Renowned board game designer Elizabeth Hargrave, the creative force behind the hit title Wingspan, has released her latest project: Sanibel. Inspired by the serene practice of beachcombing, the game serves as both a cozy tabletop experience and a poignant memorial to her late father, who passed away in 2025.

A Personal Journey Through Game Design
For many, tabletop gaming offers a vital sanctuary from the pressures of daily life. For Hargrave, the design process became a way to process grief. Sanibel is deeply personal, rooted in the shared memories of her family’s time spent on the Florida coast. “This one has a special place in my heart because I made it for my dad who was an insatiable shark tooth collector and who loved shells as well,” Hargrave shared following the game’s release.
The game mechanics reflect this obsession. Players navigate a beach-themed board, collecting shark teeth and seashells to arrange them into high-scoring clusters. The strategy mimics a relaxing stroll, where players must decide whether to rush for the best items or take their time to gather a larger collection, all while fitting pieces onto their personal boards in a satisfying, Tetris-like fashion.

From a Family Suggestion to the Tabletop
The concept for Sanibel originated years ago during a family lunch in Florida. After a day of collecting shells, Hargrave’s father suggested she create a game based on the experience. Recognizing the universal appeal of collecting and movement, Hargrave realized it was a perfect fit for a board game. While other games utilize shells as currency or resources, Sanibel stands out by prioritizing a tranquil, non-confrontational atmosphere.

The Philosophy of Non-Confrontational Play
Hargrave is well-known for her strategic yet accessible designs, most notably Wingspan, which earned the prestigious Kennerspiel des Jahres award in 2019. Her design philosophy remains consistent: “All of my designs are naturally nonconfrontational. That’s just my personal vibe and probably something that I got from my family.”
In Sanibel, conflict is minimized. The movement system, inspired by Tokaido, rewards the lagging player with the turn, creating a rhythm that avoids the panic of a traditional race. As Hargrave notes, “The further forward you jump, the farther back you fall.” This creates a sense of tension that feels more like a personal challenge than a direct battle with opponents.

Curiosity for the Natural World
Whether in Wingspan, Undergrove, or Sanibel, Hargrave’s work is consistently anchored in a deep appreciation for nature. This curiosity is a direct reflection of her upbringing. By focusing on the process of building and collecting rather than aggressive competition, she invites players to share in the calm, restorative experience that she once enjoyed with her father on the sandy shores of Florida.
















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