Lots of discussion on this, but I think I'll kick in my two cents anyway. Personally, I think having a different single stash game printed on each tube would be beneficial, and included with them could be rules for one of the n-stash games, one of the games that require a stash per player. Having a multi-color stash as a gateway product does seem somewhat limiting, unless you plan on focusing on some of the games where color does not matter. There are plenty of them out there, and with some modification, some other games can have the color restrictions removed, i.e. Zendo could be played without using color as part of the Buddha nature. And, it will, most likely, get the word out about Icehouse games, and that is the most important factor for future sales. While many of the people that read this board will buy a single-color stash as opposed to a multi-color stash, I believe that is in large part due to our familiarity with Icehouse. It may also harken back to the days of individualized, home-made stashes. This is your piece, and that is my piece and we can tell them apart because of the colors and/or markings on them. Old habits die hard. Now, on to the rules...I liked the graphics used for each "command", but then I recognize them from some of the other Icehouse Games, though I liked the die face from the first edition and I think those should be included in the second printing. A key for Icehouse games graphics might help at some point. I read the rules after the second revision came out, and I found a lot of them to be confusing. Two items to note in the basic rules, not everyone will know what the terms "flat" and "nest" mean. I know that we don't even think about it when we spout off these terms, but people unfamiliar with Icehouse may look at you with a clueless expression when you say it. There is also some terminology which is not consistent. For example, in Tip, you use the term "up or down the line", in Dig the term "upstream" is used, in Aim, the terms "forwards" and "backwards" are used. All of this can lead to confusion, as many of these terms are relative to the position of the trio as compared to the player. Personally, I felt that "up or down the line" wasn’t needed in the tip definition. And, forwards and backwards are relative terms based upon your point of reference and facing and should be changed, just to prevent confusion. Right and left, which were suggested by others, are also relative terms. Swap, with the comment "Re-orient only if required"? When is it required? What are we swapping, just positions or positions and orientations? Does it mean that the pieces swap position and orientation, so that the only thing that changes from pre-swap to post-swap is the size of the pieces in the respective positions, or, does it mean that their orientations only change if needed, such as swapping a flat piece with a piece in a stack, resulting in both swapped pieces ending in an upright facing? It is clearer after reading the first edition rules, so maybe just a simple, "Choose two pieces, swap their positions and orientations" might be easier. I also found Dig confusing, kinda. It turns a sideways piece upright, and it can be righted under or beyond any piece that it points at. The between point makes me believe that it can be placed in the middle of an existing stack, or on the bottom of an existing stack, but it must be under something else, it can not be placed as the top of a stack, unless it is the stack, correct? Hmm, I think it might be best to include a short glossary of terms to help avoid confusion. i.e. upstream is the direction the piece points, downstream is the direction the piece doesn't point, etc... Sorry if this is too long, just want Looney Labs games to be enjoyed by everyone. Scott -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.21/236 - Release Date: 1/20/2006