We finally had another game night, and I played two new games.
Space Maze: This has a grid of cards, and everyone picks from a pool of rolled dice to move aliens through the maze. Aliens can only move through certain color-coded doors, until they get a magic hat at the center of the maze. An alien with the hat can move through any door. As a result, once one player got the hat, no one else could ever catch them. You can no longer block the other player due to the hat power, and you can only use move and power cards if the dice match your own aliens. For instance, a high roll might be rare enough to use an ability card, but it not only has to be high, and not picked by the player with the advantage, it also has to be the exact color you need.
Overall, we felt it was severely biased towards the player who got the hat first.
VivaJava: We played the beginner version of this without flavor cards or the advanced endgame bonuses. Everyone collects coffee beans and tries to join together to draw poker-like combinations from their bags of beans.
This was a decent game, but the rules were unclear in at least one case. Investment seemed like an important part of the game: Two times in the game, each player can unlock an ability that gives them an investment token, and they can place that on another team's coffee blend before they blend.
BUT, in our case two players had been trying to keep a third player off their country for 2-3 turns (the third player did not have good beans, so it was bringing their blend down). The final time, the player wanted to invest, but one of them slapped a bean down super quick on the blend card, saying that should prevent everyone from investing.
My argument was that it would basically turn the game into slapjack and either get someone hurt or make investment nearly impossible to do, but at least one other player seemed to want it to be a hand race like that. We could not seem to find any good answers in the forums, and there was barely more than a paragraph about it in the rules.