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.

Learn the rules · Strategy and opening plans