Sanibel - How to Play. Complete, Concise, Clear Board Game Tutorial
Stuff your bag with the best collection of seashells before the other players take away your dreams in Santael. >> And today we'll be teaching you how to play Sunny Bell game designed by Elizabeth Harrave and published by Avalon Hill. >> And hi everyone, it's Stella >> and Terrence. Welcome to Mele University.
>> And hey, if you enjoy this video after watching, like, subscribe, and comments. You know what to do. Now, let's get to the classroom. In Santael, players are beachgoers, taking a leisurely walk up and down the beach, collecting shells along the way, which they'll drop and arrange into their own collection bags.
Players walk the beach at their own pace, walking slowly to collect the most, or racing quickly to collect the best, all the while waiting for the waves to wash more shells ashore. Once all players have made their way up and down the beach and back to the beach chairs, whoever has amassed the highest scoring combination of shells will be the winner.
To set up, assemble the three main board pieces with the beach chairs on the left and the lighthouse on the right. Separate all of the shell tiles into their four different shapes: diamonds, hexagons, triangles, and these lighthouse shapes. For the diamonds and hexagons, mix them all up in their corresponding bags.
For the triangles, make a general supply equal to five tiles per player, keeping them near the main board and returning any leftovers to the box. For the lighouses, randomly deal a hand of two to each player. Return leftovers to the box. Give each player a player board, which will represent your bag of shells, and keep your two lighthouse tiles beside your board for now.
On the seven central sections of the main board, place starting shells based on the numbers shown here. In this section, for example, I would be placing five diamonds and five hexagons. Arrange them however you want. The intent is they should all be visible. In the two-player game only, place one fewer tile per shape per area.
At the top left of the board, place the wave marker on the wave space and randomly place the player pawns onto the starting footprints. Based on your starting position, draw the appropriate number of starting diamond tiles from the bag. Here for purple, it's one. and add them immediately to your playerboard following the normal placement rules which I'll explain a little bit later.
During this starting draw only, if you draw a sand crab from the bag, return it to the bag and draw another tile. You're now ready to play. >> Okay, Terren, when can I start collecting those beautiful shells already? >> Soon. But first, the turn order and movement on the beach. Santael is played in turns and during your turn you'll move your colored pawn any number of spaces forward along the main path of the beach coming to rest on any one of the footprint spaces for these purposes.
Forwards means following the direction of the footprints. And you'll be following a U-shaped path across the course of the game, along the beach to the lighthouse, down the lighthouse space, and then along the beach back towards the chairs. Each move must take you to a new beach section. This would not be allowed.
At any given time, it's the player whose pawn is furthest back on this track who gets to take a turn. There is no limit to how far you can move on a turn. So, if you don't move very far, you'll end up taking more turns because you'll be at the back of the queue sooner. If you choose to move a long way, then it could be a long time before you get to move again.
In some cases, you may even get to take multiple turns in a row. On any standard turn, when you finish your move, you'll come to rest on a footprint showing a number between 1 and three. You may now take up to that many tiles from the region you've landed in in any combination of diamonds and hexagons.
And you must place all of those new tiles onto your playerboard following the standard placement rules. At this point, your turn is over. you don't add any new tiles to the beach and play passes to the next player at the rear. One of the keys to scoring the most points is how you place your shells in your bag.
>> Now, we'll go through the rules on how to place them. >> First, shells always fall under gravity towards the bottom of the bag. That means at least one of its bottommost sides must be touching either the bottom of the bag or aside from another tile. This placement is legal since its bottommost side touches the top of this tile.
This too would be a legal placement. However, this would not be a legal placement and nor would this since it touches the other tile only on a point and not on a complete edge. Second, tiles must line up with this diamond grid pattern. You cannot place in a way like this since it only half fills each of these grids.
You must completely fill any grid space you place in. Third, there must be an open path of any size between the top of your board and your placement location. Having placed this shell here, I've now blocked off these two grid spaces. With no open path from the top, I can never place in one of those spaces again.
A shell can fit through any gap of any shape or size. It's only grids which are completely closed off which you can't place in. On your board, there are five smaller triangular grid spaces looking like this. You can't take a tile from the beach which fills these. But if you ever fill the space below a triangle, then on your turn, you may take any one triangular shell from the supply as a free additional action and use it to fill that space.
Finally, you never place sand crabs onto your board. If you take one of these from the beach, then discard it to a common discard pile and choose any other shell tile, excluding another sand crab and excluding a tile from your current section of the beach. Place that newly chosen tile following all of the standard rules.
With everyone grabbing shells off the beach, the supply will dwindle over time. >> And that's where the ocean comes to the rescue. In addition to the player pawns on the movement track, there is also the wave marker. And if at the end of someone's turn, the wave is the furthest piece back on the track, it's the waves turn to move.
Move the wave forward to the next wave space and then see which tiles and how many are placed for your player count. Here in a four-player game, it's two hexagonal tiles. From the appropriate bag, place those tiles on each of the seven central beach areas. This consistently keeps the beach replenished with new shells.
In setup, each player was dealt two lighthouse tiles, and each of these provides some sort of scoring objective that you can try to target on your board. Some also combine this with some of the depicted standard types of shells. To score the points on your lighthouse tiles, you need to place them in your bag.
And your only chance to do this is halfway through the game when you visit the lighthouse space. This section cannot be skipped. You must stop in the lighthouse and due to the positioning of the waves, wait for all players to arrive before you'll be able to move away. If you choose the front space of the lighthouse, you may now place both of your lighthouse tiles onto your board following the standard tile placement rules.
For any other space, instead place only one of your two lighthouse tiles on your board, returning the other to the box. you will not be scoring it before taking and placing one or two tiles from other sections on the board as if you had just picked up that many sand crab tiles. Players keep taking turns until they have reached the final section of the board back at the chairs where they started.
Upon choosing your space in this area, you will either be allowed to take one or two tiles from the board. Again, as if you had just taken that many sand crab tiles, or simply choose a space, which grants you bonus points. Once all players have arrived at the destination, then the game is over. >> A good walk and a back full of shells.
>> Now, let's find out how to calculate the final score. Each player will score for the six main different types of shells. Firstly, the diamonds and triangles. There are three different types of shells on these tiles. For the brown serifs, simply count the number of that shell you have. Here it's 1 2 3 4 5 6.
Score points according to this table. Next, the pink coinas. You score points for each connected pair of kenas which is not connected to any other connection is along edges not corners. So here I have four connected pairs plus these coinas which do not score. With between one and four pairs you score one point per pair.
So here I would have four points. But with this small change I now have six connected pairs for two points per pair. a total of 12. Third is the green shark teeth. Find your single largest connected cluster of shark teeth and score one point per two teeth in that cluster. This would be four points. Additionally, the player or players with the largest cluster among all players score a bonus three points with second place scoring one.
When tied, tied players always take the higher number of points. Next, score the hexagons. For the purple echinoderms, you want to have a variety of achinoderms which are not connected to each other. To score them, first ignore any echinoderms which share an edge with another. And then for all that remain, score one point per different type of ekinoderm.
Here I score for sand dollars and nine arm sea stars a total of two points. For the blue by valves, wherever they are in your bag, you score one point for each tile, as long as you have at least two of that type of tile. So, I have two turkey wings for two points and three calico scallops for three points, but only one spiny jewel box, so it scores zero.
For the orange snails, find your single largest connected cluster of snails and score one point per different snail type in it. here. This is my largest cluster and I have shark eyes, an alphabet cone, and a lightning welk. Three different types, so three points. The slipper snail is not in the cluster, so even though it's different, it doesn't score.
Then score for the printed objective on any lighthouse tile you've placed in your bag. Here, I'm getting three points cuz my sealass touches three colors and four points cuz my sea whip touches the top of my bag. and gain points if applicable from your final footprint space. The player with the highest score wins.
And if tied, whoever is furthest to the left in these final four placement spaces breaks the tie. I had a great walk on the beach and I don't care about my feeble score. And thanks for watching. If you like this video, maybe you like to watch this next one. Have a great day. Fight.