Big week for me given it was Origins:
Dien Bien Phu: The Final Gamble (2p) - This was my first game due to a confluence of events preventing me from playing earlier in the spring. I'd read the rules and sort of gotten prepped and did pretty well. The French suffered from terrible rain and thus has trouble countering my VM offensive on the North. In 6 hours we finished 1/3rd of the game. It's just sort of a monster. I have a copy, and I'll get it played some more, but because it's as much a sim as a game, I don't know that I'll end up keeping it.
Fire in the Lake (2x 4p) - Annual long scenario game with friends. Last year we squeezed in two in the 8 hours we had allocated and this was no different. My VC won on the first coup card cause everyone else screwed around and I triggered appropriate events. Second game I wasn't so lucky and the ARVN took it after a slog on a late 3rd coup. I think there are some real downsides to the COIN structure (bottlenecks of information planning, how the deck functions with initiative, etc), but we sit and shit talk and otherwise catch up (cause none of us live in the same area currently) so the time isn't bad.
Mushroom Eaters (4p) - this was my one weird contribution to the con. I go to Origins most years because I want to play games I otherwise can't play at home. I had a copy and few people do so I brought it. This was less like watching a tribe go on a spiritual journey, find enlightenment, and then select a new shaman (which is the thematic victory), and more watching Ren & Stimpy take drugs and get lost in the woods.
Container (5p) - This is my other annual obligation but this time it's with people that, at one time, all lived in town but many have moved away and we only get to see them at the con. I won by about $30. Newbies and rusty players almost always overpay at auctions and thus just hand victory margin to the shipper(s).
Two Rooms & A Boom (11 iterations) - The best game I had was the one where we helped (through an informal lieutenant system) everyone except for MI6 and Red Team all met their victory conditions. I love playing this at cons (because it's more about information trading than about raw deduction), but I'm tired of effectively babysitting a bunch of <10yr olds cause the parents deposit them there and then go play Werewolf or watch the Smithee awards.
Virgin Queen (6p) - TLDR: Abysmal start and then a slow climb out to what we all thought was a T5 victory, only to re-read the rules (after the fact) and someone else won a domination victory on T4. I like the story it makes when we play, but damn if the game isn't slightly overwrought...
Gardeners (2p & 3p) - Met up with another friend I only see at cons and we did the this and the two Japanese games which were new to him. Gardners is a cute riff on Magic Maze. I think it's best at 3, and cromulent at 4.
Madrino (3p) - This is borderline an activity but it's hilarious to play. We rolled 4 toilets the entire game for fixtures, so I plunked them all in the same room with one on one side and the rest all facing it and named my house the Evil Plumber Lair.
Izayoi (3p) - New to both my spouse and our friend. I lost it near the end of the game when I realized that I would get stuck with one of the trinkets which pushed me over my master's point limit. I really need to sleeve my cards for this if it's going to stick around.