Sea Salt & Paper
During their turn, you assemble your hand, maybe place cards for their effect, and decide if you want to end the round. But do you think you are the one with the most points in hand?
You will have to choose: stop the round immediately or give the others an extra turn to try to extend the gap? Is it worth taking the risk?
Number of players: 2 - 4
Game duration: 12 mn
Complexity: 2 / 5
Play Sea Salt & Paper and 949 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Play Sea Salt & Paper and 949 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Rules summary
Play
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.
Turn structure
1. Draw
Either:
- • Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)
- • Draw the top card from either discard pile
2. Duo
If you have a "duo" of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:
- • Pair of crabs = take a card of your choice from either discard pile (opponents do not see what you took)
- • Pair of boats = take another turn
- • Pair of fish = draw a card from the deck
- • Shark + swimmer = steal a random card from another player's hand
3. Call
If you now have seven or more points' worth of cards (both in your hand and in front of you), you may choose to call either:
- • "STOP" = round ends immediately, each player scores their points. No one scores a color bonus.
- • "LAST CHANCE" = every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.
- • If the caller has the highest (or equal highest) card score they score those points plus their color bonus. Other players score only their own color bonus.
- • If another player beat their card score, the caller scores only their color bonus and all other players score their own card score.
(A player's color bonus is the number of cards they have in their most plentiful color.)
Special case: If the deck is empty at the end of a player's turn, the round ends immediately with no scoring.
End of game
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins, tie broken by whoever went last in the last round. 4 mermaids instantly wins the game.
List of cards
Type (written in small writing on the bottom left of the card in the help panel)
- 9 x Crab
- 8 x Boat
- 7 x Fish
- 5 x Shark + 5 x Swimmer
- 4 x Mermaid
- 6 x Shell
- 5 x Octopus
- 3 x Penguin
- 2 x Sailor (anchor icon)
- 1 x Lighthouse
- 1 x Shoal of fish
- 1 x Penguin Colony
- 1 x Captain
Colours (displayed in the colour helper)
- 9 x Dark Blue
- 9 x Light Blue
- 8 x Black
- 8 x Yellow
- 6 x Green
- 4 x White
- 4 x Purple
- 4 x Gray
- 3 x Light Orange
- 3 x Pink
- 1 x Orange
EXTRA SALT EXPANSION
5 new card types:
- JELLYFISH - Pair with a swimmer to immobilize your opponents.
- LOBSTER - Play with a CRAB to take a card from the top five of the draw pile.
- CRAB BASKET - Get 1 point per crab.
- STARFISH - Combine with any duo to get 3 points but no card effects.
- SEAHORSE - A wild card to add 1 more card to any collection.