Sushi Go!/Sushi Go Party! by Phil Walker-Harding Games in One Page by Steve Lewis

Sushi Go!/Sushi Go Party! by Phil Walker-Harding Games in One Page by Steve Lewis

Sushi Go!/Sushi Go Party! by Phil Walker-Harding Games In One Page by Steve Lewis

Published by Gamewright, 2013 and 2016 v1.0 pub4/12/18

In Sushi Go!, you will draft cards to try to create combinations worth points.

Shuffle the deck, and in a [2, 3, 4, 5]-player game, deal [10, 9, 8, 7] cards to each player for the first round. Choose one card from your hand to keep, and place it face-down in front of you. When all players have selected a card, everyone flips their card face-up. Then, everyone passes their hand of cards to the player on their left. Everyone continues to choose one card to keep, then pass the remaining cards to the left, until all cards have been chosen. Players then score for their chosen cards:

— Nigiri is worth the number of points shown on the card (1, 2, or 3 points).

— If Wasabi is played, the value of the next Nigiri played (later in this round) is tripled. Otherwise, the Wasabi is worth nothing.

— You score 5 points for each unique pair of Tempura cards you played.

— Similarly, you score 10 points for each unique set of three Sashimi cards you played.

— A single Dumpling card is worth 1 point, but each additional Dumpling (up to five total) increases their value (1, 3, 6, 10, 15 points).

— At the end of the round, whoever has the most Maki Rolls (counting the total number of symbols at the tops of the cards) scores 6 points, and whoever has the second-highest amount scores 3 points. If players are tied for first, the 6 points are divided evenly (rounding down) and no second place points are awarded. If players are tied for second, the 3 points are similarly divided.

— The Chopsticks are worth 0 points. However, if you take the chopsticks in one turn, you may return them to the hand in a later turn (announce when you do so) to keep two cards to play from that hand. You can accumulate multiple Chopsticks cards over a round, but can only play one per turn.

— Puddings are not scored at the end of the round, but you hold on to the puddings you collected until the end of the game.

After scoring everyone’s cards, discard all cards (except for Puddings). Deal out a new hand of [10, 9, 8, 7] cards for each player, and begin a new round. In the second round, you pass your cards to the right, and pass cards to the left again in the third round. After the third round, all players count up the Pudding cards they kept; whoever kept the most Puddings receives 6 points, and whoever kept the fewest loses 6 points (in either case of a tie, the points gained/lost are split between tied players, rounding down). The player with the highest score after three rounds wins. In the case of a tie, the player with the most Pudding cards wins.

Sushi Go Party! is similar to Sushi Go!, with a couple of notable exceptions. Instead of playing with the same cards each game, you are encouraged to try different combinations of cards (some pre-selected setups are included in the rules). Use one type of rolls (with a purple banner), three appetizers (teal), two specials (orange), one dessert (pink), and the Nigiri (yellow). Place the corresponding tiles onto the scoring track for all players to see. Shuffle all the cards together except for the dessert; for the [first, second, third] round in a 2-5 player game, add [5, 3, 2] dessert cards into the deck, and for a 6-8 player game, add [7, 5, 3] desserts into the deck.

In a [2-3, 4-5, 6-7, 8]-player game, deal [10, 9, 8, 7] cards to each player, and begin drafting cards (pick and pass) as described above. After scoring cards, all cards (except dessert cards, which are kept as above) are shuffled back into the deck, with the additional dessert cards added. After three rounds, the player with the highest score wins.

The text on this page: © 2018 Steve Lewis. The game described on this page is the property of its creator and/or publisher; no challenge to ownership is implied.

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