Most card games hide information. Sushi Go! gives it away. Every card you take is revealed. Every hand passes through your seat. With a little memory, you can know the exact contents of every hand at the table by the middle of a round. This lesson shows how, and what to do with it.
Why everything becomes known
Two facts from the rules make it work:
- All picks are revealed. After each turn, everyone’s chosen cards are face up.
- Hands move in a circle. With P players, you see every hand within your first P turns.
When you see a hand, you know what is in it. After that, you know who holds it each turn, and you see exactly what that player takes. So you can subtract. By turn P plus 1, you know every card in every hand.
In a four-player game:
- Turn 1: you see hand A, 8 cards.
- Turn 2: you see hand B, 7 cards. You already saw your right neighbor’s turn-one pick from it.
- Turn 3: hand C, 6 cards.
- Turn 4: hand D, 5 cards.
- Turn 5: hand A is back with 4 cards. From here on, all 16 cards left at the table are known.
A memory method that works
Nobody holds 32 cards in their head. You do not need to. Track by priority:
First, the rare cards. Squid nigiri (5 in the deck), chopsticks (4), wasabi (6), and pudding (10) are scarce and swingy. Note which hand each one is in.
Second, what finishes sets. If you hold two sashimi, remember every sashimi you see and which hand it is in. Same for tempura when you hold an odd number.
Third, the race cards. Count maki icons by hand, not by card: “hand B has 5 icons left.”
A simple way to hold it: name each hand by the player who held it when you first saw it. “Maria’s hand had the squid and two sashimi.” Then follow the picks: “Maria’s hand is with Sam now. Sam took a sashimi.”
What it buys you
Knowing what will wheel. If you know the squid is in a hand that reaches you next turn, and the only player before you has no wasabi, you can take your wasabi now with confidence.
Knowing what your neighbors can still get. If your left neighbor needs one more sashimi and the only sashimi left is in the hand you hold, you can block it and end their set for the round.
Knowing when to stop a set. If you hold two sashimi and you know there are none left in any hand, stop. Every pick after that is wasted on hope.
Counting the maki race exactly. You know every maki icon left at the table, so you know whether first place is still reachable.
Solving the last turns
The final few turns of a round are where tracking pays the most. Hands are small and every card is known.
Take the last two turns of a four-player round. You hold a 2-card hand: a tempura and an egg nigiri. You have one tempura already, so the tempura is worth 5 to you. Your left neighbor has an empty wasabi.
- Take the tempura: you score 5. You pass the egg, which your neighbor puts on their wasabi for 3.
- Take the egg: you score 1, and you pass the tempura, which may be worth nothing to them.
Take the tempura. It gains you 2 points on that neighbor (your 5 against their 3), while the egg gains you only 1. But if your neighbor had one tempura too, passing that tempura would give them 5, and taking it would deny it. Comparing what you score with what you hand on is the whole skill.
The very last card of each hand is not chosen; it is whatever is left. So the second-to-last pick is really two decisions: what you take, and what you force on your left neighbor.
In round three, count pudding
By the middle of the last round, you can know every pudding still in a hand and how many are already taken. That turns the pudding race into arithmetic. If two puddings are left and both will pass through your rival before you, plan around not getting them.
Practice without strain
Tracking is a skill, not a gift. Build it one type at a time, and play some games online where you can focus. Our guide to card drafting has more on reading hands in other drafting games, and the habit carries over.
When not to bother
In a casual game with new players, full tracking can slow the table. Keep it quiet and quick. The goal is a better pick, not a longer turn. Sushi Go! is at its best when the cards keep moving.
Next lesson
Sushi Go Party! and the Sushi Go! Family
Next, Sushi Go Party! and the rest of the family: the menu system, the new cards worth knowing, and which version fits your table.
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Learn Sushi Go!, teach it in five minutes, then read every hand that comes your way, win the maki and pudding races, and pick like a chef. Free, one short lesson at a time.
Unofficial. Not affiliated with Gamewright, Ceaco, or Phil Walker-Harding. Sushi Go! is a trademark of Gamewright, a division of Ceaco, Inc.