Chop!
This chopping done without prejudice. I will say that in every game I found something wonderful that I respect - and think makes all these games worthwhile.
Founding Fathers:
1. You can choose you own effectiveness initially by choosing your state. Georgia gets 7 cards. Massachusetts 13. Intended? Fair?
2. On choosing companions: no rules on who you're allowed to pick as companion. Same as opponent allowed? Pick twice allowed? Can the Companion deny the attempt?
3. What if you have no card of a color to match either companion or opponent?
3. The text of the accusation has no in-game meaning or consequences for further play (other than something that may influence your fellow players on a basis of what those players find agreable)
4. There is no winning nor losing NOR character development - just resource increase or decrease. You're basically playing to hear your friends agree or disagree with a narrative statement you've made and get a gamble afterwards to see what happens.
5. Reasonable potential of 'game going nowhere' or 'game being stalled'.
In a Grove
As in a Grove is 4 serial monologues (that are acted out by the players in the role of actors with limited ability to ad-lid) with ever-increasing restraints, with no goal on determining 'right' or a 'winner', it is hard to bust this game for 'mistakes'. You like this type of play or you don't. There seems a lot of room for expansion of the core concept.
Still:
1. No explanation of a 'compound fact' or a 'single fact';
2. Clarification of being able to roll your own character as murderer
3. In Ongoing play step 3, there is no tie-breaker for determining the validity of a dispute.
4. Vulnerable to social contract / open-mindedness / cooperation issues due to immense author powers and veto's. This can, however, lead to more powerful play for groups that can handle this open-mindedness.
Morpho Londinium
1. Incomplete. (Quite visibly in the 'powers' page. Less visibly in the use of secrets and the value of certain actions on the final resolution.)
I could say more, but "incomplete" is what it would come down to anyway.
Titania Regina
1. Lacking IIEE structure (when do players say which things, flow of play, which events happen, how are they resolved?)
2. Unclear on the importance of combat, pranks, pixie's, scarcity of wine, etc. (due to lack of overall IIEE structure)
3. Unclear GM's role (if there is one)
4. The color-die is no improvement (re: clarity) over a plain d6
5. Resolution of Combat is unclear
Guilty before god
1. 'the tiebreaker should go to she who has survived to most duels' - this is about a player?
2. Generally, more care is needed on the player/character boundary. (especially since there are 'grievances with players' and renumerations may consist of real-world effects (refreshments, loan of books)
3. what is 'anyone who tries too hard to hide their dice'? Especially since hiding dice isn't actually disallowed?
4. Confusion between pain and wound dice (trivial, really)
5. What if there are unequal numbers of dice in the offensive and defensive cup?
6. Clearer definition of use of duel end and (time of) use of the crystal cup
7. Clearer definition of the way pain/wound dice subract
8. What if there's an off number of players? How do you get everyone to duel, then? Does a duelist heal between duels?
9. Since endgame is determined by (honor minus wound) dice, wouldn't it be easy to skip the mid-game as much as possibly (duel to first blood) as just grab as many Honor dice in character buildup?
"Invincible" and "Worker's paradise" I've both read - but they haven't gelled in my mind yet. I will print them today, read them as well, and hopefully have them on the chopping block for you tomorrow. I will certainly get to them before I post any other game.