2019 — 2026

5,000Plays

A Gaming Life in Numbers

Nearly seven years of recorded plays. 559 games, 6,974 hours, changing tables, changing people, and a hobby that became something rather larger than expected.

Play #5000Innovation

Before the count

The data starts in 2019.
The story doesn't.

Long before I started recording every play, there were already games attached to places, people and older versions of me. I couldn't tell you how often I played them, or exactly when. I just remember that they mattered.

01
The Game of Life

The little plastic car

This is probably one of my earliest board game memories, somewhere around primary school age. I remember very little about the game itself. What I remember is moving the little car around the board, finding a job, getting married, and putting another tiny peg beside me.

At that age, that was enough. It was a miniature version of being an adult, played out in plastic.

02
HeroQuest & Warhammer Quest

The world could keep going

These were my first real encounters with fantasy board gaming. I played them during summer holidays, but also through the rest of the year with a friend who did something that felt completely new to me: he made his own adventures.

He would take the system, invent a mission, create his own boss at the end and turn the game into something beyond what had come in the box. That eventually made Dungeons & Dragons feel like familiar territory rather than an entirely alien hobby.

03
Trivial Pursuit

The family table

Trivial Pursuit lives in a different part of my memory. I don't really remember thinking of it as a game in the same way I do now. It was just something the family did together.

There was the pleasure of knowing an answer nobody else knew, but also the opposite: reading some absurdly obscure question and watching an entire table stare back in complete silence.

None of these plays appear in the numbers that follow. There are no dates, no scores and no totals. From 2019 onward, there are.

01

The overview

The shape of 5,000 plays

How the hobby grew, how the way I played changed, and what 5,000 recorded plays actually look like.

How much did I play?

Five thousand plays didn’t arrive at a steady pace.

The bars show how many plays I recorded each year. The line shows the hours spent playing those games; two ways of seeing how the scale of the hobby changed.

PlaysTotal hours
020040060080010000h240h480h720h960h1200h 2020: 625 plays 6252020 2021: 765 plays 7652021 2022: 652 plays 6522022 2023: 612 plays 6122023 2024: 592 plays 5922024 2025: 955 plays 9552025 2026 YTD: 768 plays 7682026 YTD 2020: 930 hours 930h 2021: 1010 hours 1010h 2022: 1017 hours 1017h 2023: 916 hours 916h 2024: 979 hours 979h 2025: 1199 hours 1199h 2026 YTD: 890 hours 890hPlaysHours

2026 is year-to-date. 2019 is excluded because tracking began in December.

How long was a play?

The average play got shorter. A lot shorter.

This is the average recorded active play time across all modes, including physical, live online and async play.

Async durations are estimated active-play time rather than contiguous session length.

What did a physical play look like?

Physical plays got shorter too.

Some years leaned toward long, heavy sessions. Others were dominated by shorter plays. This is the full mix of recorded physical session lengths, rather than a single average.

Under 1 hour1–2 hours2–3 hours3+ hours
24%
46%
25%
2020
20%
37%
39%
2021
10%
21%
40%
30%
2022
11%
26%
26%
36%
2023
18%
23%
28%
31%
2024
19%
39%
36%
2025
15%
29%
49%
2026 YTD

Physical plays only. 2026 is year-to-date.

02

The outliers

The games that swallowed the graph

Hundreds of games lived in roughly the same statistical universe. A few did not.

First, everyone else.

Remove two games and the rest of the hobby comes into focus.

Hundreds of games occupy a much more recognisable landscape: short experiments, recurring favourites, and a smaller group that accumulated serious time at the table.

Gaia Project and Innovation temporarily removed. Hover over any game for details.

Then put them back.

And the scale breaks.

Gaia Project ran away in hours. Innovation ran away in plays. Two very different ways to dominate the same hobby.

All games included. Gaia Project and Innovation highlighted.

The games that swallowed the graph

Welcome to the Gaia system.

At 318 hours played, Gaia Project stopped behaving like a normal game and became its own gravitational object. Around it orbit the other forty-nine games I spent the most time with.

1 star11 major planets38 minor worlds50 games
2019202020212022202320242025Voidfall144hThrough the Ages121hArcs112hOn Mars109hMage Knight104hBarrage103hAge of Steam102hClans of Caledonia98hBrass: Birmingham98hPipeline94hKanban EV89hGAIA PROJECT318h

Body area represents total play time. Distance from Gaia represents the year of each game's first play: older games occupy the inner system and newer arrivals sit farther out.

The eleven largest worlds after Gaia are shown as major planets. The angular positions of both the major planets and the minor worlds carry no data. They were determined by the prestigious scientific discipline ofwhatever stopped everything crashing into each other.

Hover over any body for the game, hours played and play count.

03

The timeline

Games that defined an era

Dynasties, obsessions, slow burns, disappearing acts and games that somehow kept coming back.

The games that defined each year

Every year had its own ruling class.

These are the three games I spent the most time playing each year.

2020

Gaia Project

73h28 plays

On Mars

44h15 plays

Underwater Cities

40h19 plays
2021

Gaia Project

66h24 plays

Too Many Bones

45h22 plays

Kanban EV

45h23 plays
2022

John Company: Second Edition

41h17 plays

Gaia Project

38h15 plays

Mage Knight

36h12 plays
2023

Gaia Project

58h29 plays

Barrage

41h19 plays

Voidfall

38h13 plays
2024

Arcs

78h25 plays

Voidfall

62h19 plays

Gaia Project

40h17 plays
2025

Innovation

62h88 plays

The Castles of Burgundy

46h36 plays

Civolution

41h20 plays
2026 YTD

Voidfall

27h10 plays

World Order

26h8 plays

Star Trek: Captain's Chair

26h14 plays

The dynasties

Many games had a great year. Only two built dynasties.

I consider a dynasty to be a game that combined longevity with repeated dominance: at least 20 plays across four or more tracking years, a top-three finish in one year, and multiple appearances in the annual top ten. Only two qualified.

01

Gaia Project

134plays
7years active
2023peak year
29plays that year

Among my 10 most-played games in 6 different years.

02

Voidfall

47plays
4years active
2024peak year
19plays that year

Among my 10 most-played games in 2 different years.

The seven-year club

Some games never really left.

From 2020 through 2026 YTD, only 12 games were played in every single year. Not necessarily the most-played games, just the ones that kept finding their way back to the table.

Each square represents one year. Darker squares mean more plays. 2026 is year-to-date.

The comebacks

Some games disappeared for years. A few came back for real.

These games went unplayed for at least two full years, then returned for at least five more plays. Not a nostalgic one-off. An actual comeback.

Dominion (Second Edition)

2,112 days
5.8years away13plays after returning15total plays

Memoir '44

1,102 days
3.0years away6plays after returning10total plays

Race for the Galaxy

810 days
2.2years away34plays after returning36total plays

Imperium: Classics

787 days
2.2years away19plays after returning24total plays

Marvel Champions: The Card Game

741 days
2.0years away5plays after returning21total plays

The late bloomers

Not every favourite announced itself immediately.

These games started quietly, with no more than eight plays in their first 365 days, but later grew into something much bigger.

The Castles of Burgundy

First 365 daysBest year
4plays
36plays in 2025

Race for the Galaxy

First 365 daysBest year
2plays
27plays in 2025

Arcs

First 365 daysBest year
1plays
25plays in 2024

Bot Factory

First 365 daysBest year
2plays
18plays in 2023

Pax Renaissance: 2nd Edition

First 365 daysBest year
2plays
17plays in 2024

Tzolk'in: The Mayan Calendar

First 365 daysBest year
2plays
13plays in 2022

Spirit Island

First 365 daysBest year
4plays
12plays in 2022

Weather Machine

First 365 daysBest year
5plays
12plays in 2023

Patchwork

First 365 daysBest year
5plays
11plays in 2021
04

The table

The people around it

The numbers remember who was there too: recurring opponents, gaming groups, friendships and different eras of the physical table.

The signature games

The games we made ours.

These are the eight people I spent the most physical gaming time with, and the three games that absorbed the most hours when we played together.

Dimy

2,138h1,437 plays together
Gaia Project178h
69 plays together
Brass: Birmingham74h
34 plays together
Through the Ages72h
21 plays together

Dan B

482h228 plays together
Voidfall36h
9 plays together
Twilight Imperium: Fourth Edition29h
5 plays together
Arcs26h
9 plays together

Alex

334h400 plays together
Root21h
14 plays together
Mysterium18h
25 plays together
Aeon's End: Legacy14h
12 plays together

Stelios

307h177 plays together
Voidfall26h
6 plays together
Nucleum15h
5 plays together
Gaia Project14h
5 plays together

Shannon

302h133 plays together
Twilight Imperium: Fourth Edition29h
5 plays together
Arcs26h
9 plays together
Age of Steam18h
8 plays together

Penny

288h441 plays together
Mysterium18h
25 plays together
Root16h
11 plays together
The Quacks of Quedlinburg14h
12 plays together

Dunny

252h96 plays together
Arcs23h
7 plays together
Voidfall15h
4 plays together
The Elder Scrolls: Betrayal of the Second Era14h
2 plays together

Adnan

246h112 plays together
John Company: Second Edition36h
10 plays together
Arcs32h
10 plays together
Age of Steam14h
6 plays together
05

Beyond the numbers

How I changed as a player

Five thousand plays did more than fill a database. They changed what I was willing to try and what I wanted from a game.

If I had shown my current favourite games to 2019 Def, he would have rejected about half of them on sight.

Somewhere inside these 5,000 plays, my definition of a good board game changed.

01
Nemesis

The horizon expanded

Before

Board games were clever systems.

After

They could also create stories I would remember.

Nemesis was one of the earlier games I bought, and it produced a genuine holy-shit moment. The machinery of the game could create cinematic scenes, panic, betrayal and that old-school science-fiction dread without needing a script. It showed me that modern board games could reach much further than I had realised.

02
Vinhos → On Mars

Complexity stopped being a warning label

Before

There was probably a point where a game became too complex for us.

After

If the design justified the effort, complexity could be part of the reward.

When I first looked at On Mars, its reputation alone made me wonder whether it was simply beyond what we wanted from a game. Then we bought Vinhos almost by accident and thought it was incredible. That gave us enough trust to try On Mars. It was more complex than anything we had played at the time, and completely worth it.

03
All Bridges Burning

I discovered a different design language

Before

You learned a game by reading its rulebook.

After

There were whole traditions of game design I barely knew existed.

My first encounter with COIN also meant my first proper encounter with GMT. I opened the rulebook and tried to learn it like a Euro, only to discover that the rulebook was closer to a reference manual. The playbook and scripted opening were the real way in. That one game opened the door to COIN, historical games, radical asymmetry and an entirely different way of thinking about what games could model.

04
18xx

Fair did not have to mean forgiving

Before

Good games should probably stop one mistake from ruining your evening.

After

Sometimes the consequences are the game.

My first 18xx was 18 Chesapeake, but the lesson came from the system rather than that particular game. There was no reassuring catch-up mechanism waiting to repair a bad decision. Stock manipulation, railway competition and the decisions of the other players could leave you in a hole you had dug yourself. The genre was deterministic, brutal and strangely liberating. If you screwed up, you screwed up.

05
Dominant Species → John Company → Arcs

The table stopped being polite

Before

Area control, negotiation and high conflict were probably not for me.

After

Those words now make me want to know more.

Dominant Species changed area control from something I thought was not for me into something I could love. John Company did the same for negotiation, turning the people around the table into part of the machinery of the game. Arcs pushed the journey even further: an aggressively confrontational game became one of my favourites. Somewhere along the way, conflict stopped being something a design had to apologise for.

06
Pipeline

Mastery became its own reward

Before

Replayability mostly meant that a game stayed fresh.

After

Playing again could be satisfying because I was getting better.

Pipeline made improvement unusually visible. Its economy is brutally tight, so understanding the system a little better actually matters. Better networks, better timing, better decisions, better scores. Replaying it was not just seeing the same game again. The pleasure came from learning how to play it well.

07The lesson underneath all of it
Age of Steam

No More Games Needed

At some point, replayability stopped meaning“can I get five or ten plays out of this?” and became“will I still want to play this years from now?”

Gaia Project, Innovation, Voidfall, Mage Knight, Pipeline... I already know there are games I can keep coming back to for years. But Age of Steam is probably the best example. The different maps obviously help, but mostly it’s a system with endless depth and clever player interaction.

There are games on these shelves I could play hundreds of times and still not feel done with them. And that does make me wonder: if I only owned twenty really great games, how much would I actually be missing?

I'm not sure I like the answer.

06

The milestone

Play #5000

Innovation.

Which, after all of this, feels suspiciously appropriate.

Epilogue

The Well Without a Bottom

Five thousand plays made the hobby feel smaller, right? Nope. It made it feel larger.

This isn't a shopping list. Some of these games are already on my shelves. Some I've played before. Some are entire corners of the hobby I still feel I've barely explored.

Go deeper

Age of Steam & Twilight Struggle

I want to play every Age of Steam map before I die, and Dan is under legal obligation to help me. With Twilight Struggle, what I really want is a permanent opponent and a rivalry that builds over time, more like chess than an occasional game.

Face the monsters

1817 / 18USA

1817 and 18USA sound like an accountant's fever dream: mergers, takeovers, changing share structures, short selling, market-driven interest rates, hostile takeovers and corporate liquidations. Naturally, I want in.

The obvious blind spots

Terra Mystica, War of the Ring & Stationfall

For someone who adores Gaia Project, it is becoming increasingly ridiculous that I still haven't properly explored Terra Mystica.

War of the Ring is another obvious gap: one of the most acclaimed two-player games ever made, still sitting somewhere on the horizon.

And Stationfall continues to have perhaps the most efficient sales pitch imaginable: John Company in space.

The older roads

Santiago & The Quest for El Dorado

There are older designs I still want to spend time with too. Not because they are new, but because they have survived long enough to remain interesting while thousands of newer games came and went.

Find the rhythm

Card games

I would love to have card games become a more regular part of my gaming life: Netrunner, Star Wars Unlimited, Riftbound, Lorcana. These feel like games I’d enjoy most if I had someone to keep playing against, rather than just dipping into them every now and then.

Keep it pure

Abstracts

War Chest, Hive, Tak, Santorini, Homeworlds, Shobu, and probably several others I am forgetting. There is something deeply appealing about games where almost nothing gets between the players and the system.

One day

A Real Odyssey

Aeon Trespass: Odyssey

I own it. I've played it. And one day I want to do the ridiculous thing properly: start a full campaign and actually see it through.

Not sample it. Not play enough to understand the system. Finish the thing.

Maybe that is what the next stage of the hobby looks like: not finding more games, but finding out how deep the ones already here can go.

The strange thing is that none of this contradicts No More Games Needed.

I probably don't need more games. I need more time with the ones I already love, and more people to share them with.

There’s still room at the table.