Designer Paul Salomon (Honey Buzz, Genotype) brings stamp collecting to life on tabletops in Stamp Swap! Draft from a public pool of face-down and face-up tiles (along with some bonus cards), then simultaneously divide them into 2 groups. You will select one group from another player and keep the group of yours that isn't selected. Organize your growing collection each round and score 1 of 4 goals--choose wisely, as you can't score that goal again.
The art of stamp collecting is not just in accumulating many stamps, but in collecting high-quality stamps (including rare gold-foil stamps). This 3-round game for 1-5 players is your chance to meet other attendees, put together a beautiful and well-focused stamp collection, and show it off in a series of contests. Do well and you may walk away with the top prize at this year’s Stamp Swap!
—description from the publisher
Stamp Swap
Stamp Swap - Teach & Playthrough
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Strong solo mode that mirrors multiplayer
- High variability and replayability
- Engaging I cut, you choose drafting
- Clear scoring structure across days
- Some stamp themes not always clear, visuals may resemble monuments or space-themed elements
- Theme clarity could be improved for unfamiliar stamps
- Stamp collecting/philately
- Stamp collecting convention spanning Friday to Sunday
- I cut, you choose drafting with scoring across three days
Mechanics (from transcript analysis)
- Compound Scoring — Rounds cover Friday, Saturday, Sunday with end-of-round scoring and a final day scoring.
- I cut, you choose — Draft activity where players partition center stamps into piles and take turns selecting a pile.
- Individual player boards & spatial placement — Each player places stamps on a personal board with slots; some spaces must remain fixed between days.
- Reserve mechanic — Each round you may reserve one stamp; rares cannot be reserved.
- set collection — Multiple color, theme, size, and canceled-stamp goals that drive scoring each round and at endgame.
- set collection / goals — Multiple color, theme, size, and canceled-stamp goals that drive scoring each round and at endgame.
- Three-round structure with daily scoring and final scoring — Rounds cover Friday, Saturday, Sunday with end-of-round scoring and a final day scoring.
- Ultra rare stamps with high value — Special stamps with no color/theme; high point value and strategic placement.
- Variable goals & final blue goal — A set of five color/themes and a final blue finale goal that determines endgame scoring.
Video topics + discussion points
Quotes (from this video)
- I think it's really underrated.
- I think it's a lot of fun and I think it has a fantastic solo mode.
- The solo is actually fantastic and you don't get a lot of eye cut.
- Stamp Swap is really fun.
- I enjoy Stamp Swap.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this game is so creative because you get to play kind of each of your favorite games in it.
- the box is organized in such a way that each of the cards are separated by color.
- it's very fun to try and beat the courses and see how many um, attempts it takes you to do it.
References (from this video)
- Engaging I cut you choose core loop with strong player interaction
- High thematic flavor with beautiful stamp art and double-coated components
- Good replayability due to varied goal cards and event effects
- Good pacing at 2 players; quick plays around 15 minutes
- Some specialist cards feel overpowered in 2-player games
- AP in larger groups can slow down the drafting and pile-splitting decisions
- Upside-down tile mechanics can be balanced poorly if abused
- Grid size can feel small and jumps make scoring less smooth
- Score track lacks numbers on every space, making scoring math fiddly
- philately, collecting and displaying stamps
- Stamp collecting and exhibition in a playful, competitive setting
- procedural puzzle-like with light metagaming
- Calico
- Between Two Cities
Mechanics (from transcript analysis)
- drafting — Players draft one item at a time from a shared pool during the collect phase.
- end game bonuses — Multiple endgame strokes with varying shapes and goals influence final scoring.
- Endgame and bonus goals — Multiple endgame strokes with varying shapes and goals influence final scoring.
- event cards — Each round starts with an event card that modifies available stamps or actions.
- Events — Each round starts with an event card that modifies available stamps or actions.
- I cut you choose — Draft items; split into two piles; each player chooses one pile; hidden information from upside-down tiles adds meta-game.
- I cut, you choose — Draft items; split into two piles; each player chooses one pile; hidden information from upside-down tiles adds meta-game.
- Set collection and scoring — Score points from exhibitor cards, goal cards, and Forever stamp tiles; final tally determines winner.
- tile placement — Placed stamps fill a personal grid; certain corners and shapes score differently.
- tile placement on a grid — Placed stamps fill a personal grid; certain corners and shapes score differently.
- Upside-down tiles and hidden information — Some tiles come upside down; not knowing value until drafted creates bluffing and misdirection.
Video topics + discussion points
Quotes (from this video)
- the star of the show is definitely the stamps
- I cut you choose
- it's a pretty light game
- that metagame for us is really the thing that has made us interested in continuing to play this
References (from this video)
- Accessible and tactile tile placement with strong thematic appeal
- Well-executed solo mode that convincingly mimics human opponents
- Stunning stamp art with foiling enhances aesthetic and motivation
- Strategic depth via four scoring objectives and the final show
- Clear, satisfying corner-based scoring that rewards planning
- Some players may find the scoring decisions dense or intricate
- Multiplayer experience is not demonstrated in this solo-focused stream
- Stamp collecting, categorization by color/theme, and show-based scoring
- A stamp convention / philatelic show environment where players collect and trade stamps
- Lighthearted instructional with live-play commentary and audience interaction
- Trinket Trove
- Terraforming Mars (mentioned in chat context and as a stream activity background)
Mechanics (from transcript analysis)
- set collection — Players aim to complete color/theme collections to maximize points across multiple scoring tracks.
- set_collection — Players aim to complete color/theme collections to maximize points across multiple scoring tracks.
- show_phase — Final placement phase where stamps are laid out on boards to maximize scoring opportunities, including perfect corner formations.
- solo_ai — A three-deck AI emulates competition, prioritizing stamps based on an AI board and appraisal tokens.
- swap_phase — During each round, players appraise and swap stamp groups between themselves and the AI to optimize outcomes.
- tile placement — Players place stamps onto their boards to form scoring groups, with special corners and theme sets influencing points.
- tile_placement — Players place stamps onto their boards to form scoring groups, with special corners and theme sets influencing points.
- Variable Phase Order — Final placement phase where stamps are laid out on boards to maximize scoring opportunities, including perfect corner formations.
Video topics + discussion points
Quotes (from this video)
- Tile placement. Heck yes.
- I think the solo AI does a really good job of brain messing.
- The perfect corners are one of the best scoring mechanisms.
- Stamp Swap looks gorgeous; foiling on stamps is my jam.
- I love tile placement games; they're relaxing and tactile.
References (from this video)
- beautiful art, approachable drafting
- icon/art ambiguity leads to confusion about theme
- color/icon dual-coding should be clearer
- collection and goal achievement with artful stamps
- stamp-themed drafting/collection
- light, family-friendly drafting
Mechanics (from transcript analysis)
- color-coding for colorblind players — stamps have color borders to indicate color.
- drafting — draft stamps with different icons and colors to achieve goals.
- drafting/set collection — draft stamps with different icons and colors to achieve goals.
- icon-based thematic ambiguity — look at art to determine if stamp applies to space/vehicle/animal.
Video topics + discussion points
Quotes (from this video)
- giving players some starting resources at the beginning of the game... we like to give players a little boost
- a tiny formatting thing that actually makes a big difference
- the back of the box content packaging decision required a separate sheet to show the component list
References (from this video)
- Accessible and catchy theme
- Potential for mechanic twists and twists on familiarity
- Theme may feel niche to non-stamp-collectors
- Stamp collecting with a playful twist
- Philatelic-themed swapping and collection
- Light and accessible
- cards-and-grid button shy staples
Mechanics (from transcript analysis)
- Grid/stacked card placement — A 2x3 grid grid mechanic with card overlays
Video topics + discussion points
Quotes (from this video)
- it's essentially 1,700 cards and 8 or and 400 of those cards are double-sided
- you've turned Wingspan not into you built it into more than just a game
- no zero days
- the ending has to live up to the X number of hours that somebody just put into it
References (from this video)
- innovative drafting mechanic that adds choice and tension
- great visual appeal
- rule book can be confusing; video guide recommended
- collection, exchange, and display
- stamp exhibition; decorative themes
- playful, light drafting with visual scoring
- Seven Wonders
- Fit for Print (reference point)
Mechanics (from transcript analysis)
- drafting with piles — Draft several items at once, then split into piles.
- set scoring by shapes and themes — Scoring depends on shape variety and thematic matches.
- two-phase draft — After initial draft, players select piles in turn order.
Video topics + discussion points
Quotes (from this video)
- This is a fighting game. If you ever played Street Fighter, this is basically that in card form.
- I would not break this out as a casual game.
References (from this video)
- engaging solo puzzle with an AI opponent (Pinsetta)
- varied scoring pathways through color, theme, and shape tickets
- tight round structure with a clear day cycle (collect, swap, show)
- potential for strong cornering and four-corners scoring strategies
- accessible reference tools and in-game decisions that reward planning
- rule complexity can be challenging without a guide or playthrough
- solo run may show limited presence of specialists/exhibitors in this sample
- spatial puzzle can be tricky and punishing if placement is off
- some players may find the appraisal/swap rules fiddly or dense
- stamp collecting with colorful tiles, rarity, and scoring tokens
- abstract board game world centered on stamp collection and display
- solitary AI opponent (Pinsetta) guiding through daily collection, appraisal, and show phases
Mechanics (from transcript analysis)
- appraisal tokens — tokens earned via card properties and stamps that influence which pile Pinsetta takes and future scoring.
- collection and daily deck mechanics — drafting or revealing cards/stamps each day to form a daily collection that drives scoring decisions.
- difficulty levels — three difficulty levels (easy, medium, hard) affecting how penalties, show scoring, and AI behavior unfold.
- forever stamps and final scoring — permanent scoring tokens that contribute to end-of-game tallies and final show scoring.
- pile splitting and swapping — split collected items into two piles, compare appraisal tokens, and potentially swap to balance scoring opportunities.
- show phase scoring — place collected tiles on a mat to form available spaces, then score via tickets and categories (color, theme, shape, etc.)
- specialist and exhibitor cards — cards that modify scoring or grant special abilities, adding strategic depth (not heavily present in the solo run described).
- tile placement — placing stamps/tiles on a mat with constraints: spaces cannot overlap and must respect edge boundaries.
Video topics + discussion points
Quotes (from this video)
- I love collecting things.
- Stamp Swap solo is a really interesting like puzzle.
References (from this video)
- offers strategic decision making with high/low comparisons
- potential for multiple stamp types to create scoring patterns
- dependent on luck of the roll
- limited interaction besides scoring choices
- philatelic stamp collection competition
- A realm where players collect and swap stamps to fill patterns
- abstract puzzle
- Covenant
- Marvel United
Mechanics (from transcript analysis)
- area fill with stamps — Gaining stamps (big/small) to fill a grid; goal is to complete rows/columns.
- number selection — Players pick a rolled number and compare it to another to determine benefits; high/low comparison determines rewards.
Video topics + discussion points
Quotes (from this video)
- The orientation for the stamps matters.
- Millennium Blades gives you dice as you fill in sections here.
- I finish Stamp swap and Millennium Blades; this is a plentiful combination of realms.
- I love the theme and the variety of villains in Marvel United; want to share why it's immersive.
References (from this video)
- thematic charm and tile-laying puzzle
- solo mode works well
- I-cut-you-choose felt unsatisfying
- theme didn’t fully land for the reviewer
- collecting stamps with tile-laying
- stamp expo / philatelic theme
- light puzzle
- Hanamakoji
- The Great Split
Mechanics (from transcript analysis)
- I-cut-you-choose — players divide stamps; one group is chosen by the other player
- tile laying — place stamps to meet scoring objectives
Video topics + discussion points
Quotes (from this video)
- The Crew does it better
- This is an abstract game in its heart
- I rage quit
- Goblins Hate Christmas sponsorship
References (from this video)
- Embraces simultaneous play mechanics
- Excellent implementation of shared action phases
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The one thing I've realized from playing on board game arena is that I'm out of practice on scoring games. So I would say to game developers, make sure scoring is streamlined and not too convoluted.
- Musical immersion and satisfying feedback for interacting with the game. Fun game vs fun video game actions may not even have any actual utility, but they still feel good.
- Don't forget to design catchup mechanisms. The way Mario Kart World weighs its items based on racer position is such an enjoyable simple catch-up mechanism.
- Video games reward you for completing tough challenges with meaningful unlocks. Trek 12 is my favorite example of this.
- Video games stay fresh through patches, updates, and community content.
- Video games let you tailor the challenge to your comfort zone from casual mode to insane mode.
- Video games excel at simultaneous engagement. Everyone's playing all the time. Imagine Mario Kart where each player races one at a time instead of all at the same time.
- There are few things that are more intimidating than a 20 plus page rule book. Video games drop you into the action quickly and teach you as you play.
- Board games often withhold feedback until the final score tally. Video games give you constant feedback loops. Mid-game checkpoints and milestones could help players better understand how they're doing.
- I am much more of a tabletop game player than a digital game player. But I over the last few years, especially in researching Vantage, I researched a lot of video games.
References (from this video)
- trading
- collecting
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- one of the best if not the best boss battler out there
- this is the must get expansion if you're only going to get one
- you've never seen dragons quite like these they are stunning
- Simone Luciani strikes again
- freaking brilliant
- one of my top three favorite Thematic settings in board games
- live the best life you can
- be the best human being you can
- probably my game of the year
- there is no way it doesn't make it into my top 10 of the year
References (from this video)
- Engaging, compact three-day convention theme that ties together the mechanics.
- Rich decision space with multiple scoring axes and strategic tension.
- Swap-with-split mechanic creates meaningful risk/reward and negotiation moments.
- Asymmetric exhibitor and specialist cards add replay variety and teachable depth.
- Turns feel intuitive once the core loop is understood, with teachable rules through play.
- The scoring system is multi-faceted and can be intimidating for new players.
- Rare stamps create potential heartbreak and complex decision tradeoffs around reserve and swapping.
- Endgame and final scoring require careful arithmetic and can slow down late-game clarity in groups.
- Stamp collection, swap and exhibition
- Three-day stamp convention
- tile drafting with exhibit and contest scoring
Mechanics (from transcript analysis)
- Exhibitor and specialist cards — Exhibitors grant ongoing or round-based scoring; specialists provide ongoing abilities that may be affected by swaps.
- Face-up / face-down information — Some stamps are revealed face-up during setup or collect phases; others remain face-down and may be revealed later.
- Reserve and rarity — Rare stamps are worth more and cannot be reserved; players must decide when to pursue or pass on rare items.
- Set collection and scoring categories — End-of-round scoring across multiple categories (colors, themes, shapes, etc.) with a final endgame show.
- Show phase — Placed stamps are scored toward a single category per round; planning around exhibitor and specialist cards matters.
- Swap phase — After collecting six items, players split items into two groups; the other player chooses one group to keep.
- tile drafting — Players draft stamps or supply cards from a common pool each turn.
Video topics + discussion points
Quotes (from this video)
- This is a tile drafting and an eyesplit you choose style game
- Welcome to the 3-day stamp convention where over the course of three days, we are going to be collecting stamps, swapping them, and then showing them for points.
- The element of surprise
- It's like a Tetris. It feels like a Tetris.
- You never know.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's been a Bonkers year in general
- we are going to do kind of like a bit of a bigger wrap up
- Jamie is an incredibly talented human being in multiple facets
- we've found a studio space
- I'm tired we're just so tired I'm tired all the time
- please say hi
- we might miss a video or two because of travel
- this is the best outcome I think long term
- we're transitioning a little bit into this becoming you know a bigger part of Jam's professional career
- Jamie will stress her mental and physical health out to put a video out