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	<title>Comments on: Monkey Lab Revisions</title>
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	<link>http://flywheel.gizmet.com/2006/06/14/monkey-lab-revisions/</link>
	<description>game design, out in the open</description>
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		<title>By: Ian Cooper</title>
		<link>http://flywheel.gizmet.com/2006/06/14/monkey-lab-revisions/comment-page-1/#comment-13</link>
		<dc:creator>Ian Cooper</dc:creator>
		<pubDate>Thu, 15 Jun 2006 13:21:33 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2006/06/14/monkey-lab-revisions/#comment-13</guid>
		<description>I’ve played Monkey lab with the shared scoring mechanic once, and I thought it just awesome. I really like the cooperative aspect, but it still really maintains the competitive side of things (You won’t win the game if you are never unlocking cages). However, as long as you can manage to be near someone who is unlocking a cage, you won’t fall too far behind in points that you can’t come back. I&#039;m looking forward to playing with the new cards that move the guard around. I think it will play much better than moving the guard after each turn. The way that the guard worked before, it just didn’t seem to add much to the game play, it was just something you had to try and remember. It worked as a timer, but using the draw deck as a timer is much cleaner. I thought it was a lot of fun the first time I played it, and it has only gotten better. 

Great game Dan.</description>
		<content:encoded><![CDATA[<p>I’ve played Monkey lab with the shared scoring mechanic once, and I thought it just awesome. I really like the cooperative aspect, but it still really maintains the competitive side of things (You won’t win the game if you are never unlocking cages). However, as long as you can manage to be near someone who is unlocking a cage, you won’t fall too far behind in points that you can’t come back. I&#8217;m looking forward to playing with the new cards that move the guard around. I think it will play much better than moving the guard after each turn. The way that the guard worked before, it just didn’t seem to add much to the game play, it was just something you had to try and remember. It worked as a timer, but using the draw deck as a timer is much cleaner. I thought it was a lot of fun the first time I played it, and it has only gotten better. </p>
<p>Great game Dan.</p>
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		<title>By: Chris Christenson</title>
		<link>http://flywheel.gizmet.com/2006/06/14/monkey-lab-revisions/comment-page-1/#comment-12</link>
		<dc:creator>Chris Christenson</dc:creator>
		<pubDate>Wed, 14 Jun 2006 19:04:01 +0000</pubDate>
		<guid isPermaLink="false">http://flywheel.gizmet.com/2006/06/14/monkey-lab-revisions/#comment-12</guid>
		<description>Oh Monkey Lab, how I love you so.  The gaurd control and new end condition are fantastic.  I&#039;ve only played with the cooperative version of the rules, but in any case, I think they are fantastic as well.  I think you have a good point about the gaurd affecting only the room he is in.

You might try playtesting the end condition with a loot type ending.</description>
		<content:encoded><![CDATA[<p>Oh Monkey Lab, how I love you so.  The gaurd control and new end condition are fantastic.  I&#8217;ve only played with the cooperative version of the rules, but in any case, I think they are fantastic as well.  I think you have a good point about the gaurd affecting only the room he is in.</p>
<p>You might try playtesting the end condition with a loot type ending.</p>
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