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.
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!