A night of gaming, some rest, and then another day. Life is good.
In general, all games that I've played before. The one exception? Dune. I think I like this, but our bizarre game ended on the second turn when a three way alliance forced a counter-alliance. I'll chalk that up to new players (which half or more of us were). Not many rules (almost a Euro, albeit one with lots of chrome). On the "try again" stage.
A few games of Notre Dame -- still enjoying that (and picking up the odd game on BSW). I have some ideas on strategy, and tend to do well. A few games of Phoenicia, including an embarrassing runaway loss (once someone has more income, VPs, storage and cards than you, that's a hint that you've messed up). A few two player games of Caylus MC, which feels fine with that number (now that I've got a game or two under my belt).
Marklin, Diamant, Ra rounded out the sessions.
Lots of classics, old and new, in this batch.
Also, it's not a game that I'd describe as having "not many rules". The rulebook may not be especially long, but there are plenty of exceptions and modifications that really do need to be explained in full before you even start. I think most euros could be explained in 5-7 minutes whereas Dune would require 30-45 minutes. (In fact, at The Gathering a few years ago we took about 30 minutes to go over the rules even though everyone had played the game before!)
I think the rules were 20 minutes, made longer because I wasn't paying good attention. But we explicitly skipped all the "Except for this player" stuff and then did that after the first turn or two, with the agreement that people could surprise us with a "oh, I get to do this." So call it 30-40 minutes. And we were playing with the full optional rules (as per Alan Moon's Law).
The rules for Notre Dame took ~10 minutes. The game takes 45 minutes. It occupies a different rules space.
A long-ish game of Dune takes 2-4 hours? So I'm mentally comparing these rules with Die Macher. Or War of the Ring, or Struggle of Empires. (Struggle of Empires is a good comparison, because most of the complexity for each game comes from special cases). Compared to the same length Euros (or Warous), Dune doesn't strike me as particularly difficult or complex. You might need to keep the full rules to play well, but you can just remember what you do (and a few 'gotchas') and play...
I think of rules complexity based on the number of systems and underlying logic. The Dune system strikes me as logical, with few systems (admin, bidding, movement, combat) and the chrome isn't bad (being vaguely familiar with the source material, it all seems 'logical'). No doubt the implications of everything takes a while to work out, but the rules weren't hard.
Still, it was a stretch to call it "Almost a Euro." I wouldn't really call Struggle of Empires (which this is fairly close to, in complexity) a Euro. I play with a group that plays No Thanks, Celebrities, to 8 hour wargames, so this is well within the "stop chattering and let's play" range after 20 minutes. (Of course, that's what they said for Here I Stand, too).
The one thing that would really help Dune is if the chrome added itself in slowly. Like
Turns 1-2, no chrome (except special setup powers, and perhaps the powers that collect income)
Turn 3-4, each player gets their first special power.
Turn 5-6, 2nd special power, etc
Obviously that would take a rebalancing. Perhaps they could just have a 'learning game' that did that, and a full game.
(It should be noted, not all euros are easy to explain either. When I had to explain Thurn &Taxis recently to a new group, I was a bit surprised at how comparatively pointy the game is despite the short rules. Tigris and Euphrates can seem like a bit of a slog to get through the explanation. A game like Notre Dame is pretty simple and can be explained in 5 minutes, but plenty of more complicated euros are not too far off from where Dune is. For Dune, I like to explain the core rules - not too hard - and then just have everyone read their special powers to the group, and then get going).
The sole problem with Dune, in my opinion, is the total unpredictability on playing time. It can go anywhere from 2 to 6 hours, or even up to 8 if it goes the distance. The typical game is 2-4 hours, but two factions (the Guild and the Fremen) have residual victory conditions and have an interest in breaking things up playing for a long game. If you only budget for 4 hours and you've got an interesting game going with no obvious victor in sight at that time, what are you going to do?