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Galen's Games Mint Tin Series 2

Created by Galen McCown

Mint Tin Games for 2 players or solo play and accessories from Galen's Games! Compact and travel friendly designs that include waterproof PVC cards.

Latest Updates from Our Project:

September Update - Delivery will be delayed, Updated Timeline, Mint Mechs updates, Other News.
3 days ago – Tue, Sep 29, 2026 at 08:25:13 AM

I will be getting these games to you, it's just going to be later than I'd planned.

Best Laid Plans:

At conventions I am often asked about when the games from this Kickstarter will be coming out.  My stock answer has been "The plan is February, but it's a Kickstarter, so no promises." And they always give a knowing look and express understanding.  I'm hoping that you are responding in the same way as you read this update.

The Situation:

As I alluded to in the July Update,  Hwa has had some life challenges arise that have heavily impacted his ability to finish the remaining assets on time.  The short story is that he is responsible for running a factory that recently lost a large percentage of its workforce including the foreman.  Hwa has been largely running the factory himself over the last few months: fixing the machines, running the machines, cleaning, getting the orders out, etc.  In fact, he is literally sleeping in his office during the week. That situation has not drastically improved, but he is finding more space to work on this project and there is some hope that things will get better in the near future.  

It's hard to watch a good friend with such immense talent struggle like this.  In a just world, he would absolutely be making a living and spending his days with game design, art, and graphic design.  

As it stands now, Hwa is estimating that we can be finished (all remaining assets needed for manufacturing) in December.

What am I doing about it?

I'm currently seeing about offloading some of the remaining work on Hwa's plate.  Kickabout's rulebook, reference cards, and remaining graphic design needs can be handled by another graphic designer.  Hard Drive's rulebook could be finished by another graphic designer.  This would ease some of the pressure and hopefully accelerate reaching that finish line.  I will continue getting finished assets to the PnP makers and translators in order to have those available as soon as possible.  PnP's will likely be delayed until February 2027.

Where does this leave us?

If assets are completed in December, we should be starting manufacturing in January.  This, of course, means that we are highly likely to run into Chinese New Year mid-manufacturing and almost certainly before getting freight on the ocean.  For anyone who isn't aware, Chinese New Year is a massive celebration in China (where the games are being manufactured) and businesses across the country close down for essentially the entire month of February.  This means that freight will start sometime in March and arrive to the fulfillment centers in April. Fulfillment for most regions now looks like May 2027.  

Updated Timeline: (subject to change)

  • January 2027: Charge cards for any add-ons. Manufacturing starts. 
  • February 2027: Chinese New Year. PnP's Delivered. Charge for shipping, VAT, and taxes.
  • March 2027: Manufacturing finishes.  Freight starts its journey on the ocean.
  • April 2027: Delivery to Asia and Australia.  Freight arrives to US, UK and Canada fulfillment centers.
  • May to June 2027: Games delivered to backers.  

Okay, bad news is out of the way.

Mint Mechs Updates:

Final assets for Mint Mechs are coming in.  One adjustment we have made recently is to give the Mech System Cards their own background color.  This really eases set-up (just find all the matching colors) and adds some more personality to the HUD-like player set-up.  Pics are from TTS.

Titan! Now in red.
Falcon!  The green on the green background might not show it best, sorry.

Over many playtests, I'd noticed enough players confuse the path bonuses with spaces, that I decided it required some updating.  Hwa has redone the path bonuses to more clearly differentiate themselves from the spaces.

Original

We had a different shape and style outline for the Path Bonus (circled), but some players were treating them as spaces.

Updated:

This more clearly differentiates it.  They now sit "on" the path while the Space Bonuses sit "in" the spaces.

Here is the entire updated Map (with background) on one of the sides:

TTS Updates:

I've updated the TTS mod with the new System Cards and with new standee models (thanks, Hwa).  Expansion System Cards and Map Cards are not yet updated there.  Check out the standees!

TTS is available to play!  https://steamcommunity.com/sharedfiles/filedetails/?id=3563438748

CuseCon 2026

Another amazing CuseCon is in the books!  I had an amazing time playing, playtesting, and hanging out with my fellow gamers.  Hard Drive and That's an Order! were both very popular demo requests throughout the weekend.

Opening for Submissions

Series 2 is nearing completion, Series 3 is deep in development and coming to Kickstarter next year.  What then?  Starting October 1st I will be accepting submissions for future mint tin releases.  I will only be signing around 4 at the most.  If you or anyone you know would be interested, direct them to: https://www.galensgames.com/submissions

Series 3 Progress:

The work never stops!  I've been hard at work with developing and designing the games that will be premiering in Mint Tin Series 3.  For an overview on the games, see the last update: Here's a quick overview on where things stand:

Block Quilt:

  • Base game rules are complete.
  • Art is complete!
  • Tested out an alternate mode that - at least in early testing - is brilliant!  
  • Solo mode is feeling close to finished.

Rettir:

  • Ruleset is finally complete!  We have finally reached the best version of the game.  The key changes were: 1) Black Sheep can now steal a herd by being the lowest number on a card, 2) When a Sheep Dog steals a herd, all dice are rolled on that herd.  Any matching dice are removed and give 1 point each to the person stolen from.  With these changes, the game creates some stand up and shout moments.
  • Jonathan Carnehl (Heritage Farms, Verdant Arizona, That's an Order!) has agreed to take on the art!  His style will be perfect for this game.
  • Solo rules may very well be done.  Waiting on feedback from the designer.

When Worlds Collide:

  • Theme update:  I'm going to be going with a "monsters vs kids on bikes" theme for the game.  Think Monster Squad, Stranger Things, Goonies, etc.  We will have some new takes on the classic Unversal Monsters as well as some kids on bikes archetypes for the characters. John de Campos' (Mint-Tin Monster Mash-Up, Hard Drive) art styl will be perfect for this.
  • Gameplay updates in progress:  Lach's core gameplay is solid and fun, but there's room to add a bit more meat to the experience.  We are too early in development to announce anything specific yet, but are looking to integrate theme and mechanics more.  

Unnamed Boss Battler:

  • I really need to name this one soon!  
  • Removed the Boss dice puzzle and simplified by having randomized boss cards that sit at the bottom of the enemy stacks.
  • Reduced the game length significantly.  Winning the game requires you to clear the enemies and injure both halves of the Boss 2 times.  
  • The Boss halves now have their own hit requirements and functions.  The bottom half adds to the Enemy Attack Phases until completed.  The top half determines the Boss Attack and some hit requirements cannot be completed until the enemies have been cleared.  Both flip when defeated and increase the difficulty in the next and final stage.
  • All players can now assist the active player during their turn by using an action from their green rondel (assist rondel).  This really leans into cooperation without it becoming quarterbacking.  You are focused on how you can help the active player, not how they should be playing their turn.  
  • I've already designed and am testing an expansion.  While the base game is heavily Alien themed, the expansion introduces a new boss: The Hunter (take your best guess at the inspiration).  The Hunter has laid traps in the enemy piles and adds a new Target mechanic that increases the damage he can do to the players.  
  • The expansion also introduces 4 new playable characters.  
  • And it also introduces 2 new modules that can be added to either Boss to spice things up.
  • I'm really excited about this one!

Next Month:

October is a big month for me.  On the 25th, I will be celebrating my 50th birthday!  Leading up to that, I have several gigs that I'll be playing.  I'll be spending the last night of my 40s playing guitar on stage (wouldn't have it any other way).  I hope to be delivering good (or at least no bad) news to you next month as well!

As always, thank you for all of your support!  

Galen

August Update - Progress and Adjusted Timelines, GenCon, CuseCon, Other News
about 1 month ago – Fri, Aug 21, 2026 at 11:27:10 AM

August 2026 Update

This one is a little later in the month than usual.  I'm just back from a relaxing vacation in Maine.  

Let's get the important stuff out of the way first.  There are still assets that need finalization before the games can start manufacturing.  Hwa has been working on things as he is able, but the most likely scenario at this time is that we will have them done within the month of October at which point we can submit them to the manufacturer. This is at least 1 month later than the anticipated Timeline, but because there was significant wiggle room built into the timeline estimates, our goal of a February 2027 delivery is still possible.  Here's where everything currently stands:

Games:

That's and Order and the Expansion: Complete

Manufacturing ready files are complete.  They've been submitted to the folks preparing the PnP's and to the translators for Spanish and French translations.

Mint Mechs: 

Main Game complete except the final version of the rulebook.  Expansion still needs finalized Elevated Arenas, Reference Cards, and final rulebook.  Here are 3 of the Elevated Arena Cards (still some small details to be finalized) from the expansion that will be used in the 3 and 4 player modes:

As always, Hwa has some fun little easter eggs in these.  The elevated areas will actually be placed on top of the Mint Tins (for actual elevation) and will only be accessible by teleport spaces.  

Kickabout:

Still needs final graphic design on the cover, Advanced Action Cards, and Reference Cards.  Rulebook still needs to be finalized.

Hard Drive:

Multiple updates needed to finalize the mods and hacks and reference cards.  Rulebook needs some very minor edits.

Mint Tin Monster Mash-Up: Arenas:  Complete

Manufacturing ready files are complete.  They've been submitted to the translators for Spanish and French translations.  They will be sent to the PnP preparers soon.

Dice Clash Arenas:

Very nearly 100% complete.  Just need the files prepared for the manufacturer and some very minor editson the Arena Cards.  Will be sent to translators and PnP preparers soon.

PNPs

These are now delayed until October or November.  I will continue providing assets to my helpers as they are finalized.   My apologies.  I will keep you updated.  

GenCon 2026

Another amazing GenCon is in the books!  Thanks to everyone who stopped by the booth and said hello.  This was my most successful GenCon yet!  I quickly sold out of mini dice trays and cases, and sold out of playmats by the last day.  2nd printings of the 1st Series games were flying out of the booth all weekend long!

At the Wednesday night Trade Day event, Stefan (designer of Hard Drive) and I demoed the Series 2 games.  

Stefan representing!  

Overall, I had an amazing time at GenCon and it is going to be crazy when I have these new games to sell!  A huge thanks to my helpers: Stefan, Dan, and John B.  And to Breeze and Sarah of AEGIS: Combining Robots, and their continued amazing support for me.  Also, a huge shout out to the amazing work that Double Exposure did all weekend in demoing my games.  

Upcoming Events:

If you are near Syracuse, I will have a table here at Destiny USA for Tabletop Day 2026.  This is happening tomorrow, August 21st from 11am-6pm.  Check out current games and play the prototypes of the 2nd Series.  There might even be time to playtest one of the upcoming ones!

CuseCon 2026

Galen's Games will also have a table at my local convention CuseCon!  September 17th-September 20th, 2026.  Hope to see some of you there!

That's it for now.  I hope to be back with good news on our progress next month!

Galen

July Update: PnP delays, Pledge Manager Updates, GenCon, Upcoming games.
3 months ago – Mon, Jul 13, 2026 at 08:31:24 AM

July 2026 Updates:

Okay, let's get the bad stuff out of the way first.  PnP delivery is delayed.  The short story is that the assets are not all done and/or finalized so that I can put my wonderful PnP volunteers to work.  My good friend, Hwa, has the lion's share of work at this stage and - without getting into details- he's had a very rough time over the last couple of months and finishing up this work has had to take a backseat to other pressing matters.  That said, we are getting back on track!

So how does that affect the timeline?

At this point, only the PnP timeline is affected.  I can clearly say that we won't be making the July-August delivery date for those.  The plan is to have files finalized as soon as possible.  As each individual project gets its final files, I will send them to the PnP assemblers to keep that end of the project moving as quickly as possible.  I don't want to give a new estimated delivery date for the PnPs at this point, as that won't really be clear until I can get these files over to them.  I appreciate your patience, and I sincerely apologize for the delays.

The rest of the project is still looking good for February delivery as long as I can get the finalized files in before the end of September.  That shouldn't be an issue, but I will keep you updated! 

Pledge Manager Updates:

First, apologies!  I crafted and sent a message that was only meant for the Pledge over Time backers, but accidentally sent it to everyone.  Thank you to everyone who reached out and everyone who has completed their pledge manager!  We are currently at 86% complete, which is great!   A couple of reminders:

  • I won't be charging your cards for shipping, taxes, or any add-ons you added in the Pledge Manager until we get closer to the delivery date.  Current plan is to charge around December.  I'll give you plenty of notice.
  • When the surveys first went out, the promo pack was not being added to backer's carts who pledged at the "Make your own Bundle"  level.  I have fixed this, and everyone who pledged at a physical level during the KS should see one of these in their carts for free.  Let me know if you have any issues. 

GenCon 2026

Come see Galen's Games at Booth # 2634.. Once again, I will be sharing space with my friends from AEGIS: Combining Robots.  Double Exposure will be running demos of my Series 1 games all convention and I will have 2nd printings of those available for sale.  As space allows, I will also be showing the Series 2 games and taking pre-orders.  My friend, and Hard Drive designer, Stefan Barkow, will be working the booth with me. 

Verdant Arizona now on BGA!

Verdant Arizona is now playable in Beta on BGA!  Thanks to the efforts of Robin David, the designer.  Check it out and let us know what you think!

Upcoming Games:

If you've been getting the newsletter, you've seen these announced.  The 4 games for Series 3 are deep in development.  Let me give you a quick tour!

Block Quilt

This is a 1-2 player strategy game of area control and pattern making designed by Kristina and Scot Eaton.  For fans of Verdant Arizona and Heritage Farms who felt left out by the last Kickstarter, you’ll want to check this one out!

Gameplay is simple but the strategy is deep!  There are 4 colors and 4 pattern types in the game.  One color type or pattern starts out as blocked.  On your turn, you will move your pawn to another space on the 8x6 grid that matches either the color or pattern of your current space.  You then leave one of your buttons on the space that you moved from.  If you move to a space that’s an exact match (pattern and color) then you get to choose a new pattern or color that is blocked.  At the end of the game players will score public objectives based on the patterns that they’ve built with their buttons over the course of the game.  

This is a perfect information game that mixes strategy and tactics.  I was really impressed by this game when I was pitched it and I think it will be a big hit for my 2 player strategy duel fans!

The core gameplay is complete for this and we are currently just working on alternate scoring methods and the solo mode (which is shaping up to be excellent!).  Art has been started as well!

Rettir

Rettir is a competitive 1-6 player dice drafting and push-your-luck game about sheep herding by Chris Williams.  It was the winner of the GameCrafter’s Dice Mitigation Challenge in 2023.  If you follow my Instagram, you've seen this one on the table more than a few times!

Thematically, the name refers to an Icelandic tradition of retrieving your sheep from the communal grazing lands.  But in this game, you’re trying to walk away with more sheep than just yours!

Gameplay is simple and fast-paced.  Choose any 3 available dice and roll them.  Choose one of those dice and claim a herd card with a matching color.  You can only claim a herd with a die that’s higher than any of the current dice on the card.  Gain points equal to the number of dice on the herds you’ve claimed and return any herds and dice on them that have a 6.  First to 24 wins!

Added to that simple formula are Fences that protect herds from being stolen by dice until your next turn.  A Sheepdog die that can hop Fences to steal herds, but they scare off a die when they do.  Black Sheep dice that can steal herds by being the lowest number on the card.  And Hay Bales that let you use a 2nd die on your turn.  

All together, this makes for a great addition to the series by offering a larger player count, family friendly rules, and fast and fun gameplay.  Chris and I have worked together closely on the development of this game and are excited for you to play it!  Core gameplay and the solo mode are largely complete.  I have selected an artist for the game as well.

When World's Collide:

When World’s Collide is a competitive 1-2 player tactical puzzle game designed by fellow Syracuse designer, Lachlan Kadick.  I’ve had this one under consideration for a long time and am really happy to be working with him on it.  

The theme is subject to change, but currently the concept is that the worlds of sci-fi and fantasy have crashed into one another and representatives from each faction battle over which of the 2 worlds will survive.  Win by being the first to make a row, column, or diagonal with 6 of your tiles.

Gameplay is incredibly simple, but tactical.  Players start on a simple 3x2 grid of the dual-sided tiles.  On your turn, you will do 3 things:
1) Either move to an adjacent tile or activate one of your character’s unique abilities. 
2) Place a new tile - your side up - at the end of a row, column or diagonal you currently occupy.
3) Jump to the new tile and flip every tile you pass over.  

Within that simple structure is a lot of room for clever play.  The asymmetric abilities combined with strategic blocking (you cannot jump over an opponent) create a tense, perfect information battle of the minds.  This one plays very quickly and the variety of characters keeps it fresh play to play.

The core gameplay is solid for this one, we are just working on balancing character powers and developing the solo mode.  I'm meeting with artist, John de Campos, about doing the art for this today.  On the art side of things, I have an idea of having each side of the tiles double as a kind of puzzle that can be pieced together to see a larger piece of art, like a map.  

Unnamed Mint Tin Boss Battler

I announced that I was working on this 1-4 player co-op boss battler a few updates ago, and a lot of you were very excited about it!  While I don’t yet have a title (they always take me a while!), I’m trying to thematically capture the feeling of a small elite military squad taking on an overwhelming alien force with a big boss baddie as the primary target (think: Aliens).  Towards this end, and especially since it’s a heavier game, I’m trying to strongly tie-in the theme to the mechanical elements.  An example:

One of the enemy types is simply an egg.  It is not particularly tough, but if it isn’t defeated by the end of your turn, it is replaced with a much tougher Hatchling.  And a Hatchling can evolve into a super tough Drone.  Once these make their way into your enemy deck, they continually cycle through, increasing the challenge.

In order to win the game, players have to reduce the Boss’ health to zero.  They do this by locking in the 3 Boss Dice at the numbers required by the current challenge.  In order to to lock in those dice, they both need to spend resources to alter the dice (hits to pip up or down, explosions to flip the dice) AND defeat the enemy guarding the die.  Once a die is locked, its door is “open” and new enemies cycle in face-up.  Once all 3 dice are locked, the Boss takes damage, current enemies are discarded, and the board is reset with 3 closed doors and a new challenge.  Additionally, the story progresses and adds new challenges and a stronger Boss attack.  

The central mechanic of the game involves rondels.  Each player has 3 Rondels: 2 for your turn, and 1 for assisting the next player.  Move your tracker to gain resources and activate abilities, but passing the starting point of any rondel will deplete your health by 1.  Most of the resources are dice based, and different dice types are better at solving different problems. Team work will be absolutely required to make it out alive!

It is still early days, but I am very excited about this one.  It also might have the best solo mode yet for you hardcore solo players!  With the success of Mint Mechs, I feel confident in delivering a more involved mint tin experience for those that it appeals to.  

What about submissions for future games?

At this point, I will try to re-open for submissions in October.  Taking submissions takes up a lot of bandwidth and I am still just a a one-man show here.  I'm looking forward to looking at new designs, I just need to make sure I have the time and attention space needed for it. 

Well, that's all the news for now.  I've got a pretty busy summer ahead, but I will be working on making sure we start the fall on track.  As always, thank you for your support!

Galen.

Backerkit Pledge Manager now open! Peek at TAO! promos.
4 months ago – Tue, Jun 16, 2026 at 12:37:52 PM

Backerkit Pledge Manager Open!

Thank you to everyone who ended up getting a "smoke test" survey invite and who completed their Pledge Manager info and/or shared any issues they had with me.  If you are part of that group, please note that one thing I had to fix was to add the VAT / GST taxes (only relevant to UK, EU, and Canadian backers).  Also, NY State taxes (currently the only state that I have to charge taxes for).  

After posting this update, I will send out Backerkit Surveys.  Here's what to expect:

  • An email invite to complete your survey.  This is your opportunity to change your address and add anything additional to your pledge.  You can complete and update your survey any time up until shortly before fulfillment begins and the Pledge Manager closes (but sooner is better for me, thank you).  I will give you at least 2 weeks notice before the Pledge Manager closes.  Current estimate: January 2027.
  • Anything you add or owe will be charged when I charge the credit cards.  I will give you at least 2 weeks notice before charging the credit cards.  Current estimate: November 2026.
  • Shipping will be charged at a later date, closer to fulfillment.  I will give you at least 3 weeks notice before charging shipping to the credit cards.  Current estimate: December 2026.
  • If you want to do free local pick up in Syracuse, NY, please select "Local Pick Up" for your country in the survey.
  • Links to the Print and Play files (for those receiving them) will be delivered via email when they're ready.  These are delayed at the moment.  
  • If you backed at a physical reward level, the Promo Pack has been added to your order automatically.  You can purchase additional ones if you wish.
  • The Late Pledge option on Kickstarter will be closed as I open it up on Backerkit.  
  • Backers not in the US or Canada: I have a limited number of Super Snipers still warehoused in the UK.  They are available in the Pledge Manager if you want to add them.

That's an Order!

This is really a "mini-update" but I wanted to share some incoming stuff for That's an Order!  First, the art and wording are in for the unlocked promo cards!

Testing these to make sure that they are balanced and there are no edge cases / unfair interactions before declaring them final.

And then there are these very cool scenario and set-up suggestions.  These will be added to BGG as well.  I'm looking forward to trying all of them!

That's it for now.  I'll have more to share next month.  Thanks!

Galen



 

May 2026 Update - Timeline Progress, Results of the Survey, Other news.
4 months ago – Tue, May 26, 2026 at 08:19:05 AM

May 2026 Update:

Timeline Progress:

Hello!  As promised, I will be updating you monthly with whatever news I have.  Let's start with progress since the close of the campaign.  You can check the Timeline on the campaign page for the estimates. I'm just going to focus on the May-June goals; which we are nearly half-way through. 

  • Galen's Kickstarter Detox: COMPLETE.  It's genuinely a bit of a mental challenge to step off of the Kickstarter ride and re-adjust to "normal" life.  I definitely needed that time and am back in the swing of things.
  • Promos Finalized and Tested: In progress still
  • Finalize Art:  Mint Mechs playmat is done and it's awesome! 

The only outstanding art at this point is for the elevated maps for Mint Mechs: Challengers and the promo cards for  Mint Mechs, That's an Order!, and Hard Drive.  There is a list of graphic design stuff that still needs to be done as well.

Finalizing Rulebooks:. We're in the midst of final edits of the That's an Order! (Base and Expansion).  Hard Drive just needs a few small edits.  Kickabout still needs to be formatted professionally.  Mint Mechs needs some edits and a proofread before finalizing.  Mint Mechs: Challengers is in a final draft stage.  Hoping to still get these done by the end of June, but they may need more time.  

Finalizing Files for PnP, Translators, and Manufacturing:. Besides the rulebooks and promo cards, there's still a decent sized list here:  Lots of updates for Hard Drive Mods and Hacks (wording changes and icon adjustments).  Kickabout needs professional graphic design for the wording on the cards, cover, and reference cards.  Mint Mechs has some small edits and updates. Mint Mechs: Challengers still needs art for the elevated areas and some components finalized.  That's an Order! is basically done other than the promos.  Overall, this step is the one that is most likely to see delays.  It's not that far off, but almost all of this work is on Hwa's to-do list and I'm a bit of a bottleneck to the rulebooks as I work out the final edits.  Delays here will naturally delay PnP's and Translations (both of whom need the final files to work from).  It shouldn't effect manufacturing timelines.  I'll keep you updated!

Backerkit Pledge Manager: I'm about 95% done with the Pledge Manager in Backerkit.  Once it's ready to open, a "smoke test" will commence with a limited number of surveys going out to determine if there are any issues.  Once fully open, you'll be able to add to your pledge and update your address there.  It will also accept Late Pledges.  I don't foresee any issues with opening this up in June.  

Kickstarter Late Pledges Closed:  When Backerkit is ready, the Kickstarter Late Pledges will close.  I will still be taking Late Pledges in Backerkit.

That's it for the timeline.   

 Survey Results:

Thank you to the 334 of you who responded to my survey!  This was sent out to get feedback on how the Kickstarter was run and to get input on what you'd like to see next.  As some of you let me know, the use of Google Forms made it require a gmail account (I didn't know this when making it) and excluded some from participating as a result.  My apologies, and I will find an alternative in the future.  Here are some of the results from the Survey:

I'm excited to turn this circle blue for everyone!  A lot of new folks putting their faith in these games and I appreciate that!
These results help me understand which of my current selling points are hitting the mark and which I can stretch or change.  While I will always strive to provide an excellent 2-player experience, it's clear from this question and others, that I can expand outside of that particular restriction.  
Multiplayer, specifically co-operative, looks like a solid new direction for future games in the series.  And a big vote for heavier games!  I admit I was a bit surprised at the overwhelming popularity of Mint Mechs in this campaign (top seller), as I felt I was going out on a limb with the increased complexity and playtime.  Clearly it has found an audience and I'm encouraged to offer more "meatier" experiences in a mint tin going forward.

Themes and Game Styles:  this graph was too large to be readable here.  But the most popular themes and game types from the survey were:

  • Sci-Fi Theme
  • Dungeon Crawler Style / Theme
  • Fantasy Theme
  • Boss Battler Types
  • More of the current bundle offerings were all almost equally popular
Looks like the style of Kickstarter I've been running (best prices, deals for bundles) is working just fine!
I worried that I over-communicated but it looks like you were happy to hear from me!  A lot of comments and feedback noted your happiness with the communication.
Forms response chart. Question title: How do you feel about the Kickstarter Page?. Number of responses: 331 responses.
The red portion represents "I was able to find the information I needed".  This was a TOUGH page to create as I had so much on offer.  I did get responses that fell in the categories of "overwhelming" and "not enough" and I will see what I can do to address these going forward.  There is a character limit on a Kickstarter page (I'm apparently one of the few people in my orbit of publishers who discovered this, lol) so I cannot simply add "more".  I may just link to additional information outside of the KS campaign page for games from previous series in future Kickstarters.  I'll continue to try to improve this but appreciate that I hit the mark for most of you.
Forms response chart. Question title: For this campaign, I used "stretch goals" as a way of creating a promo pack that would add content to the games.  How do you feel about the way it was done?. Number of responses: 332 responses.
This is always the hardest part.  Looks like I did well by most of you, but there was some feedback that I will use to do this better in the future.  There were a number of comments about frustration with the "majority rules" voting choosing the promo cards.  While I really appreciate what having polls did for the KS engagement, I may have a more structured offering in the future that still allows choice but distributes the promo cards more equitably across the titles.  Lots of time to think on this one.

And thank you to everyone who asked to be added to the newsletter and mailing list!  I should be getting a newsletter out soon (on the to-do list).  Also, thank you for the incredible number of kind comments and compliments!   It means a lot.  I'm sorry I can't respond to them directly, but message received!

New Game in the Works:

I have several titles from other designers that have been in development for a long time that will be part of the next Kickstarter, and I will share more about them in the future.  But I did want to just quickly share a new one that I'm personally designing that I'm hoping will make it as a future offering.

I'm a huge Alien fan, and after my Kickstarter Detox I started working on a fresh new design that has taken over my brain space for the last few weeks.  This one is a co-operative, 1-4 players, Boss Battler that's inspired by Aliens (2nd film) and the whole squad combat versus a horde and queen idea.  

The core loop involves selecting actions on 2 of your Rondels that will allow you to use weapons and resources towards exploring the structure, defeating enemies, and manipulating Boss Dice towards completing a Boss Attack.  Your final Rondel allows you to assist the next player with resources or dice.  

There are 3 Boss dice that sit above the 3 "doors" (enemy card backs).  You are trying to get them to match the current challenge and lock them in in order to damage the Queen.  You can manipulate them by using hits to change them up or down.  And you can lock them in by defeating the enemy below them.  Once a die is locked in, that door is "open" and future enemies will come in face-up in that door.  Lock in all 3, damage the queen, and reset the dice and doors.  The queen moves a damage marker to the completed challenge, unlocking a new Queen attack and a new challenge for the dice.  Difficulty is currently determined by the number of rounds.

There's heavy asymmetry between the characters and a really fun, crunchy puzzle here.  It's early days, but I'm excited for this one!

That's it for now.  I'll be back with updates in June.  Thank you!

Galen