Sushi Go! · Strategy and opening plans
Everyone simultaneously chooses a dish from their hand and passes the rest left. Nigiri gives reliable points; tempura and sashimi need sets; wasabi must precede nigiri. Puddings remain across all three rounds.
Sushi Go! · 2013
2–5 players · 15 minutes
2014 base game, 108 cards, 2–5 players; excludes Party menus; default pass direction is left each round
Gamewright · Sushi Go! Rules of Play
Opening plans and decisions
Everyone simultaneously chooses a dish from their hand and passes the rest left. Nigiri gives reliable points; tempura and sashimi need sets; wasabi must precede nigiri. Puddings remain across all three rounds.
Neighbors' choices determine incoming hands; maki and pudding rankings also depend on everyone.
Start here if you are new
Site Tip · First calculate the real gain of being one card short
You have one tempura and another is available
Compare the pair's 5 points with nigiri's reliable points
The last card of a set often adds more than a standalone card
A subsequent third tempura scores nothing by itself
If a neighbor has cut off matching opportunities, switch to reliable standalone cards
Site Tip · Wasabi is a reservation for a future move
Wasabi is available now, but this hand has no nigiri
Watch incoming cards and remaining choices first
Unused wasabi scores 0; remaining turns determine whether it can pay off
Choosing wasabi gives up a dish that scores now
Near the last card, favor immediate points if no nigiri is visible
Site Tip · Save pudding for the overall picture
Before round three, you and your neighbor differ greatly in pudding count
Watch both most and fewest counts instead of taking every pudding you see
Puddings affect final ranking; with two players, only most is contested
Contesting puddings costs round-scoring set opportunities
If far behind in a two-player game, secure reliable dish points first
Comparing two choices
Complete a pair or take reliable points
You have 1 tempura; tempura and salmon are available
Take tempura
Complete the set for 5 points
Any further single tempura needs another partner
Take salmon
Gain 2 points immediately
Tempura still scores 0
Site advice: without wasabi or other effects, completing the pair has the greater immediate benefit.
Unused wasabi or immediate points
One normal choice remains before round end; wasabi and squid are available
Take wasabi
It pays off only if the final card passed is nigiri
The last card is unknown, so wasabi may score 0
Take squid
Reliable 3 points
Give up a possible triple
Site advice: check passing direction and cards already seen; do not treat wasabi as guaranteed 9 points.
Details that are easy to miss
- Attach later wasabi to earlier nigiri.
- Discard puddings with the other dishes each round.
- Count maki cards rather than maki icons.
This page covers only the 108-card base game, without Sushi Go Party! menus. Site strategies are suggestions based on the rules.
A decision example
Choose wasabi from the first packet, place it face down, then flip them together; your personal area has 1 empty wasabi slot. Pass the remaining cards to the left, and choose squid from the cards received on the right; the squid is automatically placed on the wasabi and scores 9 points. After scoring this round's dishes, discard them and keep only the pudding; dishes are cleared; pudding remains across rounds.
Can you put that salmon on the wasabi?
Wasabi must precede its paired nigiri.
How rules shape tradeoffs
The last card of a set often adds more than a standalone card
Site hypothetical analysis: removing this constraint would remove the original waiting or resource cost for the same opportunity. This is not an official variant.