I played a three-player game of Founding Fathers the other night. It's from the same people who designed 1960: The Making Of The President (and one of them worked on Twilight Struggle), and is about the formation of the Constitution. It's one of those games that I'm glad I played but glad I played someone else's copy, because I can't ever see it hitting the table much. Which is kind of sad, because it's also one of those games that would benefit immensely from learning the cards. I don't have time to write a full session report, but it was a tactical brain-burner with three that would only burn stronger and become more chaotic with more players. Normally you only have a hand of three cards, but they can be used for multiple purposes, which lends itself to analysis paralysis. You also have to pay attention to what types of cards other people hold, which sucks because of the similar muddy colors they used for each suit. I'd much rather play a Vassal module of this than play it on a board again. My main problem with it is that the scoring is tight (the score track only goes up to 30), but some cards allow for huge swings that you can't defend against. For example, there's a card (George Washington) that lets you immediately end the round, and since there are only four rounds this can be a tremendous game-changer, up to and including playing it on the first turn of the game just to be a horrible griefer. There's also a lot of messing with other people, which normally I like but just heaped chaos on an already wild game in my opinion. Although I enjoyed playing it, I was hit by some extremely frustrating cards that dramatically limited my resources relative to those of my opponents, and there was not much I could do about it. The whole time I was wishing I was playing Spartacus so I could do awful things to people and beat the snot out of them in the arena for slighting me, but Founding Fathers unfortunately does not come with an Arena map or gladiators.