Once your group knows Sushi Go! well, the most common next step is Sushi Go Party!, a bigger box from the same designer and publisher. It seats more people and lets you choose which cards are in each game. This lesson covers what changes, which skills carry over, and the other games in the family. Facts about Sushi Go Party! come from its Gamewright rulebook (2016).
The original, for reference
Sushi Go! is the small tin this course teaches: one 108-card deck, 2 to 5 players, about 15 minutes. It is the cheaper and more portable choice, and for many tables it is all they need. Our list of board games under 20 dollars explains why it is a common first purchase.
Sushi Go Party! at a glance
Sushi Go Party! plays 2 to 8. The box holds 181 cards, 22 menu tiles, 8 pawns, and a scoring board, so you no longer need paper and pencil.
The turn is the same: everyone picks one card, reveals together, and passes the rest left. What changes is what is in the deck.
How a menu works
Before each game, you build a menu. Every game uses nigiri, plus:
- 1 type of roll: maki, temaki, or uramaki
- 3 types of appetizers: from tempura, sashimi, dumplings, eel, tofu, onigiri, edamame, and miso soup
- 2 types of specials: from chopsticks, soy sauce, tea, menu, spoon, special order, takeout box, and wasabi
- 1 type of dessert: pudding, green tea ice cream, or fruit
You set out the matching menu tiles on the board so everyone can see how each card scores. The rulebook offers preset menus, including one that recreates the original game, a gentle menu for first-time players, a menu for two, and a menu for big groups of six to eight. You can also build your own.
Some cards have player-count limits printed on them. For example, the rules say spoon and edamame may not be used with two players, and menu and special order may not be used with seven or eight.
What changes with desserts
In the original game, pudding is shuffled into the deck from the start. In Sushi Go Party!, desserts are added round by round. With 2 to 5 players, you shuffle in 5 dessert cards before round one, 3 before round two, and 2 before round three. With 6 to 8 players, it is 7, 5, and 3. Desserts still score at the end of the game.
That makes the first round the richest in dessert, which shifts the timing advice from lesson 9: in Party, the dessert race is decided more by the first round than the last.
Hand sizes
Hands are bigger at low counts than in the original: 10 cards with 2 or 3 players, 9 with 4 or 5, 8 with 6 or 7, and 7 with 8.
Which skills carry over
- Card values. The per-card thinking from lesson 4 works on every new card. Read the menu tile and ask what one more card adds.
- Reading the table. Hands still go around and come back, so lessons 6 and 11 apply directly. With eight players, a hand takes eight turns to return, so tracking matters less and sure points matter more.
- Races. Rolls and some desserts are still majority races. Count before you commit, as in lesson 8.
Teaching Sushi Go Party!
If your group knows the original, start with the classic preset and change one card type per game. If they are new, start with the beginner preset. Either way, point at the menu tiles instead of explaining every card up front, just as in lesson 2. For big groups, see our guide to large group game nights.
The rest of the family
- Sushi Roll (Gamewright, 2019) turns the pick-and-pass idea into a dice game.
- Sushi Go! Spin Some for Dim Sum (Gamewright, 2023) adds a spinning dim sum tray to the pick-and-pass idea.
Which one to buy
- Two to five players, small bag, low price: Sushi Go!.
- Groups of six to eight, or a group that wants variety: Sushi Go Party!.
- Already own the original and love it: Party is the upgrade, since it includes every card type from the original and adds many more.
Whichever box you choose, the skills from this course travel with you. Pick for what you have, watch what you pass, and keep an eye on dessert.
Next lesson
Play More Sushi Go!: Online and at Game Nights
Last, where to play: Sushi Go! and Sushi Go Party! online, finding a store or library game night, and bringing a pick-and-pass game to a crowd.
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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.