Sushi Go! 10th Anniversary Edition
Sushi Go! 10th Anniversary Edition Rulebook
Table of Contents
Table of Contents
CONTENTS
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108 SUSHI CARDS
- 14x Tempura
- 14x Sashimi
- 14x Gyoza
- 12x Futomaki (3 rolls)
- 8x Futomaki (2 rolls)
- 6x Futomaki (1 roll)
- 10x Salmon Nigiri
- 5x Squid Nigiri
- 5x Egg Nigiri
- 6x Wasabi
- 4x Chopsticks
- 10x Strawberry Pudding
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44 SPECIAL DESSERT CARDS, in 4 sealed foil packs (Frozen Yogurt, Bubble Tea, Old-School Pudding, Mochi) — see "Still Hungry?" below
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1x Squishy pudding-shaped stress toy
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1x Sushi boat model (leader marker)
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5x Mochi dice
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54x Wasabi scoring cubes
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5x Wasabi scoring bowls
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1x Wasabi serving plate
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RULES BOOKLET
GAME SET UP
Place the wasabi serving plate in the middle of the table and put the light and dark wasabi cubes on it.
Next to the plate, place the pudding-shaped squishy toy and the sushi boat.
Each player takes a wasabi scoring bowl.
Shuffle all the sushi cards thoroughly, then deal them to the players based on the number of players:
- In a 2 player game, deal 10 cards to each player.
- In a 3 player game, deal 9 cards to each player.
- In a 4 player game, deal 8 cards to each player.
- In a 5 player game, deal 7 cards to each player.
(Don't show your cards to the other players!)
Form a face-down draw pile from the remaining cards and place it in the middle of the table.
PLAYING A ROUND
A round is made up of turns. Players play their turns simultaneously, as follows:
At the start of the round, each player chooses 1 card from their hand that they would like to keep, and places it face-down in front of them. Once every player has done this, everyone reveals their chosen card at the same time.
After the chosen cards are revealed, each player passes the rest of their hand to the player on their left (without showing it to anyone). This begins a new turn: players look over their new hand, choose 1 card, and once again pass on the rest to the player on their left. This continues until the players run out of cards, so with each turn there are fewer and fewer cards to choose from. When the cards run out, the round ends.
STRAWBERRY PUDDING
After playing a strawberry pudding card, check whether you now have more strawberry pudding symbols on your cards than any other player. Every symbol on all of your strawberry pudding cards counts — including ones kept from earlier rounds. If you've taken the lead, take the squishy toy and place it in front of you. You score 2 points, so take 2 wasabi cubes from the plate and put them in your bowl.
If 2 or more players are tied for the most strawberry pudding symbols, the lead goes to whichever of those players played a strawberry pudding card on that turn.
If 2 or more players played a strawberry pudding card on the same turn and are tied, no one takes the lead. No player scores anything, and the squishy toy stays where it is.
Example 1: Kasia has 1 strawberry pudding card with 4 symbols, and Olek has 1 strawberry pudding card with 2 symbols. Olek plays a strawberry pudding card with 2 symbols. No one else plays a strawberry pudding card this turn. Olek and Kasia are tied, but since Olek played a strawberry pudding card this turn, he takes the lead. He takes the squishy toy and places it in front of him, and puts 2 wasabi cubes in his bowl.
Example 2: Kasia has 1 strawberry pudding card with 2 symbols. No other player has any strawberry pudding cards. She plays a strawberry pudding card with 2 symbols. Olek plays a strawberry pudding card with 4 symbols. Olek and Kasia are tied, but since they both played strawberry pudding cards this turn, no one takes the lead. No one scores, and Kasia keeps the squishy toy.
USING WASABI
If you choose to play a squid, salmon, or egg nigiri card, and you already have a wasabi card face-up in front of you, you must place that nigiri card on the wasabi card. This shows that the nigiri has been dipped in wasabi, and its point value is tripled!
Important! You may have several wasabi cards face-up in front of you, but you may only place 1 nigiri card on each one.
USING CHOPSTICKS
If you have a chopsticks card in front of you, you may take 2 cards on 1 of your future turns!
Chopsticks work like this: a player who has a face-up chopsticks card in front of them chooses 1 card from their hand to place in front of them (as usual). Before the other players reveal their cards, they should say "Sushi Go!" out loud, then choose another card from their hand and place it face-down on the table. Then, together with everyone else, they reveal the cards played that turn. Before passing on their hand, they must take the chopsticks card into their hand. This means the chopsticks card will now be passed on, and the other players will be able to use it.
Important! A player with more than 1 chopsticks card in front of them may only use 1 of them per turn.
ENDING A ROUND
When you receive the last card from the player on your right, place it face-up together with the other cards you collected during the round (usually this last card won't add much, but sometimes bad luck forces someone to pass on a very valuable card as their last).
Then score the cards collected during the round (see "Scoring at the End of a Round" below).
Take a number of wasabi cubes equal to the number of points you scored, and put them in your bowl. Announce your score to the other players.
Then the player with the highest score places the sushi boat in front of them. It's a fun way to mark out the player with the top score! If 2 or more players are tied for the highest score, leave the sushi boat where it is.
Once scoring is done, set your face-up cards aside next to the draw pile. The exception is strawberry pudding cards — leave those in front of you. Their symbols still matter and are counted in the scoring at the end of the game. The player holding the squishy toy keeps it in front of them.
Time to start the next round.
SCORING AT THE END OF THE GAME
The game ends with the end of round 3. If you have the fewest strawberry pudding symbols (or none at all), you lose 6 points. Return that many wasabi cubes from your bowl to the plate.
If several players are tied for the fewest, they split the lost points evenly between them (ignoring any remainder). No points are added for strawberry puddings at the end of the game.
IN A 2-PLAYER GAME
The player with the fewest strawberry pudding symbols loses 3 points (instead of 6). If the players are tied, neither loses any points.
Example: Maja has 8 strawberry pudding symbols, Janek has 5, and Olek and Alicja each have 3. Olek and Alicja are tied for fewest, so they split the 6 lost points between them. Each of them loses 3 points.
SCORING AT THE END OF A ROUND
FUTOMAKI
Each player adds up the futomaki symbols at the top of their futomaki cards. The player with the most symbols scores 6 points. In case of a tie, the tied players must split the 6 points evenly between them (ignoring any remainder), and the player with the 2nd-highest number of futomaki symbols receives no points.
However, if there is no tie among the players with the most futomaki symbols, the player with the 2nd-highest number of symbols scores 3 points. If players are tied for 2nd place, they split the 3 points evenly between them (ignoring any remainder).
Important! A player with no futomaki symbols can still be counted in the futomaki scoring, in the rare case where having zero puts them in 1st or 2nd place.
Example: Krzysiek has 5 futomaki symbols, Filip and Martyna each have 3, and Agnieszka has 2. Krzysiek has the most futomaki symbols of all the players, so he scores 6 points. Filip and Martyna are tied for 2nd place, so they split 3 points between them (they each get 1 point, since the remainder from dividing is ignored). Agnieszka scores nothing.
TEMPURA
A set of 2 tempura cards scores 5 points. A single tempura card is worth nothing. You may collect several sets of 2 tempura cards during a round.
SASHIMI
Only a set of 3 sashimi cards scores 10 points. Neither a single card nor a set of 2 sashimi cards scores anything. You may collect several sets of 3 sashimi cards in 1 round, but that's a very difficult thing to do!
GYOZA
The more gyoza cards you collect, the more points you score.
| Gyoza: | 1 | 2 | 3 | 4 | 5 or more |
|---|---|---|---|---|---|
| Points: | 1 | 3 | 6 | 10 | 15 |
NIGIRI AND WASABI
SQUID NIGIRI — A squid nigiri card scores 3 points. If it's on a wasabi card, you score 9 points.
SALMON NIGIRI — A salmon nigiri card scores 2 points. If it's on a wasabi card, you score 6 points.
EGG NIGIRI — An egg nigiri card scores 1 point. If it's on a wasabi card, you score 3 points.
WASABI — A wasabi card with no nigiri on it scores no points.
CHOPSTICKS
A chopsticks card scores no points.
STILL HUNGRY?
Dig through your Sushi Go! box for a surprise — sweet desserts you can bring into the game! And it's on the house!
USING THE OTHER DESSERTS
Try any of the 4 new desserts! Before you start the game, remove all 10 strawberry pudding cards from the deck. Put them, along with the squishy toy, back in the box. Then add the complete set of cards from whichever dessert pack catches your eye to the deck. Shuffle the deck. Now you're ready to play. Have fun!
Important! Points for all of the new desserts are only awarded at the end of the game, not at the end of a round the way strawberry pudding is.
FROZEN YOGURT
Collect the coldest treats of the highest value to score points at the end of the game. The catch is that, because the dessert is frozen, you won't know its value until you play it and warm it up!
PLAYING — Thanks to a special ink, while a frozen yogurt card is in your hand, you won't be able to see its value. Once you play it, warm it up by rubbing it between your hands. The heat will "melt" the ink on the yogurt and reveal the card's hidden value. You may not warm up frozen yogurt cards while they're still in your hand.
At any point during the game you may warm up frozen yogurt cards you've already played, to remind yourself of their value. Other players may also ask you to do this. At the end of each round, leave your frozen yogurt cards in front of you, the same as you would with strawberry pudding cards.
SCORING AT THE END OF THE GAME — If your frozen yogurts have the highest total value, you score 6 points. If 2 or more players are tied for the highest frozen yogurt value, they split the points evenly between them (ignoring any remainder). If you have the frozen yogurt with the lowest value (or none at all), you lose 6 points. If several players are tied for the lowest frozen yogurt value, they split the lost points evenly between them (ignoring any remainder). In the rare case that every player has the same frozen yogurt value, no player scores anything.
IN A 2-PLAYER GAME — No one loses points for frozen yogurt. Points are only awarded to the player with the highest frozen yogurt value.
Example: Alicja has frozen yogurt worth 7, Karol has 4, and Janek and Maja both have 0. Alicja's frozen yogurt value is the highest, so she scores 6 points. Janek and Maja are tied for last place, so they must split 6 lost points between them. They each lose 3 points.
BUBBLE TEA
The tapioca pearls in bubble tea are so tasty! Try slotting them into the right order to score points at the end of the game.
PLAYING — Each bubble tea card shows a certain number of pearls (from 1 to 5). During the game, collect bubble tea cards so as to form runs of consecutive numbers. At the end of each round, your bubble tea cards should stay in front of you, the same as strawberry pudding cards.
SCORING AT THE END OF THE GAME — Every set of bubble tea cards that forms a run of consecutive numbers scores points based on its length.
| Length of run: | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Points: | 1 | 4 | 8 | 13 | 20 |
Example: Alicja has 4 bubble tea cards showing 2, 3, 4, and 4. She scores 8 points for the set of 3 cards forming a run (2, 3, 4), plus 1 point for the leftover 4 forming a separate run of 1, for 9 points total at the end of the game.
OLD-SCHOOL PUDDING
Use the beloved dessert from the original Sushi Go! game in your game — old-school pudding!
PLAYING — At the end of each round, your old-school pudding cards should stay in front of you, the same as strawberry pudding cards.
SCORING AT THE END OF THE GAME — If you have the most old-school pudding cards, you score 6 points. If 2 or more players are tied for the most old-school pudding cards, they split the points evenly between them (ignoring any remainder). If you have the fewest old-school pudding cards (or none at all), you lose 6 points. If several players are tied for the fewest, they split the lost points evenly between them (ignoring any remainder). In the rare case that every player has the same number of old-school pudding cards, no player scores any extra points.
IN A 2-PLAYER GAME — No one loses points for old-school pudding. Points are only awarded to the player with the most old-school pudding cards.
Example: Alicja has 4 old-school pudding cards, Olek has 3, and Janek and Maja have 0. Alicja has the most, so she scores 6 points. Janek and Maja are tied for last place, so they must split 6 lost points between them. They each lose 3 points.
MOCHI
These sweet rice balls are as delicious as they are cute. Try to collect as many as you can!
GAME SETUP — In addition to swapping the strawberry pudding cards for mochi cards, each player also takes 1 mochi die and places it in front of them showing the face with the number 1 facing up. The die's color doesn't matter — the die represents the number of mochi you have, and every player starts with 1.
PLAYING — Whenever you take a mochi card, you must immediately roll your mochi die (whether you want to or not). The number rolled shows how many mochi you have at that moment. At the end of each round, your mochi cards should stay in front of you, the same as strawberry pudding cards.
SCORING AT THE END OF THE GAME — If you have the highest number of mochi (the highest number on your mochi die), you score 6 points. If 2 or more players are tied for the highest number of mochi, they split the points evenly between them (ignoring any remainder). If you have the lowest number on your mochi die, you lose 6 points. If several players are tied for the lowest number of mochi, they split the lost points evenly between them (ignoring any remainder). In the rare case that every player has the same number on their die, no one scores anything. Mochi cards collected during the game score no points on their own.
IN A 2-PLAYER GAME — No one loses points for mochi. Points are only awarded to the player with the highest number on their mochi die.
OTHER WAYS TO PLAY
Since Sushi Go! was first released, it has won fans all over the world. Thanks to the creativity of our fans, we've added a few new variants to the classic game. Pick 1 of them, or try them all in turn! Note: variants cannot be combined with each other.
TWO-WAY STREET
To change how players interact, simply alternate the direction you pass cards each round. In rounds 1 and 3, pass cards to the left. In round 2, pass to the right.
SUSHI GOLF
Play using the standard rules with 1 important change: the player with the lowest score wins!
Special thanks to Marcos Romero.
2-PLAYER VARIANT: PERSONAL DRAW PILES
Add a little more mystery to the 2-player game!
SETUP — At the start of each round, instead of dealing each player 10 cards, create 4 face-down piles of 5 cards each. Each player takes cards from 1 pile into their hand, and places the other pile in front of them as their personal draw pile.
PLAYING — On each turn, play 1 card from your hand, then pass your remaining cards to your opponent. When you receive cards from your opponent, draw 1 card from your personal draw pile and add it to your hand. Play a card from your hand following the standard rules. Keep playing this way until your personal draw piles run out. Once they do, keep playing — the number of cards in hand will keep shrinking until all cards have been played and the round ends.
SCORING — All scoring is the same as in the standard 2-player game, including scoring for desserts.
Special thanks to Scot Eaton.
2-PLAYER VARIANT: SUSHI BATTLE
Bring more strategy to the 2-player game by drafting cards straight from the table!
SETUP — Randomly choose which player starts round 1.
START OF A ROUND — At the start of each round, instead of dealing each player 10 cards, lay the cards out in the middle of the table following the layout diagram, starting with the top row.
PLAYING — Instead of playing turns simultaneously, players take turns one after another, starting with the first player. On your turn you must choose 1 face-up card that isn't covered by another card. You may not take a card that is face-down, or one that has another card on top of it. Once you choose a card, place it face-up in front of you. If a face-down card is no longer covered by another card, reveal it.
- A face-up card is shown uncovered.
- A face-down card is shown covered by another card.
USING CHOPSTICKS — On your turn, you may use a chopsticks card that's in front of you. It lets you choose 2 cards from the layout. If, after taking the 1st card, any face-down card is no longer covered, reveal it — you may take that card as your 2nd if you like. Once you've chosen 2 cards, you must place the chopsticks card you used face-up where your 2nd card was taken from.
ENDING A ROUND — The round ends once the last card is taken from the table. Score the round following the standard rules. The player with the lower score starts the next round. In case of a tie, whichever player did not start the round becomes the first player for the next round.
SCORING — All scoring is the same as in the standard 2-player game, including scoring for desserts.
Special thanks to Marcus Rönnemark, Antoine Bauza, and Bruno Cathala.
2-PLAYER VARIANT: PUPPET PLAYER
This variant adds a 3rd player — a so-called puppet — that the players control by turns.
- Deal cards for 3 players, 9 cards each.
- Place the puppet's cards as a face-down pile between the players, as the puppet's draw pile.
- Choose which player will control the puppet first.
- When you're controlling the puppet, take the top card from its draw pile and add it to your hand.
- Then choose and play 1 card for yourself, and 1 for the puppet. (Your opponent plays only 1 card.)
- Reveal both played cards. Then swap hands with your opponent. Leave the puppet's cards where they are.
- Now your opponent controls the puppet. They draw a card from its draw pile, then choose and play 1 card for themselves and 1 for the puppet.
- Take turns controlling the puppet until the cards run out.
- Play 3 rounds as described above, scoring points following the standard rules.
2-PLAYER RULE: MUST HAVE FUTOMAKI
This rule can be added to any version of the 2-player game. At the end of each round, if a player has not collected any futomaki cards, they are not counted in the futomaki scoring and receive no points for it. If their opponent has any futomaki cards, that opponent scores 6 points for 1st place following the standard rules.
STILL HUNGRY FOR MORE?
If you enjoyed this game, check out the other games in our series! Step into the sushiverse, meet new friends, and discover new ways to play. Savor our original Sushi Go! game, or try the party-sized helping of Sushi Go Party! There's something for everyone!
Designer: Phil Walker-Harding Illustrations: Nan Rangsima
250 Royall Street, Canton, MA 02021, United States www.gamewright.com ©2024 Gamewright, a division of Ceaco Inc. All rights reserved.
Manufacturer / distributor in Poland: Rebel Sp. z o.o., ul. Budowlanych 64c, 80-298 Gdańsk, Poland — [email protected] — www.wydawnictworebel.pl
QUICK GAME SUMMARY
3 ROUNDS
- In a 2 player game, deal 10 cards to each player.
- In a 3 player game, deal 9 cards to each player.
- In a 4 player game, deal 8 cards to each player.
- In a 5 player game, deal 7 cards to each player.
Choose 1 card. Reveal cards simultaneously. Pass hands to the left.
FUTOMAKI Most: 6. 2nd place: 3. Split ties.
TEMPURA Set of 2: 5. Otherwise: 0.
GYOZA
| x1 | 2 | 3 | 4 | 5+ |
|---|---|---|---|---|
| 1 | 3 | 6 | 10 | 15 |
NIGIRI Squid: 3. Salmon: 2. Egg: 1.
WASABI Triples the value of the next nigiri.
CHOPSTICKS Use on a later turn to swap for 2 cards.
SASHIMI Set of 3: 10. Otherwise: 0.
STRAWBERRY PUDDING Taking the lead in a round: 2. Fewest at the end of the game: -6. Split ties.