# Sea Salt & Paper: Extra Pepper ## General Info - **Year Published**: 2025 - **BGG Rating**: 8.0 - **BGG Rank**: — - **Players**: 2-4 (Best with: 3) - **Duration**: 30-45 min - **Weight**: 1.45 / 5 - **Designers**: Bruno Cathala, Théo Rivière - **Artists**: Anicé Claudéon - **Publishers**: Bombyx, Cranio Creations, Gam'inBIZ, IGAMES, MINDOK, MIPL, MM-Spiele, Pandasaurus Games, Tranjis Games - **Categories**: Animals, Card Game, Expansion for Base-game - **Mechanics**: Catch the Leader, Events, Hand Management, Melding and Splaying, Open Drafting, Push Your Luck, Score-and-Reset Game, Set Collection, Sudden Death Ending, Variable Player Powers ## Verdict Perfect for base game fans looking for more interaction and twists. The bonus/malus system keeps the tension high!Adds strategic depthEfficient catch-up systemBeautiful new card artIncreases game variabilityRequires base game to playSlightly increases rule explanation timeRECOMMENDED ## Description If you already enjoy the relaxing yet strategic vibe of Sea Salt & Paper, get ready to add some spice to your table! The Extra Pepper expansion arrives to upgrade the experience, bringing new layers of interaction and twists that make the gameplay more dynamic. The core idea is simple but brilliant: in each round, new cards are introduced that establish specific game conditions. These conditions act as modifiers that can either be your saving grace or your worst nightmare. The real kicker happens at the end of each round. Depending on your score, you might inherit a valuable bonus or a pesky malus. If you were the top performer of the round, you might gain an advantage, but if you lagged behind, you might receive something designed to balance the competition. It's that classic 'catch-up' system that prevents one player from running away with the game and keeps everyone on edge until the very last second. Furthermore, the expansion deepens the hand management and set collection aspects, forcing you to rethink whether it's worth risking everything now or saving your cards for a more opportune moment. With the addition of new events and variable powers, every game becomes unique, as the victory conditions and penalties shift constantly. It's the perfect complement for those who feel the base game has become too predictable or for anyone who wants to add more spice (literally!) to their marine origami battles. Prepare your deck, manage your risks, and try not to be the victim of the next round's malus! ## How to Play Objective of the Game In Sea Salt & Paper: Extra Pepper, players are competing to collect sets of cards to score points. The goal is to be the player with the most points when the game ends. The game can end in two ways: a player collects all 4 Mermaid Cards (or 3 if the Dance of the Mermaids event is active) or a player reaches a specific point threshold depending on the number of players (40 points for 2 players, 35 points for 3 players, or 30 points for 4 players). Preparation (Setup) To set up the game, follow these steps: Shuffle the Draw Deck and draw the top 2 cards to form the 2 discard piles. Determine the First Player of the round (the player next in turn order to the player who ended the previous round). Draw the top card of the event deck; this Event is active for all players during this round. Each player starts with a hand of cards (refer to the base game rules for initial hand size). Game Flow The game proceeds in rounds. Each round consists of several turns. On your turn, you must follow these three steps in order: Step 1: Add a card to your hand. You can do this by: Drawing 2 cards from the Deck, choosing 1 to keep and 1 to discard to one of the 2 discard piles. Drawing the top card from one of the 2 discard piles. Note: If you were attacked by a Jellyfish Duo and are not protected by The Coral Reef, you draw a card and skip directly to Step 4. Step 2: Play cards. You may play Duos (a pair of cards with effects) or Trios (specifically Starfish paired with a valid Duo) face up in front of you. You may play more than one per turn. Step 3: End of turn / Calling a Stop. If you have reached the required points (7 points normally, or 10 points if The Treasure Chest is active) and no one else has called, you may choose to call Stop or Last Chance. If you choose neither, proceed to Step 4. After Step 3, proceed to Step 4: Check if the Deck is empty. If the deck is empty, the round ends immediately with no scoring. If not, the turn passes to the next player. Actions and How to Play During your turn, you interact with different types of cards and effects: Card Types Collection Cards: These are never played in front of you (except Shells if The Coral Reef is active). They are scored at the end of the round. Examples include Sailor, Penguin, Shells, and Octopus. Point Multiplier Cards: These are never played in front of you. They add bonus points based on the number of specific cards you own (e.g., Lighthouse adds points per Boat). Mermaid Cards: These are scored at the end of the round and can trigger the game end. Duo Cards: These are played face up and provide an immediate effect. A valid Duo is a pair of the same cards. Examples include Crabs, Boat, Fish, Swimmer, and Shark. Trio Cards: A Starfish paired with a valid Duo. This makes the set worth 3 points instead of 1. Seahorse: Acts as a Wild Collection card when forming a set, but must have at least 1 card of the target set. Key Actions & Effects Stop: All players reveal their hands and score their cards (both in hand and played). Last Chance: You calculate your score, and every other player gets one last turn. If the player who called Last Chance has the most points (or is tied), they score their points + Colour Bonus. Everyone else scores only their Colour Bonus. If the caller does not have the most points, they only score their Colour Bonus, and everyone else scores their full points. Attack (Shark/Swimmer): Certain cards allow you to steal cards or Duos from opponents. Protection (The Coral Reef): You may play a Shell face down to be protected from all attacks for the whole round. End of Game and Scoring The game ends immediately when one of these conditions is met: A player obtains all 4 Mermaid Cards (or 3 if Dance of the Mermaids is active). This is checked only at the End of your Turn (Step 3). That player wins immediately. Any player exceeds the required total points: 40 (2 players), 35 (3 players), or 30 (4 players). In this case, the player with the most points after the last round wins. In a tie, the player who earned the most points in the last round wins. Scoring Details Collection Sets: Score based on the number of cards owned (e.g., 2 Sailors = 5 points). Colour Bonus: Score 1 point per card of your largest Colour Group. Duos/Trios: Each valid Duo is worth 1 point. A Trio is worth 3 points. Tips for Victory Consulte o manual para detalhes sobre esta seção. ## FAQ ### Do I need the base game to play Extra Pepper? Yes! This is an expansion, so you must own the original Sea Salt & Paper to use these new components and rules. ### Does the game become much harder? Not necessarily 'harder', but more strategic. The new game conditions add layers of decision-making, but the simple essence of the game remains. ### How long does a game take with the expansion? It remains very fast-paced, usually taking between 30 to 45 minutes, depending on the number of players. ### How many players is it recommended for? From 2 to 4 players, maintaining the same count as the base game. ### What exactly are the 'maluses'? They are penalties or unfavorable conditions that the lowest-scoring player might receive, serving to balance the competition. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 6.18 (https://boardgameprices.com/item/go?source=A&storeitemid=6442772&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/84103/sea-salt-and-paper-extra-pepper?utm_source=boardgamesbot.com