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	<title>Comments on: Hive Preview</title>
	<atom:link href="http://flywheel.gizmet.com/2006/06/04/hive-preview/feed/" rel="self" type="application/rss+xml" />
	<link>http://flywheel.gizmet.com/2006/06/04/hive-preview/</link>
	<description>game design, out in the open</description>
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		<title>By: LifeBox</title>
		<link>http://flywheel.gizmet.com/2006/06/04/hive-preview/comment-page-1/#comment-20</link>
		<dc:creator>LifeBox</dc:creator>
		<pubDate>Tue, 11 Jul 2006 04:12:58 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2006/06/04/hive-preview/#comment-20</guid>
		<description>&lt;strong&gt;helicopter...&lt;/strong&gt;

Spent a good chunk of the day working on my board game (currently &quot;Hive&quot;, but I&#039;ll need to come up with a different name, as that one&#039;s taken by another perfectly fine game). It&#039;s just about ready to go now......</description>
		<content:encoded><![CDATA[<p><strong>helicopter&#8230;</strong></p>
<p>Spent a good chunk of the day working on my board game (currently &#8220;Hive&#8221;, but I&#8217;ll need to come up with a different name, as that one&#8217;s taken by another perfectly fine game). It&#8217;s just about ready to go now&#8230;&#8230;</p>
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		<title>By: Marc Majcher</title>
		<link>http://flywheel.gizmet.com/2006/06/04/hive-preview/comment-page-1/#comment-8</link>
		<dc:creator>Marc Majcher</dc:creator>
		<pubDate>Tue, 06 Jun 2006 17:23:25 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2006/06/04/hive-preview/#comment-8</guid>
		<description>Follow the &quot;&lt;a href=&quot;http://www.gizmet.com/dev/Hive/hive-board.jpg&quot; rel=&quot;nofollow&quot;&gt;board&lt;/a&gt;&quot; and &quot;&lt;a href=&quot;http://www.gizmet.com/dev/Hive/hive-counters.jpg&quot; rel=&quot;nofollow&quot;&gt;counters&lt;/a&gt;&quot; links in the post, foo!</description>
		<content:encoded><![CDATA[<p>Follow the &#8220;<a href="http://www.gizmet.com/dev/Hive/hive-board.jpg" rel="nofollow">board</a>&#8221; and &#8220;<a href="http://www.gizmet.com/dev/Hive/hive-counters.jpg" rel="nofollow">counters</a>&#8221; links in the post, foo!</p>
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		<title>By: Mischa Krilov</title>
		<link>http://flywheel.gizmet.com/2006/06/04/hive-preview/comment-page-1/#comment-7</link>
		<dc:creator>Mischa Krilov</dc:creator>
		<pubDate>Tue, 06 Jun 2006 17:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2006/06/04/hive-preview/#comment-7</guid>
		<description>So, what do the new pieces and board look like?</description>
		<content:encoded><![CDATA[<p>So, what do the new pieces and board look like?</p>
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	<item>
		<title>By: Marc Majcher</title>
		<link>http://flywheel.gizmet.com/2006/06/04/hive-preview/comment-page-1/#comment-6</link>
		<dc:creator>Marc Majcher</dc:creator>
		<pubDate>Mon, 05 Jun 2006 18:28:23 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2006/06/04/hive-preview/#comment-6</guid>
		<description>&lt;i&gt;I don’t really think there is a problem with your game. I was just wondering if there was a fool proof strategy out there that might guarantee a win every time.&lt;/i&gt;

Well, that seems to me like it would be a pretty big problem... There were a few strategies that would pretty much guarantee a win to one of the players in earlier versions, but I think that most of those are either ironed out, or too deep for your average human player to follow. I tend to think that kind of turn/score analysis is a pretty good idea for any game, but I also tend to be lazy about actually doing it, so, there you go.

There is a definite advantage to going second right now, although that advantage has been whittled down through the development process. This is where that analysis would do the most good - I feel like this latest round of tweaks has mostly squashed that advantage, but only more testing will tell.</description>
		<content:encoded><![CDATA[<p><i>I don’t really think there is a problem with your game. I was just wondering if there was a fool proof strategy out there that might guarantee a win every time.</i></p>
<p>Well, that seems to me like it would be a pretty big problem&#8230; There were a few strategies that would pretty much guarantee a win to one of the players in earlier versions, but I think that most of those are either ironed out, or too deep for your average human player to follow. I tend to think that kind of turn/score analysis is a pretty good idea for any game, but I also tend to be lazy about actually doing it, so, there you go.</p>
<p>There is a definite advantage to going second right now, although that advantage has been whittled down through the development process. This is where that analysis would do the most good &#8211; I feel like this latest round of tweaks has mostly squashed that advantage, but only more testing will tell.</p>
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	<item>
		<title>By: Dan</title>
		<link>http://flywheel.gizmet.com/2006/06/04/hive-preview/comment-page-1/#comment-5</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Mon, 05 Jun 2006 18:13:49 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2006/06/04/hive-preview/#comment-5</guid>
		<description>The comment I made about the statistical analysis stems from some observations I made on other games lately. For example in my game Salvage, I found that for the most part each resource card is worth 1/3 of a point. If a player can get a better return on his cards he should take the opportunity.

In your game, I would relate this to how many points you can gain with the smallest piece. If there is a seven on the board, the best move might be to play an eight to net 14 points (or 22 (8+14) depending on how you look at it).

I don&#039;t really think there is a problem with your game. I was just wondering if there was a fool proof strategy out there that might guarantee a win every time.

Also, how has turn order had an effect on play? To me, it seems like if you go second, you have an advantage. If you save a double-arrow &quot;9&quot; for the last move you are guaranteed to capture something.</description>
		<content:encoded><![CDATA[<p>The comment I made about the statistical analysis stems from some observations I made on other games lately. For example in my game Salvage, I found that for the most part each resource card is worth 1/3 of a point. If a player can get a better return on his cards he should take the opportunity.</p>
<p>In your game, I would relate this to how many points you can gain with the smallest piece. If there is a seven on the board, the best move might be to play an eight to net 14 points (or 22 (8+14) depending on how you look at it).</p>
<p>I don&#8217;t really think there is a problem with your game. I was just wondering if there was a fool proof strategy out there that might guarantee a win every time.</p>
<p>Also, how has turn order had an effect on play? To me, it seems like if you go second, you have an advantage. If you save a double-arrow &#8220;9&#8243; for the last move you are guaranteed to capture something.</p>
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