2 Week Update: Closer looks at That's an Order! and Mint Mechs.
4 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
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!
Designer Diary:
Curious to read more about the development of the game? I made a designer diary to check out: https://boardgamegeek.com/thread/3644976/mint-mechs-designer-diary
Other News:
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