Sushi Go!
At the table · 20 min
Score the most points across three rounds.
Choose a card from your hand, reveal, then pass the rest. Build useful sets.
Add round points and final pudding scores; highest total wins.
Explore all 12 cards108 in the deck
Three rounds of pick and pass
Shuffle all 108 cards once. Deal 10 cards each for two players, 9 for three, 8 for four, or 7 for five. Everyone secretly chooses one card, then all choices turn face up together. Pass the remaining hands to the left and repeat. The final card passed to you is played automatically. New rounds use the remaining deck.
Sets and sushi
Two tempura score 5; three sashimi score 10. Multiple full sets count. Dumplings score 1, 3, 6, 10, or 15 for one through five or more. Squid, salmon, and egg nigiri score 3, 2, and 1. An unused wasabi triples the next nigiri you take; it cannot be saved for a later nigiri once one is played.
Maki, chopsticks, pudding
Count maki icons, not cards. Most scores 6; second most scores 3. Ties split the points evenly, rounding down. A tie for first awards no second place points. Chopsticks already in front of you can be used on a later turn to choose two cards; return that chopsticks card to the hand you pass.
Keep pudding between rounds. At the end, most pudding scores 6 and fewest loses 6, split evenly for ties; if everyone has the same number, nobody scores. In a two-player game there is no pudding penalty. Equal final scores are broken by most pudding; a remaining tie shares the win.
Playing online
Your hand and choice remain private until all players have picked. The table reveals choices together. Bots or a timeout keep the pass moving when someone is away.
Sushi Go! by Phil Walker-Harding, published by Gamewright and illustrated in print by Nan Rangsima. Official rules of play. The food illustrations in Tableclub are original.