- Shuffle the deck.
- Deal the appropriate number of cards to each player.
- Deal yourself a hand containing an example of each card to use during your explanation.
In Sushi-Go! our objective is to create the best meal at the sushi bar by grabbing menu items from the cards as they are passed around the table. We simply select the desired menu item from our current hand of cards; place it face down in front of us; wait until everyone has selected their card; and then reveal our choices together. Finally we pass our hand of cards to the player on our left. We can then select our next menu item from our hand of new cards. This is what is known as a drafting mechanic. We will pick and pass our cards until all the cards that were dealt have been played. We will play three rounds like this, and the person who has had most valuable dinning experience at the end of three rounds wins.
To determine who has had the best meal we add up the value of the cards in front of ourselves.
- Nigiri is worth 1, 2, or 3 points depending on its type: egg, salmon, or squid.
- You can triple the value of a nigiri by playing a Wasabi first, then playing a nigiri from a following hand to triple its value.
- In order to score points for Tempura and Sashimi you have to create a set of them. A set of two Tempura is worth 5 points, and a set of three Sashimi is worth 10 points. Incomplete sets are worth nothing.
- The more Dumplings you have the more valuable they become. One is worth one point, but 5 are worth 15 points.
- To determine the value of the Maki Rolls we look at who has the most Maki icons in front of them after we have played all our cards. The player with most Maki icons at the end of the round receives 6 points, and the player with the second most receives 3 points.
- Puddings can be collected throughout the three rounds, and are only scored at the end of the game (or after three rounds). The player with the most puddings scores 6 points, and the player with the least pudding will lose 6 points.
- Chopsticks have no inherent value, but allow you to grab two cards from a hand, rather than the standard one care when we are drafting (or “picking and passing”). For example you would pick chopstick as your menu item, place it down in front of you, reveal it with everyone else. and then pass your hand along, as normal. It’s not worth any points, but now you can take two cards from a hand of cards, by stating “Sushi go!” and then drawing your two menus items, and taking the chopsticks and placing them into the hand of cards before your pass them along.
Collect cards. Reshuffle. Deal the appropriate number of cards to each player. And then go!
- Allow for questions and discussion during your explanation (within reason).
- During your explanation indicate to various icons, values, and text on the cards you dealt yourself while speaking about them.
- The hand of cards you dealt to the players before you began explaining the game begins immersion into the game. The players now have something tangible in their hands as a personal reference to use during your explanation. Furthermore this allows the players to easily imagine the drafting mechanic of picking and passing. More experienced players may already begin identify strategies during your explanation as the begin to further understand the cards in their hand.
- Consider playing a “dummy round” wherein you pick and pass with the players a few times with the initial hand of cards you dealt the players. Deal yourself an appropriate hand of cards, and consider using the chopstick card during the round of play to simulate its action during a round..
- Allow from more questions during the “dummy round” or game, offer constructive advice, or explain in an open manner your strategy for playing what you have chose if (and when) applicable.
Sushi Go! is a great introduction to Drafting and Set Collection mechanics. These mechanics are featured in other popular.tabletop games such as: 7 wonders, Star Realms, and Dominion.
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