{"id":1592,"date":"2025-09-10T08:18:36","date_gmt":"2025-09-10T08:18:36","guid":{"rendered":"https:\/\/www.solitaire-masters.com\/blog\/?p=1592"},"modified":"2025-09-10T08:18:48","modified_gmt":"2025-09-10T08:18:48","slug":"sunderfolk-and-the-ongoing-debate-in-board-gaming-records","status":"publish","type":"post","link":"https:\/\/www.solitaire-masters.com\/blog\/sunderfolk-and-the-ongoing-debate-in-board-gaming-records\/","title":{"rendered":"Sunderfolk and the Ongoing Debate in Board Gaming Records"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">For more than two decades I have kept a record of every board game I have played. What started as a simple log\u2014title, date, players, winner\u2014has turned into a deeply personal archive. Over time, this practice became less about the raw data and more about how one defines the very words at the center of the record. What exactly is a \u201cplay\u201d? Who qualifies as a \u201cplayer\u201d? When is there a \u201cwinner\u201d? And most importantly, what even counts as a \u201cboard game\u201d? These may seem like trivial questions at first glance, but when you spend years carefully documenting your hobby, edge cases inevitably creep in, forcing you to draw lines in the sand.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The act of logging plays is straightforward when everything fits neatly into established patterns. A game is played at a table, pieces are moved, someone wins, someone loses, and a date marks the occasion. But as games themselves evolve, new categories appear, and hybrids between board games, role-playing games, and digital formats blur the boundaries, those definitions become less reliable. If you keep records with consistency, you quickly realize that the semantics of logging plays is almost as fascinating as the games themselves.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The term \u201cwinner\u201d is perhaps the easiest to define. Most board games state explicitly who has won, either by points, survival, or completion of objectives. Cooperative games expand that definition: either the group collectively wins or collectively loses. A tie is a shared victory. Yet even here, anomalies arise. What happens when a cooperative game is cut short? What about games with no win or loss condition at all? Some modern titles are designed around the joy of building, exploring, or storytelling, without assigning a final victor. In such cases, the act of playing together becomes its own victory. By embracing flexibility in the definition, the log can remain inclusive while still true to the spirit of play.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The question of \u201cdate\u201d introduces another subtle complication. Games do not always align with calendars. A long, multi-session campaign may stretch across weeks or months. A single play may begin just before midnight and end well after. Deciding whether to log it on the day it started or the day it ended might sound nitpicky, but for those who keep long-term records, consistency matters. I have resolved it by using the day on which I finish a game, treating late-night sessions as belonging to the day I first woke up. It avoids splitting plays across two days and maintains the rhythm of how I personally experience time. Of course, I\u2019ve never tested this system by crossing the International Date Line mid-session\u2014but perhaps one day that too will become an edge case.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">\u201cPlayers\u201d are another surprisingly complex category. In the simplest sense, they are the people who sit down to participate. But reality intrudes. Sometimes a player steps away and another takes over. Sometimes two people control a single faction together, acting as a team. In these rare cases, I count whichever arrangement best reflects the spirit of participation. If someone meaningfully guided the decisions, they were a player, even if they shared their role. If someone merely observed, they were not. Sloppiness is inevitable, but intent carries more weight than strict technicality.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The thorniest issue is the definition of a \u201cplay.\u201d In the early days, this was easy: one game equals one play. Yet modern design has challenged that notion. Consider a trick-taking campaign like <\/span><i><span style=\"font-weight: 400;\">The Crew<\/span><\/i><span style=\"font-weight: 400;\">. Each hand is a self-contained mission, but together they form an overarching story. Should each hand be counted as a separate play, or is the campaign as a whole one larger play? My approach has been to define a play as the smallest meaningful unit of gameplay that stands on its own. A single hand of <\/span><i><span style=\"font-weight: 400;\">The Crew<\/span><\/i><span style=\"font-weight: 400;\"> counts as a play, just as one game of <\/span><i><span style=\"font-weight: 400;\">Love Letter<\/span><\/i><span style=\"font-weight: 400;\"> does. Conversely, a multi-round game like <\/span><i><span style=\"font-weight: 400;\">Puerto Rico<\/span><\/i><span style=\"font-weight: 400;\"> is a single play regardless of the number of rounds, because you would never play \u201cjust one round\u201d and call it complete. Ambiguities remain\u2014campaign games like <\/span><i><span style=\"font-weight: 400;\">Arydia<\/span><\/i><span style=\"font-weight: 400;\"> or <\/span><i><span style=\"font-weight: 400;\">Mythwind<\/span><\/i><span style=\"font-weight: 400;\"> resist tidy classification. In such cases, I rely on feel, logging what seems to be a coherent unit of experience, even if it amounts to a rough two-hour session.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Then there is the grand question: what counts as a \u201cboard game\u201d? On the surface, the answer is obvious\u2014games played on a board with physical pieces. But the reality is richer. Card games, dexterity games, and even stacking challenges all fit comfortably under the umbrella. Crokinole, despite lacking a traditional board, feels undeniably like a board game. Billiards does not. Beyond that, two categories create the most friction: role-playing games and digital games.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Role-playing games, with their open-ended storytelling, rarely fit the model of play logging. They lack the defined victory conditions, structured rounds, and bounded play sessions of board games. I dabbled in logging RPG sessions but abandoned it, though not without regret. Some RPG-inspired hybrids blur the line. <\/span><i><span style=\"font-weight: 400;\">Battlestations<\/span><\/i><span style=\"font-weight: 400;\">, for instance, is structured like a board game but functions like a role-playing system with a game-master rather than a competitive adversary. It defies neat categorization, but because it exists in a board game format and is catalogued as such, I count it. <\/span><i><span style=\"font-weight: 400;\">Fiasco<\/span><\/i><span style=\"font-weight: 400;\"> too earned a place in my log, despite being more of a storytelling framework than a traditional game. These are the messy compromises that arise when passion collides with semantics.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Digital games pose another set of dilemmas. Pure video games, whether played alone or with friends, clearly fall outside my definition. But what about digital implementations of board games? If I play <\/span><i><span style=\"font-weight: 400;\">Dominion<\/span><\/i><span style=\"font-weight: 400;\"> on a computer against AI, I don\u2019t count it. If I play with strangers online with no communication, I don\u2019t count that either. But if I sit across from a friend, each of us on our own devices, or if I use a platform with video chat to recreate the physical experience, I do count it. The litmus test is whether the game feels like a genuine board game session with people I know, rather than a solitary or anonymous digital diversion.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This brings me to the latest edge case: <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">. This title complicates the neat divisions I have relied upon for years. At first glance, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> is a couch co-op video game. It uses phones as controllers, the television as the shared display, and blends digital convenience with tabletop mechanics. Each player manages a private hand of cards on their phone and contributes actions to the collective scenario by flicking cards onto the screen. The structure is reminiscent of a streamlined <\/span><i><span style=\"font-weight: 400;\">Gloomhaven<\/span><\/i><span style=\"font-weight: 400;\">, with tactical combat, modifier decks, and character classes that feel distinct. It is undeniably digital, yet the essence of play feels thoroughly board game-like.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The scenarios are compact, the mechanics elegant, and the experience social in the same way as gathering around a table. Unlike most video games, it does not rely on reflexes, button presses, or sprawling narratives. Instead, it borrows the language of tabletop design\u2014cards, modifiers, tactical maps\u2014and transforms it into a digital-only product. Were it to be manufactured in cardboard, with decks, tiles, and miniatures, it would not feel out of place on any board game shelf. But in reality, no such physical version exists.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So the question lingers: is <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> a board game? And if not, should I log it in my decades-long record of plays? On one hand, it checks nearly all the boxes of the tabletop experience. On the other, it is a digital-only creation without a BoardGameGeek entry or physical counterpart. My instinct tells me not to count it, aligning with the principle that my log is a history of tangible tabletop sessions. Yet emotionally, it feels like a board game, and ignoring it erases an experience that mirrors those I cherish most.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The very act of wrestling with this question highlights the heart of the matter. Defining plays, players, winners, dates, and games is not about strict objectivity but about creating a framework that captures the essence of one\u2019s own hobby. By setting boundaries, even arbitrary ones, I create a personal language for my history of play. <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> simply exposes how fluid those boundaries can be, and how every evolving edge case forces me to reconsider what it means to participate in the world of games.<\/span><\/p>\n<h3><b>Between the Digital Table and the Physical Board<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">The ongoing question of whether or not to log <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> as a board game play cannot be answered without confronting a broader tension that has been steadily building in the hobby for years: the blending of physical and digital play. What once seemed like two separate worlds\u2014board games at the table and video games on a screen\u2014has increasingly turned into a continuum. At one end lies the classic cardboard-and-wood experience; at the other, sprawling digital epics of consoles and PCs. But between those poles, an entire landscape of hybrids has emerged.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This middle ground challenges not only the language we use but also the habits we form. Logging plays is one such habit. For decades, it was simple enough: you logged games that existed in boxes with boards, cards, dice, and tokens. Now, however, digital platforms like Board Game Arena, Tabletop Simulator, and official app adaptations have complicated the matter. Playing <\/span><i><span style=\"font-weight: 400;\">Carcassonne<\/span><\/i><span style=\"font-weight: 400;\"> on a phone app can feel almost identical to playing the tile game in cardboard. Playing <\/span><i><span style=\"font-weight: 400;\">Dominion<\/span><\/i><span style=\"font-weight: 400;\"> online with a group of friends replicates the rhythm of shuffling and deck-building without the fuss of physical setup. These experiences clearly belong to the category of \u201cboard games,\u201d even if no physical box is present.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Yet the category is not infinitely elastic. No one would seriously claim that playing <\/span><i><span style=\"font-weight: 400;\">Mario Kart<\/span><\/i><span style=\"font-weight: 400;\"> or <\/span><i><span style=\"font-weight: 400;\">Fortnite<\/span><\/i><span style=\"font-weight: 400;\"> is playing a board game, even though they are multiplayer experiences with victory conditions. The distinction seems obvious, but it rests on intuition rather than a hard rule. The tension lies in the gray areas: what happens when a video game borrows the mechanics, the structure, and even the feeling of a board game?<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> exists in exactly this liminal space. It is neither a straightforward digital implementation of an existing tabletop game nor a traditional console game. Instead, it adopts the language of modern cooperative dungeon crawlers, builds a ruleset that could plausibly exist in cardboard, and delivers it through a medium that is only digital. The result is a fascinating test case for anyone who thinks about what constitutes a board game.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">To understand why <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> unsettles definitions, it is useful to look at the way board games have always been tied to their physicality. Part of the pleasure of the hobby lies in handling components: shuffling cards, rolling dice, placing wooden tokens. The table itself becomes a stage, and the tactile interactions anchor the abstract rules in the physical world. Even digital implementations often aim to recreate this tactile sense, animating dice rolls or rendering wooden pieces on screen.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">But <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> is designed from the ground up as a digital product. The television is the central board, while players\u2019 phones act as private hands of cards. Cards are flicked from phone to screen, not shuffled or drawn from a deck. The modifier system operates invisibly in the background, providing the same sense of evolving probability as a physical deck but without the hassle of shuffling. The absence of physicality should disqualify it from being logged as a board game\u2014yet the structure and rhythm of play are so thoroughly borrowed from tabletop design that the instinct is to include it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The challenge is that \u201cboard game\u201d has always been as much about community and context as about components. What makes a game session feel like a board game play is the shared experience of players gathered around a common space, making decisions, and collectively building a story. In this sense, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> succeeds entirely. The laughter, the discussion, the groans of defeat, and the cheers of victory all feel indistinguishable from those of a night spent with cardboard and dice. The digital screen becomes a surrogate board, the phones become surrogate hands of cards, and the essence of board gaming\u2014social decision-making in a bounded ruleset\u2014is preserved.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This is not the first time such questions have arisen. Hybrid experiments have existed for decades. Some board games incorporated VHS tapes, DVDs, or smartphone apps as companions. Early examples like <\/span><i><span style=\"font-weight: 400;\">Atmosfear<\/span><\/i><span style=\"font-weight: 400;\"> or later titles like <\/span><i><span style=\"font-weight: 400;\">Chronicles of Crime<\/span><\/i><span style=\"font-weight: 400;\"> demonstrate how digital tools can supplement cardboard. But in those cases, the physical components were always primary. <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">, by contrast, removes the physical entirely, and that is what makes it feel new.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For those of us who log plays, this creates a dilemma. The simplest rule might be: only count games that exist in physical form. This protects the integrity of the log and ensures consistency. But such a rule quickly runs into problems. What about prototypes, which may not yet exist in final published form but are undeniably board games? What about obscure titles with limited print runs or community-made games that never reach mass production? Logging them seems natural. Why should the absence of a manufactured box disqualify them?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Another possible rule is to count any game listed in a recognized database. If a title has a BoardGameGeek entry, then it qualifies. This has the advantage of outsourcing the definition to a community, sparing the individual from having to draw their own lines. But it also introduces inconsistencies. Some games listed there are clearly closer to role-playing games or storytelling experiences, while others are borderline party activities. The inclusion of <\/span><i><span style=\"font-weight: 400;\">Fiasco<\/span><\/i><span style=\"font-weight: 400;\">, for example, demonstrates how flexible the boundaries already are. If <\/span><i><span style=\"font-weight: 400;\">Fiasco<\/span><\/i><span style=\"font-weight: 400;\"> counts, why not <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">? The absence of an entry seems more like an accident of history than a true disqualifier.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The real heart of the issue lies in what logging a play means. For me, it has never been simply about cataloguing a box opened or a title checked off. It is about documenting a shared experience of structured play. When I look back at my records, I see memories: who I was with, what we played, how it ended. Each entry is a snapshot of a moment of connection. In this light, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> fits perfectly. The sessions I\u2019ve had with friends around the television carry the same weight as nights of <\/span><i><span style=\"font-weight: 400;\">Gloomhaven<\/span><\/i><span style=\"font-weight: 400;\"> or <\/span><i><span style=\"font-weight: 400;\">Pandemic<\/span><\/i><span style=\"font-weight: 400;\">. The record of play is less about what was on the table and more about what we experienced together.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">And yet, consistency demands boundaries. If I open the door to <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">, do I then include other digital-only experiences that borrow heavily from tabletop mechanics? What about a console tactics game like <\/span><i><span style=\"font-weight: 400;\">Into the Breach<\/span><\/i><span style=\"font-weight: 400;\">, which feels like a distilled board game puzzle? What about cooperative roguelikes that use cards and decks as their main mechanic? If those count, the line between video games and board games dissolves entirely, and the log loses its clarity.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Perhaps the answer lies in the concept of \u201cintent.\u201d Board games are designed to be social experiences, to be played together in shared space. Video games, even those with multiplayer, often emphasize individual achievement, reflex, or immersive narrative. <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> deliberately adopts the design language of board games and insists on group play. It feels board game-like not just because of its mechanics, but because of its intent to recreate the social atmosphere of tabletop gaming in a digital shell.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Even so, intent may not be enough. A log is a personal artifact, and its boundaries reflect the choices of its keeper. For some, the purity of counting only cardboard matters. For others, flexibility allows the record to capture the full richness of play. There is no universally correct answer. My personal compromise has been to acknowledge the existence of edge cases, treat them as exceptions, and be transparent about the reasoning. I count prototypes, I count <\/span><i><span style=\"font-weight: 400;\">Fiasco<\/span><\/i><span style=\"font-weight: 400;\">, I count digital implementations played socially. But I stop short of including digital-only creations that lack a physical counterpart, even if they feel like board games. <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">, for me, lands on the far edge of inclusion\u2014close enough to tempt, but not quite enough to cross the threshold.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The fascinating part of all this is not whether <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> is ultimately logged or not. It is that the game forces the question to be asked at all. It shows how the boundaries of board gaming are shifting, how new forms of design challenge our categories, and how personal rituals like play logging adapt to a changing landscape. The act of wrestling with definitions is itself part of the joy of being deeply invested in a hobby.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Looking forward, one can imagine a future in which digital tabletop hybrids become increasingly common. As technology continues to merge with design, more games may straddle the line between physical and digital. Augmented reality boards, phone-assisted play, and cloud-based campaigns may all test the limits of what feels loggable. If nothing else, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> is a signpost pointing to that future, reminding us that our habits and semantics will need to evolve just as the games themselves do.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the end, the decision to log or not to log remains personal. For now, I will not count <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> among my official records. Yet I cannot deny that it feels like it belongs. And perhaps one day, when the definitions have stretched further, I may revisit that choice and decide it deserves a place after all.<\/span><\/p>\n<h3><b>Sunderfolk as a Case Study in Digital Tabletop Design<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">When discussing what qualifies as a board game play, few examples illuminate the tension as clearly as <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">. Beyond semantics, the game is simply a fascinating piece of design. It borrows liberally from the language of modern tabletop dungeon crawlers while stripping away the excess complexity that often intimidates newcomers. In doing so, it occupies a rare position: unmistakably digital in presentation, yet undeniably tabletop in structure and feel.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">At its heart, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> is a cooperative experience. Players gather on the couch, phones in hand, facing a shared screen. The television displays a tactical grid filled with enemies, obstacles, and objectives. Each player controls a hero, represented not by miniatures or standees, but by a digital avatar on the map. Where the design takes a clever turn is in how it manages hidden information. Each player\u2019s phone serves as their private hand of cards, mimicking the secrecy and individuality of a physical board game. Flicking a card from phone to screen mirrors the act of playing a card from one\u2019s hand to the table, giving the experience a tactile, almost physical rhythm despite its digital form.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Mechanically, the game draws clear inspiration from <\/span><i><span style=\"font-weight: 400;\">Gloomhaven<\/span><\/i><span style=\"font-weight: 400;\">, though it deliberately pares back many of that title\u2019s more intricate layers. In <\/span><i><span style=\"font-weight: 400;\">Gloomhaven<\/span><\/i><span style=\"font-weight: 400;\">, characters construct hands of ten or more cards, each with dual top and bottom actions. Players must constantly weigh the tension between short-term survival and long-term stamina, carefully timing rests to refresh their hand. The modifier deck, which evolves as characters level, provides an unpredictable layer of chance. It is a brilliant system, but it can be overwhelming, with dense rules, bookkeeping, and setup.<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> distills this formula into something lighter and faster. Characters in <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> carry only a handful of cards at a time\u2014three to be exact, chosen from a slightly larger pool. Each card lists a sequence of actions to perform in order, rather than separate top and bottom halves. This means that on any turn, a player has three clear options rather than a sprawling set of permutations. The design maintains tactical richness while eliminating much of the cognitive load. There is no need to debate whether to use the top of one card with the bottom of another, or to plan a rest cycle ten turns in advance. Choices remain meaningful, but they are cleaner, more accessible, and less exhausting.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The modifier deck system also sees refinement. Rather than a purely randomized spread of beneficial and harmful effects, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> builds its deck with deliberate distributions. Early in a campaign, the deck contains a mix of good, bad, and neutral modifiers. As characters level, the balance shifts. Bad results grow less punishing, neutral results become slightly beneficial, and good results become more potent. This creates a sense of progression without overwhelming players with bookkeeping. The odds are transparent enough to be graspable, but still uncertain enough to generate tension. Combat remains suspenseful, but without the frustration that sometimes comes from unlucky streaks in <\/span><i><span style=\"font-weight: 400;\">Gloomhaven<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Scenarios in <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> are likewise streamlined. Where a single <\/span><i><span style=\"font-weight: 400;\">Gloomhaven<\/span><\/i><span style=\"font-weight: 400;\"> mission might sprawl across two to three hours, requiring meticulous setup and teardown, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> missions run shorter\u2014compact, self-contained, and varied. Most involve tactical combat against waves of enemies, but the designers have interspersed puzzle challenges, exploration objectives, and secondary goals. The diversity ensures that the experience never collapses into a repetitive grind. Campaign pacing is brisk, keeping momentum high while still delivering the satisfaction of progression and discovery.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Character design also contributes to the sense of variety. <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> offers six different classes, each distinct enough to encourage experimentation. Unlike some lighter dungeon crawlers that reduce classes to cosmetic differences, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> ensures that each one feels mechanically unique. Abilities push players toward different strategies, rewarding coordination and teamwork. The simplicity of the card system makes it easy for new players to grasp their roles quickly, but the interplay between abilities opens the door to deeper synergy for experienced groups.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">What makes this particularly interesting in the context of logging plays is how closely the experience mirrors traditional board gaming sessions. Sitting side by side on a couch with friends, phones in hand, and collectively groaning when a modifier upends a carefully laid plan feels strikingly similar to a night around the table. The social interaction is front and center. Strategy discussions, shared tension, and celebratory high-fives happen just as naturally in <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> as in <\/span><i><span style=\"font-weight: 400;\">Pandemic<\/span><\/i><span style=\"font-weight: 400;\"> or <\/span><i><span style=\"font-weight: 400;\">Spirit Island<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This similarity highlights an essential truth: the medium may differ, but the core activity remains the same. In both <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> and a physical dungeon crawler, players cooperate within a structured ruleset, manage limited resources, and face tactical challenges together. The boundaries blur when the digital medium is not used to emphasize reflexes or graphical spectacle, but to replicate the mechanics of tabletop play in a more streamlined package.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Still, there are differences worth noting. The digital nature of <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> means that bookkeeping is automated. Cards are shuffled invisibly, modifiers applied instantly, and enemy behavior resolved without a game master. This reduces downtime and errors but also removes the tactile satisfaction of handling components. For some players, the absence of cardboard, dice, and miniatures leaves a void that digital effects cannot fully replace. The ritual of setup and teardown, though often a burden, is also part of the charm of board gaming.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There is also the question of ownership and permanence. A physical board game sits on a shelf, ready to be revisited decades later. Its rules may endure long after publishers or servers have vanished. A digital-only title like <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> relies on ongoing platform support. If the servers disappear, or if operating systems change, the game could become unplayable. This fragility contrasts with the enduring nature of cardboard. For those who keep logs over decades, permanence matters\u2014entries represent memories, and the assurance that the same game could be revisited at any time strengthens the value of the record.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Yet it would be a mistake to dismiss <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> simply because of its digital limitations. Its design demonstrates how digital tools can enhance tabletop-style experiences. By automating bookkeeping, shortening scenario length, and reducing rules complexity, it makes the dungeon crawler genre more approachable. For players who might balk at <\/span><i><span style=\"font-weight: 400;\">Gloomhaven\u2019s<\/span><\/i><span style=\"font-weight: 400;\"> 20-pound box and dense rulebook, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> offers a way into the genre without intimidation. In this sense, it may even broaden the audience for board game-style play, bridging the gap between video game and tabletop communities.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The decision of whether to log <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> as a board game play thus becomes more than an exercise in semantics. It forces us to consider what we value most in the hobby. Is the essence of board gaming tied to its physicality, its cardboard and wood? Or is it tied to the social and strategic structures that games create, regardless of medium? If it is the former, then <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> remains outside the boundary. If it is the latter, then it clearly belongs.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">My instinct continues to lean toward exclusion, not because <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> fails to feel like a board game, but because my personal log is a chronicle of physical tabletop experiences. Including digital-only games risks muddying the clarity of that archive. And yet, when I reflect on the sessions I have played, they feel indistinguishable in spirit from those I log. This tension underscores how slippery the definition of \u201cboard game\u201d has become in a world of hybrid design.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Ultimately, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> may not be logged, but it deserves recognition as an important milestone. It shows that the mechanics and spirit of tabletop gaming can thrive outside cardboard. It demonstrates how thoughtful design can borrow from one medium and flourish in another. And it highlights how our hobby is evolving, challenging us to reconsider definitions we once thought fixed.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the next part, I want to turn the lens back on the practice of logging itself. Beyond semantics, what does it mean to keep a record of decades of play? Why does it matter, and how might it evolve as games like <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> blur the boundaries further? Because ultimately, the act of logging is not just about numbers or categories\u2014it is about memory, meaning, and the ways we choose to tell the story of our play.<\/span><\/p>\n<h3><b>The Meaning of Logging Plays: Memory, Identity, and the Future of Gaming Records<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">By now, it should be clear that debates about whether to log a game like <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> aren\u2019t really about checkmarks on a spreadsheet. They are about something far more personal: the meaning of play, the value of memory, and the stories we choose to preserve. On the surface, logging seems like a mundane hobbyist ritual. You finish a session, grab your phone or notebook, and jot down the who, what, when, and where. But underneath this simple act lies a complex interplay of identity, community, and continuity. It is not just bookkeeping. It is storytelling.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For many hobbyists, play logs are personal archives. They serve as living diaries of time spent with friends and family, reminders of rainy afternoons spent puzzling out strategy, or late nights when laughter drowned out any concern for winning or losing. The numbers\u2014plays, wins, losses, scores\u2014are scaffolding. They give structure to memory, but the true significance lies between the lines. A log entry reading \u201cCatan \u2013 with Alex and Sarah \u2013 Sarah won\u201d may seem trivial. Yet to the person who wrote it, it recalls a warm evening of negotiation, jokes about wheat shortages, and the thrill of Sarah\u2019s clever final move. The log becomes a mnemonic, a trigger that brings the experience back into vivid detail.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In this sense, deciding what qualifies for the log is deeply personal. It is not about rigid definitions or community consensus, but about what you want your archive to reflect. If you log only cardboard-and-dice sessions, then your archive tells the story of physical gatherings, tactile rituals, and table-centered play. If you also log digital titles like <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">, then your archive broadens to encompass a more expansive definition of gaming, one that acknowledges the ways technology now shapes our shared experiences. Neither choice is wrong. What matters is consistency, and more importantly, intentionality.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The act of logging itself also shapes the way we perceive play. To log something is to validate it, to declare that it was real, meaningful, and worth remembering. It elevates a casual pastime into part of a larger narrative. In a way, logging is a form of authorship. Each entry is a sentence in the story of your hobby. Over years, the story grows into chapters, and across decades, into volumes. Some hobbyists look back at these volumes not only to reminisce, but to trace the arc of their own life\u2014how friendships evolved, how tastes shifted, how milestones coincided with certain games. A favorite title logged dozens of times may represent an era of closeness with a particular group. A sudden gap may mark the birth of a child, a move to a new city, or the onset of a global pandemic. The log becomes a parallel autobiography.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In this light, <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> poses a fascinating question. If the essence of your logging is about <\/span><i><span style=\"font-weight: 400;\">who you were with<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">what you felt together<\/span><\/i><span style=\"font-weight: 400;\">, then excluding <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> seems artificial. The laughter, tension, and triumphs were real. They were shared in the same room, with the same intensity as any session of <\/span><i><span style=\"font-weight: 400;\">Pandemic<\/span><\/i><span style=\"font-weight: 400;\"> or <\/span><i><span style=\"font-weight: 400;\">Azul<\/span><\/i><span style=\"font-weight: 400;\">. Does the lack of cardboard really erase their validity? For some, the answer will be no\u2014it belongs in the log, because the social core is unchanged. For others, physicality is non-negotiable\u2014logging <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> would muddy the boundaries of their archive. Both positions are defensible, but each reveals a different philosophy about what the log is <\/span><i><span style=\"font-weight: 400;\">for<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There is also a communal aspect to logging. Platforms like BoardGameGeek allow hobbyists to compare logs, tally statistics, and celebrate milestones. Here, definitions matter more, because shared databases rely on consistency. If one player logs <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> as though it were a board game, but another refuses, the aggregated data becomes muddled. This is where personal freedom collides with collective categorization. It is also where debates become heated. But even here, the underlying motivation is similar: to give shape to a hobby, to find meaning in patterns, and to preserve a record of culture.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Looking forward, the question will only grow more complicated. The line between board games and digital games is blurring faster than ever. Hybrid experiences are multiplying: apps that manage bookkeeping for physical games, AR overlays that enhance tabletop maps, VR simulations of board games with friends across the globe. If logging requires a strict definition of \u201cboard game,\u201d it will become harder and harder to apply. A game like <\/span><i><span style=\"font-weight: 400;\">Mansions of Madness (Second Edition)<\/span><\/i><span style=\"font-weight: 400;\">, which cannot function without an app, already complicates the boundary. So does <\/span><i><span style=\"font-weight: 400;\">Chronicles of Crime<\/span><\/i><span style=\"font-weight: 400;\">, where QR codes and app-driven narrative sit atop a skeleton of cards and boards. If these games are clearly considered loggable, then why not <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">? The distinction becomes more about tradition than substance.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This raises a philosophical question: should we cling to the concept of \u201cboard games\u201d as a discrete category, or should we embrace a broader framework of \u201ctabletop-style play\u201d? The latter term accommodates both cardboard and digital designs that share the same DNA: cooperative strategy, resource management, hidden information, and group decision-making. It acknowledges that the essence of the hobby is not the medium, but the experience. If this is the path forward, then logging may evolve accordingly. Play logs might expand to include not just board games, but adjacent digital experiences that replicate the same structures of play.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">At the same time, there is value in boundaries. Categories help us focus. For some hobbyists, the appeal of board gaming lies precisely in its physicality\u2014the feel of shuffling cards, the clatter of dice, the sight of a sprawling board filled with tokens and miniatures. For them, the log is a tribute to this tactile world. Including digital titles would dilute its meaning. This is why the decision will always remain personal. There is no universal standard. Each player must decide whether their log is a museum of cardboard artifacts, or a scrapbook of all their playful memories, regardless of medium.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The future of logging may also be shaped by technology. Already, apps like BG Stats streamline the process, automatically tracking plays, player counts, and scores. Imagine a future where smart tables detect and record plays automatically, or where integrated apps track campaign progress across physical and digital formats. Logging could become less about deliberate ritual and more about passive capture. Yet even in this scenario, the question of <\/span><i><span style=\"font-weight: 400;\">what counts<\/span><\/i><span style=\"font-weight: 400;\"> remains. Automation cannot decide what is meaningful\u2014that choice must come from the players themselves.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For me, the answer remains deliberate exclusion. My log is a story of cardboard and wood, a celebration of the tactile rituals that drew me into the hobby. When I scroll through my entries, I want to see the arc of my tabletop journey in its most physical form. <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> was wonderful, memorable, and worth revisiting\u2014but it lives in a parallel record, a mental scrapbook of digital experiments. My board game log remains pure, but that does not diminish the legitimacy of others who choose differently.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the end, what matters is not whether you log <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">, but why you log anything at all. The act of recording play is not about chasing numbers, nor about pleasing a community database. It is about memory. It is about honoring the hours we spend with friends and family, acknowledging that those hours matter, and ensuring they are not lost to time. It is about seeing our lives reflected through the lens of play, and recognizing that games are not just diversions\u2014they are a medium through which we live, connect, and grow.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So the next time you finish a session, whether it\u2019s cardboard, cardboard-with-an-app, or fully digital, pause for a moment before deciding whether to log it. Ask yourself: does this belong in the story I am telling about my life in games? If the answer is yes, then log it proudly. If the answer is no, then let it live outside the archive, no less valid, but not part of that particular narrative. Either way, you have already won\u2014because you have played, shared, and created a memory worth remembering.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That, ultimately, is the true meaning of logging: not keeping score, but keeping memory.<\/span><\/p>\n<h3><b>Final Thoughts<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">After exploring definitions, boundaries, and the curious case of <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\">, it becomes clear that logging games is about far more than simple record-keeping. It is an act of personal storytelling. Each entry reflects not only a session played, but also the values and boundaries we choose to define for ourselves. Some will draw a tight circle around physical cardboard games. Others will open the circle wider to include digital hybrids or entirely virtual experiences. Both approaches are valid, because they stem from the same impulse: to capture the meaning of shared play.<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> exemplifies the changing nature of what counts as a \u201cgame at the table.\u201d Its digital format blurs lines, but its cooperative design and social feel root it firmly in the traditions of tabletop play. Whether it belongs in your log or not depends less on strict categories and more on how you want your own story of play to be told.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Ultimately, logging is not about chasing totals or proving legitimacy. It is about remembering moments of connection, laughter, and strategy. It is about seeing the role that games\u2014however defined\u2014play in our lives. If a session mattered to you, if it strengthened bonds or created memories, then it already counts, regardless of whether it ends up in your database.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The hobby will continue to evolve, and edge cases will keep surfacing. What will remain constant is the joy of gathering, playing, and reflecting. The log is just one way of honoring that joy. Whether or not <\/span><i><span style=\"font-weight: 400;\">Sunderfolk<\/span><\/i><span style=\"font-weight: 400;\"> ever appears in your own records, the important thing is that it created a memory worth holding onto. And in the end, that is the truest kind of victory.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>For more than two decades I have kept a record of every board game I have played. What started as a simple log\u2014title, date, players, [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[2],"tags":[],"_links":{"self":[{"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/posts\/1592"}],"collection":[{"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/comments?post=1592"}],"version-history":[{"count":1,"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/posts\/1592\/revisions"}],"predecessor-version":[{"id":1593,"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/posts\/1592\/revisions\/1593"}],"wp:attachment":[{"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/media?parent=1592"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/categories?post=1592"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.solitaire-masters.com\/blog\/wp-json\/wp\/v2\/tags?post=1592"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}