Magfest this weekend was an opportunity to stay up until 2AM playing games - often a lot of short games. I observed one game of 1846 and two games of Food Chain Magnate which I didn't get to play. I did play two games of Tigris & Euphrates, which I'm quite happy about.
Power Grid: the Card Game - Played three times this weekend. We even played a 5p game in 45 minutes and it just... feels like Power Grid.
Wyatt Earp - This weekend I won a 13 point hand, which is the highest I've seen. On Thursday, I unintentionally played a variant because I forgot to draw two instead of one. I'm happy to report the game still works fine (although it makes bad hands worse)
Orléans (new to me) - This is a board game with a similar feel to a dice game; limited interaction that comes down to completing separate tasks earlier than the other players, and decisions limited by the hand you draw. Worth another play.
Chicago Express - I did much better the second time, because I didn't make the mistake of investing all my money ('shares' don't appreciate, they only pay dividends). The system is unintuitive but the game is still interesting (for now).
Honshu - Still holds up. A good amount of decisions in a short amount of time.
Junk Art - Playing all three games ("cities") actually feels wrong sometimes, especially if the last game is longer and there's already a clear leader. We may experiment with playing individual games or a two game series.
Foppen - There's a lot of interesting interactions that don't normally show up in trick-taking games, because not every hand is in every trick. I also can't imagine it without the custom Steven Universe deck, now. Also interesting: every game so far has seen only one player end with a positive score. This may improve over time, because a lot of muscle memory needs to be relearned.
Fuji Flush - Along with Foppen, this was a perfect fit for Magfest. I played it every day of the convention.
First Class - I'm still happy with this after 6 plays. Even playing the same modules there's a lot of variety depending on which rounds certain cards appear.
Carcassonne: The City - The benefits of the walls often create unusual incentives to score or avoid scoring features, which changes some of the patterns common to other Carcassonne games. I'm still interested.
Tigris & Euphrates - I love teaching T&E, and it often means I don't get resistence toward playing with open scores. On Sunday we played a game where there were no conflicts until the board was nearly full. I was amused by the unfolding ancient cold war.
Saint Petersburg - When I rediscovered board games in 2012, Saint Petersburg was the first German game I played. I've played at least once in every year since, which is only true of three other German games I played in 2012 (Bohnanza, Carcassonne, and Puerto Rico).
PitchCar (new to me) - More enjoyable if you construct a course with less built-in entropy. Unfortunately no one could make the first turn for five minutes. The potential for more fun is there ;]