Full manual text

Sea Salt & Paper - Rules of the Game – Expansion – Extra Salt; Event – Extra Pepper
1. Game ends when a player satisfies any one of these conditions:
a. Obtaining all 4 Mermaids (Event – Last Place: Dance of the Mermaids – 3 Mermaids) – That player
wins. – Note this condition is only checked at the End of your Turn (i.e. during Step 3)
b. Any player exceeding the total accumulated points across Rounds required below: (Players: Points)
(2: 40 | 3: 35 | 4: 30) – In which case the player with the most points after the last Round wins. In case
of a tie, the player earning the most points in the last Round wins.

2. Start of Each Round – Shuffle the Draw Deck and draw the top 2 cards forming the 2 discard piles. The
First player of the Round is the player next in turn order to the player who ended the previous Round.

Events – Draw the top card of the event deck, that event is active for all players this Round in addition to
any events owned by a player. Events do not count to colour sets.

3. On your Turn
i. Step 1: Add a card to your hand either by:
a. Drawing 2 cards from the top of the Deck, choose 1 to keep and 1 to discard to 1 of the 2 discard
piles, noting if a discard pile is empty, you must discard it to that pile.
Event – Last Place: The Dolphins – if the card you discarded was a collection card (see below), you
may add the top card of the Deck to your hand.
b. Draw the top card from 1 of the 2 discard piles. (Note – you cannot check the discard piles for its
contents.)
c. If you were attacked by a Jellyfish Duo (Expansion) and are not protected by The Coral Reef (Event)
Draw a card and go straight to Step 4, ignore The Angelfish (Event).

ii. Step 2: Play Duos (Pair of cards with effects – See below) or Trios (Starfish only) face up in front of
you, you may play more than one Duo or Trio.
Event – Last Place: The Coral Reef – You may play a Shell in front of you facedown to which you are
protected from all attacks (Shark, Swimmers or Jellyfish Duos) for the whole Round. The Shell played
is worth 0 points and does not count to Colour Bonus.

iii. Step 3: End of turn, if you have reached at least 7 points for the Round (Event – First Place: The
Treasure Chest – 10 points) or more and no one else has called, you may call one of the following, if
you choose not to call, move to Step 4.
a. Stop – All players reveal their hand and score their cards (both in hand and played).
Event – First Place: The Diodon Fish – You cannot call a Stop, only a Last Chance.
b. Last Chance – Calculate the score of your cards (both in hand and played), each other player takes 1
last turn (You cannot attack a player that ended before you in turn order) and calculates the score. If
the player who called Last Chance:
i. Has or is tied for the most points in the Round. – They score their points + Colour Bonus (1 point per
card of your largest colour group). Everyone else scores only their own Colour Bonus.
ii. Does not have the most points in the Round – They score only their own Colour Bonus. Everyone
else scores their own points.
Check if Game End is triggered. If not, the active Event card goes to the player that meets the First
or Last place requirement of the Event card. Each player can only have 1 event card in front of them,
choosing 1 to keep and discarding the other where needed. That Event card is active only for them.
Event cards are discarded if the player no longer meets the place requirement or if they are tied for
the place requirement. (i.e. There can be a maximum of 2 personal Event cards on the table at any
time.)
iv. Step 4: Check if the Deck is empty:
a. Yes – Round ends immediately, no scoring takes place this Round.
b. No – Play moves on to the next player.
Event – Last Place: The Angelfish – Prior to moving to the next player, if the top card of both discard
piles is the same colour, you may choose 1 of the 2 top cards and add it to your hand. (Note – If after
taking the top card and the new top cards match in colour. Do not trigger again)

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Card clarifications
Collection Cards – These cards are never played in
front of you during your turn other than scoring –
Except Shells if the Coral Reef is Active. You receive
points equal to the respective score depending on
the number of cards you have at the end of the
Round in a Stop or Last Chance. Cards are denoted
first by number of cards and then Points per card
you own. (i.e. 2 Cards, (0 points, 5 points)) There are
only as many cards in the deck as they are points –
I.e. it is impossible to get 5 points for Sailors if you
don’t have both (Seahorse notwithstanding)
1. Sailor – 2 Cards (0 | 5)
2. Penguin – 3 Cards (1 | 3 | 5)
3. Shells – 6 Cards (0 | 2 | 4 | 6 | 8 | 10)
Event – Last Place: The Dance of the Shells –
Each Shell card is worth 2 points, overrides
original point table) – (2 | 4 | 6 | 8 | 10 | 12)
4. Octopus – 5 Cards (0 | 3 | 6 | 9 | 12)
Event – First Place: The Kraken – Each
Octopus card is worth 1 point, overrides
original point table) – (1 | 2 | 3 | 4 | 5)
5. Seahorse – 1 Card – Treat this card as a Wild
Collection card when forming a set, note you
must have at least 1 Card of the Set you are
trying to form. You may not exceed the total
number of points of the set. (Note – for
colour purposes this card is White – Same
colour as Mermaids.) – Expansion
Point Multiplier Cards – These cards are never
played in front of you during your turn other than
scoring. You get the number of points per card you
own at the end of the Round. This is then added to
any Duo, Trio or Set points it already has. There is
only 1 of each Point Multiplier Card.
1. Lighthouse – 1 point per Boat (Max – 8)
2. Shoal of Fish – 1 point per Fish (Max – 7)
3. Penguin Colony – 2 points per Penguin (Max
– 6)
4. Captain – 3 points per Sailor (Max – 6)
5. Cast of Crabs – 1 point per Crab (Max – 9) –
Expansion
Mermaid Cards – These cards are never played in
front of you during your turn other than scoring or if
you meet the Game End requirement. There are 4
Cards. It is possible for Mermaids to be your biggest
Colour Group.
Scoring Mermaids – Sort your cards into Colour
Groups (Same Colour Cards) and score the Colour
Bonus as follows.
Event – First Place: The Tornado – Mermaid Cards do
not score points, but still count towards Game End
requirements.
1 Mermaid – Score your Colour Bonus.
2 Mermaids – Score your Colour Bonus, remove that
Group and Score the next Colour Bonus.
3 Mermaids – Perform the scoring of 2 Mermaids
and remove that Group and Score the next Colour
Bonus.
Duo Cards – These cards are played in front of you
during your turn, you receive the effect of the Duo
and each Duo (Valid pair of cards) is worth 1 point
(i.e. 2 Crabs = 1 point). Any unplayed Duos also score
at the end of the Round following Stop or Last
Chance Scoring. Where the number of interactions
is not specified, assume only a pair of the same
cards act as a Duo.
1. Crabs – 9 Cards, 2 types of interactions
a. Crab – Choose a discard pile, and take a
card from the discard pile and add it to
your hand. Do not shuffle the discard
pile.
Event – Last Place: The Hermit Crab –
Choose 1 card from each discard pile
b. Lobster – 1 Card – Take the top 5 cards
from the Deck, choose 1 to keep, return
the rest and shuffle the deck. –
Expansion

2. Boat – 8 Cards – The player immediately
takes another turn. Trigger Angelfish if met.
3. Fish – 7 Cards – Add the top card of the deck
to your hand.
Event – Last Place: The Sunfish – Add the top
2 cards of the deck to your hand.
4. Swimmer – 5 Cards – 3 types of interactions
a. Shark – 5 Cards – Steal a random card
from another player’s hand and add it to
your own – Attack
b. Jellyfish – 2 Cards – Everyone after you
draws the top card from the deck, play
cycles back to you. Note – If you call Last
Chance after playing this Duo, nobody
else (The Coral Reef – Protected players
excluded) gets to play any Duos or Trios
– Expansion
c. Swimmer – Event – Last Place: The
Water Rodeo – Look at an opponent’s
hand. You may swap a card with your
opponent from your hand.
5. Shark – 5 Cards – 2 types of interactions
a. Swimmer – 5 Cards – See above (4a)
b. Shark – Event – Last Place: The Water
Rodeo – Steal a Duo that has been
played by another player and place it in
front of you, do not trigger the Duo’s
effect. Does not affect played Trios.

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Trio Cards – There is currently only 1 type of Trio Card
which is the Starfish – 3 Cards. A Trio comprises of 1
Starfish and a valid Duo – (The Water Rodeo) and
depending on the whether the card is played, the
interaction changes.
1. Starfish is not played during your turn and is
instead scored at Round end as per Stop or
Last Chance – Pair the Starfish with a valid
Duo, the Duo loses the 1-point value as a pair
and is instead worth 3 points in total as a Trio.
Any unpaired Starfish is worth 0 points.
2. Starfish is played during your turn with a
Duo – The Duo does not have any effect,
loses the 1-point value as a pair and is
instead worth 3 points in total as a Trio,
cannot be stolen by a Shark + Shark Duo –
Expansion
Variants – Events
You can spice up your game by trying out the various
variants below:
1. See all Events – At the Start of the Game,
divide the event deck into 3 random groups
of 4 Cards, using a group for each Round.

On the 4
th
Round onwards, shuffle the deck
and draw 4 Event Cards.

2. Permanent Events – At the Start of the Game,
choose between 1 to 12 event cards. These
events remain active for everyone. There are
no personal events except for Catch Up.

What each Event Changes

Change up the game – These cards spice
up the rules of the game and add
complexity when combined together.

a. The Dolphins – Adds a new way to
draw additional cards that you can
then play on the same turn.

b. The Coral Reef – Adds a new use to
Shell Collection Cards and gives a
Blocking Mechanic. You can also
change it from Round to Turn.

c. The Angelfish – Adds new tactical
ways that allow you to keep both
cards when Drawing from the Deck
or a chance to gain 1 card from the
Deck and Discard.

d. The Water Rodeo – Adds new Duos

Speed of the Round – These cards
change the speed of the Round and
sometimes make certain cards more
favourable.

a. The Treasure Chest – Makes the limit
to end a Round higher, lengthening
the Round

b. The Sunfish – Doubles the power of
Fish Duos, speeds up the depletion
of the Deck

c. The Hermit Crab – Doubles the
power of Crab Duos, allows you to
plan ahead and set up a future Duo
for a combo turn.

Collection Card Points – These cards
change the value of certain collection
sets and increase the value of a single
collection card in their set which was
previously valued at 0. They don’t
increase complexity, just change up the
point values

a. The Dance of the Shells – Overall
increase in potential points. When
paired with The Coral Reef, it gives an
interesting weighing of the options
of a single Shell card.

b. The Kraken – Overall decrease in
potential points but boosting the
viability of a single Octopus card.

Unpredictability – These cards make the
Round or game much swingier.

a. The Diodon Fish – Calling Last
Chances only will cause each Round
to have massive swings in points.

b. Dance of the Mermaids – Given that
this reduces the win requirement of
Mermaids by 25%. This event gives
potential for more opportunities of a
Hail Mary play – Mermaid Victory.

Catch Up – We recommend dealing this
event out as a personal event solely to a
single (not tied) First Place as a Catch Up.

a. The Tornado – The loss of Mermaid
Scoring would potentially slow the
leading player but allowing others to
catch up.

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