Hive on the mind

June 4, 2007

Let us begin with the simple animals who only have a few affects, and who are neither in our world, nor in another, but with an associated world that they have learned how to trim, cut up, sew back together: the spider and his web, the louse and the scalp, the tick and a small patch of mammal skin: these and not the owl of Minerva are the true philosophical beasts. That which triggers an affect, that which effectuates a power to be affected, is called a signal: the web stirs, the scalp creases, a little skin is bared. Nothing but a few signs like stars in an immense black night. Spider-becoming, flea-becoming, tick-becoming, an unknowns, resilient, obscure, stubborn life.

– Gilles Deleuze and Claire Parnet, Dialogues II


Hive is a game that I discovered through Crystalpunk, who describes it as “better than looking for a job.” My actions of late show that I cannot help but agree.


The rules are simple and chess-like, with each of the pieces having a unique way of moving. But instead of having a standard board like chess, this game involves the creation of a hive through the strategic placement of tiles. Once placed, a tile can be moved again, so long as no portion of the hive is broken off from another. No piece can be removed from the board once placed, but there are various ways of immobilizing pieces: creating a peninsula so to move would be illegal, climbing on top of another piece with your beetle (the only unit which can climb on top of others), or by making the adjacent spaces too small to move into.


I’m quite addicted and itching to play something other than the bot. I might end up having to make my own set, though, since it seems pretty difficult to find this for sale; its creators seem more interested in making the game available online than in making much money off of it.


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