... But I think some of its ideas are more widely applicable (and of course, a great many board games released these days migrate to a web-based or downloadable form): 29 Business Models for Games, found via Chris Bennett.
I think board and card games are a perfect demonstration of the emerging dichotomy of commerce in a post-bandwidth-scarcity world: you can still sell physical objects, but without a locked-down proprietary platform, it's extremely difficult to merchandise data. Of course, with a physical object, you're just locked into another platform--the tyranny of either selling direct or losing a cut to get distributed through specialty stores.
To reach the broadest possible audience, you'd want to have both physical and digital forms of your game available, but then making money (if that is your goal) becomes more difficult. The business models above are all attempts at solving this problem. Can you think of more? Have you personally used any, and to what effect? How many of them actually have demonstrated exemplars of success?
Not exactly related to what you posted, but some time ago I came across this article at Gamasutra, by Matt Allmer.
The named principles are mainly deviced with videogames in mind, but after giving them a few more toughts I concluded that with some interpretation and common sense they can also apply to other forms of game design (including, of course, board games). The article explores the different resources we can consider to enhance the gaming experience.