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APRIL 2026


The first official year of Terror Toad as a renewed business has passed, and, well, for a change we’re not chasing our tails!


As the end of 2025 was kind to the Toad, the business has had a very chill first quarter of this year; wrapping up one of our big to-dos, making artwork (my favourite thing), and visiting ideas old and new, in all honesty quite a gentle fashion.


cards face down ready to be revealed as we test another idea
a whole lot of card flipping

 

Still Croaking Along


Yes, sometimes a small business is pressure or stress, but lately, ours has been a joyful and welcoming distraction from the other things life can throw at you, and for that, we are very grateful.


I thought it would be timely to send a little update – even if there’s no big announcements happening quite yet. Just to say we’re still here, croaking away in the background, making the most of this era of play and experimentation.


 

A Glimpse Behind the Scenes at Terror Toad


While you’re here, please take a gander at some of our recent art-making in progress!


Yes, a spooky TTRPG is coming along, and I will tell you all about that, and the tale of its creation, when the time is right.



 

Thank You for Playtesting


I also wanted to say a big thank you to all those who have been testing and reading our RPG for us.


A couple of months ago we put feelers out for some knowledgeable folks to help us out, – and we delighted at responses so far! I’ve never been so pleased to hear an enthusiastic proof-reader declare their self-diagnosed “red-marker syndrome”.


Your feedback is helping us shape this thing just the way we needed.


 

What Else We’re Working On


Behind the scenes, a few things are starting to take shape.


We’ve been exploring new ways to get our games out into the wider world, which has meant some number-crunching and careful planning on our end. We’re in the cusp of another new shop collaboration, which is always exciting for us.


At the same time, another project has been quietly demanding our attention; one that involves a lot of card flipping, re-counting, and predicting how things come together at the table.


It’s still early days, so we’ll keep the details under wraps for now, but it’s been a really fun one to wrestle with.

 

 

Until Next Time


That’s all for now - a small check-in from a slightly quieter corner of the tabletop world.


I’m sure more chaos will find its way to us soon!


Until then, we’ll be making, testing, scribbling, and carefully bringing new ideas to life.


Till next time, friends.

 

Katie


Team Toad x

 

 

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Welcome to the official IMPOSTER PIGEON rules guide. If you’re looking for how to play this bluffing, bird-brained, pocket-sized game, you’re in the right place.


This guide explains setup, gameplay, and how to win, so you can get straight into accusing your friend of being a shifty pigeon.


IMPOSTER PIGEON is a light and sneaky social deduction game where one player may be hiding among the flock… or maybe no one is. Vote wisely to catch the imposter, - or escape undetected.


If you enjoy games of deception, deduction, and chaotic group debate, you’ll feel right at home.

 

IMPOSTER PIGEON board game

 


The Story Behind IMPOSTER PIGEON


A sneaky wee pigeon is trying to bluff its way into the flock…

…but where is it hiding? And who put it there?

For the rest of you flockers, the mission is simple: spot the imposter and run them from the roost before things get hawkward.


 

What’s in the Box


A game of IMPOSTER PIGEON includes:

  • A game board

  • 6 Bird decks (4 cards per flock)

  • 6 Voting pucks

  • 1 Pigeon card

  • 45 Point tokens (worth 1 or 2 points)

  • 1 Booby Trap card


 



Game Setup


Place the board in the centre of the table.

Keep all point tokens in the box (the nest).

Select one bird flock per player (for example, 3 players = 3 flocks). Take all cards from those flocks.

Add the Pigeon card to the deck and shuffle everything together.

Randomly remove one card without looking at it and set it aside.

Deal the remaining cards evenly between players. Everyone can look at their own cards, but must keep them hidden.

Give each player a voting puck.

The last player to see a pigeon in the wild goes first.

 

 

How a Round Works


Each round is a scuffle of bluffing, deduction, and bird-based fun.

 

Step 1: Play Your Cards


On your turn, place one or more cards face-down onto a flock space on the board.

As you do, announce what you are placing  (but you don’t have to tell the truth!).

  • If you have the Pigeon card, you must bluff

  • You can lie about the number or type of birds

  • You can place cards in the wrong flock to confuse others

You also don’t have to play all matching cards at once; you can spread them across turns.

 

Step 2: Debate the Flock


Once all cards have been played, players discuss what happened.

Who seems suspicious?Which flock doesn’t add up?

Your goal: figure out if there is an Imposter Pigeon… and who it is. You can ask players to recall what they placed, and count the number of cards in each pile.

 

Step 3: Vote


Each player places their voting puck in front of the person they believe is the Pigeon.

If you think the Pigeon was removed at the start, vote for the hidden card instead.

Then reveal all the flocks and uncover the truth.


 

Points


Points are awarded using tokens as follows:

  • Players who correctly identify the Pigeon gain 1 point 

  • The Pigeon gains 1 point for each incorrect vote 

  • Players falsely accused gain 1 point (the Pigeon’s vote doesn’t count)

  • If there is no Pigeon, players who accused someone lose 1 point

 


Rules of the Flock


If the Pigeon successfully goes undetected, a special flock rule is triggered depending on where it was hidden:

  • Chicken – Double-yolker: remove two cards next round (Pigeon looks at one)

  • Seagull – Sneaky Seagull: Pigeon looks at another player’s hand next round

  • Flamingo – Flockin’ Fabulous: Pigeon gains +1 point

  • Shoebill – Feathered Fury: choose players to lose 2 points total

  • Emu – Hiss of the Emu: take points directly from players instead of the nest

  • Dodo – Dodo-duction: all other players lose 1 point

 


GAMEPLAY VARIATIONS

 

Changing Birds


To keep things fresh, you can change the flocks each round.

Instead of using the same birds for the whole game, randomly select new flocks at the start of every round (recommended for 3–5 players).

This adds variety, keeps players guessing, and makes it harder to track card counts across rounds.

 

Booby Trap


Shuffle the Booby Trap card into the deck at the start of the game.

  • A player can bluff or play it honestly into any flock

  • If placed with the Pigeon, the Booby player steals the Pigeon’s points

  • The Pigeon still triggers flock rules (except Emu, which the Booby takes instead)

If the Pigeon plays the Booby and goes undetected, they can force other players to lose tokens equal to their winnings.



How to Win IMPOSTER PIGEON


The first player to reach:

  • 7 points (3–4 players), or

  • 12 points (5–6 players)

wins the game.


If there’s a tie… chirp proudly: it’s a joint win 🐦

 

Pigeon and Booby Trap card from IMPOSTER PIGEON

 


Tips for Playing IMPOSTER PIGEON


The best games happen when players:

  • commit fully to their bluffs

  • pay attention to card counts

  • confidently accuse (even when unsure)

 

 

Is IMPOSTER PIGEON Easy to Learn?


Yes. IMPOSTER PIGEON is designed to be:

  • quick to explain

  • easy to pick up

  • light and low-pressure. The pigeon moves each round, so we don’t have you sweating and stressed all evening!

 

 

Perfect For


IMPOSTER PIGEON works best with players who enjoy:

  • social deduction games

  • bluffing and deception

  • party games

  • loud debates and accusations

 


Ready to Play?

 

If you’re ready to cluck and chirp in suspicion, you can purchase the game here!


 

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Welcome to the official GRIM INC rules guide. If you’re looking for how to play the death-plotting party game GRIM INC, you’re in the right place.


This guide explains setup, gameplay, and winning the game, so you can get straight into pitching the most ridiculous deaths imaginable.


GRIM INC is a darkly silly party card game where players compete to impress the Grim Reaper’s management team by inventing creative ways to send mortals to the afterlife.


If you enjoy improv-style party games, storytelling games, and group humour, you’ll feel right at home.


GRIM INC box and Gettin' Weird expansion pack by Terror Toad

 

 

The Story Behind GRIM INC

 

Unfortunately… you’re dead.


Welcome to the afterlife’s biggest employer: G.R.I.M. INC - the Grim Reaper’s Institute of Murder, Incorporated.


As the newest employees, your job is simple: Come up with creative ways to dispose of mortals.


Each round, players pitch ridiculous death scenarios using strange objects, bizarre locations, and unfortunate souls. Your manager decides which pitch deserves recognition from the company.

Impress management, collect recognition, and prove you deserve your place in the afterlife workforce.

 

 

What’s in the Box

 

A game of GRIM INC includes:

  • Implement cards (objects used in the demise)

  • Setting cards (where the death happens)

  • Soul cards (the unfortunate mortal)

  • Message From the Top cards (Boss’s orders)

  • Recognition cards (points)

  • Line Manager placard

  • A six-sided skull die

  • A 60-second sand timer 

 

 



Game Setup

 

  1. Shuffle each deck separately:

    • Soul cards

    • Setting cards

    • Implement cards

    • Message from the Top cards


  2. Place the decks face down in the centre of the table


  3. Put the Recognition cards in a designated area.


  4. Choose the first Line Manager.


Traditionally, the first Line Manager is the player closest to death (interpret that however you like). That player takes the Line Manager placard and prepares to judge the round.

 


 

How a Round Works

 

Each round represents a corporate pitch meeting at GRIM INC.

The goal: create the best death scenario using the cards provided.

 

Step 1: Corporate Orders


The Line Manager rolls the six-sided die.

If they roll a skull, they must draw a Message from the Top card.

These cards represent directives from the Grim Reaper and may introduce delivering:

  • A bonus

  • A disciplinary

 

Step 2: Draw the Cards


The Line Manager Reveals from the deck for everyone to see:


  • A Soul (who dies)

  • A Setting (where it happens)


Players each then draw an Implement (what causes the demise) each, keeping it a secret until their pitch.

 

Step 3: Pitch Your Demise


Players now have 60 seconds (using the timer) to look at their card and invent a ridiculous explanation for how their mortal meets their end.


This is where the real fun happens.


Players must pitch their scenario to the Line Manager, again using the timer, explaining:


  • who the victim is

  • where the situation takes place

  • how the implement causes their demise


The more creative, darkly funny, or absurd your explanation is, the better.

 

Step 4: The Manager Decides


Once all players have pitched their ideas, the Line Manager chooses the best scenario.

The winning player receives Recognition from the company in the form of a Recognition card (unless a bonus has been given out instead).

 

Step 5: New Line Manager


The role of Line Manager rotates to the next player and a new round begins.

 

 

A Disciplinary card from GRIM INC by Terror Toad

















How to Win GRIM INC

 

The first player to get 3 cards of Recognition wins the game.


Alternatively, the game continues for as many rounds as you like, and the player with the most recognition at the end of play proves themselves to be the afterlife’s most valuable employee.


Congratulations. Management is impressed.



Implement cards in GRIM INC by Terror Toad

















Tips for Playing GRIM INC

 

The best rounds happen when players:


  • embrace ridiculous storytelling

  • combine cards in unexpected ways

  • lean into the game’s dark humour

  • don’t take the logic too seriously


The fun comes from improvisation and creativity, not perfect strategy.

 

 

Is GRIM INC Easy to Learn?

 

Yes. GRIM INC is designed to be:


  • quick to explain

  • easy to start playing

  • chaotic in the best possible way


Most groups understand the game within one round.

 

 

Perfect For

 

GRIM INC works best with players who enjoy:


  • party games

  • storytelling games

  • improv humour

  • chaotic creativity


If your group enjoys games like Cards Against Humanity or Snake Oil, GRIM INC will feel right at home on your table.

 

 

Ready to Join the Company?

 

If you’re ready to pitch ridiculous demises and impress the Grim Reaper’s management team, you can purchase the game here!


 

 

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