This game, as the title suggests, is pure luck, based on the cards you were dealt.
In RSB, it’s real-time, and as dice are rolled to move horses forward, you can place bets on a number of spots, based on how the dice are being rolled (always by a designated player that is either part of the betting or not — recommended that they don’t bet if you have enough players).
Obviously still a lot of luck, as with most dice rolling games. But a decent amount of strategy in timing your bets, especially since bets freeze once horses get to a certain line in the game.
[1] https://boardgamegeek.com/boardgame/351040/ready-set-bet
It's interesting to explore the spectrum of what people find fun. In large groups, it seems like games that tilt heavily towards luck can be a great deal of fun for everyone, while "board gamers" (like me) enjoy games where you can learn and leverage strategies to gain advantage, and the role of luck is diminished (to varying degrees).
As a board game host, you have to get that spectrum, gauge group size and preference, and pick a game that will work for them. Strategic games, in particular, take learning the rules, learning the strategies, practicing them, learning your opponents... it can take a dozen games before you're competitive. And for a lot of people, almost none of those games will be any fun.
A few games kind of nail this with an unexpectedly even playing field, where strategy helps, but luck offsets it. If luck really offsets it, very strategic players will also find that it's no fun.
Some luck-based games I really like include Lords of Vegas (not to mention... just Vegas), Bunny Kingdom, and Flip 7.
A lot of card-based strategy games like Terraforming Mars and Wingspan certainly have some amount of luck in them, but it can be dwarfed by good synergy / strategy.
Luck/randomness is directly against determinism. A way of making feel less mechanical and opening up the combinatorial state space? Essentially increasing the fun/interest without introducing high complexity necessarily? As well as narrow the skill range as you say, but not necessarily over longer time horizons.
Like you can do a 2d matrix of luck and complexity.
Tic tac toe - low randomness, low complexity
Chess - low randomness, high complexity
Poker - med randomness, high complexity
Roulette - high randomness, low complexity
TFA's base game, however, is pure luck - you place no bets, you discard no cards, you make no decisions. Perhaps you influence things by how you roll, but probably not consciously. If the same die roll sequence and same card shuffle sequence is replayed, the game is the exact same.
You then have people roll the dice and move the horse one spot forward if the number on the dice match the horse number.
It's total luck but a great way to explain probability to the younger kids and probability distributions to the older kids.
Spectator sports are basically zero-player games.
Another classic is "LCR" (Left Center Right), and one that was popular a few years back is "Yahtzee Turbo."
Our game was shorter, and only had uhh 6 tracks I think. The odds rose quite a lot for the un-favored horses, like, a lot a lot. The horses/tracks all had names, but I can't remember their names.
1. what languages does he know? there are boardgames that are localized into other languages. Probably the easiest route tbh.
2. what kinds of games does he like? for example, many boardgames have very little english on the game pieces. think any game that uses a standard poker deck, e.g. solitaire, or many others. Mahjong is another example though, as is dominos).
There are some modern boardgames that might also be fine, namely ones that discourage communication in the first place. It's common in co-op boardgames. For example, the Lord of the Rings trick taking game is 1-4 players, and during gameplay there is no discussion allowed. Game pieces can be separated into two categories
1. scenario-specific ones, which have text on them/must be read to be understood/played. You could maybe translate them? or it may have been localized for a language he's literate in. I don't know.
2. secnario-independent ones, which are (functionally) poker cards.
For this game you only need to share language when understanding the scenario-specific cards, and when planning strategy before each scenario starts. I would be comfortable playing the game with someone I don't share a language with if
1. we both know the game (this would be the hard part), and
2. we have two copies of the game, so we each can read our scenario-specific cards in our own language, and
3. we struggled through with a translation app before each scenario starts, if we want to discuss strategy.
Sagrada [2] is a fun game as well. Can be played solo, but I find it more fun with others.
[1] https://boardgamegeek.com/boardgame/1472/five-crowns [2] https://boardgamegeek.com/boardgame/199561/sagrada
Maybe also consider card games (like Solitaire)?
[1] https://boardgamegeek.com/