A couple months ago I listed some games we played at Origins. We've now played a few more new-to-us games, some that a friend brought back from GenCon and some that coworkers introduced me to.
Orleans is is a worker-placement game with decent interaction. A novel feature is that workers are not generic; there are seven different types, and at the start of your turn you draw a designated number of workers from your bag. What shows up is what you have to work with that turn. Different assignments require different combinations of workers. As with games of this type, there is always more to do than you have time and resources to do. You can recruit workers, and each type of recruitment has a beneficial game effect like giving you resources (farmer) or advancing you on the knowledge (scoring) track (scholars) or increasing the number of workers you draw (knights). You can travel from town to town, building guild halls, which act as score multipliers. You can go after "citizen" tokens on various tracks, which are also score multipliers. You can focus on income or goods production, which add to victory points. You can permanently send some of your workers away to work on communal projects for various dividends. Every turn an event is announced at the beginning and enacted at the end -- taxes, plague, income, and more. When you've enacted the last of the 14 events, the game ends. I think a four-player game works best, though a two-player game is possible.
Istanbul (the dice game, not the card game) is a dice-allocation game. The goal is to collect six rubies. Rubies are available on several tracks; on each track the price increases with each one taken. On four tracks you buy rubies with resources of one of four types; on one track you buy them with combinations of resources; on one you buy them with coins; and on one you get them (for free) when you build five mosques. On your turn you roll a set of customized dice that give you resources, coins, or card draws. (Cards usually give you either resources or money, but not always.) After you roll you can take two actions based on the die rolls (take resources, take money, etc). After that you can buy rubies (as I described) or mosques, tiles that have prices and game effects. For example, one mosque might cost one resource of each color and give you an extra die. Another might cost three red resources and give you a red resource whenever you use the "take coins" action. One might cost three green and give you an extra action. You can also buy re-roll tokens to use when you really don't like some or all of your dice. A friend brought this over and said it works well for two players.
Trainmaker is a quick "push your luck" dice game. There are city cards; each city produces one of six types of goods and requires some combination of railroad cars to get there and get the goods. You are trying to collect cities, and win if either you collect all the goods types or you satisfy a secret victory condition. (Mine, for example, was to collect three corn or three coal.) On your turn you roll a bunch of dice that have, on their faces: locomotive x2, the three car types, and a caboose. (I didn't notice how many dice there are -- 7 or 8?) To start you must play a locomotive and at least one car; you then reroll the remaining dice and must play another car. Iterate until you play a caboose to end your train or run out of dice/rolls without doing so and derail. If you don't derail and the cars you played match one of the three visible cities, take it. If you're feeling lucky, you can start all that by playing two locomotives, which means that after you finish your first train, you get to go again -- but, of course, this means you took a die out of circulation for that first train. With learning, this was maybe 20 minutes -- a good filler game when one group has finished a game and is waiting for another group to finish theirs so we can shuffle players around.
I described First Class in my Origins post. We've played it a few times with two and three players and like it. Thus far we have only played modules A and B, the ones they recommend for new players. We'll explore some of the other three, though one of them sounds wholly uninteresting to me so maybe not that one.
Magical Treehouse is a card-drafting, engine-building game with a speed element. In each of four rounds you draft five cards, one of which you will use to bid for turn order and four of which you can play in ascending order within "suits" to build one or more treehouses. Some cards let you place "familiars" on a board to collect resources; some levels of your treehouses require resources as inputs. There's an extra score-influencing reward for finishing quickly. After four rounds of this you score -- visible cards have points, plus things you can actually make based on the resources you've claimed score points, plus there are some "have the most of resource X" points. Meh; I don't expect to play again.
Shards of Infinity is a deck-building slugathon for up to four players. The mechanic is similar to Dominion: draw cards from your deck, optionally buy cards that are for sale, play cards from your hand, deal damage to other players or their champions (cards) based on the cards you played, discard and draw a new hand. One thing I like about this game over Dominion is that card "affinities" are easier to see; there are four colors of cards and many of them give enhancements within color -- e.g. playing two green cards gets you something that playing one doesn't. (For one color, there are some enhancements if you play all three other colors.) I suspect that, like Dominion, this game will generate gazillions of expansions, none of which we'll buy.