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:
1000 Backers! Mint Mechs Promo Unlocked! Choose the final Stretch Goal!
about 2 months ago
– Sat, Apr 18, 2026 at 05:48:49 PM
1000 Backers!
Wow! This was my my biggest goal (metrics-wise) for this campaign and it feels amazing to hit it with this much time to spare! My sincerest gratitude and thanks for the faith you've put into me, this company, and the games.
$70,000 passed: Mint Mechs Promo Unlocked!
We cruised past $70K and unlocked a 2nd Promo Card for Mint Mechs! It's been a blast to continue to dive into the design space of this game. I'm really looking forward to playing with these!
Final Stretch Goal: Promo Card at $80,000
Back on March 24th, I never imagined the possibility of an "$80,000 Stretch Goal". Crazy! But here we are, and - with a strong finish to the campaign - this one is well within reach. What's it going to be?
A new Advanced Action Card for Kickabout?
A new Hack (x2) for Hard Drive?
A new Tactics Card for That's an Order!
I'll let the poll run until Tuesday and then add a poll to the 4 week update to narrow down the exact card(s) for the winner!
Millennium Games Event
Just wanted to share a couple of pics from last night's event! All the games got lots of love and lots of buzz! And Millennium's new space is great!
Thanks to Crystal for volunteering to help teach the games! Here she is showing loyal backer, Brian, how to play Hard Drive.
This father-son duo played everything but Mint Mechs (ran out of time) and the kid won every game! He told me that Dice Clash was his favorite game of Series 1 and he's most enjoyed That's an Order! from this one.
Intense Mech Battle!
An absolutely diabolical map created by the kid using the General's Toolkit expansion content
That's all for now. I'm gearing up for the big push as the campaign nears the end. Big update Tuesday! Thank you all again for helping this campaign reach such amazing heights!
Galen
Week 3 Update: Closer look at Mint Mechs: Challengers and more!
2 months ago
– Tue, Apr 14, 2026 at 06:45:21 AM
3 Week Update
TLDR: Stretch goal updates, Late Pledges and Pledge Manager Updates, shipping updates for Canada (good news), Millennium event this Friday, French and Spanish rulebook translations will be available, new art and a closer look at Mint Mechs: Challengers.
3 Weeks Down, 8 Days to Go!
In the last 21 days we have raised over $65,000, gained more than 850 Backers, and unlocked 4 Stretch Goals! Thank you, thank you, thank you! I can't wait to see where we can get to over the next 8 days. Any predictions on when we cross 1000 backers? I'm going to predict Saturday. Let me know your guess in the comments.
The campaign ends on Thursday, April 23rd at 9:30 AM EST. I'll be reminding you, but make sure to add whatever you want before then, as the prices will go up in the Pledge Manager.
Mint Mechs: Challengers - Art Incoming!
Art is starting to come in for Mint Mechs: Challengers and I'm excited to share! Let's take a look at the 3 new Mechs included in the expansion.
Excalibur
Excalibur will come in 2 color schemes (like Jaeger from the Base Game). They excel at creating Sequences out of almost any dice available; and their Grappling Hook might be my favorite weapon in the game.
Scorpion
Scorpion introduces a Poison Mechanic to the game, shortening your opponent's resource tracks or forcing them to take direct damage. This Mech excels at forcing their opponent into Overheat but lacks a long range weapon, meaning they have to stay close to maximize their damage.
Beetle
The Beetle is heavily armored and has the ability to lay and detonate Egg Mines around the map. Combine this with multiple ways to push your opponents, and you've got some nasty combo damage potential!
4-player Mode:
2v2 Playtest at my local designers group
The killing blow is just a turn away!
The 2v2 mode I've designed for this game is really something special! Some quick highlights of what makes this mode so fun:
Shared Sequences: Teams Sequence together, meaning that the chain of ascending or descending numbers that make up a Sequence can freely be made by, and then activated, using both Mechs. Sequences build faster and the combo potentials increase exponentially in this mode. Setting up and pulling off punishing combos with your teammate has been a huge highlight for players!
Salvage: If your partner gets taken out, you can raid their downed Mech for supplies. Take any resources, replace any of your destroyed Systems with theirs, and - perhaps most powerfully - take any remaining dice from their carcass and fight on!
Pilots: Your Mech may have been destroyed, but as long as your partner's Mech is still alive, you aren't out of the battle yet! Pilot Meeples eject from destroyed Mechs and can traverse the map to modify and retrieve dice for their partner. No player elimination!
I hope I've given you a lot of good reasons to add Challengers if you're picking up Mint Mechs. Besides what has been detailed here there is also:
Automas: Automa versions of all the new Mechs to play against in solo mode
Upgrades: 2 copies of a new Upgrade card with 4 possible upgrades.
Elevated Map Spaces: 2 new double sided map cards that are added for the 3 and 4-player modes. Accessible by teleport, but you can jump (or be knocked off) to any space on bordering cards at the cost of 1 damage.
$70,000 Stretch Goal Update:
In the last update I detailed my idea for one of the 2 new Systems for the Mint Mechs Promo Card that we will unlock as part of the FREE Promo Pack for backers. Let me share my concept for the other one:
Harpoon Gun:
This will be a Shoulder Weapon that can be swapped in for any Mech. The untapped design space I decided to use for this weapon is the state of your opponent's System Cards, leading to some highly variable effects!
Placement Power: 3 Damage.
Sequence Power: 1 Damage. If in a Sequence of 4+ add: 1 Damage for every blank space on your opponent's Systems. Every Black Die: Gain 1 Armor. Every Green Die: Gain 1 Fuel. Every Blue Die: Cool 1. Every Red Die: Opponent gains 1 Overheat.
Purple Dice and Destroyed Systems provide you with no benefit. The weapon gets slightly weaker as your opponent is closer to death (the opposite of the Jaeger's Tracer Bow). This should be a really fun one to try to take advantage of.
Millennium Games Event: Friday, April 14th. 6-9pm.
If you live near Rochester, NY (or don't mind traveling) I will be running teaches for all of the new Mint Tin games this Friday from 6-9pm. They are already the biggest games store in the US but they've added a brand new event space and I'm honored to be a part of its opening night! Caleb and the crew there have been very supportive of Galen's Games since Super Snipers and I always love going there.
Late Pledges and Pledge Manager:
In the next big update I will detail what to expect when the campaign ends. But I do want to update you on the platforms I will be using. I am enabling Late Pledges on Kickstarter and that will be active immediately after the campaign ends.
Late Pledges
Late Pledges allow people who didn't back during the campaign to pre-order the games and accessories and receive them at the same time I fulfill to Backers.
If you back during the Kickstarter: You can ignore Late Pledges entirely. You will be able to add or change your pledge in the Pledge Manager at a later date. A reminder that Kickstarter prices are only available during the Kickstarter. They will go up in Late Pledges and the Pledge Manager.
Pledge Manager
I will be using Backerkit for the Pledge Manager. The Pledge Manager is the place where you will be able to update your order, change your address, and pay taxes, VAT and shipping. You'll get an invite to it when it is ready, probably 2-3 weeks after the campaign ends.
I was considering trying out the new Kickstarter Pledge Manager. After some research, I am confident that Backerkit remains the better choice for my backers due to its flexibility and excellent customer support.
Canadian Shipping
Good news! I will be using Board Game Bliss for Canadian fulfillment and that means that your costs are going down! I will update the graphic on the main page when Hwa is able to (I've got him doing a lot!). Here are the estimates. The usual caveats, these are general estimates and subject to change. Actual shipping will be charged in teh Pledge Manager closer to fulfillment.
Single Game: $8
2-6 games tins only: $10
Everything New Bundle: $12
Mega All-In Bundle: $16
French and Spanish Translations:
Thanks to some wonderful volunteers, I am happy to announce that French and Spanish translations of the rulebooks and cards will be made available digitally. Also, Spanish translations of the first series. It's unclear at this time if they will be available as fully translated PnP's, but minimally you will be able to access translated text. Since there are still assetts and rulebooks being finalized, this process won't start until a little ways after the campaign has concluded.
As a small publisher, I am dependent on licensing deals for physical versions of the games in other languages. Based on the success of this Kickstarter already, I have no doubt that I will be announcing other language versions in the future.
Next Week:
I'll take a deeper look at Kickabout and Hard Drive as well as the expansions for Series 1.
Project to Check Out: Before the Rain
Evan Wilcock the designer of Kickabout is having a heck of a debut year already! He's got another game going live on Kickstarter at 1pm EST today. Please give it a look!
That's it for this week. As always: Thank you for your support.
Galen
Hack Promo Unlocked - Mint Mechs chosen for the next Unlock at $70,000
2 months ago
– Sat, Apr 11, 2026 at 06:02:52 AM
$60,000 and over 800 Backers
We hit another one! A new double-sided Hack Card for Hard Drive that includes the new Hacks Quantum Computing and Restore from Backup will be added to the promo pack! Reminder that these will be included free to all backers receiving physical pledges and will also be made available in the PnP's. See Update #6 for details on the Hacks.
Next Unlock Chosen: Mint Mechs!
At $70,000 we will unlock a new double-sided Systems Card for Mint Mechs. I'm still working out the details but I'll share at least one of the ideas that I have for this:
Remote Transporter. This one would be a Control System which is represented by the head of the Mech, and is usually associated with Upgrading and Cooling. The concept would be that you've attached transporter technology to your Melee Weapon, allowing you to throw it and then transport yourself to where it landed and retrieve it. During placement and Sequencing, you would move directly to your Melee Tracker on the map and pick it back up. This would require some planning, but would make throwing your Melee Weapon out of range less risky, and allow you to move great distances across the map. I'm looking forward to trying this one out.
I will share details on the other side of the card as I get something more concrete.
Kickabout Advanced Action Promo: Fake Shot
The first promo unlock was a new Advanced Action for Kickabout: Fake Shot. Artist, Leo Aquino, has finished the art and I want to share. But first, a quick look into the process of making these cards:
We (Evan the designer and I) send Leo the concept and an example or 3 of what we are looking for and Leo comes back with some options. This is one of 2 pages of options he sent along. I chose #3 as the favorite to pursue. What would you have chosen?
Leo then does a more detailed pencil sketch that we can provide feedback on. Sometimes there's a decent amount of back and forth at this stage. This time, I think he nailed it on the first try!
Final Versions! We still need to add the titles and the Automa icons to the blue jersey version. Cool, right?
Millenium Games Event
I'm going to be doing a 3-week update on Tuesday and I'll share more info then, but I will be at Millenium Games in Rochester, NY at the biggest board game store in the whole US to teach the new mint tin games in their brand new events space! Event is 6-9pm.
National Board Game Day!
Did you know that today is National Board Game Day? I'm going to be working with my 6 year old to help her make a playable prototype of a game concept she's been working on. And maybe playing some Star Wars the Deckbuilding Game with my wife later on. How are you celebrating? Tell me in the comments.
Thanks everyone! Keep sharing the campaign and let's get to that next unlock!
Galen
2 Week Update: Closer looks at That's an Order! and Mint Mechs.
2 months ago
– Tue, Apr 07, 2026 at 11:13:31 AM
First, some housekeeping...
Next Unlock Chosen!
With 25 and 21 votes respectively, Quantum Computing and Restore from Backup have been selected as the 2 new Hacks for Hard Drive to be unlocked at $60,000. See the last update for details on how they work. We are officially in the middle of the campaign, and while the growth has slowed (to be expected), we continue to make daily gains and we should be unlocking this one by the weekend.
Choose the next Unlock:
Let's run it back again! At the end of this update will be a poll for which promo card to unlock next at $70,000. For anyone recently joining us, these promo cards will be free to backers at any physical reward level who back during the Kickstarter, and included in the Series 2 PnP. We've unlocked 3 so far and are nearing the 4th. Here are your options:
An Advanced Action Card for Kickabout.
A Hack Card (2 Hacks) for Hard Drive
A Tactics Card for That's an Order!
A Systems Card (2 Systems) for Mint Mechs
....Now, the update:
2 Weeks Down, a Little Over 2 to Go!
In 14 days we have amassed over 713 Backers and $54,685. Thank you!! I continue to be amazed at the response to these little tin games. In terms of numbers, I really only had one important benchmark in mind beyond improving on the last campaign: getting over 1000 Backers. We are certainly on track to achieve that and more! Please, keep sharing this campaign with anyone you might think is interested. And, as a reminder, the cost of everything will go up significantly in late pledges and retail; so now is the time to back and get any accessories you want.
At this important junction in the campaign, I'd like to take the opportunity to take a deeper look at the games you'll be getting, and revealing a little about what I love about these games. Let's start with the games of the War Bundle!
That's an Order!
I first started working with Jonathan and Ryan when I reached out to them about Dice Clash (from Series 1). I'd been working on the game for a while and had realized that their dice placement system from their game, Scuttleball, was the perfect fit for what I was trying to accomplish. We ended up as co-designers on that very successful project and I also took a look at a number of mint tin games that they'd designed but hadn't self-published. There were some great games in the mix, but That's an Order! stood out for me and I signed it.
The Secret Sauce
There's a lot to love about this game: the theme, the art work, the sandboxy nature that allows for variable set-ups and modes, and an engaging solo game. But none of that really matters without a real solid core mechanic that keeps you engaged and coming back. For me, that's the way the programming and play phases are handled.
The game has 3 phases: Command, Action, and Clean-Up.
Command:
Thematically, programming your actions during the Command Phase is like being a Commander issuing orders to the field. You take stock of the current state of the battle and your current options, and issue orders as best you can. The TAO Token - A token that can be activated by a Command and can be placed on a programmed card during a future Command Phase to unlock its advanced action - plays an interesting role during this phase. During development and testing, the question would come up around who would go first during this phase. Initially, it was conceived of as simultaneous, but a shrewd playtester (my friend and fellow designer, Phil Gross) pointed out that a lot of information could be gleaned from where a TAO token was placed in the Command Row. In other words, if I see it on the second card, I can begin to unfold possible scenarios: "You're looking to move first to get in range for an advanced Bombard 2nd action". With this in mind, the current first player is required to program their cards first, giving the second player a chance to use the intelligence gained to their advantage.
Action:
Thematically, the Action phase is carrying out your orders, but with some room to adjust tactically to the unfolding situation. The Commander said you had to move, but how you spend those movement points can be decided on in the moment. This phase is where the yomi (anticipating your opponent's choices) really shines! Will you execute a perfect 3-part plan? Or will you arrive at a space with orders to attack and no enemy there?
Clean-Up:
It sounds dull and procedural, but how it is handled is the key to the elegance and fun of the system. Cards that were in the Command Row now go into a cool down pile and any cards that were in the cool down pile are returned to your hand. Paying attention to what your opponent has available is key to a good strategy; as is optimizing your own options. Playing an At Ease command (does nothing in the base game, powers up your tactics card with the expansion) sacrifices doing nothing this turn in order to keep more options for next.
The other thing that happens is that the 1st player marker is passed. Meaning that the 2nd player - who just took the last action- will go first in the next round. This opportunity to take 2 un-answered actions in a row can be leveraged into your moment of victory if you are able to set it up just right!
Designer Diary:
If you haven't had a chance yet, and would like some insight into the creation of this game, Ryan has written a really fun designer's diary about the games creation and development: https://boardgamegeek.com/thread/3658173/design-diary
Mint Mechs
Sharing a fun graphic that Hwa sent me showing some of the design inspiration for the Mechs!
I love Mechs! Ever since starting on this journey of game design, I've wanted to design a great mech game. For a while I hosted Mech Mondays with other designers making mech games. I met a lot of great people that I've stayed connected with from that period, including Breeze, the creator of AEGIS: Combining Robots and my regular Booth partner at GenCon and Pax Unplugged. I've started, playtested, developed, and left in various states of finish over a dozen mech games before finding the design I was ready to take over the finish line.
Ultimately, the design restriction of the mint tin format forced my creativity to focus on a core experience that captures the essence of what I find so compelling about Mechs: tactically managing your resources and equipment to claim victory while on the very edge of blowing yourself up!
The Secret Sauce:
Again, there's a lot to love here: gorgeous art, asymmetric mechs, upgradeable tech, and massive turns. But what really delivers in this game is the way the dice drafting, dice placement, and sequencing mechanics work together to allow for really clever and satisfying tactical play.
Dice Drafting:
Originally, this game was WAY more abstract. Dice drafting was handled similarly to something like Sagrada. Movement was abstracted to simply be about range from your opponent. During development, friend and fellow designer Ian Brocklebank offered a different vision, one where there was both a map to move around on and the dice we are drafting are on that map.
In the final version, dice drafting is accomplished by moving around the map to a space connected to a die you want. There's a fair bit that goes into your choice:
The resource cost (fuel, teleport, overheat) to get to the die you want.
What benefit you get from the space you end your movement on.
What benefit you get from the die you pick up.
What number die you can best use to build your Sequence.
Where this leaves you on the map relative to your opponent and the dice you hope to draft next.
Dice Placement:
Dice are used to power up your various systems, providing an immediate benefit but also setting them up for a future sequence. Again, there's a bit that goes into your choice:
Which system benefits me the most in the current situation? Damaging my opponent? Gaining resources? Cooling down? Upgrading a system for a later benefit?
Am I in range if I am activating a weapon system? (Out of range does reduced damage)
Does this die number set me up for a good sequence, or leave open the possibility of adjusting it later?
If using your Melee Weapon out of range (you "throw" it to your opponent's space on the map): do I have a plan to retrieve this before it is triggered in a future sequence ?
Sequencing:
This is the moment where all your hard work pays off. Or when you blow up your mech from not properly managing the overheat! Sequencing entails removing the dice from your Mech one at a time in sequential order (ascending or descending) and activating their Sequence Effects. Again, there's a few things to consider when setting up and pulling off a great Sequence:
Weapon requirements: Some weapons benefit from having dice after them in Sequence, some before. Some benefit from longer sequences. Some benefit from your Overheat, some from your opponent's overheat. Timing these to trigger at the optimal time for max damage and max benefit can be the difference between winning and losing.
Resources: Will you have enough fuel to move into range in time for your melee attack? Timing a re-fuel mid sequence might make the difference between hitting at max damage, or even hitting at all if you need to retrieve your Melee Tracker. Similarly, well timed coolant can keep you from damaging yourself with overheat.
Upgrades: Upgrading can introduce the opportunity to gain Fuel or Cool during a system activation. It can also add to damage output, overheat your opponent, and cause them to lose Fuel. You can get really tricky and even use Upgrades to change your Sequence Order mid-sequence!
Overheat Ability: Every mech has a unique ability that is active while at full overheat. Timing it to trigger when it benefits, while avoiding taking too much damage from overheat can be a high risk and high reward strategy. For example, the Falcon can move to any space on the map for 1 Fuel while at max overheat, allowing them to fly directly from a long range shot to a melee attack and out again. The Titan adds 1 damage to attacks while at max overheat. Their Gatling Gun does 1 extra damage for each overheat they have. Time your overheat to hit max right before the Gatling Gun to do +5 damage!
Coordination: In the 2v2 mode, playable with the expansion, you get to combine your Sequence with your teammate, moving back and forth between mechs as you go through the numbers of the Sequence. The intricacies and possibilities of building a powerful sequence using 2 mechs increase exponentially!
If it isn't abundantly clear, there is a bit of crunch to this game. But it is the fun rewarding kind that I really love in my games!
Just some quick bullet points for now. More info coming soon:
Talked with Board Game Bliss about Canadian fulfillment and will be working with them. Updated Canadian shipment estimates incoming.
Nearing my decision on a pledge manager. Leaning towards doing Backerkit again for a number of reasons, but going to try out the KS late pledge program.
Planning a live event at Millenium Games in Rochester, NY to open up their new event space! Looking at next Friday. More details to come.
Lots of Mint Mechs aart incoming for the expansion.
Other Campaigns to Check Out:
I like to use these opportunities to highlight other active campaigns that could use more eyeballs.
Concrete Canvas
Dope art, cool mechanics, great creative team. Give it a look!
Tiny Game Series 2
We heard you like small games? Mathue is a great creator and publisher in the small game space and this is worth a look! I'm looking forward to Dragon Roost, personally.
As always, if you end up backing, let them know I sent you.
That's all for now. Thanks everyone! Let's get that next unlock done!
Galen
New Tactics Card for That's an Order! unlocked. Pick the Hacks for Hard Drive!
2 months ago
– Fri, Apr 03, 2026 at 02:35:14 PM
$50,000 Unlock Achieved!
With 34 of the 78 total votes: Prisoner Exchange was selected as the next Promo Card to be made. Jonathan and Ryan will be getting to work and we will share progress soon!
Next Goal: $60,0000 - a new Hack Promo for Hard Drive.
Stefan (Hard Drive Designer) has some really cool options for this one! Hack Cards are 2-sided, meaning we will be using the top 2 choices from the poll. Here's what we've got to choose from:
Restore from Backup: Draw the top Mod from the Mod discard pile. (Allows for the re-use of mods and also makes the top of the game mod discard pile a factor in gameplay.)
Firewall: Shift a course card backwards 1 space. During this game, gaps may be moved through using 1's. (Course manipulation is always fun! Adds a new general rule to the game when present.)
Moore's Law: Double the effect of the next space you move to. (Double mods, double routers, double charges... some cool opportunities here.)
DDoS: Max out your Charge
Quantum Computing: When this hack is present, this rule is in effect. When landing on a green space, roll the Password Die. 1- Use the other Hack for free. 2- Gain 2 Charge. 3- Draw a Mod. 4- Move 1 space in any direction. 5- Move opponent 1 space in any direction. 6- Re-roll as spent die and use it again. (This Hack wouldn't require a die to use, but adds this general rule to the game when present. Normally the green spaces only have a function for the solo mode, and this essentialy adds a new random course feature.)
Vote for your favorite! The top-2 will be on the next Hack.
A quick note:
I have reached the absolute character limit on my Kickstarter Page! This means I can't add so much as a "." without erasing a letter or punctuation mark elsewhere. I can add pictures and videos still, but will need to be creative with adding anything else.
Thank you everyone for the amazing support! Keep sharing around! For those who celebrate, have a great Easter Weekend.