I can see the problem your own KS must have had regarding the confusion about mats. Your language could have been more clear and consistent, but was not too bad. Is it 6 player mats and the main mat? or is it 7 player mats and the main mat? Your tiers are obviously conflicting and the reader is not the one in the wrong.
That was one of the wording problems we were trying to fix in the early days. That error still managed to creep in despite several rounds of editing by no less than three people. It was supposed to be 6 + main mat, the "kickstarter exclusive character" wasn't a
mat, but somewhere along the way it got counted as one (because all the other "characters" are mats).
It is your duty to explain to them in clear terms how the process works.
Except that almost every project on Kickstarter isn't aware of this, and makes the same mistakes. I don't know who's fault that is, but if
everyone is making the mistake, then is it DwarfCorp's fault?
On an unrelated note, were your backers ok with the 1 year delay? Why or why not?
Our backers have been superhumanly patient. I've one had to deal with two people who have been anything but understanding. One of those ended when the guy complained that he couldn't play the game with is girlfriend who was moving out of state in the fall to attend college. I told him, "You have access to the print and play version, it's there, available, now. Imagine how awesome it will be to greet her back from college with the professionally produced version when it does finally ship." As to why, I have no bloody clue.
I've also noticed a curious phenomenon of there being no chatter from our backers (i.e. no comments, no private messages, no emails) asking for updates for long stretches, then I'll get a handful of them in a 24 hour period...the day
before we were about to put up another update. It's been like clockwork. Hasn't mattered how long since the last one, hasn't mattered how significant the news, hasn't mattered what day of the week, but infallibly the day before we were going to push an update, I'd get a handful of emails requesting our status. To which I'd reply, "Hold tight, we've got an update we're pushing tomorrow or the next day."
Our trip through Kickstarter has been a success in spite of our failings, mistakes, blunders, and other challenges.
We decided against physical rewards because we had no way to adequately calculate how much we'd have to raise our goal in order to cover the cost of producing the goods. 3, 6, 9, 12 months later we're seeing all of these Kickstarter projects have trouble paying for physical rewards, the shipping thereof, or finding that a larger chunk of their cash was going towards reward fulfillment than they expected.
We were having trouble getting the word out and finding a super-excited following. Kickstarter featured us in their newsletter and our project exploded.
We decided to have only a handful of quantity limited "add content to our game" rewards, entirely based on how much work our artist was willing to do, and priced them in terms of how much it would cost her to produce the art. Months down the road, all these other projects succumbing to feature creep as a result of customized content rewards or stretch goals.
There are so many ways our project could have gone wrong, so many ways. And we navigated through it largely on chance.