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Adventureland Games

Sushi Go!

Low stock
Regular price $26.00
Sale price $26.00 Regular price RRP $28.00

Sushi Go! is a super-fast card-drafting game for 2–5 players, ages 8+, playable in about 15 minutes. Grab the best sushi dishes as they pass by, build scoring sets and save room for pudding.

Players
2–5 players
Play time
15min
Age
8+
Complexity
Easy

About the Game

In Sushi Go!, you're eating at a sushi restaurant, grabbing dishes as they whiz by. Each turn you keep one card from your hand and pass the rest on, collecting sets of sushi rolls, sashimi, tempura and nigiri — dip nigiri in wasabi to triple its value, and don't forget pudding, which only scores at the very end. Every game is fast, tactical and full of second-guessing as you watch what your friends are building and which cards you dare to pass on.

Sushi Go! plays 2–5 players in about 15 minutes, with a light ruleset suited to ages 8+. Its notable mechanics are card drafting, set collection and hand management, keeping every decision snappy and interactive.

Designed by Phil Walker-Harding and first released in 2013, Sushi Go! distils the card-drafting style of games such as Fairy Tale and 7 Wonders into a quick game anyone can play.

History

Sushi Go! was designed by Phil Walker-Harding and first released in 2013. It takes the card-drafting mechanism popularised by games such as Fairy Tale and 7 Wonders and distils it into a quick, family-friendly card game with minimal rules.

Shipping

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Shipping details

Sushi Go!

$26.00

Rules of Sushi Go!

  • Deal each player a starting hand (fewer cards with more players) and set the deck aside to deal fresh hands in later rounds.
  • Each turn, everyone secretly picks one card from their hand, then all chosen cards are revealed face-up at the same time.
  • Pass your remaining cards to the player on your left, then pick again from the new hand you receive.
  • Keep drafting until every card has been played, which ends the round.
  • Score the cards you've collected: sets like tempura pairs, sashimi triples, dumplings, maki roll majorities, and nigiri (tripled if played after a wasabi).
  • Discard the round's cards but keep any puddings in front of you — they only score after the final round.
  • Play three rounds in total; after the last round, compare pudding totals. Split the bonus or penalty on a tie, and skip the fewest-puddings penalty in a two-player game.
  • Add up all three rounds plus pudding scoring — the highest total wins.

Strategy

  • Watch what your neighbours are collecting — knowing what they need helps you decide which cards are safe to pass on.
  • Commit to sashimi early or not at all; an incomplete set of three scores nothing.
  • Play wasabi before a nigiri, not after — a wasabi with no nigiri to follow it is wasted.
  • Keep an eye on the maki roll race; contesting it can be cheap if few players are collecting, but costly if it's crowded.
  • Don't grab puddings too early at the expense of solid points — they only pay off at the very end.
  • Dumplings grow in value the more you take, so a few early dumplings can quietly become a big score.
  • Sometimes the best pick is a card you don't need, just to stop an opponent completing a high-value set.
  • Stay flexible each round; the hands you're passed will rarely let you force a single plan.