Sushi Go board game is a delightful card-drafting game that brings the fun of sushi-making to your table. Designed by Phil Walker-Harding and published by Gamewright, this fast-paced game appeals to both adults and children. Its simple rules and strategic depth make it perfect for 2 to 5 players. We were instantly captivated by its adorable artwork and engaging gameplay. It quickly became a household favorite, creating cherished memories and friendly rivalries. Sushi Go’s ability to bring people together makes it a must-have for any board game collection.
Sushi Go Theme
The game’s sushi restaurant theme is brilliantly executed through its adorable artwork by Nan Rangsima. Each card represents different types of Sushi and accompaniments you might find in a sushi restaurant, from nigiri and maki rolls to tempura and dumplings. The theme of Sushi Go is not just cosmetic; it’s integrated into the gameplay, making players feel like they’re creating the perfect sushi platter.
The visual appeal of the cards adds to the overall enjoyment, with each piece of sushi looking good enough to eat. The thematic elements are further enhanced by the way different cards interact with each other, mimicking real-life sushi combinations and enhancing the immersive experience. This makes Sushi Go a unique card drafting game, separating it from the other similar types of card games.
Sushi Go Components
Sushi Go comes with 108 beautifully illustrated cards, including:
- 14 Tempura: These cards depict crispy tempura pieces.
- 14 Sashimi: Featuring delicate slices of raw fish.
- 14 Dumplings: Cute little dumplings that look ready to be steamed.
- 26 Maki Rolls: These are divided into 12 Two-Maki Roll cards, 8 Three-Maki Roll cards, and 6 One-Maki Roll cards, each adorned with delicious-looking rolls.
- 20 Nigiri: Including 10 Salmon Nigiri (2 points each), 5 Squid Nigiri (3 points each), and 5 Egg Nigiri (1 point each).
- 10 Pudding: Sweet pudding desserts that come into play at the end of the game.
- 6 Wasabi: Green wasabi paste that triples the value of your next nigiri.
- 4 Chopsticks: Special action cards allow you to take two cards in one turn.
The cards in Sushi Go are of good quality, with vibrant colors and charming illustrations that bring the sushi theme to life. The compact size of the game makes it highly portable, perfect for gaming on the go, ensuring that players can enjoy Sushi Go in various settings with ease.
Setup of Sushi Go
Setting up Sushi Go is straightforward and quick:
- Shuffle all 108 cards thoroughly to ensure a random distribution.
- Deal cards to each player based on the number of participants:
- For a 2-player game, deal 10 cards each.
- For a 3-player game, deal 9 cards each.
- For a 4-player game, deal 8 cards each.
- For a 5-player game, deal 7 cards each.
- Place the remaining cards in a face-down pile in the center of the playing area.
- Get a piece of paper and a pencil to keep track of scores, and designate one player as the scorekeeper.
This Sushi Go setup ensures that every game is different, providing endless replayability as players adapt their strategies based on the hand they receive. The variety of cards and the element of strategy in choosing and passing cards ensure that no two games are the same, making Sushi Go a game that can be enjoyed over and over again. Moreover, the quick setup and easy rules make Sushi Go a perfect game for a family game night.
Sushi Go Gameplay
The game is played over three rounds. To begin a round, all players select one card from their hands that they want to keep and place it face-down in front of them. Once everyone has selected, all players simultaneously reveal their chosen cards.
After revealing the cards, players pass their remaining hand face-down to the player on their left. Everyone then picks up their new hand, and the next turn begins with a smaller set of cards to choose from.
Note: Face-up cards stay with you until the end of the round when they are scored. Grouping cards of the same type together can be helpful for scoring purposes.
Tempura
Tempura cards in Sushi Go depict golden, crispy tempura pieces. The goal with these cards is to collect them in pairs. If you manage to gather two Tempura cards in a round, you will score 5 points. However, single Tempura cards do not score any points, so it’s essential to plan your picks wisely and aim for pairs.
Sashimi
Sashimi cards feature delicate slices of raw fish. To score points with Sashimi, you need to collect them in sets of three. Completing a set of three Sashimi cards will earn you a substantial 10 points in Sushi Go.
But be cautious—if you only have one or two Sashimi cards, they won’t score any points at all. This makes collecting Sashimi a high-risk, high-reward strategy.
Dumplings
Dumpling cards show plump dumplings that look ready to be steamed. The more Dumplings you collect, the higher your score will be. The scoring system for Dumplings is progressive:
1 Dumpling = 1 point
2 Dumplings = 3 points
3 Dumplings = 6 points
4 Dumplings = 10 points
5 or more Dumplings = 15 points
This flexible scoring allows players to adapt their strategy based on the availability of Dumpling cards.
Maki Rolls
Maki Roll cards are illustrated as circular sushi rolls with seaweed on the outside and rice and filling visible on the ends. There are three types: One-Maki Roll, Two-Maki Roll, and Three-Maki Roll cards.
Players compete to collect the most Maki Roll icons. The player with the most icons scores 6 points, while the player with the second most scores 3 points. In case of ties, the points are split evenly among the tied players.
Nigiri & Wasabi
Wasabi and Nigiri cards work together to create potentially high-scoring combinations. Wasabi cards, depicting small mounds of green paste, triple the value of the next Nigiri card placed on them. Nigiri cards show oblong mounds of rice topped with different types of fish or egg, coming in three varieties:
- Salmon Nigiri (2 points)
- Squid Nigiri (3 points)
- Egg Nigiri (1 point).
Nigiri provides guaranteed points and can be combined with Wasabi for higher scores. Placing a Nigiri card on top of a Wasabi card triples its value: Squid Nigiri on Wasabi scores 9 points, Salmon Nigiri on Wasabi scores 6 points, and Egg Nigiri on Wasabi scores 3 points.
Pudding
Pudding cards represent sweet desserts and are scored at the end of the game. Throughout the game, players should aim to collect Pudding cards as they significantly impact final standings.
The player with the most Pudding cards scores an additional 6 points at the end of the game, while the player with the least loses 6 points. Ties split these points evenly among tied players.
Using Chopsticks
If you already have a chopsticks card, you can take two sushi cards in the future! Here’s how it works:
Note: You can have multiple chopsticks cards in front of you but may only use one per turn.
Sushi Go Scoring Summary
Each player totals the maki roll icons at the top of all their maki roll cards. The Sushi Go player with the most icons scores 6 points. If multiple players tie for the most, they split the 6 points evenly (ignoring any remainder), and no second-place points are awarded.
The player with the second most icons scores 3 points. If multiple players tie for second place, they split the points evenly (ignoring any remainder).
After each round in Sushi Go, players score their cards based on specific combinations:
- Tempura: A set of two Tempura scores 5 points; single Tempura cards score nothing.
- Sashimi: A set of three Sashimi scores 10 points; incomplete sets score nothing.
- Dumplings: The more Dumplings you have, the more points you score (1 Dumplings = 1 point, 2 Dumplings = 3 points, etc., up to 15 points for five or more).
- Maki Rolls: The player with the most Maki Roll icons scores 6 points; second place scores 3.
- Nigiri and Wasabi: Nigiri cards score points individually (Squid Nigiri = 3 points, Salmon Nigiri = 2 points, Egg Nigiri = 1 point). The score triples if placed on top of a Wasabi card (e.g., Squid Nigiri on Wasabi = 9 points).
- Chopsticks: These allow you to take two cards in one turn but do not score any points directly.
- Pudding: These are scored at the end of the game. The player with the most Pudding scores an additional 6 points, while the player with the least loses 6 points.
Example: Chris has five maki roll icons, Phil has three, Amy has three, and Lisa has two. Chris has the most and thus scores 6 points. Phil and Amy tie for second place, so they divide the 3 points, scoring 1 point each. Lisa scores nothing.
Starting a New Round in Sushi Go
- Announce your scores from the previous round so the scorekeeper can record them.
- Discard your cards face-up next to the draw pile. The only exception is pudding cards, which you keep in front of you to be scored at the end of the game.
- Each player receives a new hand of cards from the draw pile, with the same number of cards as in the last round.
Ending the Game
After the third round in Sushi Go is scored, some cards will remain in the draw pile. These are ignored. Now it’s time for dessert! The pudding cards are now scored.
- The player with the most pudding cards scores 6 points. If multiple players tie for the most, they split the 6 points evenly (ignoring any remainder).
- The player with the fewest pudding cards (including players with none) loses 6 points. If multiple players tie for the least, they split the lost points evenly (ignoring any remainder).
Example: Chris has four pudding cards, Phil has 3, and Lisa and Amy have 0. Chris has the most and scores 6 points. Lisa and Amy tied for the least and divided the lost 6 points between them, each losing 3 points.
On the rare occasion that all players have the same number of pudding cards, no one scores anything for them.
Note: In a 2-player game, no one loses points for puddings; only the points for the most pudding cards are awarded.
Determining the Winner in Sushi Go
Whoever has the most points after three rounds is declared the winner. In a tie, the player with the most pudding cards wins!
Passing Directions
To change how players interact in Sushi Go, alternate which way you pass the cards each round:
- In rounds 1 and 3, pass each hand to the left.
- In round 2, pass each hand to the right.
Sushi Go Two-Player Variant
This variant features a third “dummy” player that alternates between players:
- Deal cards for three players (three hands of 9).
- Place the dummy player’s cards face down between you as a draw pile.
- Choose one player to control the dummy player first.
- When in control, draw the top card from the dummy pile and add it to your hand.
- Then, choose one card for yourself and one for the dummy player (your opponent plays one card as usual).
- Reveal cards and then switch hands, leaving the dummy pile in place.
- Now, your opponent controls the dummy player by drawing from the pile and choosing one card for themselves and one for the dummy.
- Take turns controlling the dummy pile until all cards are played out.
- Play three rounds as described above, scoring according to standard rules.
Following these steps and utilizing strategic plays with Wasabi and Chopsticks cards, each round becomes an exciting mix of anticipation and tactical decision-making.
Our Experience With Sushi Go Board Game
We recently played Sushi Go board game with three friends during a game night, and the experience was thoroughly enjoyable. As we dealt out our eight cards each for a four-player game, excitement filled the air. The game unfolded over three rounds, each offering unique challenges and opportunities almost like a strategy game. In the first round, the focus was on collecting Sashimi, completing one set for 10 points but neglecting Maki Rolls entirely. The second round saw us all paying closer attention to each other’s collections, leading to intense moments of strategic blocking.
By the third round, we were all vying for Pudding cards, knowing they could significantly impact our final scores. Throughout the game, the dynamic nature of drafting and passing hands kept everyone engaged, with laughter erupting as we tried to outmaneuver each other. The quick rounds ensured there was never a dull moment, and we immediately wanted to play again to try different strategies.
In conclusion, Sushi Go proved to be an excellent gateway game, combining easy-to-learn rules with surprising strategic depth. Its charming artwork, quick 15-minute playtime, and engaging mechanics making it perfect for both family gatherings and serious gaming sessions. The game’s compact size and quick setup also make it ideal for travel or impromptu game nights.