<?xml version="1.0" encoding="utf-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Speed-Tikal</title>
	<atom:link href="http://cheyne.net/blog/2004/07/speed-tikal/feed/" rel="self" type="application/rss+xml" />
	<link>http://cheyne.net/blog/2004/07/speed-tikal/</link>
	<description>A minimalist blog, with a pretentious title, about strategy games.</description>
	<lastBuildDate>Tue, 10 Apr 2012 20:46:37 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Michael Longdin</title>
		<link>http://cheyne.net/blog/2004/07/speed-tikal/comment-page-1/#comment-85</link>
		<dc:creator>Michael Longdin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://cheyne.net/blog/2004/07/speed-tikal/#comment-85</guid>
		<description>I don&#039;t like artificial time constraints and someone would have to be very seriously slow for me to even consider it. Tikal itself I&#039;ve never really found a problem in terms of downtime (and I would recommend the &#039;auction&#039; variant which seems to be quite common in games these days). Yes there are a couple of turns when someone needs to think a bit longer than normal but it doesn&#039;t happen all the time. The only game I&#039;ve ever really had a problem with is it&#039;s &#039;sister&#039; game Java - this was brain overload for my group, not just on the occassional turn but for every move. It got banished to the loft after one play, not necessarily because it was a bad game, we just didn&#039;t find it fun.</description>
		<content:encoded><![CDATA[	<p>I don&#8217;t like artificial time constraints and someone would have to be very seriously slow for me to even consider it. Tikal itself I&#8217;ve never really found a problem in terms of downtime (and I would recommend the &#8216;auction&#8217; variant which seems to be quite common in games these days). Yes there are a couple of turns when someone needs to think a bit longer than normal but it doesn&#8217;t happen all the time. The only game I&#8217;ve ever really had a problem with is it&#8217;s &#8216;sister&#8217; game Java &#8211; this was brain overload for my group, not just on the occassional turn but for every move. It got banished to the loft after one play, not necessarily because it was a bad game, we just didn&#8217;t find it fun.</p>
 ]]></content:encoded>
	</item>
	<item>
		<title>By: Iain</title>
		<link>http://cheyne.net/blog/2004/07/speed-tikal/comment-page-1/#comment-86</link>
		<dc:creator>Iain</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://cheyne.net/blog/2004/07/speed-tikal/#comment-86</guid>
		<description>My group&#039;s more impatient and rowdy than yours. It&#039;s like having four Steves around the table at once!

I&#039;d recommend a timer for more analytical games. It&#039;s just a question of getting the timing right. They can add a lot of fun and angst to otherwise slow games.
</description>
		<content:encoded><![CDATA[	<p>My group&#8217;s more impatient and rowdy than yours. It&#8217;s like having four Steves around the table at once!</p>

	<p>I&#8217;d recommend a timer for more analytical games. It&#8217;s just a question of getting the timing right. They can add a lot of fun and angst to otherwise slow games.</p>
 ]]></content:encoded>
	</item>
</channel>
</rss>

