Tokaido stands out for me, because I remember my husband was so excited to introduce it to my students in my game unit. He set the directions down for them to play and it became the biggest directions fiasco I have ever had in my classroom. This one group literally sat there and just, like... silently protesting playing because we would not explain to them how to play. See... the point of the research phase is to 1) be exposed to game directions, 2) learn the pros and cons of direction writing, and 3) see what mechanics look like in-game. I am familiar with stubbornness, but that which was demonstrated on that day was beyond my comprehension. It's not a difficult game to play, but reading directions is something many, many people struggle with. The visual impact of 4 sulking pre-teens in the middle of a sea of joyous pre-teens engaging in games is seared into my mind. I did not use this game for the game unit this year. (We actually revamped this portion of the unit slightly, because you have to tailor the units to the students and it just needed some changes.)
My husband, though, brought the game in for my club and it was enjoyed. It, again, requires some thinking, which doesn't always seem to go over well in my club, but for the time it lit their fire, it was a joy! Recently on Daddy-Daughter-Tuesday-Game-Day, my daughter and husband played it. My 7-year-old won (again with support from my husband). My husband doesn't "let" people win, but it was her first time playing and he guided her through it. Her winning, though, was not a condition of teaching the game. Like me, my husband is very firm about character being built through winning and losing.
Tokaido is a beautiful game with a lovely premise and it has definitely found its way into my book of games that I developed a connection with.