Tabletop_Gaming__Issue_27__February_2019

(singke) #1

John Yianni’s creepy-crawly strategy game is the smash success


that almost never was, until a mixture of luck, faith and eort


brought it out of the woodwork


Words by Owen Duffy

42 February 2019


HIVE


2


001 release Hive is a phenomenally
successful two-player game
created by London-based designer
John Yianni. Abstract, simple
and strategic, it plays without a
board and hands players control of armies of
insects and arachnids, challenging them to
claim victory by cunningly manoeuvring their
collection of creepy-crawlies.
In the years since its release it’s proven a
rm favourite with fans, racking up impressive
sales around the world and earning a
prestigious Mensa Select award in the process.
But the story behind its success is an unlikely
one: its creator isn’t a fan of abstract games,
forgot about its design for almost two decades
and had never even heard of the tabletop
hobby until he was almost 40. Here’s how Hive
improbably became one of the biggest gaming
hits to come out of the UK in years.

EGG PHASE
John Yianni has fairly typical memories of his
early gaming experiences.

“I was born in London, from a Greek
Cypriot heritage,” he says. “As a young boy
with no real experience of hobby gaming,
I only ever played mainstream games like
Monopoly and Risk. But I was always designing
and making my own board games for fun, and
I played them with my friends and family.”
It’s at this point that most game designers
talk about the releases that introduced
them to the world beyond mass-market
titles – classics like Dungeons & Dragons
or Cosmic Encounter. Yet, in the era before
a widespread online gaming community,
Yianni was never exposed to the subculture
of gaming geekdom. Instead, he continued
working on his own designs, including
the one that would eventually become his
biggest success.

“I had the idea for Hive when I was about 18
years old while watching a lm on TV,” he says.
“e main characters were two old friends who
met daily in a park to play chess. ey would
each bring one half of the board and half of the
pieces. I don’t remember the name of the lm,
but I do remember that it inspired me. Looking
at the unused empty spaces on their chess
board, I wondered whether I could design a
game that had no need for a board, so it could
be very portable, but still kept the essence of
what made chess so appealing.”
Like chess, Yianni’s concept revolved
around dierent types of pieces, all of which
moved in their own distinct ways. Rather than
shuing across a square-grid board, his pieces
began the game in contact with one another,
manoeuvring around and across each other in
set patterns.
“I started experimenting with a design
using pieces of card with symbols showing
rats, dragons, stones, kings and pigs,” Yianni
explains. “ey were all squares, because I was
still thinking in terms of a chessboard, and all
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