When I look back at my life through the lens of cards, it almost feels as though every decade has its own deck, its own rules, and its own set of memories shuffled together into something that still feels alive whenever I pick up a game today. My earliest recollections of card play go back to the 1980s, when I was still an adolescent. For me, the story of cards is a story of family—of my father, of my maternal grandfather, of vacations where laughter and competition lived side by side, and of the kind of simple games that carved themselves into memory precisely because they were played over and over again without concern for mastery or strategy.
The game that shines brightest in those years is Uno. It was more than a pastime—it was a ritual during our trips to Florida. Days seemed longer there, the kind of lazy heat that makes children restless and parents indulgent. To pass the time, we would sit down around the table with bright plastic cards that felt so different from the muted tones of a traditional deck. Uno was endlessly replayable, not because it was particularly deep, but because it rewarded the dynamics of family interaction. Every skipped turn, every “Draw Four,” every gleeful shout of “Uno!” set off a chain reaction of teasing, laughter, and the sort of mock indignation that gave the game its joy.
Evenings were reserved for Trivial Pursuit. The adults pretended to hold the intellectual advantage, but the children weren’t left behind for long. Teams were formed, alliances were forged across generations, and victories were shared. It wasn’t only about who knew what—it was about belonging, about the way a game could level the field between an adult and a child, allowing both to feel clever, both to contribute. If Uno was the soundtrack of our afternoons, Trivial Pursuit was the lively debate of our nights.
Uno carried on when the vacations ended. We played at home too, and though many gamers later grew tired of it or dismissed it as a simple family filler, I never learned to hate it. The sheer volume of play I experienced etched it into my personal history. Every card from that deck is tied to a thousand smiles and a thousand little victories. It’s impossible for me to look at Uno and feel anything but warmth.
But Uno wasn’t alone. My father, ever the teacher, introduced us to Rummy. The lesson was as much about life as it was about cards, because he explained to us why “rum” and “gin” weren’t things young people should chase. I don’t remember endless nights of playing Rummy, but I do remember the rules settling into my mind, the idea of sets and runs, the neat order of it. Rummikub eventually replaced Rummy in our household, with its tactile tiles and racks making the game feel fresh and inviting. It was a bridge from the old to the new, and it stuck around far longer in our rotation.
Beyond those structured evenings, there were the “kiddie” games with my younger sister. We played Old Maid, Go Fish, and the endless flipping of cards in War. I don’t remember keeping score or even caring about who won most of the time. The games were excuses to sit together, to share laughter, and sometimes to outwit each other in childish ways. There was also the mischievous joy of springing “52 Pick-Up” on unsuspecting victims—a prank disguised as a game, but one that carried with it the intoxicating feeling of being clever, of having pulled one over on someone else. For a child, those moments were golden.
As the 1980s gave way to the 1990s and I entered my teenage years, the world of card play expanded dramatically. The arrival of Magic: The Gathering changed everything. I still remember those first starter packs, the feel of cracking open a new deck, the sense of mystery and potential locked in every card. At that time, Magic wasn’t the polished, professionalized juggernaut it would later become. It was raw, experimental, and for a teenager, absolutely intoxicating. We played with decks that made no sense, filled with mismatched colors and cards that required lands we didn’t yet have. Strategies were non-existent; it was the thrill of play itself that mattered.
Back then, ante was part of the rules, and we were reckless enough to use it. The stakes were small, but they felt enormous when you were a teenager risking your favorite card. We even went further with “Iron Man” multiplayer games, where the losing cards were torn up, destroyed forever. Looking back now, it feels absurd, almost sacrilegious, but in the moment it was exhilarating. The permanence of destruction gave weight to every decision. The winner walked away not only with bragging rights but with the survivors of a card battlefield that would never be restored.
Magic wasn’t the only collectible card game we tried, though it was the only one that truly took root. Wyvern had its moment for me, and I still look back fondly on the memory of playing it. It didn’t survive in the long run, but in those years, it offered a fresh twist, a different path to explore. I tried others as well, though most faded quickly, unable to compete with the magnetic pull of Magic.
Somewhere in the mid-90s, I gave all of my Magic cards to a friend. I didn’t know then what those cards might be worth someday, but it didn’t matter. I was moving on, and the memories were enough. My Wyvern cards disappeared too, though I can’t quite recall where they went. What remains is the echo of those games, the hours spent experimenting, laughing, and arguing over rules.
Not every game was serious. Lunch Money entered my life, a darkly humorous take on schoolyard fights distilled into a deck of cards. It was brash, silly, and surprisingly fun. Groo: The Game was another highlight, a delight for us fans of the comic character. Those games weren’t about depth; they were about style and humor, about capturing a mood and giving friends a reason to gather around a table.
Yet even in that decade of experimentation and discovery, there was a notable absence. Traditional playing cards, the standard fifty-two, faded into the background. I don’t remember evenings of poker or long sessions of bridge. If anything, I dabbled in card magic with friends, learning tricks and sleights, but not games. The classic deck receded, displaced by the bright illustrations of Uno, the collectible allure of Magic, and the thematic oddities of niche card games.
If adolescence was about discovery and reckless enthusiasm, my twenties were a different kind of story—one that began with absence. The early 2000s, for me, were strangely devoid of cards. I don’t have memories of sitting around tables with friends flipping decks or of late nights testing out new releases. In fact, I don’t remember playing any card games at all in those first years.
It was a quiet gap in my gaming life, one that stands out all the more because of how full my teenage years had been. I had poured countless hours into Uno and Rummikub, experimented wildly with Magic: The Gathering, even flirted with odd little games like Lunch Money. And then, suddenly, nothing.
In hindsight, that gap makes sense. Early adulthood is a strange transition. Between work, school, relationships, and figuring out who you’re supposed to be, there isn’t always time for games. The energy that had once gone into cards shifted elsewhere. But the gap didn’t last forever.
Everything changed in 2006. That was the year I found my way into a gaming community in Buffalo. It started small—an invitation here, a gathering there—and soon grew into something much larger. Suddenly, I was surrounded by people who not only loved games but had entire collections of them, people eager to teach, to share, to introduce new experiences. It was a revelation.
Board games were the main attraction. Settlers of Catan, Carcassonne, Puerto Rico, and dozens of other titles rolled across the table. I learned quickly, sometimes fumbling through rules, sometimes surprising myself with victories. But card games were there too, woven into the fabric of that community, and they began to reassert themselves in my life in ways I hadn’t anticipated.
One of the first that left an impression was Havoc: The Hundred Years War. I didn’t know it at the time, but Havoc was essentially a poker-style game dressed up in medieval conflict. Players built hands over rounds, trying to create the strongest possible combination. It was my first taste of something resembling poker, a game I had somehow never actually played.
Confession: to this day, I’ve never played real poker. I know the basics—pairs, straights, flushes—but if you put me at a table with money on the line, I wouldn’t trust myself to tell you which hand beats another. It’s almost embarrassing, given how iconic poker is, but it just never became part of my personal history.
So Havoc was my substitute. It gave me a glimpse of what poker-style play could be without the baggage of gambling or the pressure of seasoned players. I remember enjoying it, though my memory of the specifics has grown hazy over time. Still, it was important, because it cracked the door open for a new phase of card gaming.
Around this time, I also discovered a group of games that would shape much of the decade for me—modern card games that weren’t collectible like Magic, but still offered depth, personality, and replayability. Titles like Bohnanza, Lost Cities, Pick Picknic, You’re Bluffing, Mamma Mia, Coloretto, 6 nimmt!, and No Thanks! entered my life and never truly left.
Bohnanza, with its quirky bean trading and strange rule about not rearranging your hand, became a favorite. It was a game about negotiation, about convincing others to give you what you needed, about bartering beans as though they were priceless treasures. The humor of it, combined with the genuine strategy, made it endlessly entertaining.
Lost Cities was another standout. A two-player duel of exploration and risk, it offered a simplicity that belied its tension. Do you press forward on a dangerous expedition, or do you hold back and wait for better cards? Every decision carried weight, and every play felt like a gamble. It became one of those games I could play over and over without it ever feeling stale.
Then there were lighter titles like Mamma Mia, with its pizza-making theme, or Pick Picknic, where chickens schemed against each other. Coloretto brought its clever color-collecting mechanism, while 6 nimmt! turned card placement into chaos. No Thanks! stripped gaming down to a handful of numbered cards and chips, proving that elegance and tension could come from the simplest of designs.
What united all these games was their accessibility and their charm. They weren’t intimidating, and yet they had enough depth to keep people coming back. They became staples of my collection, games I could bring out with friends, with family, with newcomers. They were my entry point into modern card gaming, and they remain, even now, among the most important games I’ve ever played.
Then, in 2008, I had an encounter that would shape my appreciation for a particular type of card game: trick-taking. On the same day, I played two new games—Ziegen Kriegen and Too Many Cooks.
Too Many Cooks didn’t stick. I can barely recall the rules, and I never returned to it. But Ziegen Kriegen was different. Something about it clicked immediately. It wasn’t just about playing the right card at the right time—it was about predicting, about reading the table, about turning chaos into order. The game had a mischievous spirit, with goats running riot through the tricks, but beneath the humor was a structure that fascinated me.
That one play turned into many more, and before long Ziegen Kriegen had cemented itself as a favorite. It wasn’t just another card game—it was a revelation. Trick-taking, I realized, was a genre all its own, rich with possibilities and history. I had only scratched the surface, but already I could sense the depth waiting to be explored.
Looking back now, my twenties feel like a decade of rediscovery. The first half was empty, a lull where cards vanished from my life. But the second half was an explosion, a rediscovery not just of cards, but of gaming itself. Meeting that community in Buffalo was a turning point. It pulled me back into the hobby with a force I couldn’t resist, and it gave me a new appreciation for what card games could be.
It was also a decade of building. Unlike the reckless abandon of my teens, where I tore up Magic cards in Iron Man matches or gave away collections without a second thought, my twenties were about laying a foundation. I was starting to see what kinds of games I actually enjoyed, which ones resonated with me, which ones were worth owning and replaying.
That foundation would carry me into my thirties, where I would not only share these games with friends, but also introduce them to my children. But in my twenties, the story was about exploration, about tasting as many new flavors as I could, about discovering that the world of card games was far larger than I had ever imagined.
The decade ended with me firmly entrenched as a card gamer, though still not an expert. I had favorites, I had collections, I had communities. I had a sense of identity within the hobby. And though poker remained a mysterious stranger and Too Many Cooks faded from memory, Bohnanza, Lost Cities, Coloretto, and especially Ziegen Kriegen became permanent fixtures in the story of my life with cards.
If my twenties were the decade of rediscovery, then my thirties were the decade of integration. It was no longer about finding games or figuring out where they fit in my life—it was about weaving them into the fabric of daily existence. Gaming stopped being a personal diversion and instead became a shared practice, something I offered to friends, to communities, and most importantly, to my family.
By the time 2010 rolled around, I had accumulated a respectable library of modern card and board games. The collection wasn’t massive—nothing like the people who dedicate entire basements to neatly shelved expansions—but it was enough to cover a wide range of moods and audiences. And in this decade, I found myself returning again and again to the humble deck of cards, whether it was the quirky specialty games from Europe or the classic 52-card standard deck that had existed long before I was born.
Building Family Traditions
One of the most profound shifts of my thirties was that card games became a family affair. Children change everything, of course, and gaming is no exception. At first, they’re too young—more likely to scatter cards across the floor or chew on them than to sit down and learn rules. But as they grew, the doorway opened, and suddenly card games weren’t just about me or my gaming friends. They became a bridge between generations.
Games like No Thanks! and Coloretto proved invaluable here. Their rules were simple enough that kids could pick them up quickly, but they still carried enough strategic bite to keep adults engaged. I remember the joy of teaching these games at the kitchen table, watching the gears turn in young minds as they began to see the patterns, the possibilities, the little tricks of bluffing and timing.
There’s something beautiful about watching a child realize they can outplay you. That little grin of victory, the moment they know they’ve beaten the adult at their own game—it’s priceless. And card games, with their balance of luck and skill, provided the perfect stage for those moments.
Other family staples included 6 nimmt! with its chaotic cascades of numbered cards and Mamma Mia, where pizza recipes and memory collided in hilarious ways. Even when the kids weren’t old enough to play perfectly, they could still participate, still feel included, still experience the ritual of sitting down together with cards in hand.
And then there was The Game. Released in 2015, this cooperative card game took the simplicity of a numbered deck and transformed it into a tense puzzle of ascending and descending stacks. The Game was the kind of design I loved introducing to people—it looked utterly plain at first glance, almost laughably so, but within minutes it revealed a depth and tension that hooked players. My family came to adore it, and it became one of our most-played titles of the decade.
Community and the Wider Hobby
While family play grew steadily, my thirties also saw me dive deeper into community gaming. By this time, board game cafés were springing up in cities, conventions were drawing thousands, and hobby gaming had entered a golden age of sorts. No longer confined to the niche corners of comic shops or university clubs, games—especially card games—were becoming part of mainstream culture.
I attended more game nights than I could count, hosted gatherings, and kept expanding my repertoire. Trick-taking games became a particular passion, building on the spark lit by Ziegen Kriegen in my twenties. I started exploring classics like Wizard, Skull King, and Tichu, as well as modern reinterpretations that twisted the formula in clever ways.
What I loved about trick-taking was the blend of tradition and innovation. On one hand, it felt timeless—games of Hearts, Spades, and Euchre have been played for centuries. On the other, designers were constantly reinventing the genre, adding powers, asymmetry, or thematic flourishes. Every new trick-taker I encountered felt like a dialogue between the past and the present.
The thirties were also when I grew more attuned to how games travel between cultures. Many of the card games I adored—Bohnanza, Coloretto, The Game—came out of Germany’s design tradition, where elegance and accessibility are prized. Meanwhile, Japanese microgames began arriving in the hobby, offering minimalist packages with surprising depth. Titles like Love Letter showed how just 16 cards could sustain endless intrigue.
I remember being floored the first time I played Love Letter. The entire thing fit in a tiny pouch. The rules were learned in minutes. And yet the psychological tension—who had the Princess, who was bluffing, who was at risk—was incredible. It was proof that card games didn’t need sprawling decks or elaborate mechanics to create drama.
That revelation reshaped how I thought about gaming. It wasn’t about more, bigger, or flashier. Sometimes, it was about less—about distilling the experience down to its purest form.
Sleeves, Collectors, and My Ongoing Rebellion
Of course, while the broader hobby embraced card protection and elaborate storage solutions, I remained stubbornly committed to my “death to sleeves” philosophy. I never liked sleeves. They dulled the tactile feel of shuffling, made the cards slippery, turned the organic wear of play into something sterile. For me, part of the charm of cards was that they aged with you. The corners bent, the edges frayed, the surfaces softened under countless hands.
To me, a sleeved deck looked like a deck preserved in amber—pristine but lifeless. I preferred the grit, the imperfection, the little reminders of sessions gone by. Maybe that meant my cards wore out faster, but I accepted that. Games, after all, are meant to be played, not preserved in shrink wrap for eternity.
This philosophy sometimes made me an oddball in gaming circles. Collectors would gasp when I casually riffle-shuffled unsleeved cards. People would warn me about damaging valuable games. But I didn’t care. My personal history with card gaming was never about value or preservation—it was about play. If a game wore out, that meant it had been loved, and wasn’t that the point?
Expanding the Palette
Beyond trick-taking and family fillers, my thirties were also when I experimented with hybrid games—those designs that blended cards with boards, dice, or role-playing elements. Deck-building, in particular, exploded during this decade, starting with Dominion.
Now, Dominion technically appeared in 2008, but it wasn’t until the early 2010s that I started engaging with it and the wave of deck-builders that followed. Ascension, Thunderstone, Clank!—these games combined the tactile joy of building a personal deck with the strategic arc of board play.
I never fell as hard for deck-building as some of my peers did, but I respected the design space it opened. It showed how flexible cards could be—not just as static tools for play, but as evolving engines that changed and grew over the course of a game. Even when I didn’t love a particular deck-builder, I was fascinated by what it represented: a whole new chapter in the story of card gaming.
The Emotional Landscape of Play
One thing that struck me throughout the decade was how different card games could feel emotionally compared to board games. Board games often carried a sense of structure, of moving pieces on a map, of building something tangible. Card games, by contrast, felt sharper, more immediate, more psychological.
A single play of a card could change everything—an unexpected reversal, a devastating trick, a perfectly timed bluff. There was an intimacy to it, too: the glance across the table, the raised eyebrow, the nervous shuffle. Cards invited direct engagement with other players in a way that cardboard maps or wooden cubes sometimes obscured.
In my thirties, I came to appreciate this quality more deeply. Whether I was playing with family, friends, or strangers, card games created moments of connection—surprise, laughter, groans, triumphs. They were small-scale, portable, and endlessly repeatable, but their impact was profound.
Closing the Decade
By the end of my thirties, I no longer thought of myself as someone who “dabbled” in card games. I was, without question, a card gamer. The genre had become central to how I understood play, how I connected with others, and even how I thought about design and creativity.
If the thirties were the decade of family traditions and community gaming, then my forties have been the decade of resilience and adaptation. The 2020s began with upheaval. The COVID-19 pandemic reshaped everything—our work, our routines, our sense of connection—and gaming, card gaming included, had to find its place in that new landscape.
Suddenly, gathering around a table wasn’t always possible. Friends couldn’t meet at cafés or conventions. Families had to negotiate health risks before inviting relatives over for dinner, let alone a casual game night. And yet, card games proved remarkably resilient. They shrank to fit the spaces available, sometimes becoming solitary pastimes, sometimes moving online, sometimes adapting to outdoor settings or carefully managed pods.
Gaming in a Time of Distance
I remember those early pandemic months vividly. The world was uncertain, and everything felt on pause. My shelves of games loomed in the background like unopened doors to a world we couldn’t quite access. For a time, it seemed gaming might fall away again, as it had in the early part of my twenties.
But slowly, card games crept back in—because they were small, flexible, and easy to share even in restricted settings. I could play a quick round of The Game with immediate family members, or deal out No Thanks! on a kitchen table without setting up elaborate boards or miniatures. When attention spans were frayed and stress levels high, those light, elegant card games felt like lifelines.
Technology also played its role. Digital implementations of classics like Love Letter, Dominion, and Skull King kept communities alive at a distance. Online platforms like Board Game Arena and Tabletop Simulator became new tables where friends could gather, if only through screens. It wasn’t the same as physical cards—the tactile shuffle, the feel of cardboard between fingers—but it was enough to sustain the hobby through isolation.
In those years, I learned that card gaming wasn’t just about the cards. It was about connection. Even when mediated by technology, the laughter, the tension, the shared experience of a good play still carried across.
The Return to the Table
When restrictions eased, the return to in-person play felt almost miraculous. Sitting around a table again, hearing cards slap down, watching real-time reactions—it was like rediscovering a sense of normalcy I hadn’t realized I’d missed so deeply.
By then, my children were older, capable of handling more complex games, and card gaming became one of our central family activities. Games that had once seemed too intricate—like Tichu or Skull King—were now within their reach, and teaching them those classics became a joy.
At the same time, I found myself revisiting the games that had defined earlier decades of my life. Bohnanza still hit the table, as did Coloretto and Lost Cities. These weren’t just games anymore—they were heirlooms of experience, pieces of my personal history that I could now pass down. Each play was a reminder of where I’d been, and a gift to the next generation.
New Discoveries in a Mature Hobby
The 2020s also brought new waves of design, and I found myself once again in the role of explorer. The trick-taking renaissance hit full stride, with innovative games like The Crew taking center stage.
The Crew: The Quest for Planet Nine was a revelation. A cooperative trick-taking game? It sounded impossible—trick-taking had always been about competition, about outwitting opponents. And yet The Crew turned that assumption on its head, using limited communication and shared goals to create an entirely new experience. It was clever, elegant, and utterly addictive.
Playing The Crew reminded me of my first encounter with Ziegen Kriegen. It lit up the same sense of possibility, the realization that trick-taking wasn’t a closed chapter but an evolving form. And this time, I wasn’t just dabbling. I sought out every new variation I could find—Cat in the Box, Inside Job, and others that pushed the genre into strange and delightful directions.
These games proved that even in my forties, even after decades of play, card gaming could still surprise me. It wasn’t just nostalgia driving my love—it was the recognition that the medium itself was still alive, still growing, still capable of offering experiences I hadn’t imagined.
Philosophies of Play
One of the things about aging in a hobby is that your relationship to it matures. In my teens, card games were about intensity and experimentation. In my twenties, they were about rediscovery. In my thirties, they were about sharing. In my forties, they’ve become about reflection.
I’ve started to think more consciously about why I play, about what makes card games so enduring in my life. Part of it is the elegance—how much depth can emerge from so few components. Part of it is accessibility—how easily they can be taught and shared. But mostly, it’s the human element.
Card games are at their best when they connect people. When you’re bluffing across a table, or cooperating silently in The Crew, or groaning collectively as a disastrous play unfolds—those moments are the heartbeat of the hobby. The cards are just paper. The real game is in the faces, the laughter, the small dramas unfolding between players.
And that, I think, is why I’ve never cared for sleeves, why I never became a collector in the preservationist sense. For me, cards aren’t artifacts—they’re instruments. They’re meant to be used, worn, and shared, like a guitar that sounds better after years of playing.
Final Thoughts
Looking back across the decades, what strikes me most is how card gaming has never been just about the cards. From the reckless teenage battles of the 1990s, to the rediscovery of modern designs in my twenties, to the family traditions of my thirties, and finally to the reflective, resilient gaming of my forties—the through line has always been people.
Cards are paper, yes, but they are also memory. They are laughter echoing in a friend’s basement, the quiet concentration of a late-night duel, the joy of a child’s first victory, the steady shuffle of worn decks that have seen years of use. They are both fragile and durable—fragile in material, but durable in the way they carry stories across time.
I began this history with the bold claim of “death to sleeves,” and in a way, that sentiment captures my philosophy of gaming as a whole. Games are not meant to be sealed away or admired from a distance. They are meant to be touched, played, and worn down by living hands. A creased card, a frayed edge, a softened surface—these are not flaws, but signs of life. They are reminders that a game has been shared, that it has done the work it was meant to do.
Each decade brought its own lessons. My teens taught me that games could be wild, immersive, even reckless. My twenties taught me that hobbies can vanish and return, that rediscovery can be sweeter for the absence. My thirties showed me the joy of sharing, of introducing games to family and watching them become traditions. My forties have taught me reflection, selectivity, and resilience—the understanding that games are not just pastimes, but companions through changing times.
What’s next? I don’t know. Perhaps in my fifties I’ll find myself playing fewer games, or perhaps I’ll finally learn poker after all these years. Maybe new designs will astonish me, as Love Letter and The Crew once did. Or maybe I’ll simply keep replaying the old favorites, their edges more worn, their stories more layered.
What I do know is that card gaming will remain part of my life. It always has, through every stage. It is a language I speak fluently, a ritual I return to, a way of being present with others. Whether with friends, family, or strangers, sitting down with a deck of cards always opens the possibility of connection.
And that, in the end, is the heart of it. Not the mechanics, not the collections, not even the games themselves—but the people who gather around the table, who laugh, who bluff, who groan, who cheer. That is what I carry forward. That is why the cards always come back.