
OBJECTIVE OF SEA SALT & PAPER: Collect the highest-scoring hand of cards, then decide the exact right moment to end the round before someone else does it for you.
NUMBER OF PLAYERS: 2 to 4 players
MATERIALS: 58 playing cards
TYPE OF GAME: Card game (set-collection / push-your-luck)
AUDIENCE: 8+
OVERVIEW OF SEA SALT & PAPER
Bruno Cathala and Théo Rivière designed this one, and Bombyx first published it in 2022 before Pandasaurus Games brought the Sea Salt and Paper Game to English-speaking tables. The whole box is small enough to fit in a jacket pocket, which turned out to be a huge part of its appeal. It’s become one of the most talked-about small-box card games of the last few years, showing up on shelves next to games ten times its size.
Every card shows a different sea creature folded from paper, and that origami art style is most of the reason it gets picked up off a shelf in the first place. Underneath the cute exterior sits a genuinely sharp set-collection game with one nasty twist: you never know exactly when the round is about to end, because any player can end it the instant they cross a small point threshold. These Sea Salt and Paper Rules cover setup, every card in the deck, and exactly how to play Sea Salt and Paper from your very first turn.

SETUP
Shuffle the full deck. Flip the top two cards face up next to the draw pile, these become your two discard piles. Pick a starting player however your group likes.
Nobody deals out a hand. Every player starts with nothing, and builds their hand entirely through the actions they take once the game begins.
HOW TO PLAY SEA SALT & PAPER
Every turn breaks into two parts, one you have to do and one you can skip.
ADD A CARD TO YOUR HAND
Pick one of two options. Either draw two cards from the deck, keep one, and discard the other face up onto whichever pile you choose, or simply take the visible top card off one of the two discard piles.
PLAY YOUR DUOS
If you’re holding a matching pair, you can lay it down for an effect, and you’re free to keep chaining duos in the same turn if you draw into more of them. Every duo you’re holding counts for 1 point on its own at scoring time, whether you’ve played it for its effect or it’s still sitting untouched in your hand.
- Crab pair: look through one discard pile and take any card from it, not just the top one.
- Boat pair: take another full turn immediately.
- Fish pair: draw the top card of the deck straight into your hand.
- Swimmer and Shark: steal a random card from an opponent’s hand.
THE CARDS
Sea Salt & Paper packs a surprising amount of scoring variety into just 58 cards.
- Collector cards reward hoarding a single type. Shells pay 0, 2, 4, 6, 8, or 10 points for holding 1 through 6 of them. Octopuses pay 0, 3, 6, 9, or 12 for 1 through 5. Penguins pay 1, 3, or 5 for 1 through 3, and Sailors pay nothing for just one but 5 points the moment you land both.
- Multiplier cards boost a matching set without belonging to that set themselves. The Lighthouse pays 1 point per Boat card, the Shoal of Fish pays 1 point per Fish card, the Penguin Colony pays 2 points per Penguin, and the Captain pays 3 points per Sailor.
- Mermaid cards work differently again. Each one scores 1 point for every card you hold in your single most common color, and a different color has to back each Mermaid you own. Collect all four Mermaids at once, though, and you win the entire game on the spot, no matter what anyone’s score looks like.
ENDING A ROUND
The moment your hand and table cards together add up to 7 points or more, you get a choice at the end of your turn.
Call Stop and the round ends immediately. Everyone tallies their hand and played cards exactly as they stand, no bonus, no risk.
Call Last Chance instead and you’re betting the rest of the table can’t catch you. Every other player gets one final turn before anyone scores. Pull it off, meaning nobody beats your total, and you score your full hand plus a color bonus, 1 point per card of your most common color, while everyone else only collects that same bonus instead of their full hand. Get overtaken, though, and the tables turn: you’re stuck with just the bonus while everyone else scores normally.
END OF GAME AND SCORING
Play continues across rounds until someone’s running total hits the target for your table size: 40 points for 2 players, 35 for 3, or 30 for 4. Once a round ends with someone at or past that number, the game is over and whoever has the most points wins. Ties go to whoever went last in the final round.
FAQ
Not really. The turn structure is just two choices, add a card, then decide whether to play anything. The card effects take a round or two to memorize, but most groups are playing smoothly by their second hand.
The round ends immediately without scoring. Whatever points players had already banked from earlier rounds still count, and the game moves on to a fresh round with a reshuffled deck.
Yes, nothing stops you from calling it as a bluff or a gamble. It’s a genuine bet on the table, not a guaranteed win, so calling it while behind is risky but entirely legal.
Stop locks in a known result. Last Chance can win you a much bigger round, but it can just as easily cost you a normal score if someone else pulls ahead in that final round of turns.
Two-player games feel more like a direct duel over the two discard piles, since there’s no one else competing for those cards. Games with three or four players spread that competition out and usually move a little faster toward each round’s scoring.
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