The Tension of Holding Back
There’s a special kind of crunch that comes from managing cards in your hand; a satisfying tension between holding back and playing boldly. Every draw feels like both a gift and a gamble. Hand management gives you control, but not without strings. You’re constantly weighing the value of your cards, second-guessing what’s safe to let go, and praying the card you need isn’t buried beneath someone else’s discard pile. It’s this delicate push and pull that gives even the smallest box games a sizzling mental edge.
When Hand Management Gets Juicy
What makes these games sing, though, is how designers pair hand management with other mechanisms; open drafting, set collection, push-your-luck, and suddenly that one card you’re clinging to has layers of risk. And what’s even better? These games can be just cards! The rules live in your head, but the games barely take up space on your shelf!
Recently, one little paper-wrapped powerhouse sent us spiralling down a rabbit hole of small box hand management obsessions: Sea Salt & Paper.

A Palm-Sized Game with Depth
This charming card game serves up an ocean’s worth of strategy in a deck the size of your palm. On your turn, you either draw two cards and keep one, or pluck a single card from one of the two face-up discard piles. That alone sets up a delicious tension — do you gamble on the deck, or snatch something your opponent obviously didn’t want… or desperately needs?
At its core, Sea Salt & Paper is about building point-scoring combos so you’ll want to play cards too…sometimes.

Combos and Chaos
Some reward repetition (octopuses are worth 3 points each after the first), others are more subtle (lighthouse gives points for each boat), and then there are duo cards that unlock special actions when played as a pair. These are small, calculated bursts of interaction that tip the balance just enough to stir a little chaos.
Oh, and if you happen upon 4 mermaids, you win instantly. It’s unlikely, but always possible. Otherwise, the goal is to hit the target score of 30–40 points depending on player count.
The Real Hook
Where Sea, Salt & Paper sets itself apart is in its endgame decision. When you reach seven or more points, you can choose to:
- Stop the round immediately and score,
- Declare Last Chance, and hope you win after one final turn from everyone else, or
- Keep collecting cards.
This is where the real game lives. Last Chance is a bold bet: if you win, you score big. If not… well, you just handed your opponents a gift. The risk is real, the payoff is scrumptious, and the regret? Oh, it lingers.
Bluffing, Deduction, and a Dash of Boldness
Like any good hand management game, timing matters. A daring Last Chance at ten points might be genius — or foiled by someone else’s quiet collection. You’re never working with perfect information, but the open drafting gives you just enough. There’s a beautiful balance here between bluffing and deduction, if you’re paying attention.
A Quick Teach (After the First Round)
Teaching the game takes a second. The mix of scoring conditions, special powers, and the sudden-death mermaid rule can sound a little counterintuitive at first, but after a round or two, it clicks.
Unfortunately, the player “aids” don’t help the matter. We would have much rather preferred it if they had been a little clearer, at least in defining the combos.
Otherwise, visually, the game stands out. While the origami art isn’t our aesthetic, it’s undeniably intricate and distinctive. The iconography is clean, language-independent, and colour-blind friendly. And the game comes in a compact, telescoping box; no clunky insert or wasted space.

Our One Complaint
If we had to nitpick, it’s this: sometimes, the game just doesn’t hit. Especially at lower player counts, you might not cycle through enough of the deck to feel the full tension. If your draws are all garbage, and nothing your opponent discards is useful either… well, it can feel like a bust.
But Sea Salt & Paper gives you agency. Use the public discard piles. Play the bluff. If nothing’s going your way, don’t sit and suffer, act! Pretend your hand is amazing, hit 7 points, and call “stop” before your opponent can wreck you with a Last Chance. In a way, a bad hand is only truly bad if your opponent knows it is. So bluff better. Shrug off the luck, and make your own momentum.
It’s easy to get so focused on collecting that you forget the game’s real hook: you can end the round whenever you want. That freedom is rare in games and part of what makes this one stand out. If players aren’t vibing with the experience, we’d argue it’s often a matter of how it was taught. That endgame power needs to be emphasized.
Final Thoughts
It’s easy to recommend Sea, Salt & Paper since it costs about the same as your lunch but plays like a well-polished gem. It’s clever, dynamic, and tense in all the right ways. And honestly? It’s the game that reminded us just how much we love these small-box hand management experiences.
Corinna’s Rating: 7.2
Duncan’s Rating: 8.1
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