Sea Salt & Paper Scoring & Last Chance Rules Explained
Sea Salt & Paper counts cards both in your hand and played face up in front of you. Duo cards still score after their effects have been used.
Duo pairs
Each completed Duo pair is worth 1 point, whether or not you actually played the pair for its special effect.
Collector sets
Shells, Octopuses, Penguins and Sailors use escalating set values. Larger completed collections score progressively more, following the player-aid table.
Multiplier cards
Lighthouse scores Boats, Shoal scores Fish, Penguin Colony scores Penguins and Captain scores Sailors at their printed multiplier rates. The multiplier card itself is not another member of the family it scores.
Mermaids and color scoring
Each Mermaid scores one of your largest color groups, with multiple Mermaids using different colors. Collecting all four Mermaids creates an immediate game victory.
STOP
If a player with at least 7 card points declares Stop, everyone immediately scores their normal card points for the round.
LAST CHANCE: bet won
Opponents take one final turn. If the caller’s card-point total is equal to or higher than every opponent, the caller scores normal card points plus a color bonus of 1 per card in their largest color. Opponents score only their own color bonus.
LAST CHANCE: bet lost
If any opponent finishes with more card points than the caller, the caller scores only their color bonus while all opponents score their normal card points.
Game thresholds
- 2 players: 40 points
- 3 players: 35 points
- 4 players: 30 points
After a round where at least one player reaches the threshold, highest cumulative total wins. Ties go to the player who acted later in the final round.