> We've played the game a few times now (2-players) and one thing I've > noticed is that games tend to derive into (kind of) a tug of war, > with many open fronts and usually end when one of us makes a mistake. This is a good thing... except for you making mistakes. I haven't put my thoughts on Zark City out there yet, so here goes. I really like Zark City. We played it with 3 first (with the original draw rules and only face cards to attack). In the two or three games we played, it wound up that I won when one player refused to stop me assuming the next person could do so. That seems to be common in 3 player games. Some days, I'm okay with that, some days I don't care for it. Another game was won when my two opponents attacked each other too much and essentially gave me 2 or 3 free turns. They couldn't recover and stop me after that. Overall, it was fun and I was convinced it would suck as a two player game. We did try it as a two player game, though. It started a little slow and I thought it would never end. It seemed like it was going to come to a point where no one could win. But then I started expanding the board. It got amazingly tense. I was eventually able to set up a way for me to win two ways. My opponent couldn't stop both. We were both amazed at how well it played. I was so convinced it would suck. Since them we've played it with two several more times and with four a couple other times. With four, there is too little control over the board. The rounds are relatively quick, but there really is nothing much for you do to between turns. You can't plan ahead because the board changes too much. It wasn't terrible, but it wasn't great. With three, it's a little better, but if there is an exchange between two players, the third player has a significant lead. Zark City really shines with two. Today we added the aces as attack cards (which I dislike on a conceptual level... it isn't a face card, so it shouldn't be an attack card. I don't believe that "it's not a number" and "it should be powerful" are good reasons to make it an attack card. Perhaps I just play too many card games for those concepts to be ingrained in me.) It makes the game more chaotic (in a bad way) but it also shortens the game considerably. So there is an interesting trade off. You can't play a slow building game like you can with aces as land cards. It reduces tension (which is bad) and adds excitement (which is good). Overally, I'm not sure which way I prefer yet. I'll have to play it with aces as attack cards a few more times. I would like to see if this change makes playing with 3 or 4 better. -JEEP ____________________________________________________________________________________ Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping