I have not played Agricola due to its length - it takes at least a couple of hours, and I haven't been able to spare that for games lately. (Please don't ask how many half-hour games of Race for the Galaxy I've burned through lately.) During the time I have been not playing it, though, it's managed to knock Puerto Rico from the number-one spot on Board Game Geek's rankings. I discovered this today, and it's a real shocker; "PR" has been the top game for the several years I've known about that website.
As I understand it, the main conceit of Agricola is that it ships with around 300 cards, each of which alter the game rules in some way - but only a handful of these cards appear during any single game. By itself, it sounds like a gimmicky way to tap up replay value (I mean, that's how CCGs work, right?) but I'm informed that it's actually pretty cool. I look forward to trying it myself, sometime.
I have not played Dwarf Fortress because I get to the first screen where I can actually make something happen, and then I sit there going duhhhr. I think that fully reading through the documentation and figuring out all the keystroke commands would take at least as long as a game of Agricola. Its UI is of the Nethack / Angband lineage, complete with graphics built entirely out of animated text characters, and learning to play one of those properly is practically like learning a new programming language.
But I really want to play it someday, because its two game modes include a Rockstar-style sandbox game and a Maxis-style simulation game, both set in ye olde Tolkeinesque fantasy world. The simulation game has you commanding a gaggle of dwarves to construct and maintain the titular fortress, and has a reputation for usually ending in not just total disaster, but hilarious disaster. Indeed, I heard of the game by reading friends' oh-my-god-you-guys blog posts telling the story about how their fortress ran out of alcohol and then burned down and now their last starving dwarf has gone insane and is wandering the woods attacking elk with his fists or whatnot.
For now, though, I can only describe it as a vast piece of work that's crying out for a tutorial mode.
I have not played Freeway Warrior: Highway Holocaust because... well, it's a bit silly, isn't it. Here's another digitized version of a Joe Dever-authored solitaire RPG book from the 1980s; we've linked to a digital version of his "Lone Wolf" series before. This book was the start of Dever's attempt to turn the game mechanics he developed for that series towards a Mad Max theme.
To play properly, you're meant to do up a full-on character sheet for your dude. In its original format, this was printed on one of the back pages, and you could pencil it up all you wanted. Now you can print it out in order to carefully manage your character's inventory, hit points, and food rations. You can even print out the random-number page that you're supposed to close your eyes and poke at, in lieu of die-rolling, in order to resolve combat and other chancy situations that pop up during the story. But I find it just as satisfying to click through the pages and enjoy the perfectly nostalgic text, which contain both Dever's writing style (which I enjoyed as a tyke) and the undiluted 1980s imminent-nuclear-holocaust gloom.
I was impressed to find a simple number puzzle in the story, whose solution was the page to which you were to turn - that's something I don't remember encountering during any other period work. So, yes, despite the title of this post I must admit to kinda-sorta playing this game. So that's as fine a note as any to go out on.