TABLECLUB FIELD GUIDE

How to play.

Choose a game. Learn the moves, then take your seat.

Play Sea Salt & Paper
CARD GAME · 2–4 PLAYERS

Sea Salt & Paper

At the table · 30 min

Goal

Collect sets for points and reach the target score.

Your turn

Draw, keep or discard, and play pairs for special actions.

Scoring & end

Once you have enough points, stop the round or call a last chance for rivals.

AT THE TABLE

The paper ocean

58 cards · independently illustrated in Tableclub

Duo cardsCrabs 8 · boats 8 · fish 7 · swimmers 6 · sharks 5
CollectorsShells 6 · octopuses 5 · penguins 3 · sailors 2
MermaidsFour cards · score distinct color groups
MultipliersOne each: lighthouse, shoal, colony and captain
WORKED EXAMPLE

A pair that takes you to seven points

Start with2 octopuses1 fish

A fish is on top of a face-up discard pile. Your played pairs still count toward your card points.

  1. Take the fish

    Discard: 1 fishHand: 2 fish

    Take the top fish from the discard pile. The other draw option is to draw two from the deck, keep one and discard the other.

  2. Play the pair

    Fish pair = 1 point3 octopuses = 6 points

    Play both fish face up to draw one card. Suppose you draw a third octopus: your octopuses score 6 and the fish pair scores 1. Total: 7 card points.

  3. Decide whether to end

    ContinueSTOPLAST CHANCE

    At seven card points you may end the round. STOP scores everyone’s cards now. LAST CHANCE gives each opponent one final turn before comparing card points.

On LAST CHANCE, tie or beat every opponent to score your card points plus your largest-color count; opponents score only their color counts. If anyone beats you, you score only your color count and opponents score their cards. Color bonuses do not help reach the seven-point threshold.

Official rulebook and references are linked below.

Make an ocean of sets

Sea Salt & Paper is played over several rounds by 2–4 players. The base game has 58 cards. First to 40 points with two players, 35 with three, or 30 with four triggers the finish; highest total wins. If tied, points earned in the final round break the tie.

Draw, play, decide

Take the top card from either face-up discard pile, or draw two from the deck, keep one and discard the other to either pile. You may then play any number of duo pairs from your hand for effects. At seven or more card points, you may end the round; otherwise pass the turn.

Play pairs for effects

Two crabs let you take any card from a discard pile. Two boats give another turn. Two fish draw one card. A swimmer and a shark steal one random card from another player. Each duo scores one point even if you keep it in hand and never use its effect.

Stop or Last Chance

Stop: everyone scores their cards immediately. Last Chance: each opponent gets one final turn, then reveals their protected hand. If your card points are at least tied for the lead, you get your card points and your largest color group as a bonus; opponents get only their color bonus. If any opponent beats your card points, you get only your color bonus and the others score their card points. When the deck runs out at the end of a turn, nobody scores that round.

Score your collection

Shells score 0/2/4/6/8/10 for one through six; octopuses 0/3/6/9/12 for one through five; penguins 1/3/5 for one through three; two sailors score 5. Lighthouse adds one per boat, shoal one per fish, colony two per penguin, and captain three per sailor. Each mermaid scores the next largest distinct color group. Four mermaids in one hand win immediately. Mermaids are white cards.

Based on the official Bombyx base-game rulebook. Original origami artwork credits and sources are recorded with the game assets.

Play Sea Salt & Paper