Stamp collecting might not be the first thing that comes to mind when you think of drama and excitement. But once a year, at the Stamp Swap & Show, there’s a bit more tension than you’d expect. Collectors from all corners come together for three days of trading, manoeuvring, and showing off their favourite postal finds.
In Stamp Swap, you’re not just quietly sorting your stamps into a neat little album. You’re making trades, squeezing points out of every perfectly placed piece, and maybe even messing with your opponents when the timing feels just right. Lining up a colourful row of animal stamps or slipping off with the first-player token at just the right moment, you’ll find this quiet hobby quickly turns into a rather spirited competition.
👥 1-5 players, ages 14+
⌛ Playing time: 20-60 minutes
📝 Designer: Paul Salomon
🎨 Artwork: Conner Gillette
🏢 Publisher: Stonemaier Games (review copy provided)

Gameplay Overview
The game plays out over three rounds, which represent the three days of the convention: Friday, Saturday, and Sunday. Each day follows the same structure. First you collect, then you swap, and finally you show off what you’ve got. After Sunday, everyone adds up their points and the best collector takes the win.
The day begins with an event card that shakes things up a little. It also determines which stamps and attendee cards are available. Some of these are placed face up, so everyone knows what’s on the table, while others stay face down to keep things interesting. One by one, players take turns picking items until each of them has six.
The stamps come in all sorts of shapes, colours, and themes, and the point values are just as varied. Some stamps score well, others not so much, and a few even deduct points. Attendee cards offer helpful abilities or extra scoring potential. You might pick up a specialist with a handy effect, or an exhibitor who rewards you for collecting certain types of stamps. There’s also a first-player token in the mix, which is worth a little edge in the next phase.
After collecting, it’s time to swap. Each player chooses one item to secretly keep, unless it’s a rare stamp which can’t be hidden away. The rest are split into two piles. Then the trading begins. Players take turns picking a pile from another player to claim as their own, while the pile they didn’t choose returns to the original owner.
Once everyone has made their selections, the hidden items are revealed and everyone adds their new haul to their collection. This part is where the mind games come in. You want to tempt your opponents with good stuff, but not give them too much. At the same time, you’re trying to guess what they’re up to. It can get surprisingly tricky for something that’s technically about stamps.
Once the trading dust has settled, it’s time for the show phase. Players arrange their new stamps on their personal grid, trying to squeeze out as many points as possible. Placement matters. Some fit neatly, others not at all, and anything that can’t be placed gets discarded. Still, you get to keep the points, even if the stamp doesn’t make it onto your board. New attendee cards are also added at this stage.
Then comes the scoring. Exhibitors give you points for collecting certain stamp traits, like matching colours or themes. If you’ve got the first-player token, that’s a tidy 2-point bonus. And then it’s time to enter a contest. Each one scores differently. One might reward perfectly surrounded stamps, another might go for a tidy edge, or even a perfect corner. But once you’ve used a contest, it’s off-limits for the rest of the game, so choosing when to use each one makes all the difference.
Once Sunday is done, it’s time for the final scoring. First, check who has the most forever stamps. That’s a nice bonus. Then everyone adds up their stamp values, scores any specialist cards, and enters one last contest card for a final push. The player with the most points wins the game. No trophy, but they do get the quiet satisfaction of being the top collector, which, in the world of stamp collecting, is practically priceless.


Game Info
Stamp Swap is a competitive tile-placement and drafting game designed by Paul Salomon and published by Stonemaier Games in 2024. It plays with up to five players, takes about 20 to 60 minutes, and is recommended for players aged 14 and up. If the name rings a bell, Salomon is also behind games like Honey Buzz, Periodic, and Genotype.
The game includes a solo mode as well, with its own setup and cards, so you can get stuck in even if your usual group is busy or simply not interested in stamps.
Components and Presentation
The production value is exactly what you’d expect from a publisher like Stonemaier. The stamp tiles are the centrepiece, each one featuring detailed illustrations that pull inspiration from themes like animals, landmarks, flowers, and space. They’re bright without being gaudy, and thankfully, the style doesn’t get in the way of functionality. Values and traits are clearly printed, and the layout seems to have considered accessibility from the start.
Player boards are styled to look like old-school stamp albums, complete with a space to store your day’s finds and keep track of cards and scoring. The central board keeps things tidy, with helpful icons, a clear timeline, and some nice illustration work that doesn’t distract. Cards are easy to scan at a glance, and icons are mostly intuitive, although you might need to refer back once or twice in your first game. There’s a sturdy plastic insert in the box, which makes packing away less of a chore. Overall, it’s the kind of production that doesn’t shout about itself, but it works smoothly behind the scenes.


Rulebook and Learning Curve
The rulebook does a decent job of explaining what’s what. It starts with a helpful overview, and the game’s rhythm is simple enough once you’ve seen it in motion. Collect, swap, show, score. You’re unlikely to forget the flow after the first round.
That said, it can feel a bit dense on first read, especially when it comes to contest scoring. There are some nice visual examples to help with that, and most of the tricky bits are explained towards the back. The rulebook also includes a one-page reference for odd cases and tie-breakers, which is useful, even if you only look at it once or twice.
For those who prefer being walked through things, there’s also a Dized tutorial. We didn’t use it, but it’s good to know it’s there. Once you’ve played a full round, the game feels much more natural than it reads.

How It Plays
Stamp Swap fits neatly into that light-to-medium space where the rules are clear, but the decisions aren’t always obvious. The structure is clean, the components do a lot of the heavy lifting, and things generally flow nicely. It’s not a game that overwhelms you, but it does give you just enough to chew on.
The swapping phase is where it gets interesting. After everyone’s picked their items from the shared pool, you secretly reserve one, then split the rest into two piles. Your opponent chooses one of those piles and you get what’s left. It’s a clever little mechanism that turns every decision into a bit of a gamble. You’re constantly asking yourself, “Will they take this one? Did I make the other pile too tempting? Have I just handed them the exact card they needed?” More than once, we ended a round with someone laughing and someone else sighing.
This part of the game brings in a bit of social reading and mild bluffing. You don’t need to outthink everyone at the table, but if you never consider what the others are after, you’ll probably fall behind. It’s not cutthroat, but it isn’t passive either. You can definitely mess things up for someone by accident or on purpose, and that adds a fun tension.
The theme serves more as a structured overlay than a deep narrative driver, but it’s effective. It gives shape to the game’s phases and helps organise the experience in a way that’s easy to internalise. Each step, from collecting to exhibiting, mirrors familiar ideas from stamp collecting, making the flow of the game feel intuitive even if the mechanics are quite abstract underneath.


Planning, Puzzle, and Payoff
Once the trading’s done, the vibe shifts. The show phase is a quiet puzzle where you try to fit your stamps onto your grid as efficiently as possible. There’s something very methodical and satisfying about it. You’re not just looking for space, but trying to hit the right colours or themes to meet your exhibitor goals and contest cards.
You don’t need to be a puzzle master to enjoy this part, but a bit of spatial awareness definitely helps. Sometimes you’ll get a tile that would be perfect, except you’ve already blocked the space you need. That kind of small frustration is part of the charm. It gives each decision a bit of weight, even when things seem relaxed.
This balance between quiet planning and player interaction gives the game a good pace. It’s also surprisingly replayable, mostly because each game throws up different stamp combinations, events, and scoring goals. One round, you might go all-in on animals. The next, you’re trying to build the perfect blue-and-yellow corner.


Final Thoughts
Stamp Swap is a game that manages to stay clever without trying too hard. It doesn’t rely on dramatic twists or heavy strategy, but instead offers small, consistent decisions that slowly add up. There’s enough tension in the swapping phase to keep you alert, and enough charm in the artwork and theme to keep things inviting.
For us, the game played best at three or more. With more players, the swapping gets more unpredictable, and the bluffing has a bit more life to it. Two-player mode still works, though it feels slightly more controlled and tighter in scope. The solo mode is a nice extra, though it feels more like a solo puzzle than a full substitute for the main game.
If we’re being honest, the first game can take a little longer than you might expect. There’s quite a bit of icon interpretation at the beginning, and until you’ve seen how the contest cards work, some of the scoring might feel a bit fuzzy. It’s nothing major, but it’s worth knowing that the first play might be more of a learning session.
That said, this is the kind of game that settles in after a couple of plays. You get better at spotting which piles are bait and which are worth fighting for. You stop overthinking every tile. And you start to see how small moves early on can shape the endgame.
It’s not loud. It’s not flashy. But it’s confident in what it’s doing. If you enjoy light strategy games with a touch of bluffing and a bit of a spatial puzzle, Stamp Swap might just sneak onto your shelf and stay there longer than you expect.
📝 We received a review copy from Stonemaier Games.





