I gave 3 games, received 1, and played them all. The ones I gave were just bought from a local Barnes & Noble so I did not go hunting for anything amazing or rare. Here are my opinions from playing new games over Christmas (pictures from boardgamegeek pages):
Lost Temple, 6/10
This is a simple race to the finish for 2-8 players. The players who end up starting further back get extra gold and/or an item to compensate. The build quality of the board, cards, and pieces are sturdy from what I recall. Art is nice.
It basically seems more of a kid's game for 8+ though, so I would not recommend it for the thread as a general game. The gameplay consists of moving your token and flipping mystery cards for random effects (which then switch out so other players get different effects). The mechanic that makes it a little more interesting is that every round, players pass around a hand of cards Citadels-style and choose a helper card. That card determines what they can do that turn -- e.g. special effect plus move, or a boosted move. One card might let you spend lots of gems to move really far, and another card might let you switch places with another player. Yet another one lets you look at two mystery tokens and potentially switch them. It ended up being a fairly close game the one time I played it.
Name Chase Historical Figures Edition, 6/10
This is a basic team trivia quiz game, or you can play it every person for themselves. I imagine you could make it work with anywhere from 3-10 players. My family ended up house-ruling it and just letting everyone have a turn reading cards around the table.
The game is super simple -- each card has 4 historical people's names on it, apparently most from the last 200 years. Each name has 4 clues under it worth 20/15/10/5 points. You read the first clue, and your team (or everyone else depending on how you want to play) tries to guess. It might be something like "American Actor and Director", very vague. If someone happens to get that right, it's worth 20 points. If no one gets it until the last clue (which will be something more obvious like a movie the person was famous for), they only get 5 points. Repeat until you're finished playing.
While it seems well-made, was reasonably educational, and people seemed to have a decent time playing it, I would recommend it only for very specific types of people. It is SUPER difficult since there are so many obscure names. If you have a group of history buffs who happen to know lots of obscure names, you might like it. We only played once.
Grandpa Beck's Cover Your A$$ets, 8/10
Fast-paced all-ages card game for 2-6 players. Try to end up with the most valuable asset stack of cards when the deck runs out. Keep playing rounds until someone breaks $1 million and wins.
I am a bit surprised that boardgamegeek rates it so low. Amazon has 70 5-star reviews, 1 4-star review, and NO reviews lower than that. That's a pretty outstanding breakdown for a game.
I might even give this 9/10 but Grandpa Beck's kind of creepy picture on the front, combined with his name being on every card, were a little off-putting.
I was given this game and did not expect much from it, but it actually seemed quite fun when my family played it. It was simple enough that my parents could pick up the rules, but it is fast-paced and there is quite a bit of entertainment and changing fortunes because of the stealing mechanic.
To be more specific, you have a small hand of 4 cards, and every turn you can put down a pair (matching cards or normal + wildcard) onto your stack, play a pair using the discard pile's top card, try to steal, or just discard + refill your hand. Trying to steal means you play a card (or wildcard) to match the top card of someone else's asset stack. BUT, they can then choose to play another matching card (or wildcard). This goes back and forth until someone runs out of matches or gives up, and the last player who played a card moves the whole set of matching cards onto their asset stack.
This means that although you start with a pair, and cannot lose your first pair placed on the table, every set after that gains value as it is stolen. Wildcards in particular make sets very valuable. The goal is to get valuable sets and bury them under other sets so people cannot steal them. We might have played 2-3 times, and at least one of those games we made the mistake of fighting over one set in particular, stacking so many classic cars and wildcards that the set was worth a ridiculous amount. Whoever got it was basically guaranteed to win that round and have a big advantage. My mother ended up stealing it near the end of the round, much to our dismay, and won by a lot as a result.
Valley of the Kings, 8/10
Small deck-building card game for 2-4 players (solitaire rules linked below). Prepare for the afterlife by having the most valuable tomb when the game ends. No expansions, and setup is pretty simple.
I might give this 9/10 as well, but I am not certain if the game is balanced in regard to the two biggest sets (green and blue). More details on that below should clarify. Otherwise, although Neverfade obviously did not like it, I ended up playing it 5 times over a couple of days, and people seemed to find it addicting and enjoyable. The mechanics and cards have a bit of a learning curve, so children and the elderly may struggle a bit at first.
The deck-building comes from each player having an identical deck of 10 starter cards, though everyone shuffles their own deck and you cannot stack it. The starter cards allow you to switch or sacrifice cards in the pyramid (to be described later), cycle your top discard on top of your deck (to guarantee it is in your hand next turn), sacrifice one of your own cards to put a cheaper one in your tomb, or block bad cards other people play against you (trying to force you to discard or sacrifice your own cards).
The art seemed decent, and I liked the Egyptian theme. I have not played Star Realms, but looking at those cards I do not care much for the space theme. Fantasy is likewise a pretty common theme, but Egyptian stuff is more unusual. The cards have little flavor text descriptions of what the Egyptian terms/artifacts mean, and the card quality felt fine to me.
The game's unique (to me) mechanics come from the combination of a pyramid, card actions/gold values, sacrificing, and entombing. At the start of the game and the end of every turn, you make sure that a 6-card pyramid in the middle of the table is filled from the main stock. Anyone wanting to add a card to their deck can only buy from the BASE of the pyramid. When a card vanishes from the base, other cards above it "crumble" down, potentially allowing you to buy higher cards. You can also use one of the starter cards to switch a base card with a higher card (because you wanted to buy the higher one, or because you wanted to potentially make it stay in the pyramid longer).
Another mechanic is card actions versus gold values. This may be a common deckbuilding mechanic, but each turn you can play all the cards you want to / can play. ALL hand cards each turn go onto the discard pile after each turn, so they are wasted if not used in some fashion. Each card can be played for its gold value (to buy pyramid cards) or its action (to do something special), but not both at the same time. The cards with more spending value are also typically worth more in your tomb. The main stock runs out surprisingly quickly, so you want to start putting cards in your tomb. But, if you start with the higher-point cards, you end up not being able to buy the cool expensive cards at the end of the game. So you generally start putting cheaper cards in your tomb first, but you might worry about not getting to entomb all the very valuable cards later. Sometimes I found myself taking turns where I would use all my gold value or actions, and I was getting decent cards, but I was not actually entombing for a bit. It is a balancing act.
Sacrificing and entombing both remove cards from the game (nearly) permanently. There is one special card that lets you swap a card out of your tomb, and maybe two cards that let you get a card from on top of the sacrifice stack. In general however, they are gone from play. Certain actions either let you (or force you/your opponents) to sacrifice a card. This could be from your hand (maybe it's not worth much, and you are trying to make your deck more reliable), or in other case(s) from the pyramid. The pyramid has to change in SOME fashion at least once per turn. Our interpretation was that you could simply swap two cards in the pyramid each player's turn as long as they had a swap card, allowing the game to continue longer without the pyramid going away. Otherwise, you have to sacrifice one of the pyramid cards. You can also play the swap card to INTENTIONALLY sacrifice a pyramid card, potentially because you cannot buy it and do not want your opponents to have it, or because you already have one of that type and do not want anyone else having it in a set.
Entombing gives you points at the end of the game, but there is also at least one action that lets you put a card in someone else's tomb (gives them a point but lets you draw like 3 cards from your own deck). On a side note there is also at least one action that lets you put a card on someone's discard deck, potentially stacking their deck with mediocre starter cards.
In contrast to Star Realms trying to hurt your opponents and bring them down to 0, I liked Valley of the Kings' focus on building your own tomb. Some people occasionally got frustrated when things did not go well for them, but overall everyone is engaging in their own constructive experience which is cool.
Scoring is simple and consists of cards with victory point values (starter and unique cards), and sets (different color artifact cards). Duplicate set cards are 100% worthless, but the more different cards you have in a set, the more points you get. This is squared, making sets extremely valuable. If you have 6 different statues, you get 36 points. The highest pure-victory-point card is only 5 points. This is the part where I was uncertain about balance, since in a 3-player game I got all of both the green and blue sets, ending up with 99 points (versus 60 and 67 opponent scores I think). Presumably as players become more experienced, they will block this from happening, however.
Side note, there are apparently a couple of solitaire variants:
http://www.alderac.com/valleyofthekings-solitaire/
Overall, I found it quite solid, pretty fast-paced, and would recommend it even if you are not normally a deck-building player. It's a quick, self-contained, polished package in my opinion.