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π Hive Mind
Students answer on their own phones. Every right answer fills their hive with honey on the big screen.
Hive Mind topics are separate from the other games. To reuse questions you already wrote, open Hive Mind questions and press π₯ Import.
π Browse the Qubee Library β Back to QubeeTwo stages against the clock: a longer game means bigger targets, not more stages. In each stage students answer at their own pace to outrun the bear (targets grow with the class size); every student flies their own bee, and a right answer sends it zooming ahead. If the bear catches the class it eats some of the honey (the class keeps most of its progress). Then comes Flower Hop: a question the class found hard appears, and everyone steers their bee onto the flower with the right answer before the paw slams. Clear both stages before the time is up to win. The class shares 3 honey pots: a slam that catches more than half the bees on a wrong flower smashes one, and losing all 3 ends the game.
Every round one question goes to all the phones at the same time. A green stone starts a wind stream that carries the bee up a row, and a red stone has a wasp that chases it down a row. The hive in last place gets a +1 tailwind when any of its bees is right. The first hive to reach the tree wins. Questions repeat if the trail is longer than the topic.
Students build sentences at their own pace by tapping the words in order. Every finished sentence plants a flower in their hiveβs bed in the class garden, and three clean sentences in a row start a Pollen Rush (double flowers). To keep it light, a bee carries 5 loads of pollen and then rests in the hive for 8 seconds, and every third sentence earns a mystery seed (golden flower +3, rain +2, or a caterpillar they send to another hiveβs bed to eat one flower). Twice in a game there is a Wasp Raid: a 10-second tapping round with no questions. The hive with the most flowers when the time is up wins.
Students pick a hive when they join. Hives stay even, so no hive can run ahead in size.