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Gamewright: Sushi Go! – Review

May 24, 2016

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Publisher Gamewright
Genre Card
Number of Players 2 – 5
Play Time 15 minutes
Initial Review Date 5/15/16
Last Updated 5/15/16
Official Rules PDF

In Sushi Go!, players compete to have the best sushi meal. The game is played in three rounds with the final round including desert.

Setup

Each player is dealt a hand of cards based on the number of players (fewer players results in more cards per hand). Cards played during previous rounds are discarded and set aside (except for pudding cards which remain in play until the end of the third round).

Gameplay

On your turn, you will look at your cards and pick one to play. The card you want to play is placed face down in front of you and you wait until everyone is ready. Once everyone has chosen all players flip their cards face up simultaneously. Then everyone passes their hand of unplayed cards to their neighbor.Then play begins again.

This continues until everyone runs out of cards. The only card that breaks this pattern are the chopstick cards. Once in play, the chopstick card allows you to swap it with a second card from your hand. You must declare are doing this by saying “Sushi Go!” before everyone reveals what card they are playing. Then for that round, you get to play a second card, but the chopsticks then end up getting passed to your neighbor along with the rest of the cards.

Scoring

Once a hand of cards has been played out you score points based on the cards you’ve played:

Card

Points

 MAKI ROLLS Player with most gets 6 points, Second most gets 3 points, Split ties.
 TEMPURA  5 for each set of 2, singles are worth 0.
 SASHIMI   10 for each set of 3, singles and pairs are worth 0.
 DUMPLINGS  1 = 1 point, 2 = 3 points, 3 = 6 points, 4 = 10 points, 5+ = 15 points.
 NIGIRI  Egg = 1 point, Salmon = 2 points, Squid = 3 points.
 WASABI Triples the value of the next Nigiri card you play. Only one nigiri per wasabi. Wasabi without nigiri is worth 0.
 CHOPSTICKS  worth 0 points.
 PUDDINGS  Player with most gets 6 points, Player with the least loses 6 points, Split ties.

 

Conclusion

This game is easy enough to teach that it could be considered a gateway game. The passing mechanic is very reminiscent of more complicated games like 7 Wonders and learning this game first can make it easier to learn other games like this. Similar to 7 wonders you also have a bit of a meta-game going on where you might choose to play a card just to deny it from your neighbor. This is what can make the chopsticks powerful since it’s much harder to stop you from getting a certain set when you can get two parts of the set down on a single turn. What is also nice about this game is that because it is only 3 rounds it ends up being very quick, regardless how many players you have. There is enough card variety that the game has a decent amount of depth for its’ length.

I would recommend this game unless you’re just really looking for a longer, more complex experience. Otherwise, it’s a wonderful opener and filler game, even if the theme doesn’t particularly appeal to you.


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