An excellent, simple game. Unfortunately, it is possible to make it completely boring by simply laying a couple of decent routes, getting a point up on everyone, and then stopping the clock over and over. Definitely should be played with people who want everyone to have a good time, and not with folks who want to use you for their strategy experiment.
Total brain-burner, with AP virtually guaranteed for your first 100 or so games. I like this one much more in principle, but not enough that I'll play it enough to be really competitive with serious players.
Simple and elegant, with just enough luck to mix it up, not enough to really screw anyone over. With three decent sources of points, you'll want to do very well in at least two of them to have a chance at winning.
The king of tactical negotiation games, virtually devoid of strategy and totally dependent on wheeling and dealing. Provides some very interesting insight into the different personalities at the table and how they interact. The person you most expect to win probably won't, simply because everyone will be on guard against reasonable-sounding deals with a smooth talker.
One of Knizia's more nasty games, and one with a bit more theme than is usual for him. I'll need a few more plays before deciding on the luck balance, but it's definitely worth exploring. Not the clearest rules I've ever read--the files on the Geek are definitely a big help.
Not what you'd call a gamer's game, but a lot of fun with the right crowd. I had initially been worried about the replayability, but the fact that the "storyteller" wants some people to get it but not everyone to get it means that it will remain challenging, even with the same group and the same cards. The rabbits and integrated scoreboard are cute, but not great at doing what they need to do (the rabbits fall over easily and the spaces are too small to know for sure which one you're on half the time).
A light game, but no lighter than many higher-rated games (like Bohnanza, Werewolf, Lost Cities, etc.). There are difficult decisions to make, and some card-counting is essential if you actually plan to take it seriously. A lot of fun; hats highly recommended.
Very similar to Agricola, and with similar shortcomings (fiddliness, lack of interactivity). Still, extremely elegant. I like it better with meeples; I just use one bin for raw materials, and another for improved goods.
Reminds me a lot of Glory to Rome in that there are quite a few deliberately-broken card combos. I'll need more plays to determine whether the game holds together as well as GtR. Fast-playing fun for two, but I suspect (based on very limited experience) that it scales about as well as Neuroshima Hex (i.e., not well at all).
A truly nasty negotiation game, so simple that it feels like someone's thesis project for a psychology class. Imagine a variant to Chinatown that would allow you repossess (and re-sell) a space or a tile after selling it to someone. Make sure everyone knows not to take it too seriously before you pull this one out.
I hate describing this game, because I can't help saying "it's a lot like Stratego". Truly, it is much better than Stratego, and it's probably the best quick 2er there is. Every time I have won it has been after thinking that I didn't have a chance.
Intense brain-burning exercise in predicting the value today of a certain bundle, which will not pay off fully until the end of the game. And, of course, its value to the other player, which may be very different. Every decision is critical, and the outcome has very little to do with luck.
After a couple of plays, very nice; potentially as good as Imperial. My only concern is the range of viable strategies, which seems somewhat limited. If you end up competing to realize a strategy more than someone else, then you'll lose.
Way too chaotic with more than two or three players, and the luck of the draw plays a substantial role. But very nice-looking, with a good theme and unique (so far) mechanic. The iPhone version is amazing, and takes care of all the bookkeeping for you.
Surprisingly fun, for what it is. There's just a wee bit of Magic Realm in this, but it's one of the best wee bits you could use -- the fun of discovering the land by flipping over tiles is greater than it should be. The little quests are nice, too.
After a couple of plays, I like this game quite a bit. There is definitely some luck involved, but not so much that skillful play can't beat it. Dreadfully, ridiculously long--this one needs the Game Cube, desperately.
The best strategy, oddly enough, seems to be to go for victory points.
I am convinced that I will like this more once I feel that I have had a truly successful game. Somehow the strategy just never clicks for me, but perhaps that is part of the fascination. I keep expecting a machine-builder that isn't there. There are efficiencies to be gained, but they're so slight that that it's easy to forget that they're worth something.