Has anyone played a bunch of games with the good/evil mechanic? Tell me it's great, and really adds to the game. From here, it looks like it sucks. We played with it once, and unless somebody speaks on its behalf, we'll never play with it again. Werewolf really plays best in a huge group, I think, and Homeworlds doesn't play well in a huge group, I imagine. Speaking of huge groups, has anyone played Homeworlds with more than 4? How'd it go? What about teams in a four-way game? Like Euchre or four-way Hamster Rolle. I haven't tried it yet, but it seems it would add quite a bit to the "strategic-ness" of the four-player game, which, without teams, seems to get political and drag out... Two-player is the bestest, but my son crushes me fairly easily... :-) Has anyone found any good, scalable handicapping mechanisms? Sinister Homeworlds: If the rule is "you win when you destroy the nation to your left", and I kill the player across the table, does the player to my left win the game? If he doesn't win immediately, does he have to "start over" working on destroying the nation across from him, or has he been prevented from winning at all? David L. Willson Trainer, Engineer, Enthusiast MCT, MCSE, Linux+ tel://720.333.LANS Freeing people from the tyranny (or whatevery) of Microsofty-ness, one at a time.