Imagine if you will, that instead of filling your aquarium with fish and crabs and sharks and penguins and boats and mermaids and light houses, you did exactly that, but the fish and crabs and sharks and penguins and boats and mermaids and light houses, were made out of Origami? This is almost, but not quite the theme to Sea Salt & Paper, a beautiful little card game in which every card is illustrated with Origami in delightfully soft pastel colours and uses its own set of folded paper icons to ensure that the game is accessible for any language and also colour blindness. It makes for a strikingly attractive game and although play at first looks simple, there is enough strategy and choice to keep the game being brought back to the table again and again. Published by Bombyx and Pandasaurus Games, Sea Salt & Paper is designed for two to four players, aged eight and over, and combines hand management, open drafting, pushing your luck, and set collection in a lovely little game. Although it did not win, it was on 2023 Spiel des Jahres Recommended list and like Scout before it, this is a little card game which is highly portable and easy to play at the coffee shop as it is at home.
Game set-up is simple. The deck is shuffled and two cards are drawn. These are placed face up to form two separate discard piles. None of the players begin the game with cards in their hand. On his turn, a player can either take a card from either discard pile or draw two from the deck, keep one, and place the other in the discard pile of his choice. He can play ‘Duo’ cards to trigger their effects and if the cards in his hand are work seven points or more, he can trigger the end of the round. In this way, game play is as simple as the set-up. What the cards do though, is where Sea Salt & Paper gets interesting.
Sea Salt & Paper consists of four card types: ‘Duo’ cards, ‘Collector’ cards, ‘Point Multiplier’ cards, and ‘Mermaid’ cards. ‘Duo’ cards are played together as pairs to enable a player to do a particular action. Thus, two ‘Crab’ Duo cards let a player go through one of the two discard piles, select a card, and add it to his hand; two ‘Boat’ Duo cards let a player have a second turn; two ‘Fish’ Duo cards let a player take the top card off the deck; and a combination of the ‘Shark’ and the ‘Swimmer’ enables him to steal a card from another player. A player can play as many ‘Duo’ cards he wants in his turn and is able to. Further, ‘Duo’ card combinations are worth a victory point for the pair, being played on the table.
‘Collector’ cards are the ‘Shell’, Octopus’, ‘Penguin’, and ‘Sailor’ cards. The more a player has of these in his hand, the more points he will score for each particular type of ‘Collector’ card. The ‘Point Multiplier’ cards score points for the other types of card and their icons in the game. ‘The Lighthouse’ scores points for the number of ‘Boat’ Duo cards a player has, whilst ‘The Shoal of Fish’ does the same for the number of ‘Fish’ Duo cards in a player’s hand. The other two ‘Point Multiplier’ cards are ‘The Penguin Colony’ and ‘The Captain’.
Lastly, the ‘Mermaid’ cards score a Victory Point for each of the cards of the single, most common colour in a player’s hand or on the table. Only one ‘Mermaid’ card is applied per colour, so a player might score three Victory Point s because he has a ‘Mermaid’ card and three cards in light pink, but he had two cards in light green and a ‘Mermaid’ card, he would score two Victory Points for those.
From initially having no cards in their hands, players draw cards and begin to build their hands of cards, looking for pairs of ‘Duo’ cards to play and give them an advantage, collecting sets of the ‘Shell’, Octopus’, ‘Penguin’, and ‘Sailor’ cards in conjunction with the ‘Point Multiplier’ cards. Throughout, each player is keeping track of his score. Victory Points will come from the ‘Duo’ cards played and from the ‘Collector’ cards and ‘Point Multiplier’ cards, which will remain hidden in their respective hands. When a player has accrued a score of seven or more Victory Points, he can call an end to the round. This is done in one of two ways. One is to simply call ‘Stop’ and the round will end and the players will add up their total Victory Points for the round. The other is to call out, ‘Last Chance’. This is done when a player thinks he has accrued more Victory Points than the other players and thus will win the round. In this case, the round does not end immediately, but every other player—that is, the one who did not declare, ‘Last Chance’—gets one more turn in an effort to get more Victory Points and potentially outscore the player who brought the round to a close.
Effectively, the player who shouted, ‘Last Chance’ is making a bet that he has outscored the other players. If he has, he scores Victory Points based for cards he has played and also a bonus for the most cards of a single colour he has, whilst the other players only score points for the bonus for the most cards of a single colour they have. However, if he loses, the player who shouted, ‘Last Chance’ only receives bonus for the most cards of a single colour he has, whilst the other players score Victory Points for the cards they played and the cards in their hands as normal.
Play continues like this over multiple rounds until one player has scored a combined total of between thirty and forty points, the target varying according to the number of players. The first player to do so wins the game. The other way to win the game is to have and place all four ‘Mermaid’ cards in the game on the table. When a player does this, he automatically wins the game. This rarely happens, so everyone will likely be amazed when it does.
There are really two issues with Sea Salt & Paper, but they are minor. One is that the card quality could have been slightly better and sturdier. The other is that the game is not that easy to learn because it has multiple icons on the different cards and it is a case the players needing to learn what the multiple different cards do.
Physically, Sea Salt & Paper is beautifully presented game. The artwork is a delight and the design on the cards is clear and simple. Notably, it is designed to be language independent and through the use of icons also suitable for any player who is colour blind. The rules are neatly explained in a small foldout sheet. There are reference cards for the rules and the colours—including their own icons for the colour blind—to make it easier to learn.
looks simple and its mechanisms are simple. However, there are some subtle choices to the play of the game and they really start with the dual discard piles. The players can see what is on the top of the two discard piles, so they can see what is drawn from each pile and going into everyone’s hands. This can give them some indication of what each player might doing, such as looking for particular ‘Duo’ cards or creating a set of ‘Collector’ cards. When a player has a ‘Duo’ card in his hand, playing it at the right time can really give him an advantage. For example, using the ‘Shark’ and ‘Swimmer’ ‘Duo’ card combination to steal a card from another player in the hope of grabbing the one the targeted player has just drawn which you need or two ‘Crab’ Duo cards to go through a discard pile looking for that card you know is there, but which has since been covered up by discarded cards… Which can be all the more satisfying if a player has drawn two cards from the top of the deck and they are both useful, but of course, one of them has to be discarded. Of course, drawing from the top of the deck keeps a player’s objectives a secret from his rivals.
So, there are some pleasing little nuances to Sea Salt & Paper, which combined with the multiple means of scoring, means that the game can be enjoyed by casual players and experienced players alike. Once the players have grasped what all of the icons mean and do in the game, Sea Salt & Paper plays fairly quickly.
Sea Salt & Paper is a lovely looking game that plays as good as it looks and its looks are good enough to attract players of any experience to play it.
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