Adventures in Cardboard: A Night of Unlikely Games

There is a quiet, persistent tension that exists for anyone deeply invested in the board game hobby — the pull between the desire to play and the reality of life’s obligations. Collecting games is its own pleasure, a pursuit that is fueled by curiosity, enthusiasm, and the hunt for the next experience that will surprise us, challenge us, or bring friends together around the table. Yet as the collection grows, the time available to explore it does not always keep pace. The shelf becomes both a trophy case and a reminder of missed opportunities.

The modern lifestyle does not always leave space for regular game nights. Work schedules shift unexpectedly, deadlines loom, family commitments intervene, and the logistics of gathering multiple people in one place for several hours can feel like arranging a minor miracle. Gaming, despite its communal nature, is often one of the first things to be sacrificed when life becomes busy. And so, weeks can go by without a single die being rolled or card being drawn, even though the desire to play never really goes away.

What makes this situation so uniquely frustrating is that board games are physical objects, tangible promises of potential fun. Each box sitting unopened on the shelf is like a door waiting to be opened, an adventure paused mid-sentence. Collectors often speak of their “shelf of shame,” a self-deprecating phrase used to describe games they own but have not yet played. It is meant humorously, but there is truth to the feeling of guilt or frustration that sometimes accompanies it. It is not simply about ownership — it is about the stories and experiences those games represent, stories that have yet to be told.

It is in this context that even a handful of plays over the course of a few weeks can feel like a personal triumph. They are moments carved out of a busy life, little rebellions against monotony, and reminders that this hobby is not just about accumulating boxes but about what happens when those boxes are opened and the pieces are laid out on the table.

Wrestling With the Backlog

Owning many games can be both a joy and a burden. The joy is obvious — the ability to choose from a wide variety of experiences, from quick and silly fillers to deep strategic epics. The burden comes when the sheer number of options becomes paralyzing. Choosing what to play can take longer than playing the game itself, and the pressure to “get through” unplayed titles can turn what should be a fun night into something that feels like an obligation.

Some gamers respond to this problem by creating elaborate systems to track and measure their progress. They maintain spreadsheets, set yearly challenges, and measure the percentage of their collection that has been played. This approach can be motivating, providing a sense of accomplishment as the numbers creep higher. But it can also turn the hobby into a kind of homework, where the focus shifts from enjoying the experience to checking a box.

The truth is that every game played should be seen as an opportunity, not a duty. Each one offers a chance to experience something new, to engage with design ideas, to see how they land with the group. Approaching a backlog with curiosity rather than guilt can completely transform how it feels. Instead of being a list of failures, it becomes a treasure trove of future discoveries.

The Social Dynamics of Game Night

Even once a game is chosen, the social dimension adds another layer of complexity. Board gaming is not a solitary pursuit for most players — it is an inherently communal activity, and the composition of the group has a huge impact on the experience. A game that sings with one set of players may fall flat with another. The group’s energy, level of competitiveness, tolerance for rules, and even mood on a particular night can influence whether a game is fun or frustrating.

This makes game selection not just a matter of what is new or unplayed, but what is likely to be well received by the specific group gathered at the table. There is a subtle art to matchmaking in this sense. A highly strategic, low-luck euro might delight a group of dedicated hobbyists but leave a table of casual players disengaged. Conversely, a light party game might feel frivolous to players who came ready to sink their teeth into something meaty.

Teaching a game adds yet another wrinkle. Some rulebooks are dense and poorly organized, turning the first play into a slog. Others are so streamlined that players pick up the mechanics within minutes and can focus on the fun right away. Many experienced gamers take it upon themselves to learn a new game in advance — sometimes even playing solo — so they can explain it more efficiently to the group. This preparation can mean the difference between a smooth, enjoyable first play and an awkward session that leaves everyone cold.

Small Victories and Memorable Moments

When all these factors align — the schedule, the group, the choice of game — the result is something that feels almost magical. A good game night is about more than winning or losing. It is about connection, about sharing laughter and tension and the occasional groan of frustration when a plan goes sideways.

The past few weeks offered a handful of such moments. Sitting down to play Adrenaline, for instance, provided a chance to finally try a game that had been on the radar for a while. Despite its reputation as a “board game version of a first-person shooter,” it quickly became clear that the label was misleading. There is nothing first-person about the perspective, but the comparison does capture the sense of running around an arena, grabbing weapons, and trying to deal out as much damage as possible before being taken down yourself.

Then there was Ave Roma, a game with a rich Roman theme and a unique twist on worker placement that had been sitting on the shelf since its arrival via crowdfunding. Unboxing it was an adventure in itself — a jumble of components and expansions that had to be painstakingly sorted before play could begin. It was a reminder that sometimes the barrier to getting a game to the table is not time or enthusiasm, but simply the effort of setup.

And there was Caylus, a game so well regarded that finally playing it felt like a rite of passage. Often mentioned as one of the foundational titles of the worker placement genre, it delivered on its reputation by offering a tightly designed experience with meaningful decisions and just the right amount of tension.

These games, though varied in theme and mechanics, each brought something memorable to the table. They were opportunities to connect, to explore, to argue about strategy, to laugh at missteps, and to marvel at clever plays. They were reminders that even in a slow gaming season, it only takes a few good plays to make the hobby feel alive again.

Exploring the Chaos of Adrenaline

The first game that came to the table during this recent burst of gaming was Adrenaline, a game that has long been the subject of curiosity. Marketed by many as the board game equivalent of a first-person shooter, it carries with it the expectation of fast-paced action, chaotic confrontations, and the thrill of pulling off big, cinematic combos. Yet it only takes a single play to realize that the comparison is more of a marketing shorthand than a literal description. There is nothing “first-person” about the perspective of the game. Instead, players look down upon a carefully crafted arena map, plotting their moves with cool calculation rather than twitch reflexes.

Adrenaline is, at its core, a game about resource management disguised as a frenetic shootout. Players must carefully gather ammo cubes, select weapons, and manage their positioning on the board to maximize their damage output. There is satisfaction in stringing together an attack that chains multiple effects, catching multiple opponents in its blast radius, and watching the damage track fill up. The moments where you land a perfect shot feel rewarding, even if they are the result of careful planning rather than sudden improvisation.

One of the most fascinating aspects of Adrenaline is how it abstracts violence. Despite being about shooting other players with bizarre sci-fi weapons, it never feels particularly violent or mean-spirited. There is no player elimination, and when your character is “killed,” you simply respawn somewhere else and keep fighting. It becomes more about efficiency and clever sequencing than about vengeance. This gives the game a surprisingly lighthearted tone, and it often ends with players laughing at the absurdity of the situation rather than taking anything personally.

The pacing of the game is relentless, but not in a punishing way. You always have options, even when you are low on ammo or surrounded by opponents. It is this constant pressure to make the most of your turn that keeps the game engaging from start to finish. That said, the game is not without its flaws. The process of reloading weapons can sometimes feel like a chore, and spending an entire turn just to pick up ammo cubes can feel underwhelming compared to the excitement of pulling off a big attack. This is where the game’s design reveals its puzzle-like nature — it rewards thinking several turns ahead and managing your resources so that you are never left helpless.

In the end, Adrenaline works best as a game about big moments rather than long-term strategy. It is the perfect game for a night when the goal is to laugh, shoot lasers at your friends, and revel in the ridiculousness of the weapons and effects. It may not satisfy those looking for a deep, tactical experience with a strong narrative arc, but it succeeds brilliantly as a high-energy romp that creates memorable moments every time it hits the table.

The Weight of History in Ave Roma

From the frenzied arena of Adrenaline, the next game brought to the table was Ave Roma, a game that stands in stark contrast. Where Adrenaline is colorful and chaotic, Ave Roma is contemplative and steeped in history. Its Roman theme is immediately appealing to anyone with a fascination for the ancient world, and its mechanics are designed to evoke the sense of a society where influence, resources, and careful planning determined success.

Ave Roma introduces a clever twist on the classic worker placement formula by using numbered workers. Rather than having identical pieces that can be placed anywhere, each of your workers is tied to a specific value, and that value determines what actions are available or how powerful those actions are. This adds an extra layer of strategy to the game, as you must not only decide where to place your workers but also when and how to use the higher- or lower-value ones. It forces you to think several steps ahead, anticipating which spaces will be most contested and which workers to hold back for later turns.

One of the immediate challenges of Ave Roma is its presentation. For players who backed the game at a crowdfunding level that included multiple expansions and add-ons, the initial experience of opening the box can be overwhelming. Sorting through the components, figuring out which pieces belong to which variant or expansion, and deciding what to include in the first play can feel like a game in itself. This is the sort of barrier that can delay a game’s first appearance on the table — it is not just a matter of learning the rules, but of assembling a playable version from a sea of cardboard.

Once the game is set up and play begins, however, Ave Roma rewards the effort. It is a game that rewards efficiency and planning, but it is not so punishing that a single mistake ruins your entire session. Players can pursue multiple paths to victory — focusing on building projects, gathering resources, or gaining favor in the Senate — and the interplay between these paths creates a satisfying tension. The numbered workers ensure that no two rounds feel the same, and they prevent the game from falling into a purely rote pattern of action selection.

The experience is not perfect. The board can feel cluttered at times, and some players find the iconography difficult to parse on the first play. The rulebook, while functional, can leave some ambiguities that require house ruling or online clarification. But despite these minor frustrations, Ave Roma manages to carve out a unique space among worker placement games. It has a personality and depth that make it worth revisiting, and it rewards groups who are willing to explore its nuances over multiple plays.

Caylus and the Beauty of Precision

If Ave Roma represents an innovative twist on a classic genre, Caylus stands as one of the original pillars of that genre — a game so influential that it has shaped the design of countless others. Sitting down to play it for the first time feels a little like stepping into gaming history. It is a chance to experience for yourself what so many others have praised, and to see whether its reputation as a masterpiece holds up after years of newer, flashier releases.

What becomes immediately clear is that Caylus is a game about precision. Every decision matters, and there is very little randomness to bail you out if you make a mistake. This is a game that rewards long-term planning, careful timing, and the ability to read the intentions of other players. It is also a game that embraces a certain degree of meanness — the threat of the Provost, who can move up and down the road to block the use of buildings, adds a deliciously tense element of player interaction.

Caylus is not a game that tries to seduce you with theme or flashy components. Its art is functional rather than beautiful, and its story is mostly implied rather than explicit. But this minimalism allows the mechanics to take center stage, and what mechanics they are. The sense of building something together, of watching the road fill with new buildings that open up fresh possibilities, creates a feeling of progress and growth that is deeply satisfying. At the same time, the competition for limited spaces ensures that you can never become complacent — there is always pressure to act efficiently and anticipate the moves of your opponents.

The first play of Caylus can be intimidating. There are many moving parts to track, and the order of operations matters a great deal. New players may feel overwhelmed by the number of options available at the start, but as the game progresses, a rhythm begins to emerge. The tension builds steadily as the castle nears completion and the stakes of each decision rise. By the final rounds, every action feels weighty, every worker precious.

Caylus is often described as a “mean” game, but it is more accurate to say that it is unforgiving. It does not coddle players or soften the consequences of mistakes. And yet this is precisely what makes it so satisfying for many players — when you do well, it feels earned. Victory is the result of good planning, clever timing, and a little psychological insight into your opponents’ intentions.

The experience of playing Caylus for the first time can feel like a revelation. It strips away the extraneous elements of many modern games and focuses on pure strategy. It is not a game for every night — its intensity and length can make it a challenge to bring to the table regularly — but it is a game that rewards those who are willing to engage with it deeply.

Buffy the Vampire Slayer: The Board Game and Nostalgia at the Table

There is something inherently charming about playing a game that is tied to a piece of pop culture you love. Buffy the Vampire Slayer: The Board Game carries that kind of charm right out of the gate. For fans of the show, even just seeing the characters on the table and being able to step into their roles for an evening is enough to spark a wave of nostalgia. In my household, Buffy has always been a shared favorite, a series that we watched together and rewatched over the years, quoting lines and discussing favorite episodes. So it was inevitable that the game would eventually find its way to our table.

First impressions were mixed. The components are serviceable but not spectacular, and there was a twinge of disappointment at the absence of certain beloved characters like Faith and Tara. For a game based on a world with such a rich ensemble cast, leaving out major figures feels like a missed opportunity. This is especially noticeable for fans who want to recreate the dynamics of the show in their gameplay, pairing characters together, or pitting them against their most iconic villains.

Mechanically, the game feels like a lighter, faster version of a cooperative adventure game such as Eldritch Horror or Arkham Horror. There are locations to explore, cards to draw that advance the story, and a “Big Bad” to fight in the end. But where those other games build dread over the course of hours and present players with relentless challenges, Buffy feels relatively forgiving. In our playthrough, we never truly felt like we were on the brink of disaster, which blunted some of the tension. The event cards, which are supposed to represent the rise of evil and the obstacles facing the heroes, often landed with a soft thud, barely slowing us down.

This is not to say that the game was without merit. It is fast to play, relatively easy to teach, and it captures enough of the Buffy flavor to entertain fans who are not regular board gamers. The act of teaming up with friends to fight vampires, collect clues, and take down the villain is inherently fun. But for those looking for a truly challenging cooperative experience, Buffy may not scratch that itch unless modified with variants or house rules that increase difficulty.

One potential solution we found was to increase the pace of the villain’s actions and add more punishing effects to the event deck. This brought some urgency to the table and made the decisions feel more consequential. In a game like this, tension is key — you want to feel like you are just barely keeping things together, that every turn is crucial. Once we adjusted the difficulty, the game came alive in a way it hadn’t before.

Even with its flaws, Buffy the Vampire Slayer: The Board Game remains a worthwhile experience for fans. Sometimes, the goal of a game night is not just to optimize victory points or prove strategic superiority — it is to step into a familiar world and relive stories you love with friends who share that connection. In that sense, Buffy succeeds. It may not be the deepest or most innovative game, but it delivers a dose of nostalgia, and that alone can make for a memorable evening.

Santorini and the Power of Simplicity

After a cooperative romp through Sunnydale, the shift to abstract strategy games provided a refreshing change of pace. The first of these was Santorini, a game that has been the darling of many reviewers thanks to its elegant design and striking table presence. Our first experience with it, however, was not with the beautiful retail edition but with a makeshift version assembled from simple cubes — a testament to the strength of the underlying design that it can still function even without its trademark miniature buildings and adorable god cards.

Santorini’s core rules are as simple as they come: move a worker, build a block, try to climb to the third level before your opponent. This simplicity is deceptive, however, because the game quickly reveals its depth. Every move is a puzzle, every build is a way to advance your position or block your opponent. The game rewards foresight and the ability to visualize several moves ahead, and even a single mistake can open the door for your opponent to win.

The god powers add an extra layer of spice, turning what is otherwise a pure abstract into something more dynamic. They create asymmetry, forcing players to adapt their strategies and find clever ways to exploit their special abilities while mitigating those of their opponent. This keeps the game fresh across multiple plays, though it also introduces balance considerations — some god combinations can create lopsided matchups, and part of the challenge is finding fair pairings that still offer interesting interactions.

Despite all these positives, Santorini did not entirely live up to the hype for us. Perhaps it was the lack of the official components that dulled the experience, or perhaps it was that the game, for all its elegance, can feel short and swingy. A single well-timed move can end the game abruptly, leaving one player feeling like they lost not because of poor play but because they missed a single opportunity. This is part of the appeal for some players, but for others, it can feel anticlimactic.

Yinsh and the Art of Long-Term Planning

If Santorini is about spotting tactical opportunities and capitalizing on them quickly, Yinsh is about setting up long-term strategies and thinking several turns ahead. It is one of the most elegant abstracts ever designed, and it scratches the itch for a game that rewards deep planning.

The game’s premise is simple: place rings, flip markers, and try to create lines of five of your own color. The twist is that every time you complete a line, you remove one of your own rings, bringing you closer to victory but also reducing your future options. This creates a fascinating tension between short-term gain and long-term positioning. It is not enough to simply score points — you must think about what the board will look like after you do so and whether you are leaving yourself vulnerable.

What makes Yinsh so satisfying is how it rewards players for thinking in layers. You are not just reacting to the current board state; you are planning traps, setting up double threats, and forcing your opponent into positions where they cannot stop you. It is a game of gradual escalation, where the tension builds turn by turn until a decisive sequence of moves resolves the match.

The game is also beautiful in its minimalism. The components are clean, the rules are easy to teach, and yet the decision space is vast. Every game feels different, and each match becomes a kind of duel of minds. When you win, it feels like you outthought your opponent rather than simply taking advantage of a lucky break.

Onitama and the Dance of Duelists

Rounding out the trio is Onitama, a game that feels like a distillation of martial arts into cardboard form. Played on a small 5×5 board, it is about outmaneuvering your opponent’s master and capturing them, or moving your own master into the opposing temple. The brilliance of Onitama lies in its card system — each card shows a move pattern, and once you use a card, it rotates to your opponent, meaning they will have access to that move later. This creates a constant back-and-forth, a rhythm that feels almost like a choreographed fight.

Unlike many abstracts, Onitama is relatively quick to play, often lasting only 10–15 minutes. But within that short timeframe, there is a remarkable amount of depth. The game rewards patience, careful positioning, and the ability to anticipate not only your opponent’s current options but their future ones once they gain access to your used card. Every move feels deliberate, every decision a small risk.

The component quality of Onitama also deserves mention. Even in its most basic edition, it comes with beautiful, large cards and a roll-up mat that makes setup and teardown quick and painless. These tactile elements make the game inviting and elevate the experience beyond its simple mechanics.

In the end, Onitama sits in a sweet spot between accessibility and depth. It is easier to teach than Yinsh and quicker to play, making it a great filler or warm-up game. But it still has enough strategic meat to be satisfying for players who enjoy planning and clever play.

Finding Balance Between Playing and Collecting

One of the most telling moments of this gaming period was not actually during a game night but during the moment of reflection afterward, when you realized that you had purchased more games despite already having a backlog to work through. This is one of the most relatable experiences in the hobby — the eternal dance between playing the games you own and acquiring new ones that promise to be even more exciting. For many hobbyists, the collection is not just a library of entertainment but a kind of personal museum, a curated selection of design ideas and themes that represent one’s interests and personality.

And yet, there is always that tug of guilt when the percentage of “played” games stagnates. In this case, roughly sixty-five percent of the collection has been played, which is a respectable number by any metric, but it still leaves a significant portion unexplored. This tension is common: the desire to experience everything and the recognition that time is finite. Each new acquisition adds to the sense of excitement but also increases the pressure to get it to the table.

The recent weeks of gaming reflect an attempt to push back against that backlog and give attention to titles that have been sitting on the shelf. This is part of what made these sessions so varied — jumping from chaotic damage-dealing in Adrenaline to the careful number-crunching of Ave Roma, from the punishing elegance of Caylus to the lightweight cooperative fun of Buffy, then closing with the mental duels of Santorini, Yinsh, and Onitama. These plays serve as a reminder that variety can be revitalizing. Too much of one type of game can make the hobby feel stagnant, but mixing heavy and light, competitive and cooperative, and thematic and abstract creates a more satisfying overall experience.

The Emotional Arc of Game Nights

What stands out most about this stretch of gaming is how each session provided its own emotional journey. Adrenaline offered a chance to laugh, to revel in the chaos, and to enjoy the spectacle of landing a big combo even if victory was not guaranteed. Ave Roma, by contrast, was more cerebral — a chance to explore an intricate system, experiment with strategies, and think carefully about efficiency. Caylus provided a test of precision and timing, the kind of game where players lean forward in their seats and agonize over every worker placement.

Then there was Buffy, which served as a lighter palate cleanser. The stakes never felt too high, which might have made it less memorable as a competitive experience, but made it easier to simply enjoy being in that world. The night closed with abstract games that demanded pure focus — Santorini with its quick tactical puzzles, Yinsh with its deep strategic traps, and Onitama with its elegant dueling patterns. Each game scratched a different itch, and collectively they formed a satisfying mosaic of experiences.

This highlights an important point: game nights are not just about playing a single title but about crafting an arc, a sequence of experiences that complement one another. Heavy games are more rewarding when balanced by lighter ones, and intense head-to-head battles are more fun when broken up by moments of shared laughter or cooperation. Curating that arc — knowing which games to start with, which to end on, and how to maintain energy levels throughout the evening — is one of the underrated skills of a good host or organizer.

The Role of Nostalgia and Theme

Another throughline in this set of plays is the power of theme. Buffy was chosen not because it promised a revolutionary mechanical experience but because of what the show means to the players. Similarly, the Roman theme of Ave Roma provided extra motivation to get it to the table, and even Adrenaline’s odd sci-fi setting became part of its charm. Theme often acts as a gateway, a reason to pull something off the shelf in the first place.

Nostalgia can be a double-edged sword, however. When a game tied to a beloved property does not fully deliver — whether because of mechanical simplicity, missing characters, or a lack of tension — it can feel like a letdown. But even then, there is often a baseline level of enjoyment just from inhabiting that world for a short time. This is why theme-heavy games, even when flawed, can remain in collections longer than their purely mechanical counterparts — they are more than just systems; they are experiences tied to memories and emotions.

The abstract games at the end of this run of plays serve as an interesting counterpoint. They are stripped of their theme entirely, relying solely on their mechanics to create drama and excitement. And yet, they manage to generate emotional highs and lows just as effectively. This shows the breadth of the hobby — that a cube-based duel like Yinsh can be just as thrilling as a vampire-slaying adventure in Sunnydale.

The Question of Sharing the Experience

The final reflection from this period of gaming concerns whether or not to include pictures when writing about these sessions. There is merit to the argument — photographs can bring the games to life for readers, showcase the table presence, and make the narrative more visually engaging. Seeing the colorful cubes of Adrenaline or the growing towers of Santorini can create a sense of immediacy that words alone sometimes struggle to convey.

At the same time, adding pictures is a commitment, one that can slow down the process of documenting plays. For some, the act of writing about games is as much for personal record-keeping as for sharing with others, and adding a photography step can make the process feel like work. The balance, then, is between accessibility and authenticity — whether the goal is to create a polished, shareable recap or simply to capture personal thoughts and impressions for later reflection.

In many ways, this mirrors the balance within the hobby itself: the push and pull between playing and collecting, between optimizing strategy and just having fun, between sharing experiences widely and keeping them as private memories. Just as there is no single “right” way to play games, there is no single “right” way to write about them. The most important thing is that the process remains enjoyable and meaningful.

Looking Ahead

As the schedule hopefully opens up and more time becomes available for gaming, there is an opportunity to continue this process of exploring the backlog and discovering which titles truly deserve a permanent place on the shelf. Some games will shine, others may fade into the background, and still others may be traded away to make room for new acquisitions. This is the natural evolution of a collection, a cycle that keeps the hobby fresh.

The key takeaway from these past couple of weeks is that the spark is still there. Even when gaming slows down, even when life gets busy, sitting down at the table and opening a box can still provide moments of joy, surprise, and connection. Whether it is shouting in triumph after killing a Shoggoth in Adrenaline, plotting a clever move in Yinsh, or simply laughing at a silly Buffy event card, these moments remind you why you fell in love with the hobby in the first place.

Closing Thoughts

Looking back over this recent stretch of game nights, what stands out most is not any single title but the variety of experiences that came together to form a surprisingly rich tapestry of play. Each game offered something different — a new set of decisions to puzzle through, a new atmosphere to immerse in, a new set of laughs or tense moments to share with friends. That variety is what keeps the hobby vibrant, even during times when the pace of play slows down and life outside the gaming table gets busy.

The temptation to focus only on the backlog, to treat the collection as a to-do list that must be worked through, is understandable but can also risk turning a source of joy into a chore. What this period of gaming shows is that the value lies less in completion and more in curation. Some nights will be about diving into a heavy worker-placement challenge like Ave Roma or Caylus, others will be about chaotic fun like Adrenaline, and still others will be about quiet head-to-head duels with abstract games like Yinsh and Onitama. Together, these sessions make up something larger than the sum of their parts — a shared journey through the medium of games.

Theme played a surprisingly strong role in this series of plays, from the Roman senators of Ave Roma to the demon-hunting of Buffy. Even when the mechanics of a game did not fully click, the act of stepping into a familiar world or aesthetic brought an added layer of enjoyment. It’s a reminder that games are not just exercises in efficiency or optimization but little machines for creating stories and memories. Whether those stories are of outsmarting your friends in a duel, laughing over the absurdity of being crushed by cultists, or remembering a favorite TV series, they are what linger long after the pieces are put away.

Another key lesson is the importance of flexibility. Some games will click with the group immediately, others will take time to fully appreciate, and some may never quite find the right audience. Rather than seeing that as a failure, it can be seen as part of the process of discovery. A game that seems too light at first might shine as a filler at the right moment, and a heavy title that seems daunting may become a favorite once its systems are internalized. The act of giving games a fair chance — and revisiting them under different conditions — is part of what makes the hobby rewarding.

Finally, there is the question of sharing these experiences. Whether through writing recaps, taking photos of the table, or simply recounting the night’s highlights to a friend, the act of reflecting on play deepens the experience. It creates a record not just of what was played but of how it felt to play it. Over time, those reflections form a narrative of one’s growth as a gamer — the shifting tastes, the memorable moments, the friends who came and went.

In the end, this season of play serves as a reminder that the hobby does not need to be rushed. The backlog will always be there, and new games will always appear on the horizon, but each night at the table is an opportunity to connect, to think, to laugh, and to experience something unique. Whether it is a competitive duel, a cooperative struggle, or a lighthearted romp through a favorite fictional world, what matters is that the game brings people together and creates moments worth remembering. That is what keeps the dice rolling and the cards shuffling, even after the longest day.