Tell us a bit about yourself and your Mint games!
Justin is a pretty average guy, husband of 15 years, father of the year to four adorable children and software developer with an intense fondness for gaming, both digitally and in meatspace and most hobbies that involve creativity such as woodworking and models. He finds that playing games with friends and family are some of the best times that can be had.

The Mint Games were a product of a boardgamegeek forum contest that required the creation of a game that all components could fit inside an Altoid Mint Tin.
Mint Works is a worker placement introduction game.
Mint Delivery is a pick up and delivery introduction game.

Before your mega success on Kickstarter with the Mint games, you had a campaign that failed. What happened?
Inexperience. Poorly prepared campaign. You name it! I didn’t know what I was doing!

What was the most important thing you learned from that campaign?
It takes a lot more planning and preparation to get a game launched than I had realized.

What did you do to build up a following before you launched your next game, Mint Works?
We had generally positive feedback posted on BGG from reviewers and the contest, along with a low price point that attracted backers.

Did you expect it to be such a hit and have so many backers?
No, not at all. My projection was to obtain 1500-2000 backers by the end of the campaign.

When did you launch and why did you choose that exact moment?
Tuesday, statistically the best day to launch for a successful campaign. Early September, to try to complete manufacturing before the dreaded Chinese New Year shutdown.

If there was one thing you wish you knew before you launched Mint Works, what would it be?
The long term success of the product so I could have printed more product to avoid the shortage that occurred.

Then you launched Mint Delivery which became an even greater hit. What did you do differently this time?
The reason it was so successful is because of the original shortage of Mint Works and that the reprint was part of the campaign.

What´s your main tactic to handle the mid-campaign drop in new backers?
Don’t stress about it. Expect it and account for it.

If you could change one thing with Kickstarter, what would it be?
Only one?! Many backers treat Kickstarter like it’s an established storefront and that expectation causes problems that can interrupt the flow of the project and lead to delays.

How do you structure your days during a campaign?
I take launch day off of my day job so that I can be fully responsive to comments and questions throughout the first few hours. Moving forward, I have to make myself available in the evenings to maintain that approach-ability to our backers. The final days, I try to celebrate the end with an event.

What’s the best Kickstarter advice you ever received?

Reading this book: A Crowdfunder’s Strategy Guide: Build a Better Business by Building Community Paperback. by Jamey Stegmaier

What´s your thoughts regarding stretch goals?
They are an unfortunate, but seemingly necessary evil. We’ve considered doing campaigns without them, but have made no decisions so far.

What do you think is the most important element of a Kickstarter page?
Communication and transparency with backers.

What is your favourite board game at the moment and why?
Scythe. We are doing Rise of Fenris right now!

Do you have any role models in the board gaming industry?
I tend to blaze my own path, but Stegmaier would probably be the closest thing to it.

Where can people reach you?
Twitter (_jblaske) and Instagram (jblaske)