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	<title>Comments on: &#8220;Hive&#8221; Review</title>
	<link>http://flywheel.gizmet.com/2006/06/03/hive-review/</link>
	<description>game design, out in the open</description>
	<pubDate>Fri, 21 Nov 2008 04:54:18 +0000</pubDate>
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		<title>By: Flywheel: Inertial Game Design &#187; Hive Preview</title>
		<link>http://flywheel.gizmet.com/2006/06/03/hive-review/#comment-4</link>
		<dc:creator>Flywheel: Inertial Game Design &#187; Hive Preview</dc:creator>
		<pubDate>Mon, 05 Jun 2006 04:21:10 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2006/06/03/hive-review/#comment-4</guid>
		<description>[...] game design, out in the open       &#171; &#8220;Hive&#8221; Review [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] game design, out in the open       &laquo; &#8220;Hive&#8221; Review [&#8230;]</p>
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		<title>By: Mischa</title>
		<link>http://flywheel.gizmet.com/2006/06/03/hive-review/#comment-3</link>
		<dc:creator>Mischa</dc:creator>
		<pubDate>Sun, 04 Jun 2006 00:20:17 +0000</pubDate>
		<guid>http://flywheel.gizmet.com/2006/06/03/hive-review/#comment-3</guid>
		<description>I only looked over the shoulders while Dan and Marc played this, but it reminded me of a cross between Omnigon
(http://www.boardgamegeek.com/game/4607) and Ataxx (http://en.wikipedia.org/wiki/Ataxx).

For richness, and without having played so forgive me if you've been down this path, you could allow players to place two pieces or rotate one. 

You could also simplify the points and have them directly related to their shields/walls. For instance, make the piece with the lowest value is the most flexible and the piece with the most value is the least valuable. You might
also reduce the number of values; instead of 1-9, have something like eight 2s, four 4s, and  two 8s, say. Make the math easier and you can
reduce the decision-making time.

Just off the top of my head, mind.  I would like to play this in the future.

MDK</description>
		<content:encoded><![CDATA[<p>I only looked over the shoulders while Dan and Marc played this, but it reminded me of a cross between Omnigon<br />
(http://www.boardgamegeek.com/game/4607) and Ataxx (http://en.wikipedia.org/wiki/Ataxx).</p>
<p>For richness, and without having played so forgive me if you&#8217;ve been down this path, you could allow players to place two pieces or rotate one. </p>
<p>You could also simplify the points and have them directly related to their shields/walls. For instance, make the piece with the lowest value is the most flexible and the piece with the most value is the least valuable. You might<br />
also reduce the number of values; instead of 1-9, have something like eight 2s, four 4s, and  two 8s, say. Make the math easier and you can<br />
reduce the decision-making time.</p>
<p>Just off the top of my head, mind.  I would like to play this in the future.</p>
<p>MDK</p>
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