Pigeon Post Game Guide

Rules, Mechanics & Tokenomics

Everything a new player needs to start playing Pigeon Post Game: how login works, how missions are launched, how pigeon stats affect performance, how daily rewards work, what SEED does, and how COOCRUMB fits into the economy.

CRUMBMain in-game reward currency earned from missions and activities.
SEEDPremium utility currency used for extra mission capacity.
COOCRUMBCounterparty token used for monthly rewards and card-buying utility.
Top 30Monthly leaderboard positions eligible for COOCRUMB and reward cards.

1. What is the game

Pigeon Post Game is a mission-based strategy game built around your Rare Pigeons cards. You log in with your Counterparty address, the game detects the pigeons you own, and you use those pigeons to launch world missions between cities.

Each pigeon has gameplay stats. Each route has distance, time, and reward implications. Active regional events can increase or reduce the value of a flight. Good route selection, good timing, and good pigeon choice are what separate casual flying from efficient grinding.

Main goal: earn as much CRUMB as possible, climb the monthly leaderboard, and finish inside the Top 30 to receive COOCRUMB and monthly reward cards.

2. Getting started

1

Enter your address

Open the game and enter your Counterparty-compatible address. You can also choose a public username.

2

Sign the login message

Copy the message shown by the game, sign it in Freewallet, then paste the signature into the login form.

3

Load your pigeons

After login, the game loads the Rare Pigeons cards held by your address and makes them available for missions.

Screenshot placeholder — Login screen Replace with your real game login screenshot

3. What each screen block does

This section explains every major block on the game page so a new user can immediately understand what they are looking at.

Top bar

User profile bar

Shows your public pigeon name, your logged-in address, and a logout button.

Navigation

Leaderboard / Achievements / Gallery

Quick links to separate pages for rankings, achievements, and card browsing.

Economy

CRUMB and SEED balance bar

Displays your current balances and includes buttons to buy SEED or support the developer.

Map control

World Missions toolbar

Lets you switch between map and satellite view, and filter flights between all players or only your own flights.

Live modifiers

Active Regional Events

Shows the current positive or negative event affecting each region. These rotate automatically over time.

Map interaction

World map

Used to inspect cities, active flights, and choose a route by setting a departure city and destination city. The city network has been expanded with additional airports, including Tallinn.

Route selection

Map Route Selection

Shows your currently selected departure and destination, and gives you quick buttons to choose a pigeon or clear the route.

Daily rewards

Daily Login Bonus

A recurring login reward track. You claim the daily reward and work toward bigger rewards across the streak cycle.

Daily tasks

Daily Missions

Short objective-based tasks that give extra CRUMB when completed and claimed.

Weekly goals

Weekly Missions

Harder weekly objectives reset every Monday and reward longer-term activity such as many flights, many destination cities, different regions, side missions, and long routes.

Collection

Cards block

Your owned pigeons grouped by rarity. Each card shows its image, stats, and availability information.

Mission builder

Send Mission panel

The core gameplay block. Here you select a route, see preview calculations, and launch either a normal mission or an extra SEED mission.

Live tracking

Active Missions / Recent Missions

Active Missions shows flights that are still running. Recent Missions shows completed flights and the rewards they paid out.

Screenshot placeholder — Main game page overview Use a full-page screenshot and optionally add arrows in an image editor

4. Cards and stats

Your Rare Pigeons are your playable units. Every mission uses one specific pigeon copy.

SPD

Speed. Higher SPD reduces flight time because the mission duration is calculated using route distance and pigeon speed.

ATK

Attack. ATK contributes to your pigeon multiplier and increases final CRUMB earned from a mission.

HP

Health. HP lowers cooldown pressure by reducing the base rest time after a mission.

Cards are grouped by rarity on the page: Mythic, Epic, Rare, and Common. This is a visual grouping only — the mission system ultimately depends on the stats and on route context.

Copies matter. If you own multiple copies of the same pigeon, the game tracks whether each copy is free, flying, or resting. That means one copy can be busy while another copy of the same asset is still available.
Current city matters. Each pigeon copy now has its own current city. After a mission finishes, that copy stays in the destination city. Its next mission must start from that city. If a copy has never flown before, it can start from any city for its first mission.
Screenshot placeholder — Cards grid Show rarity groups and one selected card

4B. Card upgrades and grade balance

New accepted project cards enter the game as Common cards. Authors can request a permanent game-grade upgrade to Rare, Epic, or Mythic if the card supply and the current bottom-up grade balance allow it.

One card = one game grade. If a card is upgraded from Common to Rare, it stops counting as Common and starts counting as Rare. The same logic applies to Rare → Epic and Epic → Mythic.

Starting point for new cards

  • Every accepted project card can be added to the game as Common.
  • New Common cards receive generated starter stats with HP + ATK + SPD = 80.
  • Starter stats are always multiples of 5 and avoid extremes, so a new Common card will not start as 0 / 0 / 80.
  • Common cards expand the base of the grade pyramid and can open more upgrade capacity above them.

Supply eligibility

  • Mythic: asset supply must be 21 or less.
  • Epic: asset supply must be 33 or less.
  • Rare: asset supply must be 50 or less.
  • Common: any accepted project card can enter here.

Upgrade fees

  • Common → Rare: 4 PGNSACRIFICE or 60,000 COOCRUMB.
  • Common/Rare → Epic: total Epic fee is 8 PGNSACRIFICE or 120,000 COOCRUMB.
  • Common/Rare/Epic → Mythic: total Mythic fee is 16 PGNSACRIFICE or 240,000 COOCRUMB.

If a card is upgraded step by step, only the difference is paid. Example: Rare → Epic costs 4 extra PGNSACRIFICE or 60,000 extra COOCRUMB. Epic → Mythic costs 8 extra PGNSACRIFICE or 120,000 extra COOCRUMB.

Bottom-up grade balance

The target grade structure is based on:

Mythic / Epic / Rare / Common = 21 / 33 / 50 / 100

The Gallery page calculates upgrade availability from the bottom up. A problem in an upper tier does not freeze lower-tier upgrades.

Common → Rare checks only: Rare <= Common × 50 / 100 Rare → Epic checks only: Epic <= Rare × 33 / 50 Epic → Mythic checks only: Mythic <= Epic × 21 / 33

Direct upgrades are treated as step-by-step checks

A direct jump cannot bypass the pyramid.

  • Common → Epic must pass both Common → Rare and Rare → Epic capacity checks.
  • Rare → Mythic must pass both Rare → Epic and Epic → Mythic capacity checks.
  • Common → Mythic must pass all three capacity checks.

Upgrade paths and priority protection

An author can declare a higher final goal when requesting an intermediate upgrade. Example: the current available step is Rare → Epic, but the final goal is Mythic.

  1. The current step is submitted and reserves its current slot immediately.
  2. After the admin approves the current step, the card moves to the new grade.
  3. If the declared final goal is still higher, the card enters a queued upgrade path.
  4. When the next step becomes valid by the bottom-up ratio, that step is reserved for the same card/author first.
  5. The priority window starts only at that moment, not at the original request date.
Priority window. The default priority window is 72 hours. It starts when the next upgrade step becomes available for the queued card. If the author does not complete the required action in time, the priority expires and the opportunity becomes public again.
Why this exists. Without path priority, one author could upgrade to Epic, improve the Mythic/Epic ratio, and accidentally open a Mythic opportunity that another author takes first. Upgrade paths prevent this sniping problem.

Approval flow

  1. The author submits an upgrade request from the Gallery page.
  2. The request reserves the current step immediately.
  3. The project admin checks the request and tells the author whether to proceed.
  4. The author completes the required PGNSACRIFICE or COOCRUMB action for the current step.
  5. The admin verifies the transaction, chooses final stats within the allowed range, and approves the current step.
  6. If the request has a higher final target, the remaining path is queued and protected by priority rules.
  7. After every approved step, the card grade and stats are updated in the game permanently.

Stats after upgrade

  • Common: total stats = 80.
  • Rare: total stats 105-140.
  • Epic: total stats 155-180.
  • Mythic: total stats 205-260.

The exact HP / ATK / SPD split is handled during approval inside the allowed total range. The project can reject obviously broken distributions that would damage gameplay balance.

5. Missions

Missions are the core gameplay loop.

  1. Select a route by choosing a departure city and destination city.
  2. Select a pigeon that is currently available.
  3. Check the mission preview.
  4. Launch the mission.
  5. Wait for the mission to finish and collect the reward automatically through the game flow.

What the mission preview shows

  • Route status
  • Route name
  • Distance
  • Route class
  • Flight time
  • Base reward
  • Bird bonus
  • Flight conditions
  • Event impact
  • Cooldown
  • Estimated final reward

How rewards work

The game first determines a base reward from route distance. Then regional event modifiers are applied. Then the pigeon multiplier raises the final payout.

Base reward → adjusted by current regional event bonuses or penalties → multiplied by the pigeon multiplier = final CRUMB reward

How flight time works

Flight duration depends on distance and the SPD value of the selected pigeon. Faster pigeons complete the same route more quickly.

How cooldown works

After a mission ends, the used copy enters a rest period. The cooldown is influenced by HP and mission duration. During this rest period, that copy cannot be used.

City-bound pigeons

When a pigeon finishes a mission, it remains in the destination city. The next mission for that exact copy must start from that city. When you select a pigeon, the departure city may be set automatically to the pigeon’s current city. If you had already selected another departure city, the game warns you when it changes the departure.

Side missions and risks

Each destination city can offer optional side missions. They rotate over time and can add a small reward bonus, but some of them carry cooldown risk.

  • Regular Pigeon Post has no bonus and no extra risk.
  • Side missions can add reward bonus up to about 15%.
  • If a risk triggers, the game clearly shows the risk result and adds the listed cooldown penalty.
  • Triggered risk messages are shown in red. Safe risk results are shown in green.

Mission slots

The number of standard missions you can run at the same time scales with the size of your collection. Bigger collections unlock more concurrent mission slots.

  • 1–2 cards → 1 mission slot
  • 3–4 cards → 2 mission slots
  • 5–7 cards → 3 mission slots
  • 8–11 cards → 4 mission slots
  • 12–16 cards → 5 mission slots
  • 17–24 cards → 6 mission slots
  • 25+ cards → 7 mission slots

Standard missions

Use your normal mission slot capacity. This capacity grows as your owned pigeon count increases.

Extra missions

You can also launch extra missions by spending SEED, subject to the game’s extra mission cap.

Important limits: you cannot launch the same route if it is already active, and you cannot use a pigeon copy that is already flying or still resting.
Screenshot placeholder — Mission builder Capture the full Send Mission panel with preview visible

6. Regional events

Regional events are live modifiers that change the value of flights. Every region can have an active positive or negative condition, and these conditions rotate over time.

  • Events affect reward percentages.
  • They can be positive or negative.
  • They rotate every 6 hours.
  • A route can be affected by departure-region conditions and destination-region conditions.
Why this matters: the same pigeon on the same route may be much better or much worse depending on what events are live at the moment you launch.
Screenshot placeholder — Active Regional Events Show multiple regions with positive and negative values

7. Daily rewards and streaks

Recurring reward

Daily Login Bonus

Log in and claim the reward for the current day in the streak. The reward track escalates across the cycle and includes a SEED reward on the final day.

Activity reward

Daily Missions

Objective-based tasks that reward extra CRUMB. These may involve progress targets such as mission activity or other gameplay actions.

Daily missions must be completed and then claimed. If all daily missions are finished, the game can also present an additional bonus reward.

Screenshot placeholder — Daily systems You can use one screenshot for both boxes or two separate ones

8. Economy: CRUMB and SEED

Main gameplay currency

CRUMB

CRUMB is the main in-game reward currency.

  • Earned from missions
  • Earned from daily missions
  • Earned from login bonuses
  • Used as the main score currency for competitive play
Premium utility

SEED

SEED is a premium gameplay currency.

  • Purchased with BTC through the in-game SEED shop flow
  • Used to launch extra missions beyond standard slot capacity
  • Also appears as part of the login streak reward cycle
Simple summary: CRUMB is what you grind. SEED is what you spend when you want additional mission flexibility.
Screenshot placeholder — Balance and SEED shop One screenshot for balance bar, one for SEED shop modal if you want more detail

9. COOCRUMB tokenomics

COOCRUMB is the external game token and a core part of the reward economy.

Asset info

COOCRUMB

COOCRUMB is a Counterparty asset.

Total supply: 21,000,000,000

It is intended to be tradable on the DEX.

Monthly distribution

Leaderboard conversion

The first 30 players in the leaderboard receive prizes.

Their earned CRUMB becomes the base for the final COOCRUMB reward. A Card Bonus may increase the final COOCRUMB payout.

Card Bonus

Playable card ownership

Monthly COOCRUMB rewards can be multiplied by a Card Bonus based on playable Rare Pigeons cards held by the player.

Card utility

Buy cards with COOCRUMB

Selected cards will be listed for COOCRUMB. Players will be able to spend COOCRUMB to acquire them.

Deflation

Burn mechanism

All COOCRUMB collected back through these card purchases will be burned.

COOCRUMB Card Bonus — step-by-step

1. Leaderboard rank is still simple.
Your monthly rank is based only on the CRUMB earned during the month. Card ownership does not move you up or down in the leaderboard.

2. After that, the game calculates a COOCRUMB Card Bonus.
The bonus uses the playable game cards currently cached for your wallet. The card list comes from the official Pigeon Post game card list.

3. Each asset gives Collection Points.
For one card asset, the game uses this formula:
Card Points = min(3, √N × √(50 / S_eff))

N = how many copies of this exact asset you hold.
S_eff = Effective Supply used only for the Card Bonus formula.
50 = baseline supply. A card with S_eff 50 gives 1 point for the first copy.
3 = maximum points one asset can give, no matter how many copies you hold.


How S_eff is chosen:
Usually, S_eff = real issued supply of the card. For example, if a card has supply 50, then S_eff is 50. If a card has supply 100, then S_eff is 100.

Some special cards may have a special Effective Supply. RAREPIGEON is the current special case: its real supply is 300, but for this formula its S_eff is 21, because it is treated as a special genesis/mythic game card. This does not change the blockchain supply; it is only a bonus formula setting.

4. Example for one normal card:
You hold 1 PENPENGEON, and its S_eff is 50.
√N = √1 = 1
√(50 / S_eff) = √(50 / 50) = √1 = 1
Card Points = 1 × 1 = 1.00 point

5. Example for one higher-supply card:
You hold 1 LFGSWARM, and its S_eff is 100.
√N = √1 = 1
√(50 / 100) = √0.5 ≈ 0.71
Card Points = 1 × 0.71 = 0.71 points

6. Example for RAREPIGEON:
You hold 2 RAREPIGEON. For the formula, S_eff is 21.
√N = √2 ≈ 1.41
√(50 / 21) ≈ 1.54
Card Points = 1.41 × 1.54 ≈ 2.17 points

7. Then all Collection Points are added together.
Example: 1 PENPENGEON gives 1.00 point and 1 LFGSWARM gives 0.71 points. Total Collection Points = 1.71.

8. Total points become the COOCRUMB multiplier.
K = min(1.50, 1 + Total Collection Points / 100)
Maximum Card Bonus is x1.50, reached at 50 Collection Points.

9. Final estimate:
Estimated COOCRUMB = Monthly CRUMB × K

Example: if you earned 10,000 CRUMB and your Card Bonus is x1.12, your estimated payout is 11,200 COOCRUMB.
Meaning of the model: gameplay performance creates reward eligibility, COOCRUMB provides external token utility, card ownership increases final payout potential, and spending COOCRUMB for cards reduces supply through burning.

10. Leaderboard rewards

The monthly leaderboard is the main competitive ranking system of the game.

  • The higher you rank, the better your monthly outcome.
  • The first 30 players receive rewards.
  • Reward cards are ranked according to final placement.
  • These reward cards will be announced separately each month.
  • Reward cards will also be playable inside the game.
Important: monthly reward cards are not just collectibles — they are intended to become active game pieces as well.
Screenshot placeholder — Leaderboard page Show ranking positions and monthly structure

11. Achievements

Achievements are milestone-based rewards that add another progression layer beyond missions, dailies, and leaderboard competition.

What are achievements?

Achievements are permanent progression goals unlocked through gameplay. They reward consistency, exploration, and long-term activity.

How they work

By completing specific milestones, you unlock achievements and can claim their rewards on the Achievements page.

Possible achievement categories

  • Mission milestones
  • Total CRUMB earned
  • Collection milestones
  • Special gameplay actions
  • Event-based progression

Rewards

Achievements can grant CRUMB, SEED, and other progression rewards. Claimed rewards help accelerate your overall growth in the game.

Screenshot placeholder — Achievements page Show progress, unlocked achievements, and reward claims

12. Practical tips

Use “Best Pigeon”

If you already picked a route, the Best Pigeon button helps find the best available pigeon for that mission based on reward, time, and cooldown context.

Watch live events

Regional event changes can turn an average route into a strong one. Timing matters.

Manage copies smartly

Owning multiple copies of a strong pigeon gives you more flexibility because different copies can be in different states.

Don’t ignore daily systems

Daily missions and streak claims add extra value and can improve your total monthly result.

13. FAQ

Do I need Rare Pigeons cards to play?

Yes. The game reads the Rare Pigeons assets held by your logged-in address and uses those as your playable pigeons.

Can I use the same pigeon again immediately after a mission?

No. The used copy enters cooldown/rest after the mission ends.

Can the same route be launched multiple times at once?

No. If the route is already active, the game blocks a duplicate launch.

What is the difference between CRUMB and COOCRUMB?

CRUMB is the in-game reward currency used by the gameplay loop and leaderboard scoring. COOCRUMB is the Counterparty asset used for monthly reward distribution and token utility.

What can I do with SEED?

SEED lets you start extra missions beyond your standard mission slot capacity.

Why do event percentages matter so much?

Because event modifiers change the reward before the pigeon multiplier is applied, they can significantly affect the final payout.