable right” to be identified as a coauthor.
404
Arneson, Gygax, and TSR
eventually settled their dispute.
405
TSR also occasionally was on the receiving end of threats of litigation
over IP rights. The first edition of D&D included numerous creations from
J.R.R. Tolkien’s Lord of the Rings series, including hobbits as a playable
race.
406
Although Gygax claimed that Tolkien’s works were not a major
influence on D&D, in 1977, film producer Saul Zaentz—who had acquired
the non-literary rights to Lord of the Rings and The Hobbit—sent a cease-and-
desist letter to TSR.
407
In response, TSR removed references to hobbits (now
called halflings) and other Tolkien-created creatures in future editions of
D&D.
408
4. IP Licensing and User-Generated Content
After Wizards acquired TSR in 1997, it took a more permissive
approach toward content creators for D&D. Indeed, by adopting a
permissive licensing system based on the widely acclaimed 3rd edition of
D&D, it facilitated a vibrant ecosystem of new content that helped spur
greater interest in the game itself.
In 2000, Wizards’ release of D&D’s Open Game License (“OGL”)
created a major shift in the RPG industry.
409
Like open source software and
other “copyleft” systems,
410
the OGL allowed third parties to create, modify,
and publish content based on the basic rules and system of the 3rd edition
of D&D royalty free, provided that a copy of the license be included with the
content.
411
The Systems Reference Document containing the OGL included
404. Arneson v. Gygax, 473 F. Supp. 759, 761 (D. Minn. 1979).
405. Arneson v. TSR Hobbies, Inc., No. 4-84-1180, 1985 U.S. Dist. LEXIS 21340, at *1 (D.
Minn. Mar. 17, 1985).
406. A
PPELCLINE, supra note 72, at 27.
407. Id. at 27, 29.
408. Id. at 29.
409. See Open Game Definitions: Frequently Asked Questions Version 2.0, WIZARDS OF THE COAST
(Jan. 26, 2004), http://www.wizards.com/default.asp?x=d20/oglfaq/20040123d [https://
perma.cc/468E-HPXB].
410. See Andrew J. Hall, Open-Source Licensing and Business Models: Making Money by Giving It
Away, 33 S
ANTA CLARA HIGH TECH. L.J. 427, 430 (2017) (“‘Copyleft’ . . . refers generally to a
philosophy first espoused by the Free Software Foundation (FSF) criticizing the use of
copyrights and patents to restrict the free modification, copying, and distribution of software.”).
411. W
IZARDS OF THE COAST, V5.1 SYSTEMS REFERENCE DOCUMENT, at 2, ¶¶ 2–4 [hereinafter
OGL], http://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf [https://perma.
cc/5AF4-JCKF]. For a detailed history of the OGL and its impact, see generally Giuseppe Roberto
Tarantino, If You Love Something, Set It Free? Open Content Copyright Licensing and Creative
Cultural Expression (May 14, 2019) (Ph.D. dissertation, York University), https://yorkspace.lib
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1666 IOWA LAW REVIEW [Vol. 107:1615
a detailed set of rules for creating D&D-compatible characters, equipment,
and monsters.
412
Ryan Dancey, Wizards Vice President and cocreator of the
OGL, explained that the net effect of the competition in the RPG industry
with an open license would be positive for D&D because
[R]educing the ‘cost’ to other people to publishing and supporting
the core [D&D] game to zero should eventually drive support for
all other game systems to the lowest level possible in the market,
create customer resistance to the introduction of new systems, and
. . . steadily increase the number of people who play D&D, thus
driving sales of the core books.
413
The OGL led to a boom in the RPG industry in the early 2000s, with
numerous publishers producing their own D&D-compatible supplements.
414
It also led to the development of a widely adopted RPG, the Pathfinder
Roleplaying Game, based on version 3.5 of D&D under OGL terms.
415
In
2016, the SRD was updated to be compatible with the latest (5th) edition of
D&D.
416
There were, however, limits to the D&D content licensed by the OGL.
Most notably, certain words, terms, and symbols were designated as “product
identity” under the OGL, including “Dungeons & Dragons,” “D&D,”
“Player’s Handbook,” and names of various locations, creatures, and spells,
and were excluded from the scope of the license.
417
This list appears to
identify many of D&D’s notable trademarks and therefore restricts creators
from even referencing “Dungeons & Dragons” explicitly, less customers be led
to believe that content published under the OGL is actually Wizards-created
content. Instead, these marks were covered by d20 System Trademark
License (“d20 STL”), which allowed publishers to place a d20 System logo
on their works if they adhered to more stringent rules, such as the exclusion
rary.yorku.ca/xmlui/bitstream/handle/10315/36665/Tarantino_Giuseppe_R_2019_PhD.pdf
[https://perma.cc/7XA2-LLRH].
412. OGL,
supra note 411, at 3–357.
413. Ryan S. Dancey, Open Gaming Interview with Ryan Dancey, W
IZARDS OF THE COAST:
DUNGEONS AND DRAGONS, http://www.wizards.com/dnd/article.asp?x=dnd/md/md20020228e
[https://perma.cc/9FYF-WWQD].
414. Id.
415. P
ATHFINDER ROLEPLAYING GAME (Paizo, 2009). Pathfinder is now in its second edition.
See Pathfinder Second Edition: Unleash Your Hero!, P
AIZO, https://paizo.com/pathfinder [https://
perma.cc/TJX6-A66E].
416. OGL, supra note 411, at 2.
417. Id. at 1, ¶ 1(e).
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of erotic content.
418
Unlike the OGL, the d20 STL was revocable by Wizards,
which ultimately occurred in 2008.
419
In addition, there is a vibrant community of fans who “homebrew” their
own D&D-based content. A “homebrew” can be defined as any content with
an RPG game that cannot be found in an official rulebook.
420
Today,
Wizards not only tacitly permits “homebrewing,” but sometimes puts its seal
of approval on content through the Dungeon Masters Guild program,
421
making it part of the official D&D canon.
422
Furthermore, some D&D players have created their own intellectual
property by playing the game and commercializing their content. “Actual
play” or “liveplay” involves a repeat group of D&D players who live-stream
sessions of their campaigns through podcasts and videos.
423
Top-rated actual
play shows like Critical Role, High Rollers, and Dimension 20, which depict
characters in long-running campaigns lasting months or years, attract
hundreds of thousands or even millions of views on paid streaming services
like Twitch and ad-supported platforms like YouTube.
424
The recordings of
these shows and the original characters and settings depicted in them are
protected by copyright law.
425
In addition, Critical Role has created or
authorized numerous derivative works based on their actual play show,
418. D20 System Trademark License, FANDOM: OPEN GAME CONTENT WIKIA, https://openga
mecontent.fandom.com/wiki/D20_System_Trademark_License [https://perma.cc/4E4C-CSY4].
419. Interview With Scott Rouse, Part 1: Changes to WotC Licenses, IC
V2 (Apr. 24, 2008, 11:00
PM), https://icv2.com/articles/games/view/12449/interview-scott-rouse-part-1 [https://perma
.cc/T4XM-VWWR] (stating that the d20 STL license would be terminated in June 2008).
420. Kristen Seikaly, D&D 5e Homebrew: The Complete Beginner’s Guide, C
ATS & DICE, https://
catsanddice.com/dnd-5e-homebrew-beginners-guide [https://perma.cc/MHZ6-5F5A].
421. See D
UNGEON MASTERS GUILD, https://www.dmsguild.com [https://perma.cc/PQ8S-D965].
422. Christian Hoffer, Critical Role Is Officially Part of Dungeons & Dragons Canon, C
OMICBOOK
(Sept. 5, 2019, 8:59 AM), https://comicbook.com/gaming/news/dungeons-and-dragons-crit
ical-role-exandria-canon [https://perma.cc/Y7K9-UNMZ].
423. Kam Burns & Kayla Sharpe, Live Dungeons & Dragons Shows Are Inviting More Players to
the Table, WIRED
(Oct. 21, 2021, 7:00 AM), https://www.wired.com/story/live-dungeons-and-
dragons-actual-play-shows-inclusive-diversity [https://perma.cc/U754-W6SR]; Chris DeVille, The
Rise of D&D Liveplay Is Changing How Fans Approach Roleplaying, T
HE VERGE (Nov. 16, 2017, 2:45
PM), https://www.theverge.com/2017/11/16/16666344/dungeons-and-dragons-twitch-rolepl
ay-rpgs-critical-role-streaming-gaming.
424. See Christian Hoffer, Critical Role’s Campaign 3 Is Drawing Big Audiences, C
OMICBOOK
(Nov. 3, 2021, 5:39 PM), https://comicbook.com/gaming/news/critical-role-campaign-3-total-
views-episode-1 [https://perma.cc/9X9W-T644] (stating that the first episode of Campaign 3 of
Critical Role has over 2.1 million views on Twitch and another 2.67 million views on YouTube).
425. See Critical Role Content Policy, C
RITICAL ROLE (Sept. 16, 2021), https://critrole.com
/critical-role-content-policy [https://perma.cc/R94H-VFGS] (“Our IP includes any unique
material our team creates—things like the names of our campaigns (for example, Vox Machina
and Mighty Nein), our characters (for example, Grog Strongjaw or Beauregard Lionett), story
locations (like Whitestone or Nicodranas), company slogans (such as How Do You Want to Do
This?), as well as written content and all related artwork, music, etc.”).
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1668 IOWA LAW REVIEW [Vol. 107:1615
including sourcebooks,
426
graphic novels,
427
and even an animated television
show.
428
Critical Role also has obtained federally registered trademarks.
429
B. MAGIC: THE GATHERING
1. Overview
Magic is a collectible trading card game created in 1991 by Dr. Richard
Garfield, who was then a doctoral candidate in combinatorial mathematics
at the University of Pennsylvania.
430
Peter Adkison, CEO of Wizards, met
with Garfield about another game that Garfield had designed (Robo Rally)
and explained that it did not fit his company’s profile of RPGs, and asked
whether Garfield could create a simple, portable game that could be played
in minutes.
431
After Garfield tinkered with his product in his free time with
the help of numerous playtesters, Magic debuted in 1993 at the Origins
Game Fair in Dallas, Texas.
432
Wizards releases new card sets for Magic on a regular basis.
433
The rarest
and most valuable Magic cards can resell for thousands of dollars on the
secondary market.
434
Since its inception, Magic has printed over 20 billion
cards and is played by millions of Americans.
435
Wizards also hosts a
426. MATTHEW MERCER, HANNAH ROSE & JAMES J. HAECK, TAL’DOREI CAMPAIGN SETTING
REBORN (2022); MATTHEW MERCER, EXPLORERS GUIDE TO WILDEMOUNT (2020).
427. 1 M
ATTHEW MERCER, OLIVIA SAMSON, MATTHEW COLVILLE & CHRIS NORTHROP,
C
RITICAL ROLE VOX MACHINA ORIGINS (F. Avedon Arcadio Barrera II & Rachel Roberts eds.,
2019); 2 M
ATTHEW MERCER, JODY HOUSER, OLIVIA SAMSON, MSASSYK & ARIANA MAHER, CRITICAL
ROLE VOX MACHINA ORIGINS (Rachel Roberts ed., 2020).
428. The Legend of Vox Machina (Amazon Prime television broadcast 2022).
429. CRITICAL ROLE, Registration No. 4,908,306 (for streaming video material on the
Internet); CRITICAL ROLE LOGO, Registration No. 5,263,618 (for t-shirts, tops, and
entertainment); CRITICAL ROLE, Registration No. 6,125,583 (for various uses, including
printed publications, comic books, beverage glassware, clothing, and toys); HOW DO YOU
WANT TO DO THIS, Registration No. 5,623,161 (for t-shirts, tops, and entertainment).
430. The History of Magic, W
IZARDS, https://magic.wizards.com/en/content/history [https:
//perma.cc/VK9W-P5J6].
431. Id.; see also T
ITUS CHALK, GENERATION DECKS: THE UNOFFICIAL HISTORY OF GAMING
PHENOMENON: MAGIC: THE GATHERING 7–10, 17–19 (2017) (further describing Garfield and
Adkison’s interactions).
432. The History of Magic, supra note 430.
433. Callum Bain, MTG Sets: Every Magic: The Gathering Set in Order, W
ARGAMER (Jan. 17,
2022), https://www.wargamer.com/magic-the-gathering/mtg-sets-in-order [https://perma.cc/
DYX7-8FLW].
434. For instance, the most valuable card fetched hundreds of thousands of dollars. See e.g.,
Charlie Hall, Magic: The Gathering Black Lotus Card Sells for $511,100 at Auction, P
OLYGON (Jan.
27, 2021, 9:05 PM), https://www.polygon.com/2021/1/27/22253079/magic-the-gathering-bl
ack-lotus-auction-price-2021 [https://perma.cc/B3NQ-CYZC].
435. Magic’s 25th Anniversary: Facts and Figures, M
AGIC: THE GATHERING, https://magic.wiz
ards.com/en/content/magic-25th-anniversary-page-facts-and-figures [https://perma.cc/R64Z-
MDT2]; see also Neima Jahromi, The Twenty-Five-Year Journey of Magic: The Gathering,
NEW YORKER
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professional league, the Magic Pro League, where players can earn
hundreds of thousands of dollars by winning events.
436
Magic has been one
of the most profitable products for Hasbro, Wizard’s parent company,
earning $561.2 million in 2020, an increase of 27 percent compared to the
prior year,
437
despite the pandemic limiting in-person events.
438
2. IP Rights
Magic occupies a unique position in the tabletop gaming industry in
that it is one of the few games that is covered by patent, copyright, and
trademark protection. Richard Garfield received U.S. Patent No. 5,662,332
(“the ‘322 Patent”) in 1997 for a “[t]rading card game method of play.”
439
This patent set out the primary method of gameplay in the form of trading
cards, but also kept it broad enough for later use in different media, such as
computer games.
440
The patent outlines the general trading card element
and goal of the game, which is reducing an opponent player’s life force to
zero.
441
It also describes certain attributes of the game such as energy values,
command cards, and various spell cards, such as mana cards and spell cards.
442
The original ‘332 patent has six claims: three independent claims and
three dependent claims. The first claim describes the “method of playing
games” and outlines the sequence of turns.
443
The second claim describes
the “method of playing a trading card game” and outlines the rules of play
involving a reservoir of trading cards.
444
The third claim describes the
“method of playing card games” as applied to card games with rules of play,
“multiple copies of a plurality of cards,” and “a predetermined number of
cards” in the players’ library.
445
The three dependent claims refer “to a
second orientation” of card rotation,
446
known colloquially in the Magic
(Aug. 28, 2018), https://www.newyorker.com/culture/culture-desk/the-twenty-five-year-journe
y-of-magic-the-gathering [https://perma.cc/A3QU-PWMJ].
436. See Niccolò Carradori, What It Takes to Be a High Earning ‘Magic: The Gathering’ Pro, V
ICE
(Nov. 19, 2020, 5:10 AM), https://www.vice.com/en/article/z3b4n9/magic-the-gathering-prof
essional-earnings [https://perma.cc/V797-D4SB].
437. H
ASBRO, Q4 & FULL YEAR 2020 EARNINGS 12, 33 (2021), https://investor.hasbro.com
/static-files/1bf09f2e-5078-4a6b-8428-799816e512f3 [https://perma.cc/RU9T-66TA].
438. Keller Gordon, In the Pandemic Era, This ‘Gathering’ Has Lost Some of Its Magic, NPR (July
30, 2020, 7:00 AM), https://www.npr.org/2020/07/30/896439944/in-the-pandemic-era-this-
gathering-has-lost-some-of-its-magic [https://perma.cc/7QSP-2KEP].
439. U.S. Patent No. 5,662,332 (filed Oct. 17, 1995).
440. Id. at [57].
441. Id. col. 1 l. 59–col. 2 l. 2.
442. Id. col. 4 l. 7–14.
443. Id. col. 19 l. 66–col. 20 l. 29.
444. Id. col. 20 l. 30.
445. Id.
446. Id. col. 22.
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1670 IOWA LAW REVIEW [Vol. 107:1615
community as “tapping,” which indicates a card has been played by turning
it 90 degrees on the game board.
447
Subsequently, Garfield expanded the scope of the claimed invention
through a reissue application, which was granted in 2003 (“the ‘957
patent”).
448
“The ‘957 patent issued with 60 claims, including over 25
independent claims, which define both a card game that uses either trading
cards or a computer-generated image thereof and a method of playing the
game.”
449
The ‘957 patent expired on June 22, 2014.
As a game full of artwork and creative content, there are also a number
of components to a Magic card to which copyright protection applies. These
include the card names, card illustrations, card texts, flavor texts, and card
face and back designs. Initially, outside artists were commissioned to design
the cards’ artwork and paid royalties, but this switched in the late 1990s
when Wizards adopted “an upfront payment system” and required
assignment of all copyright rights to it.
450
With over 20,000 unique cards in
existence, and hundreds of new cards added each year, copyright plays a
major part in protecting Magic’s IP rights. In addition, copyright protection
extends to the vast amount of written lore about the fictional universe
surrounding Magic, including numerous novels based on the game, under
the derivative work right.
451
In addition, Wizards of the Coast has obtained dozens of federally
registered trademarks related to Magic.
452
These include the stylized version
of the Magic name,
453
the Magic logo,
454
names of released sets,
455
names and
447. See Gavin Verhey, Tap, Tap . . . Oops!¸ MAGIC: THE GATHERING (Apr. 20, 2017), https:
//magic.wizards.com/en/articles/archive/beyond-basics/tap-tap-oops-2017-04-20 [https://perma
.cc/4RM3-TUP7] (explaining the tapping mechanic).
448. U.S. Patent No. RE 37,957 (filed June 29, 1999).
449. Second Amended Complaint for Copyright, Patent and Trade Dress Infringement at
11, ¶ 37, Wizards of the Coast LLC v. Cryptozoic Ent., LLC, 309 F.R.D. 645 (W.D. Wash. 2015).
450. See Pete Mohrbacher, The Problems With Artist Pay on Magic, V
ANDALHIGH (July 3, 2015),
https://vandalhigh.com/blog/2015/7/3/the-problems-with-artist-pay-on-magic [https://
perma.cc/R2JN-WAD8]; Jesse Mason, An Interview with Sue Ann Harkey, Magic’s Greatest Art
Director, K
ILLING A GOLDFISH BLOG (Apr. 21, 2015, 7:33 PM), http://blog.killgold.fish/2015/
04/an-interview-with-sue-ann-harkey-magics.html [https://perma.cc/J36L-AT45].
451. See, e.g., W
ILLIAM R. FORSTCHEN, ARENA (1994); CLAYTON EMERY, WHISPERING WOODS
(1995); T
ERI MCLAREN, THE CURSED LAND (1995); JEFF GRUBB, THE BROTHERS WAR (1998);
L
YNN ABBEY, PLANESWALKER (1998); J. ROBERT KING, TIME STREAMS (1999); J. ROBERT KING,
P
LANESHIFT (2000); see also Magic: The Gathering Novels, WIZARDS OF THE COAST (Sept. 13, 2012),
https://magic.wizards.com/en/articles/archive/feature/magic-gathering-novels-2012-09-13 [https:
//perma.cc/4UN3-8UJ3] (listing additional novels).
452. See Wizards of the Coast LLC Trademarks, T
RADEMARKIA, https://www.trademarkia.com/
company-wizards-of-the-coast-llc-1383309-page-1-2 [https://perma.cc/VS2B-K56K] (listing 440
trademark records owned by Wizards of the Coast, many of which relate to Magic).
453. MAGIC, Registration No. 2,172,085.
454. The mark consists of a curved, upside down triangle shape with five trident-like spikes
protruding from the top of the upside down triangle, Registration No. 5,317,915.
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symbols of Guilds within the world of Ravnica (one of the “planes,” or
fictional worlds, depicted in the game),
456
and the symbols for mana, which
represent a source of energy for playing the game’s cards and abilities.
457
Notably, Wizards of the Coast also unsuccessfully applied to trademark the
“tap” symbol used in the game for the game mechanic covered by the ‘957
patent.
458
Many Magic-related names or logos that are not registered likely
would receive common law trademark rights and thus be enforceable under
section 43(a) of the Lanham Act.
459
3. IP Enforcement
Wizards of the Coast has occasionally resorted to litigation or threats of
litigation to enforce its IP rights in Magic. Most notably, in 2014, Wizards of
the Coast sued Cryptozoic Entertainment and Hex Entertainment, the
makers of the crowdfunded, free-to-play, massively multiplayer online
trading card game, Hex: Shards of Fate (“Hex”).
460
First, the complaint alleged
that Cryptozoic “copied the physical layout and ornamental aspects of Magic
cards . . . ; the sequence and flow of the game, the scoring system used by
the game, and the overall look and feel of the game,” in violation of Wizards’
copyright rights.
461
Second, it asserted unfair competition, false endorsement,
and false designation of origin under the Lanham Act, claiming Cryptozoic
“deliberately and intentionally copied the game play, rules, player interaction
with the game, layout and arrangement, . . . sequence and flow, scoring
system, and Magic’s overall look,” which allegedly infringed Wizardstrade
dress and created confusion among the public about whether Wizards had
455. See, e.g., MAGIC ORIGINS, Registration No. 4,846,803; T-TRONIC, Registration No.
3,114,360; THEROS, Registration No. 4,548,244.
456. RAVNICA CITY OF GUILDS, Registration No. 3,218,468.
457. The mark consists of a fireball curved in an upward motion, Registration No.
4,447,980; The mark consists of a stylized skull, Registration No. 4,447,981; The mark consists
of a stylized sun, Registration No. 4,698,054; The mark consists of a stylized oak tree,
Registration No. 4,447,982; The mark consists of a stylized drop of water with small droplet
shadow on the center, right side, Registration No. 4,447,983.
458. See U.S. Trademark Application Serial No. 86013788 (filed July 18, 2013). The trademark
examiner’s rejection of this application explained that “[t]he applied-for mark, as shown on the
specimen, does not function as a trademark because it is buried in the middle of the playing
card and appears to merely indicate a play or move in the game rather than the source of the
cards themselves. . . . As used on the specimen . . . it would not be viewed by consumers as a
source indicator for the relevant goods.” Letter from U.S. Pat. & Trademark Off. to Wizards of
the Coast LLC (Aug. 16, 2013), https://tsdr.uspto.gov/documentviewer?caseId=sn86013788&
docId=OOA20130816165744#docIndex=2&page=1 [https://perma.cc/5H8Z-KKFE] (office action
about application serial no. 86013788).
459. 15 U.S.C. § 1125(a) (2018).
460. Complaint for Copyright, Patent and Trade Dress Infringement, Wizards of the Coast
LLC v. Cryptozoic Ent., LLC, No. 14-CV-00719 (W.D. Wash. Mar. 14, 2014).
461. Id. at 19, ¶ 38.
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1672 IOWA LAW REVIEW [Vol. 107:1615
endorsed or sponsored Hex.
462
Third, the complaint alleged infringement of
the ‘957 patent. Wizards sought injunctive relief, monetary damages,
disgorgement of defendants’ profits, and treble damages and attorneys’ fees
as remedies.
463
In response, the makers of Hex accused Wizards of the Coast of
engaging in anticompetitive conduct by “us[in]g the legal process to achieve
market dominance and eliminate a competitor which is creating truly
competitive and innovative products.”
464
More specifically, it alleged that
Wizards was “assert[ing] its now-expired [‘957] patent in an apparent
attempt to intimidate Hex and Cryptozoic,” and that its copyright claims
were vague, sought to assert protection over an uncopyrightable idea, and
improperly sought to extend its (now-expired) patent right “by asserting
copyright protection over functional concepts.”
465
Finally, defendants sought
to rebut Wizards’ Lanham Act claim by asserting that there was no evidence
of actual confusion in the marketplace.
466
Defendants denied any liability in
the case, and asserted numerous affirmative defenses, including
noninfringement, invalidity of patent and copyrights in suit, functionality,
and fair use.
467
Ultimately, the Cryptozoic dispute was settled without any public
admission of liability; the terms of the settlement agreement were not made
public.
468
Hex continued to operate as an online collectible card game until
the end of 2020, when it was discontinued.
469
Meanwhile, Wizards launched
its own digital version of Magic, called Magic: The Gathering Arena, in 2019.
4. IP Licensing and User-Generated Content
While Wizards of the Coast retains the sole right to reproduce content
containing its Magic-related IP, it has permitted some fan-created content
462. Id. at 21, ¶¶ 45–49.
463. Id. at 23–24, ¶¶ 1–8.
464. Defendant Cryptozoic Ent. LCC’s Answer & Affirmative Defenses to Amended Complaint
at 2, No. 14-CV-00719 (W.D. Wash. Aug. 29, 2014).
465. Id.
466. Id.
467. Id. at 14–20, ¶¶ 61–95.
468. See Wizards of the Coast LLC v. Cryptozoic Ent. LLC, 309 F.R.D. 645, 654 (W.D. Wash.
2015) (granting Wizard of the Coast leave to amend); see also Michael McWhertor, Wizards of the Coast
and Cryptozoic Settle Magic: The Gathering Lawsuit, P
OLYGON (Sept. 25, 2015, 8:30 PM), https://
www.polygon.com/2015/9/25/9399821/wizards-of-the-coast-cryptozoic-magic-the-gathering-la
wsuit-settlement [https://perma.cc/LE2U-NAM6] (discussing settlement and containing statements
from each party).
469. Mason Sansonia, What Hex: Shards of Fate Is and Why It’s Shutting Down, G
AMERANT
(Nov. 1, 2020), https://gamerant.com/hex-shards-fate-kickstarter-shut-down [https://perma.cc/
6ASW-QCXJ].
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under its Fan Content Policy.
470
Specifically, Wizards provides that consumers
may use its IP to make content that they share with the community for free,
provided that they include a written disclaimer.
471
Wizards also requests that
creators of fan content “[not] use Wizards’ logos and trademarks.”
472
In addition, there is a bevy of fan-created content based around Magic,
including fan art, videos, podcasts, websites, and streaming content. Under
the fair use doctrine, many of these sites and businesses which cover Magic in
the form of news stories, blogs, and streaming content do so under fair use
for purposes of commentary, criticism, or parody. As evidenced by its Fan
Content policy, Wizards grants these sites latitude when it comes to covering
Magic because they view it as promoting their business and brand.
C. S
ETTLERS OF CATAN
1. Overview
Settlers of Catan (currently known simply as Catan) was created by Klaus
Teuber, a dental technician from Rossdorf, Germany.
473
Inspired by the
Vikings’ settling of Iceland and Greenland, Teuber originally conceived of a
game centered around “an uncharted island . . . [where] players would
slowly discover the island by flipping over tiles, then establish colonies using
the indigenous natural resources.”
474
First “[r]eleased at the annual Essen
fair [a major board game event held in Germany] in 1995, . . . [Settlers of
Catan] won the [prestigious] Spiel des Jahres [award] and every other major
prize in German gaming, [with] [c]ritics call[ing] it a masterpiece.”
475
Since then, Settlers of Catan has sold over 30 million copies worldwide
and has been translated into over 40 different languages.
476
It is widely
credited as America’s gateway into Eurogames, a genre of tightly designed,
strategy-based products, which have fairly simple rules and are intellectually
demanding but not overly complicated.
477
In addition, Settlers of Catan has
470. Wizards of the Coast’s Fan Content Policy, WIZARDS OF THE COAST, https://company.
wizards.com/en/legal/fancontentpolicy [https://perma.cc/W9DZ-H98T] (last updated Nov. 15,
2017).
471. Id. The required disclaimer must state: “[Title of your Fan Content] is unofficial Fan
Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions
of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.” Id.
472. Id.
473. Andrew Curry, Monopoly Killer: Perfect German Board Game Redefines Genre, W
IRED (Mar.
23, 2009, 12:00 PM), https://www.wired.com/2009/03/mf-settlers [https://perma.cc/74RJ-
EDLU]; Adrienne Raphel, The Man Who Built Catan, N
EW YORKER (Feb. 12, 2014), https://
www.newyorker.com/business/currency/the-man-who-built-catan [https://perma.cc/9MHJ-57AN].
474. Id.
475. Id.
476. About the Catan GMBH, CATAN, https://www.catan.com/about-us [https://perma.cc/
EEK6-CABP].
477. See supra notes 76–77 and accompanying text.
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1674 IOWA LAW REVIEW [Vol. 107:1615
spawned numerous expansions,
478
spinoffs,
479
geographically themed
versions,
480
a card-based game,
481
a version suitable for younger children,
482
and digital versions.
483
2. IP Rights
Like other board games, Settlers of Catan is protected by various IP rights.
While not patented, Settlers of Catan has a number of components to which
copyright protection likely applies, including box art, the artwork on the
cards which contain the resources (wool, lumber, brick, grain, and coal), the
artwork on the hexagonal tiles, and the artwork on the special development
cards (i.e., knight, university, road building, etc.). Following its rebranding
from Settlers of Catan to simply Catan as part of its 5th edition,
484
the new
artwork for the box covers, tiles, and cards also are protected by copyright
law. However, many of its simpler components, such as the shape of the
game pieces (rectangles and houses) and the hexagonal shapes of the tiles,
are likely not copyrightable due to lack of originality and/or the scenes a faire
doctrine as a standard part of many board games. Copyright protection also
would not apply to the game rules as an unprotected process, system, or
method of operation under section 102(b). In addition, Settlers of Catan has
numerous trademarks associated with its brand in the United States, including
its logo, title of various designs, and computer versions of its games.
485
3. IP Enforcement
Catan’s enforcement of its IP rights has drawn criticism from some
commentators, who have reported that it is “abusing intellectual property
law to stifle competition.”
486
For instance, a lawyer at Public Knowledge
478. See, e.g., KLAUS TEUBER, CATAN: SEAFARERS (Catan Studio 1997); KLAUS TEUBER, CATAN:
C
ITIES & KNIGHTS (Catan Studio 1998); KLAUS TEUBER, CATAN: TRADERS & BARBARIANS (Catan
Studio 2007); K
LAUS TEUBER, CATAN: EXPLORERS & PIRATES (Catan Studio 2013).
479. See, e.g., K
LAUS TEUBER, THE STARFARERS OF CATAN (Mayfair Games 1999); KLAUS
TEUBER, STAR TREK: CATAN (Catan Studio 2012).
480. Regional Editions, CATAN, https://www.catan.com/board-games/settlers-catan/variant
s-and-scenarios/regional-editions [https://perma.cc/8B58-WPXR].
481. K
LAUS TEUBER, RIVALS FOR CATAN (Catan Studio 2010).
482. K
LAUS TEUBER, CATAN: JUNIOR (Catan Studio 2011).
483. Digital CATAN Games, CATAN, https://www.catan.com/explore-catan/digital-games
[https://perma.cc/G6P9-ZANN].
484. Charlie Hall, The Settlers of Catan Has a New Name, New Look for 5
th
Edition, POLYGON
(June 23, 2015, 12:30 PM), https://www.polygon.com/2015/6/23/8661435/the-settlers-of-cat
an-has-a-new-name-new-look-for-5th-edition [https://perma.cc/3EJ8-JNU6].
485. See, e.g., THE SETTLERS OF CATAN, Registration No. 4,328,606; The mark consists
of an image of a yellow and white sun overlapped by two orange thin clouds and the silhouette
of a fortress on a hill in black all on an orange and red sky background, Registration No.
5,652,223; CATAN, Registration No. 5,633,058.
486. Mike Masnick, How Lawyers for Settlers of Catan Abuse IP Law to Take Down Perfectly Legal
Competitors, T
ECHDIRT (Feb. 22, 2011, 1:47 PM), https://www.techdirt.com/articles/20110211
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reported that in 2011, Catan’s lawyers had emailed a cease-and-desist notice
to the creator of an Android clone of Catan called “Island Settlers,” alleging
copyright and trademark infringement, ultimately causing the creator to
pull it from the market.
487
The cease-and-desist notice, however, was criticized
for attempting to claim that Catan’s rules were protected by copyright law.
488
When faced with a similar situation almost a decade later, however,
Catan declined to act. Shortly after the COVID-19 pandemic began in early
2020, a website called Colonist.io released an online game very similar in
both gameplay and graphics to Catan.
489
Indeed, the website itself calls
Colonist.io the “#1 Free Online Alternative to Settlers of Catan.”
490
Colonist.io also contains a prominent disclaimer section, which—in an
apparent attempt to avoid liability—states that “[t]he web game Colonist.io
has no association with the board game Settlers of Catan” and that
“[c]opyright does not protect the idea for a game, its name or title, or the
method or methods for playing it.”
491
Colonist.io has been widely played
since its introduction two years ago, with over 13 million online games.
492
4. IP Licensing and Fair Use Policy
Catan GmbH, which owns the IP rights to Catan, licenses it to numerous
publishers, including Catan Studio in the United States, which is a wholly
owned subsidiary of Asmodee.
493
As previously mentioned, a number of
derivative works have spawned from the game’s success.
494
In addition, Catan
Studio has licensed Creative Goods to produce a wide variety of Catan
/21200213066/how-lawyers-settlers-catan-abuse-ip-law-to-take-down-perfectly-legal-competitors.
shtml [https://perma.cc/4V6C-ZF4Z].
487. Michael Weinberg, Settlers of Catan Makes Legal Threats: Can it Back Them Up? (Hint: No),
P
UBLIC KNOWLEDGE (Feb. 11, 2011), https://www.publicknowledge.org/blog/settlers-of-catan-
makes-legal-threats-can-it-back-them-up-hint-no [https://perma.cc/K9UU-G57W].
488. Id.
489. C
OLONIST, https://colonist.io [https://perma.cc/P5S7-H4FX]. For instance, the game
used 20 hexagonal tiles in a shape identical to Catan, with similar resources (wood, brick, sheet,
wheat, ore), similar gameplay, and similar victory conditions. See id. In fact, the hyperlink to the
Rules page on Colonist uses the phrase “Catan Rules.” Base Game, C
OLONIST, https://colonist.io
/catan-rules [https://perma.cc/Y2WJ-J9ZZ].
490. C
OLONIST, supra note 489.
491. Press Kit, C
OLONIST, https://colonist.io/presskit [https://perma.cc/UFY3-7EYD].
492. Jake Kleinman, How a Settlers of Catan-Style Game Grew by 1,200% During COVID-19
Lockdown, I
NVERSE (Mar. 17, 2021, 10:30 AM), https://www.inverse.com/gaming/colonist-settl
ers-of-catan-online-free-game [https://perma.cc/9EUB-NQTQ].
493. See W. Eric Martin, Asmodee Acquires English-Language Rights to Catan; Mayfair Games to
Continue on Its Own, B
OARDGAMEGEEK (Jan. 7, 2016, 12:01 PM), https://boardgamegeek.com/
blogpost/49680/asmodee-acquires-english-language-rights-catan-may [https://perma.cc/8SR4-
XLNU].
494. See supra text accompanying notes 478–83.
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1676 IOWA LAW REVIEW [Vol. 107:1615
products, from pins and paraphernalia to branded luggage.
495
Aside from
merchandise, there is also a Settlers of Catan novel,
496
and a movie and
television show based on the game are purportedly in production.
497
With respect to its IP policy and rights, Catan GmbH and Catan Studio
have adopted a fair use policy that “encourage[s] our consumers and trade
customers to employ our IP freely for personal use. In some limited cases
. . . we may even encourage creation of ‘derivative works’ (i.e., material
based upon CATAN GmbH’s or CATAN Studio’ intellectual property) or
satire and/or commentary.”
498
This has allowed other creators to create
their own works that incorporate aspects of Catan.
For example, artist Simon Denny created a game called Founders which
reinterprets Settlers of Catan as part of an art exhibition.
499
Similarly in 2019,
researchers Sam Illingworth and Paul Wake explored using the game of
Catan to educate and hold meaningful discussions about global warming.
500
The authors designed “a ‘science-based’ game with the primary aim of
creating a discussion about global warming,” using scientific concepts or
ideas as part of the game’s theme and mechanics.
501
In designing the game,
the authors explicitly cited Catan’s “very generous fair use policy.”
502
Content creators have also utilized Catan’s fair use policy to create other
media based on Catan, such as the short movie “The Lord of Catan,” which
depicts a husband-and-wife rivalry over the game.
503
However, there are
limitations to Catan’s fair use policy, including a requirement that any
derivative work created under the policy include a prominent notice
regarding Catan’s copyright and trademark rights, and a statement that the
work is “[b]ased upon ‘Catan,’ a creation and design of Klaus Teuber and
property of Catan GmbH.”
495. Josh Mandell, World’s Biggest Board Game? Catan Studios Won’t ‘Settle’ for Less,
C
HARLOTTESVILLE TOMORROW (Mar. 9, 2018, 6:45 PM), https://www.cvilletomorrow.org/artic
les/worlds-biggest-board-game-catan-studio-wont-settle [https://perma.cc/4RGK-RNRW].
496. See generally R
EBECCA GABLE, THE SETTLERS OF CATAN (Lee Chadeayne trans., 2003)
(2011) (consisting of an “adventure [set in 850 A.D.], based on the wildly popular board game of
the same name”).
497. Dave McNary, ‘Settlers of Catan’ Movie, TV Project in the Works, V
ARIETY (Feb. 19, 2015,
11:13 AM), https://variety.com/2015/film/news/settlers-of-catan-movie-tv-project-gail-katz-12
01437121 [https://perma.cc/Y2VP-9AAK].
498. CATAN GmbH and CATAN Studio IP Policy, C
ATAN STUDIO (Jan. 1, 2017), https://www.
catanstudio.com/ip-policy [https://perma.cc/B3DT-87R7].
499. Tim Schneider, How Artist Simon Denny Is Turning Board Games into Hilarious Critiques of
Digital Capitalism, A
RTNET NEWS (Mar. 1, 2018), https://news.artnet.com/art-world/simon-den
ny-board-games-1233644 [https://perma.cc/9LPV-APAK].
500. Sam Illingworth & Paul Wake, Developing Science Tabletop Games: Catan and Global
Warming, 18 J.
SCI. COMMCN 1, 3 (July 2019).
501. Id. at 4.
502. Id. at 6.
503. T
HE LORD OF CATAN (Hamster Valhalla 2014).
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VI. IMPLICATIONS
In this final Section, we explore several implications from the foregoing
discussion of IP rights and tabletop games.
First, IP law appears to work fairly well at balancing the important
interests of incentivizing the creation of tabletop games and preserving the
freedom of others to innovate. In particular, the basic building blocks of a
game—its mechanics and rules—are generally unprotected by IP, as they
cannot be copyrighted,
504
and patent protection is usually difficult if not
impossible to obtain, particularly under the Federal Circuit’s current
approach to patent eligibility.
505
This means that other creators are generally
free to modify or adapt a game’s underlying mechanics to new themes,
settings, and topics.
For instance, the creation of tabletop wargames in the 1950s led to an
entirely new category of games of varying degrees of sophistication,
duration, and settings. Today, wargames span the gamut from ancient
Rome
506
to interstellar conflict,
507
and from small-scale tactical battles
508
to
global war.
509
More recently, the development of collectible card games—
which combine the collecting and trading aspects of sports cards with fantasy
role-playing—with Magic’s publication in the early 1990s, spawned numerous
other collectible card games, such as the Pokémon Trading Card Game and Yu-
Gi-Oh!.
510
Despite these competitors, Magic itself remains highly successful,
earning billions of dollars over the past quarter century.
511
Notably, the economic-based incentives created by IP law appear to be
less important for game designers than game publishers. Many game
designers appear more motivated by the intrinsic reward of creating new
and enjoyable games they can play, enjoy, and share with their family,
friends, and others, rather than prospective financial rewards backed by the
exclusivity provided by IP law.
512
For instance, Brian Tinsman, the award-
winning designer of over 50 tabletop and digital games,
513
explained that:
504. See supra notes 147–51 and accompanying text.
505. See supra notes 244–51 and accompanying text.
506. See, e.g., R
ICHARD H. BERG & MARK HERMAN, SPQR (GMT Games 1992); RICHARD
BORG, COMMANDS & COLORS: ANCIENTS (GMT Games 2006).
507. See, e.g., D
ANE BELTRAMI, COREY KONIECZKA & CHRISTIAN T. PETERSEN, TWILIGHT
IMPERIUM (Fantasy Flight Games, 4
th
ed. 2017); RICHARD BORG, RED ALERT: SPACE FLEET WARFARE
(PSC Games 2019).
508. See, e.g., R
ICHARD BORG, MEMOIR ’44 (Days of Wonder 2004).
509. See, e.g., L
ARRY HARRIS, JR., AXIS & ALLIES: 1942 (Avalon Hill Games 2009).
510. Jahromi, supra note 435.
511. See supra note 437 and accompanying text.
512. Cf. Sony Corp. of Am. v. Universal City Studios, 464 U.S. 417, 429 (1984) (explaining
that “[t]he monopoly privileges” created by copyright and patent law are “intended to motivate
the creative activity of authors and inventors by the provision of a special reward”).
513. Brian Tinsman, 15-Year Creative and Game Design Veteran, W
ORDPRESS, https://brianrei
dtinsman.wordpress.com [https://perma.cc/N98Y-ELJ9].
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For me, the most personally rewarding aspect [of designing games]
has been seeing my family, friends, and even strangers having a
great time because I created a game. My mother called me up a few
weeks ago and said[,] “We all played your game last night. I haven’t
seen your grandmother laugh so hard in twenty years.” It’s no
exaggeration to say that phone call alone would have been enough
reward for all the work I did, even if the game hadnt made a
cent.
514
Similarly, Elizabeth Hargrave, first-time designer of the top-ranked game
Wingspan,
515
was frustrated by the perceived repetitiveness of Eurogame
themes like medieval castles.
516
As a result, she created a new game based on
her passion—bird-watching—which has since sold over a million copies
worldwide.
517
And Richard Garfield, the creator of Magic, advised future
game designers that “[o]ne should play games for more than just research,
one should play because it is fun. And if it isn’t fun[,] you should question
your desire to make them.”
518
Indeed, some game designers have gone so far as to outright disclaim IP
rights to their games by releasing them under a Creative Commons or
another “open source” license.
519
Open source licensing is “a widely used
method of creative collaboration that” permits creators to “copy, modify,
and distribute” a creative work subject to certain conditions selected by the
creator, such as attribution, noncommercial uses only, and/or sharing
adaptations on similar terms.
520
For instance, the well-known (and irreverent)
514. TINSMAN, supra note 78, at 36.
515. According to BoardGameGeek, Wingspan is currently the top-rated family game and
rated 23 overall by users. Wingspan, B
OARDGAMEGEEK, https://boardgamegeek.com/boardgame
/266192/wingspan [https://perma.cc/ZL8E-57G2].
516. See Dan Kois, How a Board Game About Birds Became a Surprise Blockbuster, S
LATE (Aug.
15, 2021, 8:38 PM), https://slate.com/culture/2021/08/wingspan-board-game-elizabeth-hargr
ave-review-profile.html [https://perma.cc/HK73-6QV5] (“As Hargrave played, though, she and
her friends found themselves annoyed that all the games seemed to revolve around medieval
villages, or trains, or trading economies in vaguely Mediterranean locales. ‘At one point we
placed a moratorium on games about castles,’ she said.”).
517. Id.; see also Siobhan Roberts, She Invented a Board Game With Scientific Integrity. It’s Taking
Off, N.Y.
TIMES (Mar. 11, 2019), https://www.nytimes.com/2019/03/11/science/wingspan-bo
ard-game-elizabeth-hargrave.html [https://perma.cc/ADX6-9T2L].
518. Garfield, supra note 117, at 10.
519. Of course, a Creative Commons license would not abrogate non-copyright rights, such
as patents or trademarks, that may exist in a game. See C
REATIVE COMMONS, CREATIVE COMMONS
ATTRIBUTION-NONCOMMERCIAL-SHAREALIKE 4.0 INTERNATIONAL PUBLIC LICENSE § 2(b)(2),
https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode [https://perma.cc/RY48-CMYD]
(“Patent and trademark rights are not licensed under this Public License.”).
520. Jacobsen v. Katzer, 535 F.3d 1373, 1378–79 (Fed. Cir. 2008). The full list of Creative
Commons license options is posted on the organization’s website. See About CC Licenses,
C
REATIVE COMMONS, https://creativecommons.org/about/cclicenses [https://perma.cc/4W7
D-85SK].
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card game Cards Against Humanity is published under a Creative Commons
BY-NC-SA license, meaning that users can use, remix, and share the game
for free with attribution to the game’s creators, but cannot sell or otherwise
commercialize it.
521
Similarly, Secret Hitler, a popular hidden identity social
deduction party game, is also available for download under a Creative
Commons license.
522
Dozens of lesser-known board and card games have
been released under an open source license as well.
523
The desire for recognition and acclaim also may motivate some game
designers more than formal IP rights.
524
Although Rob Daviau, Richard
Garfield, Uwe Rosenberg, and Klaus Teuber may not be household names,
they are widely recognized in the tabletop gaming community as leading
game designers and innovators. Prizes like the Spiel de Jahres and the Golden
Geek Awards bring increased recognition and greater sales for winning
games.
525
In addition, when an out-of-print game is reimplemented, there is
a community norm that the original game designer will receive attribution,
and often financial compensation (in the form of a royalty) as well, even
when not required by copyright law.
526
In contrast, publishers rely on IP rights to protect their investment in
new tabletop games and recoup costs associated with the printing,
marketing, and distribution of them.
527
The incentives provided by IP law
are broader than just creation itself; they also include “the incentive to
provide the public with the tangible products of creation.”
528
The Supreme
521. See Steal the Game, CARDS AGAINST HUMANITY, https://www.cardsagainsthumanity.com
#downloads [https://perma.cc/F8DV-P8K8] (linking to Creative Common’s BY-NC-SA 4.0 open
source license). The base game, family edition, and various international editions of Cards
Against Humanity can be downloaded in print-ready format directly from its website. Id.; see also
Max Tempkin, T
EAM OPEN, https://teamopen.cc/max [https://perma.cc/4ZKS-BF4W] (“As a
founder of Cards Against Humanity, Max Temkin spends time delighting his fans, not suing
them. The creators selected a Creative Commons license instead of All Rights Reserved
copyright, choosing to focus their energy where it matters most for their business—writing
jokes.”).
522. S
ECRET HITLER, https://www.secrethitler.com [https://perma.cc/454P-BLHZ].
523. See Daniel Wilcox, Creative Commons/Open Source Games, B
OARDGAMEGEEK (Feb. 5, 2009,
10:31 AM), https://boardgamegeek.com/geeklist/33151/creative-commonsopen-source-games
[https://perma.cc/K55W-VWMR].
524. See T
INSMAN, supra note 78, at 46 (“Let’s not fool ourselves. Like it or not, the most
common reason people want to get games published is to gratify their egos. Imagine how good
it feels to show people a published game and say, ‘I created this.’”).
525. See supra notes 96–97 and accompanying text.
526. Interview with Justin Jacobson, President, Restoration Games (Dec. 3, 2020).
527. Of course, the rise of crowdfunding has conflated the roles of game designer and
publisher, as many creators are now electing to fundraise and self-publish their own games. See
supra notes 107–11 and accompanying text. This suggests that IP rights may be more important
for self-publishing game designers than those who license their games to others.
528. Sara K. Stadler, Incentive and Expectation in Copyright, 58 H
ASTINGS L.J. 433, 433 n.2 (2006);
see also Douglas Lichtman, Copyright as a Rule of Evidence, 52 D
UKE L.J. 683, 724 n.177 (2003)
(“Copyright protection is designed to encourage dissemination as well as creation. Thus, there
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1680 IOWA LAW REVIEW [Vol. 107:1615
Court itself has recognized that “dissemination of creative works is a goal of
the Copyright Act.”
529
Thus, IP rights help publishers bring games from
creation to the marketplace, and eventually to players’ homes.
Copyright and trademark law also protects publishers against slavish
copying and unauthorized reproductions of their games.
530
Protection
against copying is particularly important in industries like tabletop gaming,
where the cost of creation (i.e., hundreds of hours of game design and
playtesting) is relatively high, and the cost of reproduction of a work is low,
as the components of a game often cost only a few dollars.
531
In addition, the
costs of publication and dissemination for even a basic hobby game with a
limited print run are often in the tens of thousands of dollars, including the
cost of materials, molds, artwork, printing, shipping, and marketing.
532
More
elaborate games with extensive components like Gloomhaven have even
higher costs and correspondingly higher prices ($140 at retail).
533
The
development of 3D printing has further increased the ease of copying, as 3D
models for board games are widely available on sites like Thingiverse.
534
Absent the exclusivity provided by IP law, publishers would likely find it
difficult to recoup their investments when faced with lower-cost knockoffs.
might be reason to recognize copyright even in instances where the relevant author was not
originally motivated by the allure of copyright protection.”).
529. Stewart v. Abend, 495 U.S. 207, 228 (1990); see also Harper & Row, Publishers, Inc. v.
Nation Enters., 471 U.S. 539, 558 (1985) (“By establishing a marketable right to the use of one’s
expression, copyright supplies the economic incentive to create and disseminate ideas” (emphasis
added)); Mills Music, Inc. v. Snyder, 469 U.S. 153, 187 (1985) (White, J., dissenting) (Achieving
that fundamental objective of the copyright laws requires providing incentives both to the
creation of works . . . and to their dissemination.”).
530. See, e.g., Matthew Gault, How to Spot a Fake $1,000 Magic: The Gathering Card, V
ICE (Oct.
30, 2017, 12:12 PM), https://www.vice.com/en/article/9kqk8d/how-to-spot-a-fake-magic-the-
gathering-card [https://perma.cc/Z5JV-V3FD]; Larry Gordon, Huge Shipment of Fake Pokemon
Cards Seized at L.A. Port, Destroyed, L.A.
TIMES (July 13, 2012, 1:31 PM), https://latimesblogs.la
times.com/lanow/2012/07/feds-seize-huge-shipment-of-pokemon-cards-the-phony-type-.html
[https://perma.cc/M59M-QUA7]; see also supra Sections IV.A, IV.C.
531. William M. Landes & Richard A. Posner, An Economic Analysis of Copyright Law, 18 J.
LEGAL STUD. 325, 326 (1989); see also Christian Handke, Intellectual Property in Creative Industries:
The Economic Perspective, in R
ESEARCH HANDBOOK ON INTELLECTUAL PROPERTY AND CREATIVE
INDUSTRIES 57, 60–68 (Abbe E.L. Brown & Charlotte Waelde eds., 2018).
532. See Making Board Games Your Business, P
INE ISLAND GAMES, (Sept. 28, 2021), https://
www.pineislandgames.com/blog/making-board-games-your-business [https://perma.cc/UCS5-
2FLP] (delineating these costs). Increases to shipping and storage costs for games—many of which
are printed overseas—due to the ongoing coronavirus pandemic has compounded these issues.
See Megan McCluskey, The Board Game Business Is Booming, but the Global Shipping Crisis Could Be
Disastrous, T
IME (Sept. 28, 2021, 12:11 PM), https://time.com/6096497/board-games-shippin
g-crisis [https://perma.cc/4KQ6-9C4Y].
533. Charlie Hall, Hit Board Game Gloomhaven Costs $140 and Weighs 20 Pounds (For Now),
P
OLYGON (Apr. 1, 2020, 4:40 PM), https://www.polygon.com/2020/4/1/21203354/gloomhav
en-light-version-jaws-of-the-lion-summer-release-date-price [https://perma.cc/N283-8TLM].
534. See Forum, 3D Prints for Board Games, B
OARDGAMEGEEK (June 12, 2019, 3:02 PM), https://
boardgamegeek.com/geeklist/186909/3d-prints-board-games [https://perma.cc/FQ35-TF7X].
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Furthermore, the derivative work right of copyright law provides an
incentive for the creation and publication of expansions, sequels, and new
editions of existing games. As Michael Abramowicz has explained,
“[c]opyright’s derivative right gives [the owner] the exclusive right to
prepare adaptations of copyrighted works, preventing competitors from
preparing unauthorized sequels and other transformations.”
535
One consequence of the derivative work right is that it helps provide
both the time and financial incentive to develop high-quality follow-on works
by excluding others from rushing to create lower-quality sequels.
536
In the
tabletop gaming industry, expansions to existing board games are an
important way to continue to generate interest and sales by adding new
features, mechanics, complexity, and/or additional players to the base
game.
537
Similarly, for RPGs, the derivative work right can incentivize the
development of new modules and guides for gamemasters and players.
Copyright and trademark law also incentivize tabletop game publishers
to “port” their games to digital format and help prevent unauthorized (and
often inferior) digital knockoffs from entering the market.
538
For instance,
in 2005, a company released Scrabulous, an unauthorized version of Hasbro’s
popular word game Scrabble.
539
Hasbro filed suit and then released its own,
authorized version of Scrabble for computers and smartphones, which
became widely adopted.
540
Moreover, some game publishers have noticed that
releasing a digital version of a tabletop game can increase interest and sales
in physical copies of the game.
541
And online versions of tabletop games offer
535. Michael Abramowicz, A Theory of Copyright’s Derivative Right and Related Doctrines, 90
M
INN. L. REV. 317, 318 (2005).
536. See id. at 322 (explaining that “[t]he production of unauthorized derivatives may produce
relatively little social value while steering creative resources from more original applications and
causing the original author to rush official adaptations that will be lower quality than they
otherwise would be”); see also Jacqueline D. Lipton & John Tehranian, Derivative Works 2.0:
Reconsidering Transformative Use in the Age of Crowdsourced Creation, 109 N
W. U. L. REV. 383, 386
(2015) (explaining that the derivative work right “secures the abilities of rights holders to control
entire derivative franchises that span multiple sectors of the economy and categories of
consumption” and “serve public policy by incentivizing the creation of certain types of works
that may not otherwise be made”).
537. See supra notes 478–83 and accompanying text (noting the various expansions to Settlers of
Catan).
538. The converse occurs as well; there are numerous tabletop games based upon video
games. See, e.g., D
OOM: THE BOARD GAME (Fantasy Flight Games 2016) (based upon the Doom
series of video games); D
RAGON AGE (Green Ronin Publishing 2010) (based on the Dragon Age
video games); T
HE OREGON TRAIL CARD GAME (Pressman 2016) (based on the Oregon Trail series
of video games).
539. See Schaeffer, supra note 18, at 43.
540. Complaint at 1, Hasbro, Inc. v. RJ Softwares, No. 08-CV-06567 (S.D.N.Y. 2008).
541. Dan Jolin, The Rise and Rise of Tabletop Gaming, T
HE GUARDIAN (Sept. 25, 2016, 3:00 PM),
https://www.theguardian.com/technology/2016/sep/25/board-games-back-tabletop-gaming-
boom-pandemic-flash-point [https://perma.cc/B6SL-D7J7].
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1682 IOWA LAW REVIEW [Vol. 107:1615
a way for friends and colleagues to continue playing when physical proximity
is unsafe or impossible, as during the COVID-19 pandemic.
542
There is also significant evidence of user innovation in the tabletop
gaming industry. Eric von Hippel, who coined the term “user innovation,”
explains this concept encompasses improvements made and features added
by end users of a work.
543
Indeed, tabletop gaming is distinct from many
other creative industries, such as Hollywood, the recorded music industry,
and book publishing, in that there is not a clear divide between creators and
consumers. Rather, many tabletop game designers start out as game players,
and usually continue to play games once they become designers. Indeed,
players serve an important role in the game development process by helping
refine and improve a game’s mechanics through playtesting.
544
In addition,
players can directly assist the creation of new games by providing financial
support through Kickstarter or other crowdfunding platforms.
545
User
innovation also occurs through “house rules”—that is, unofficial modifications
to a game’s mechanics that can improve the gameplay experience by
simplifying the rules, speeding up the game, and/or adding additional
resources.
546
Furthermore, the emergence of open source licensing for RPGs
facilitates user creativity and innovation, as dozens of D&D-compatible
supplements have been created under the Open Game License.
547
Ultimately, tabletop games appear to fall into that gray space between
IP-intensive fields like biotechnology and motion pictures and “negative
spaces” like fashion and fine cuisine that do not require formal IP rights at
all. Instead of viewing IP’s relationship to innovation in a particular field as a
542. Meilan Solly, Twelve Board Games You Can Play With Friends from Afar, SMITHSONIAN MAG.
(Apr. 20, 2020), https://www.smithsonianmag.com/innovation/twelve-board-games-you-can-pl
ay-friends-afar-180974686 [https://perma.cc/JL6A-AKDL].
543. See generally E
RIC VON HIPPEL, DEMOCRATIZING INNOVATION (2005) (discussing the ability
of individual consumers to innovate for themselves).
544. This can occur in a variety of settings, such as informal playtesting among friends and
at game conventions. For example, GenCon, the largest U.S. conference for tabletop gaming,
offers a “First Exposure Playtest Online” program that game designers and players can
participate in. See First Exposure Playtest Online 2020, G
ENCON, https://www.gencon.com/host/
fepo2020 [https://perma.cc/YX5B-4REV]; see also Ben Begeal, Nonepub Winter 2021, U
NPUB,
https://unpub.net/announcing-nonepub-winter-2021 [https://perma.cc/5PXR-3XLD] (offering
online playtesting).
545. See supra notes 107–11 and accompanying text.
546. For example, the longstanding but unofficial practice in Monopoly of collecting all
taxes and fees into the middle of the game board and awarding them to the player who lands
on the “Free Parking” square is an example of user innovation; Hasbro only adopted it as an
official “house rule” in 2014. See Caitlin Dewey, After 80 Years, Monopoly Is Officially Adding House
Rules, W
ASH. POST (Mar. 25, 2014), https://www.washingtonpost.com/news/arts-and-entertain
ment/wp/2014/03/25/after-80-years-monopoly-is-finally-adding-house-rules [https://perma.cc
/3EJ5-RULT].
547. See M. Jason Parent, D20 Product Listing, F
ANDOM: D20 NPCS WIKI, https://d20npcs.
fandom.com/wiki/D20_Product_Listing [https://perma.cc/4PAJ-SQ8U].
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binary variable, it should be considered as a continuum between the two
extremities.
548
VII. CONCLUSION
In sum, it appears that IP law supports—or at least does not significantly
hinder—the high level of innovation currently occurring in the tabletop
gaming industry. While tabletop games are not a “negative space” in the
sense that IP does provides meaningful protection to game publishers, the
limits of copyright and trademark law, along with the practical absence of
patent protection, means that game designers have sufficient freedom to
continue to create and innovate. Indeed, the evidence suggests that non-IP
incentives, such as the intrinsic value of creating and sharing new games and
receiving attribution for them, may be more significant drivers of innovation
for game creators than formal IP law. As a result, the tabletop gaming
industry serves as an example of a field where IP law generally balances the
interests of creators, publishers, and consumers effectively.
548. Cf. Tim Wu, Tolerated Use, 31 COLUM. J.L. & ARTS 617, 617 (2008) (noting the “giant grey
zone in copyright” where there are potentially numerous infringing but tolerated uses by copyright
owners).