Ryan wrote: "... However I also think it is folly to try to ignore and subvert the natural competitive drive of anyone and instead I prefer games that teach the ideas that the opponent is not only a competitor but a student and a teacher. Each game then could be a wordless conversation between two people. This whole philosophy is what specifically drew me to both Go and Zendo. ..." Yes, Ryan, that is a beautiful concept. It would be wiser to understand and channel the "natural competitive drive", which is rooted in the survival and growth command of the human animal, away from hostile confrontation to self-improvement. In a footrace, the victory is to the genuinely fastest runner, and not to the one who pushes a competitor off the cliff. Runners will seek to break their own previous record, not the competitor's kneecaps. Each runner is spurred by the desire to exceed their own previous limits as well as the other runners' best. The whole notion of "beating" someone else plants the seeds of hate, envy, enmity. A higher level of thought, of mental and spiritual evolution, is needed to see a oompetitor as a helper and partner, a "co-player" rather than an opponent or foe. Then the dynamic opposition, as in the zen-like "Inner Game of Tennis", can be seen as a collaboration for mutual improvement. Each supplies a goal for the other. Each could also supply elements the other needs, such as through trade or exchange options in the game. Unfortunately, that is not how most games are taught or played. And this formulation is still a weak rationalization to make adversarial entertainment respectable. Losers still suffer a dent in self-esteem. Winners are celebrated as heroes. And unfortunately, the simplistic winners/losers paradigm is deeply entrenched in our cultural meme-pool. It excites the most primitive hormones that reinforce a liking for virtual and eventually actual violence. That's why games of chance are so popular, because luck is not a skill factor, and luck cuts everyone down to the same level. Anyone can be a loser and live to win another day. That, however, does not resolve the problem of using games for self-improvement and growth, which, allegedly, should be their prime function in classrooms. There is a continuum -- from the extreme "I beat you", killing, capturing, sabotaging themes with just one winner and all others losers -- to the other end of the spectrum, where conflict is not between players but against an outside obstacle, and where all players win when they work out a good resolution collaboratively. I invite your recommendations of games in the latter category, such as the Lord of the Rings game, and I invite you to encourage your students to create more such games. We will publish the best of such creations, unless another company snaps them up first! -- Kate