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.