Monthly Gaming Recap with N2M: August 2024

Every month brings with it a rhythm of discovery, a journey through cardboard, wooden tokens, dice, and imagination. For August 2024, that rhythm took on a particularly ambitious pace. My personal project to track every new game I experience — rating them after a single play, recording impressions, and reflecting on whether they earn a second chance or fade into obscurity — turned August into one of the most crowded gaming months I’ve had in years.

By the time the month ended, I had explored 124 new-to-me titles, exceeding my annual N2M target and breaking personal records. Among these were heavy euros, quirky family games, classics I had never tried, and even one of the intimidating 18xx titles that had long sat on my horizon. Yet, as always, the range of impressions varied: some games sparked excitement, others left me cold, and a few fell somewhere in the middle.

In this first part of the recap, I’ll revisit some of those initial plays — the lighter fare, a couple of forgettable missteps, and a few puzzles that surprised me more than expected. These early experiences set the tone for the rest of the month, reminding me that in the world of board gaming, appearances can be deceiving and first plays often bring revelations.

Shelfie Stacker – Dice on the Shelf of Shame

The month began with Shelfie Stacker, a game whose chunky dice and quirky theme immediately caught my attention. Designed around the idea of drafting dice that represent board games being added to your collection, it looked like the perfect light filler for a hobbyist audience. The art and components gave it the right table presence, and the promise of pattern-building objectives suggested a puzzly race for efficiency.

Unfortunately, the experience did not quite live up to expectations. Despite the variable powers offered by cards and the playful conceit of stacking dice on a shelf, the game quickly felt restrictive. Many rounds left players with little control over which dice remained by the time their turn came around. When mitigation is too limited and choices reduce to simply accepting what is left, the excitement evaporates.

By the end, the clever premise felt wasted. Rather than celebrating the joy of building a collection, the game often devolved into frustration when perfectly good dice became a liability, docking points instead of fueling progress. With so many superior drafting games out there, Shelfie Stacker will likely remain a curiosity — a decent concept that could have been more compelling with a deeper sense of agency.

From shelves to streets, the next discovery was Barrio, a lightweight card game about constructing colorful houses in a shared neighborhood. Designed and illustrated by Jorge Tabanera Redondo, its bright visuals and compact design hinted at a simple but potentially clever experience.

Gameplay centers on contributing resources to a common market, then using those resources to construct buildings. At first, this feels fresh: the idea that what you put in also fuels opportunities for others promises interaction and subtle tactical choices. Yet in practice, it quickly becomes chaotic. With even two players, competition for the best resources is sharp, and every turn feels like a scramble to snatch up what remains rather than executing a plan.

The unpredictability makes for some amusing moments, but it also undermines long-term strategy. In larger groups, the tension would likely magnify, leaving players more reactive than proactive. While I appreciate the art and the intent, Barrio lands in that frustrating middle ground of being neither strategic enough for hobby gamers nor straightforward enough for casual family play.

For Northwood! – A Solo Stroll Through the Woods

I rarely seek out solo titles, but the buzz around For Northwood! A Solo Trick-Taking Game was too strong to ignore. Trick-taking is already a genre I find limited in longevity — the mechanisms often shine for a handful of plays before losing luster. Still, this little woodland adventure managed to charm me.

The game casts players as rulers visiting neighboring animal kingdoms, attempting to win debates through clever card play. At its core, it is still a trick-taking puzzle, complete with predictive bidding and the familiar rhythm of managing suits. But wrapped in whimsical art and structured as a progression through increasingly difficult challenges, it delivers more than expected.

For a few plays, it was delightful. I especially liked how each “kingdom” introduced a slight twist, giving variety that pure trick-taking often lacks. Yet the underlying limitation remained: once the novelty wears off, the game’s reliance on repetition dulls the spark. For dedicated solo players or fans of the mechanism, For Northwood! might be a small treasure. For me, it was a pleasant diversion, but not something I’ll revisit often.

Festival – Fireworks in the Sky

Moving on from animals to dazzling displays, Festival offered a refreshing surprise. On paper, it resembles several other abstract puzzle games: players layer tiles, attempt to cover spaces efficiently, and fulfill contracts for points. But the thematic gloss of preparing a fireworks show gave it a unique identity.

What impressed me most was the elegance of the individual puzzle. Each decision mattered, and even though luck sometimes dictated which tiles were available, the core challenge of fitting them together was satisfying. That said, I found the game’s starting moves a little too scripted. Optimal openings became obvious, reducing variety in the early stages.

Replayability is the big question here. Much like Rainforest — a similar abstract I played a few years ago — Festival risks falling into predictability once patterns emerge. Still, it was a highlight of this first batch of games, proving that sometimes a simple puzzle wrapped in a novel theme can shine brightly, even if only for a while.

Explorers – Paths Through Familiar Territory

Phil Walker-Harding’s Explorers was next, a flip-and-write game that invites players to chart paths across a landscape in search of gems and temples. The genre is one I approach cautiously, as too many entries feel interchangeable, offering light tactical play with limited depth.

Explorers did not entirely escape that fate. It works best as a solo or two-player experience, since interaction is minimal and the puzzle is inherently personal. With more players, the sense of shared play diminishes, leaving each person essentially solving their own map while occasionally groaning at a flipped card.

The modular boards were clearly intended to enhance replay value, but they only stretched the variety so far. I did appreciate the tactical puzzle of selecting which paths to prioritize, yet I never felt that one game was substantially different from the next. While enjoyable in the moment, Explorers lacks the spark to pull me back repeatedly.

Coal Baron – Digging Into Familiar Ground

Every month, I try to catch up on older designs I missed, and Coal Baron fit that bill. Originally released over a decade ago, it was revisited in a second edition, which I had the chance to play. The theme is straightforward: mine coal, fulfill contracts, and manage your workforce efficiently.

The game is a collaboration between Michael Kiesling and Wolfgang Kramer, names synonymous with clean euro designs. True to form, the mechanisms felt balanced and polished. Worker placement drives the action, supported by a simple but effective action point system. On paper, this should have been exactly the kind of game I enjoy.

Yet in practice, it felt strangely flat. Decisions were clear, even predictable. Players quickly learned which contracts were most efficient, and much of the tension revolved around simply placing workers in the right order before others blocked the space. Nothing was broken, but little was exciting. After one play, I felt as though I had seen all it had to offer — competent, but unmemorable.

Trolls and Princesses – Humor Meets Restriction

Closing out this first batch was Trolls and Princesses, a quirky title that wears its humor proudly. The artwork is lively, the setting playful: trolls stealing princesses and babies, tearing down church bells, and generally causing mischief. At first glance, it promised to be a colorful medium-weight euro with a touch of chaos.

But the gameplay proved disappointingly restrictive. The action point system, usually a space for creative chaining and clever optimization, felt underpowered here. Every action required significant investment, often for meager returns. Instead of building up powerful combos, turns often boiled down to grinding out a handful of resources for incremental progress.

For fans of sprawling euro games with rich decision spaces, this one misses the mark. Its humor and setting might carry it for some, but underneath the surface, the game lacked the dynamism needed to keep me engaged for two hours of play.

Scaling the Peaks – Heavy Euros, Big Boxes, and Unforgettable Highlights

If the first wave of games in August was about light fillers, quirky curiosities, and puzzles with limited staying power, the second stretch of the month shifted into weightier territory. These were the titles I’d been eyeing for some time — games that came with reputations, thick rulebooks, and big expectations. Some of them delivered experiences that left me eager for more; others, despite polish and pedigree, never quite clicked.

This part of the recap will revisit those plays, from innovative worker-placement twists to resource-management epics. While not every game became a new favorite, the middle weeks of August were where the real heart of the month’s discoveries lay.

Whistle Mountain – Balloons, Machines, and Risky Water Levels

I had long been curious about Whistle Mountain, a game that took the reputation of its predecessor (Whistle Stop) and reimagined it as a more elaborate euro with a steampunk edge. Designed by Scott Caputo and Luke Laurie, the game presents an intriguing mix of resource collection, machine construction, and area control on a dynamic board.

The highlight is the way dirigibles and balloons hover above the growing sprawl of machines. At the start, the board is sparse, but as players add contraptions, the landscape becomes crowded. Suddenly, the sky is full of choices: do you risk sending an airship into a corner for precious resources, or expand the machine network to score bonuses?

On my first play, I was fascinated by the ever-rising water mechanic. It’s both thematic and tense — if you don’t keep rescuing workers, they drown, costing points and efficiency. That built-in timer forces urgency, something many medium-weight euros lack. Still, despite the engaging puzzle, I wasn’t sure how long it would stay fresh. With so many moving parts, I wondered if the novelty would wear thin after a handful of plays. For now, though, Whistle Mountain sits in the “worth revisiting” camp, a rare mid-weight euro that balances clever mechanics with thematic flair.

Woodcraft – Sawdust and Sharp Edges

Next up was Woodcraft, a game I had anticipated with great enthusiasm. Designed by Ross Arnold and Vladimír Suchý, its premise — running a workshop where you cut, glue, and manipulate dice as wooden logs — seemed like the perfect blend of theme and mechanism.

And indeed, the production is gorgeous: bright components, colorful dice, and thematic flourishes that make you feel as if you are tinkering in a whimsical forest carpentry shop. The dice manipulation system is smart too — slicing dice into smaller values, combining them into larger ones, or spending resources to adjust them. In theory, this offers a wealth of clever tactical choices.

But the reality of play was harsher. Every action felt underpowered, every project demanded an exhausting level of efficiency. Instead of delight in clever combos, the game often punished missteps so severely that recovery felt impossible. Worse, luck played too large a role: whether contracts matched your available dice could swing your fortunes, and mitigation options were rarely satisfying.

What should have been a joyful puzzle turned into a grind. By the end, I felt like I had been wrestling with the game rather than playing it. Woodcraft joins the small list of euros I respect in design but cannot enjoy in practice — a case of theme and mechanisms failing to harmonize.

Endeavor: Age of Sail – Ambition on the High Seas

Some games sweep you away with scope, and Endeavor: Age of Sail is one of those. Though technically a reimplementation of a 2009 design, this edition adds expansions, updated art, and a sense of grandeur. At its core, it’s a streamlined engine-builder: expand cities, grow influence, open trade routes, and accumulate culture and industry.

What struck me most was its pacing. The game lasts only seven rounds, each one taut with tough choices. Do you prioritize building infrastructure, or do you rush overseas to claim trade routes? Do you pursue culture to expand your hand size, or industry to accelerate growth? The brevity ensures no action feels wasted — everything contributes to a growing engine.

Yet it’s not without flaws. The expansion modules, while offering variety, sometimes weigh the design down. In my first play, sticking to the base mechanisms was enough to feel the richness of the system. I suspect with repeat sessions, layering on extra rules might dilute rather than enhance the elegance. Still, Endeavor left me eager for a rematch — and that’s a mark of a successful euro.

Russian Railroads – Engines in Overdrive

There are games that feel like puzzles, and then there are games that feel like engines roaring to life. Russian Railroads falls squarely into the latter category. I had avoided it for years, worried it might be too dry or repetitive. But when I finally sat down with it in August, I discovered why it remains so beloved.

The thrill comes from exponential scoring. At first, your points trickle in — a handful here, a modest contract there. But as rounds progress, the multipliers stack, tracks advance, and suddenly you are racking up dozens of points per turn. By the end, hundreds flow in, a satisfying crescendo that feels earned through careful planning.

It’s true that the game has a scripted feel, with clear “best” paths that experienced players will exploit. But in that first play, it was exhilarating. Watching a simple worker placement action cascade into a monstrous score made me want to try again immediately. Few games capture the joy of building momentum quite like Russian Railroads.

Darwin’s Journey – Exploration and Evolution

The next heavyweight was Darwin’s Journey, a Kickstarter darling with lush production and a pedigree of hype. Set during Charles Darwin’s expeditions in the Galápagos, it blends worker placement with exploration, contract fulfillment, and a unique twist: workers upgrade their skills over time, gaining new abilities.

On paper, it should have been an instant favorite. I love the idea of evolving workers — sending a novice assistant to study, then unlocking new spaces and opportunities. The game also offers multiple avenues for scoring, from museum exhibits to island exploration, ensuring replayability.

Yet despite the rich theme and production, my first play left me lukewarm. The pacing dragged, and the sheer number of options often made turns feel like chores rather than discoveries. Instead of an elegant arc, the game sprawled, offering breadth without cohesion. There were brilliant moments — sending a newly trained worker to unlock a powerful ability felt great — but they were buried in a sea of incremental actions.

Darwin’s Journey isn’t a failure by any means, but it didn’t ignite the excitement I had expected. It may be a case of needing multiple plays to fully appreciate, though whether it earns that investment remains to be seen.

Manhattan Project: Energy Empire – Clean Power, Tight Decisions

Of all the mid-to-heavy euros I explored in August, The Manhattan Project: Energy Empire stood out as the most polished. A spiritual successor to The Manhattan Project, this version shifts focus to building national infrastructure and balancing energy production with environmental sustainability.

What impressed me most was the tightness of the design. Every action felt consequential. Place a worker to generate resources, and you must also decide how to fuel it — fossil fuels provide power but pollute, while clean energy is limited but more sustainable. This constant trade-off between efficiency and responsibility gave the game a modern relevance that elevated its otherwise familiar worker placement core.

Unlike Woodcraft, where every action felt stingy, Energy Empire gave me just enough tools to feel productive each turn while still demanding hard choices. Its mix of engine-building, resource management, and tableau construction flowed seamlessly. By the end, I felt satisfied, win or lose, because the system rewarded planning without punishing experimentation.

Energy Empire was one of the highlights of this second wave, a reminder that euro design can still feel fresh when mechanisms are tuned with precision.

Into the Depths – Classics, Heavy Strategy, and First Steps into 18xx

By the third week of August, my gaming journey had begun to shift. The lighter curiosities and mid-weight euros of earlier sessions gave way to longer, more demanding titles. These were not games you pull off the shelf for a quick evening filler; they were events, experiences that required hours of focus and often a table covered with maps, tokens, and layers of decisions.

For years, I had built a list of titles I meant to play but never had. Some were “classics” I had overlooked when they first released. Others were intimidating by reputation, whispered about in gaming circles with reverence or fear. And one — an 18xx title — represented an entire genre I had avoided, unsure if I had the stamina or interest.

August gave me the chance to tackle all of these. The results were mixed: some games lived up to their reputations, others faltered, and a few left me questioning whether hype and history sometimes overshadow true play value.

Concordia – Elegance in a Card Deck

I had heard it countless times: Concordia is one of the most elegant euros ever designed. Released in 2013 by Mac Gerdts, it combines hand management, trading, and area control into a streamlined package. For years, I avoided it, assuming its muted theme and minimalist presentation meant a dry experience. August finally brought me to the table, and I immediately understood the praise.

Concordia is not flashy. There are no miniatures, no flashy components, no elaborate board gimmicks. What it has is a deck of multipurpose cards, each one granting an action when played but also representing an endgame scoring condition. This simple dual use transforms every decision into a long-term calculation: do I play a card now for its immediate benefit, or acquire it to amplify a particular scoring path later?

The interaction is subtle but powerful. Competing for cities and trade goods creates tension without direct conflict, while racing to acquire the right cards fuels a constant sense of progression. Unlike Woodcraft or Darwin’s Journey, which buried players under rules, Concordia felt transparent yet deep. By the end of my first play, I saw why it remains a benchmark of euro design: clean, timeless, and endlessly replayable.

Brass: Lancashire – Industrial Tangles

If Concordia represents elegance, Brass: Lancashire represents grit. Martin Wallace’s industrial classic, first published in 2007, is a labyrinth of networks, loans, and economic timing. I had played Brass: Birmingham before and appreciated its smoother learning curve, so stepping back to Lancashire was a chance to see the design’s original teeth.

The differences are immediately striking. Lancashire feels harsher, less forgiving. Mismanaging loans or misplacing early industry can doom you, with little room for recovery. The canal-to-rail transition — a defining feature of both versions — is particularly brutal here, demanding foresight in where you place industries to ensure they flip before obsolescence.

Yet that very harshness makes it compelling. Lancashire is not a game that coddles players. It expects mistakes, punishes inefficiency, and rewards ruthless calculation. Compared to Birmingham, it felt more constrained, with fewer options to pivot when plans collapsed. But it also felt purer, closer to the raw core of Wallace’s design.

One play was enough to leave me exhausted but intrigued. I’m not sure Lancashire will ever surpass Birmingham in my preferences, but I came away with immense respect for its unflinching brutality.

Food Chain Magnate – The School of Pain

Some games earn reputations as “mean” or “cutthroat.” Few embody that label as thoroughly as Food Chain Magnate. Designed by Splotter Spellen, it is a sprawling economic simulation about building a fast-food empire — and demolishing your opponents in the process.

The heart of the game is its card-based employee hierarchy. Each turn, you build a company structure, promoting workers to new roles, hiring staff, and balancing overhead costs. Meanwhile, the map fills with houses and demand for food and drink, demand that players themselves create by advertising. The cruel twist: if you advertise something you cannot supply, someone else can swoop in and reap the profit.

My first play was a humbling experience. Within two rounds, I realized how brutally punishing mistakes can be. Hire too many staff too early, and your overhead sinks you. Advertise burgers without the kitchens to supply them, and you hand your rival a fortune. There is no safety net, no catch-up mechanism — only the cold calculus of capitalism.

And yet, there’s brilliance in its clarity. Every rule supports the ruthless economic simulation, and every decision matters. I cannot say I enjoyed the session — it felt like a lesson in pain more than a game — but I understand why some players revere it. Food Chain Magnate is not for the faint of heart. It is a razor, sharp and uncompromising.

Indonesia – The Long Game of Mergers

If Food Chain Magnate was a brutal sprint, Indonesia, another Splotter design, was a marathon. Spanning several centuries of industrial development, the game tasks players with founding companies, expanding industries, and — most distinctively — merging firms together.

The merger system is what sets Indonesia apart. Players can forcibly merge companies, often combining rivals into a new, larger entity. The resulting firm may be stronger, but it also dilutes control, forcing uneasy alliances or unexpected outcomes. The auction system that determines who controls the merged company is cutthroat, creating moments of high drama.

The downside is pacing. My first game lasted nearly five hours, with long stretches of incremental growth punctuated by sudden, dramatic swings. For some, this ebb and flow is part of the appeal, mirroring the slow churn of economic history. For me, it tested patience. While I admired the design’s ambition, I found the experience uneven — thrilling in bursts, tedious in others.

Indonesia is a game I’m glad I tried, but unlike Food Chain Magnate, I don’t feel compelled to return. Its length and rhythm make it more an endurance test than an entertainment.

For years, I avoided the 18xx series. Their reputation for length, math-heavy play, and unforgiving investment decisions intimidated me. But August finally gave me the chance to try one: 18Chesapeake, often recommended as an introductory title.

The experience was unlike anything else. At its core, 18Chesapeake is a hybrid of stock market manipulation and route building. Players buy shares in railroad companies, operate those companies to lay track and run trains, and — most importantly — time when to withhold or pay dividends. The twist is that players are not their companies. You may own the majority of a railroad today, only to lose control tomorrow if others outmaneuver you.

The first hour felt overwhelming. Juggling personal wealth against company assets, parsing train rusting schedules, and anticipating stock shifts all at once was dizzying. But as the game unfolded, the logic began to click. Every decision rippled across the table: a single dividend choice could reshape stock prices, forcing others into desperate moves.

What impressed me most was the thematic honesty. Unlike in Brass or Energy Empire, where you feel like a builder, here you feel like a ruthless investor, exploiting companies for personal gain. By the end, I understood why 18xx inspires such devotion. It’s not just a game; it’s an economic experiment.

Will I dive deeper into the series? Perhaps cautiously. 18Chesapeake opened the door, but the idea of spending eight hours in a denser 18xx still gives me pause. Yet I can now say I’ve tasted the experience, and it was unforgettable.

Reflections on the Heavyweights

This third wave of August plays was the most intellectually demanding of the month. Concordia offered elegance, Brass: Lancashire unforgiving grit, Food Chain Magnate and Indonesia introduced me to the unique flavor of Splotter design, and 18Chesapeake marked my first step into an entirely new genre.

What unites these experiences is intensity. None of them are casual, and all of them require players to embrace mistakes as part of the learning curve. In Concordia, it’s learning which cards matter most. In Lancashire, it’s understanding the harsh timing of industries. In Food Chain Magnate, it’s surviving the brutal economics of advertising. In Indonesia, it’s enduring the long rhythm of growth and merger. And in Chesapeake, it’s mastering the delicate balance between company and personal wealth.

Not all of these games are destined to become personal favorites. Some, like Concordia, I know I’ll revisit many times. Others, like Indonesia, I’ll admire from afar. But collectively, they made August a turning point in my N2M project. After years of curiosity and hesitation, I finally tackled games that had loomed large in my backlog — and in doing so, expanded my sense of what the hobby can offer.

The Closing Chapters – Final Plays and Lessons from August

By the time I reached the final stretch of August, the sheer volume of new-to-me games was staggering. One hundred twenty-four titles had hit the table, each demanding its own slice of attention. Some were fleeting — a thirty-minute filler that entertained briefly before fading from memory. Others were monumental, sprawling experiences that left me drained and exhilarated in equal measure.

This last wave of games reflected that contrast perfectly. On one side were smaller, often overlooked titles that filled gaps in the schedule. On the other were long-neglected designs and modern standouts that rounded out the month with weight and impact. What follows is a recounting of those final discoveries, and the lessons they carried with them.

Small Surprises – Fillers and Forgotten Gems

As heavy games filled much of the month, I found myself also reaching for lighter fare, partly as palate cleansers, partly to squeeze in variety. Titles like Rallyman: GT Dice Game (a streamlined take on its bigger sibling) and Point Salad (a clever card-drafting game where every card is both a vegetable and a scoring condition) made appearances.

These games reminded me why fillers remain essential to the hobby. After a punishing session of Food Chain Magnate or Brass, there’s nothing better than a fifteen-minute burst of tactical fun. They don’t need to be endlessly replayable; their role is to reset the table, clear mental fatigue, and keep the energy flowing.

In this category, The Mind resurfaced for me — a cooperative game where players must silently play cards in ascending order, relying only on intuition and timing. Though I’ve often dismissed it as more experiment than game, in the right mood it delivers tension and laughter that no heavy euro can. These lighter titles, even if not life-changing, stitched the month together, offering balance.

Revisiting the Past – Games I Should Have Played Years Ago

Every hobbyist has blind spots — games everyone else seems to have played that, for one reason or another, we’ve missed. August gave me the chance to finally confront several of mine.

One was Power Grid, Friedemann Friese’s 2004 economic network-building classic. Somehow, despite its towering reputation, I had never sat down with it. The experience was everything I expected: tight auctions, tense resource markets, and a clever system where efficiency matters more than raw expansion. I was struck by how modern it still feels, despite its age — a testament to Friese’s design.

Another was Puerto Rico, once hailed as the number-one game in the world. Playing it now, in 2024, was an odd experience. Its role-selection mechanism remains sharp, but its colonial theme casts a long shadow, one that modern audiences understandably struggle with. Mechanically, I admired its influence, but I doubt it will see the table again for me. Some classics are better understood historically than enjoyed repeatedly.

Modern Standouts – New Games with Staying Power

While classics offered perspective, it was some of the modern designs in August’s final stretch that truly impressed me. Ark Nova, for example, had hovered on my radar for months, its reputation as “Terraforming Mars but with zoos” preceding it. When I finally played, I found it both familiar and refreshing. The card-driven engine-building was satisfying, but the action selection system — where each action weakens until cycled — added a brilliant layer of timing and tension. Ark Nova may not replace Terraforming Mars in my collection, but it offers enough distinct flavor to earn a place beside it.

Similarly, Heat: Pedal to the Metal captured me with its streamlined racing mechanics. Where many racing games stumble on complexity, Heat nails the balance of speed and simplicity. Managing your deck of gears, deciding when to push your engine, and bracing for risky corners made every lap thrilling. In a month filled with cerebral euros, Heat stood out as pure, visceral fun.

Finally, Earth, a tableau-builder with hundreds of unique cards, surprised me. Its sheer variety threatened to overwhelm, but the simultaneous play structure kept things moving at a brisk pace. I loved how every card, no matter how small, contributed to a growing ecosystem of synergies. It reminded me that modern design is increasingly about maximizing player engagement with minimal downtime — a philosophy I deeply appreciate.

The Ones That Fizzled

Of course, not every late-month play sparkled. A few titles fell flat despite anticipation. Messina 1347, for instance, combined worker placement with plague-era theming, but felt more like a mechanical exercise than an immersive experience. Its puzzle was tight, but it lacked soul.

Likewise, Lorenzo il Magnifico, often praised as a heavyweight euro, struck me as overly punishing. The randomness of dice values dictating action strength made the game feel more constrained than liberating. I admire its pedigree, but one play was enough to know it’s not for me.

Even Terraforming Mars: Ares Expedition, pitched as a streamlined sibling to one of my favorite games, disappointed. It stripped away too much of the grand sprawl I love in the original, leaving something that felt smaller without feeling sharper. Sometimes, spin-offs can’t capture the magic of their predecessors.

Reflections on a Record-Breaking Month

When the final game was packed away and August gave way to September, I looked back at the sheer scope of the month: 124 new-to-me games, each logged, rated, and reflected on. It was exhilarating, exhausting, and at times overwhelming.

The biggest lesson was about balance. Diving into so many heavyweights in quick succession was rewarding, but it risked burnout. Without the lighter fillers and the shorter tactical puzzles, I might have drowned in complexity. Likewise, tackling classics gave me perspective on how far game design has come — and why some older titles, though influential, no longer shine as brightly today.

Another lesson was about expectations. The games I had most anticipated, like Woodcraft or Darwin’s Journey earlier in the month, often disappointed. Meanwhile, games I had underestimated — Russian Railroads, Energy Empire, and even my first 18xx experience — left lasting impressions. It was a reminder that the only way to truly know a game is to play it, and that hype (positive or negative) is no substitute for firsthand experience.

Most importantly, August reinforced why I pursue the N2M project in the first place. It isn’t about chasing a numerical target or proving I can cram more plays into a calendar month than anyone else. It’s about exploration — about broadening horizons, challenging assumptions, and discovering unexpected favorites.

Final Thoughts

Looking back over August 2024, the sheer scope of the journey still amazes me. One hundred twenty-four new-to-me games found their way to the table, each offering something unique — whether it was a clever mechanic, a striking theme, or simply the joy of trying something new with friends.

The month wasn’t about chasing a number for its own sake. It was about exploration, about opening doors into corners of the hobby I had avoided or overlooked. Heavy economic games like Food Chain Magnate and 18Chesapeake challenged me in ways I didn’t expect, while elegant designs like Concordia and Russian Railroads reminded me how brilliance often lies in simplicity and pacing. At the same time, lighter titles like Point Salad or The Mind filled in the cracks, showing that not every great gaming moment requires three hours and a heavy rulebook.

There were disappointments, of course — games that fell flat despite their reputation or promise. But even those plays carried value. They helped me refine my taste, clarified what I truly enjoy in a design, and gave me a deeper appreciation for the games that did shine.

Perhaps the biggest lesson of August is that variety fuels passion. Too much of one type of game, no matter how brilliant, risks burnout. But mixing genres, weights, and styles kept the month vibrant. Each session felt fresh, a new opportunity to discover not just a game, but something about myself as a player.

I won’t repeat the pace of August anytime soon — and that’s okay. What matters is not the number, but the mindset: the willingness to try, to experiment, to step outside comfort zones. Because hidden among the misses are the games that surprise, delight, and redefine what gaming means.

As I move into the months ahead, I’ll carry with me both the highlights and the hard lessons of August. I’ll return to the standouts for deeper dives, continue to explore unfamiliar genres, and above all, keep chasing the joy of discovery. That joy is what makes this hobby endlessly rewarding, and why even after 124 games in one month, I’m still eager for the next one to hit the table.