Pollinator V1 – Game Maker Notes

What questions did your players have?

Are all the flowers the same pollen? Can I make honey when I arrive at the hive? Can I collect pollen when I land on a flower or do I need to wait for my next turn? Did you know that flowers produce all different kinds of honey depending on their pollen? Do the honeycomb in the hive count as spaces?

How quickly did they learn?

Fairly quickly, Pollinator is not meant to be very complicated.

What kinds of interactions did the players have?

Generally lots of discussion revolving around left over pollen, bee dancing, movement, and pollen sharing from the bee bumping (needs fine tuned).

What confused the players?

Leftover pollen, how much pollen they could actually carry because of the mismatch of objectives with collected pollen. What was allowed to be part of turn actions. The usual.

What made the players excited?

The idea of needing to complete the movement of your dice roll instead of having it cut off because you get to a flower.

What did your players enjoy doing?

The players enjoyed breaking my game to the best of their abilities and did a fine job. Players enjoyed the general theme and objective of the game.

Did any aspects of the game frustrate players?

That all the pollen was different, and there was so much left over. There were some unanswered questions that needed addressed in the rule book. Ames didn’t like that he couldn’t double stack honey or get bonus points for having a bunch of leftover pollen when arriving back at the hive. Not having more than one entrance and exit to the hive was frustrating for players.