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Pigeon Post (Completely Reworked): A team-based secret signaling game [new rules critique please]

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JewellGames
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Joined: 06/03/2012

After some valuable feedback from some publishers and playtesters, the consensus was the primary team-based signaling mechanic was a pure hit but some of the other mechanics made for a disjointed and clunky game.

So, I have:

1) stripped the game of theme just while I further playtest the changes. The game only requires 32 cards from 2 standard card decks.

2) shifted the game from non-stop real-time chaos to controlled simultaneous play

3) changed it so that instead of holding 3 or 4 cards and hoping for a three-of-a-kind, you now only hold 1 card hoping it matches your face up card.

New rules: Pigeon Post Redux (themeless)

My biggest issue right now is trying to make the rules as clear and concise as possible. It makes sense in my head and is easier to understand when the cards are in front of you but seems a little wordy and confusing to outsiders.

I haven't added images yet, holding off until I clean up the wording.

anonymousmagic
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Joined: 11/06/2013
I like the game a lot, but

I like the game a lot, but I'm unfortunately not in a position to playtest at the moment. I like the realtime aspect too, but I wonder how you resolve it when people drop their cards for an exchange and two or more players grab for the same card simultaneously.

"Home bound carriers work like wildcards. They can be combined with any pair of identical bird species bound for the same destination."
I found this rule a bit confusing. I'm assuming you mean that a wildcard dove can be added to any dove flock, but that is not what you're saying. I'd use the following phrase:
"Home bound carriers work like wildcards. They can be combined with a pair of same species as the carrier bound for the same destination."

JewellGames
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Thank you

Thanks for pointing that out. Those were old files I forgot to update anyway, so now they are the correct version 2 rules. Version 2 lowers the required signals from 4 to 2 as playtesters were struggling to handle so many tasks at once.

And for the simultaneous grab..one has to relent ;) its part of the game!

anonymousmagic
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Joined: 11/06/2013
I'll have to mull over this

I'll have to mull over this new version before I can give detailed feedback, but my first thought is that I liked the original better.
The art was better in my personal opinion and also having destinations instead of numbers fits better theme-wise.

Perhaps you can lower the amount of things people have to remember by not requiring people to call the destination and allowing that for an expert game as a variant.

Also, 5 minutes seems a bit short to think of good signals for multiple things. I'd give it 10-15 max (based on the old rules). That allows the teams to make up backup signals if one or more of them are discovered.

anonymousmagic
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Joined: 11/06/2013
How is the game coming along

How is the game coming along at the moment?

JewellGames
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Joined: 06/03/2012
Pigeon Post Redux

After some valuable feedback from some publishers and playtesters, the consensus was the primary team-based signaling mechanic was a pure hit but some of the other mechanics made for a disjointed and clunky game.

So, I have:

1) stripped the game of theme just while I further playtest the changes. The game only requires 32 cards from 2 standard card decks.

2) shifted the game from non-stop real-time chaos to controlled simultaneous play

3) changed it so that instead of holding 3 or 4 cards and hoping for a three-of-a-kind, you now only hold 1 card hoping it matches your face up card.

New rules: Pigeon Post Redux (themeless)

My biggest issue right now is trying to make the rules as clear and concise as possible. It makes sense in my head and is easier to understand when the cards are in front of you but seems a little wordy and confusing to outsiders.

I haven't added images yet, holding off until I clean up the wording.

HPS74
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Joined: 01/06/2009
This game reminds me of my

This game reminds me of my childhood when I and my cousin used to play crib against my nana's next door neighbour.

We'd have little signals between each other that we thought no one would know.....:)

JewellGames
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Joined: 06/03/2012
Ha that's funny. My wife and

Ha that's funny.

My wife and I have played against some kids and they are surpringly better than I thought they'd be.

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