New players pick from the hand in front of them. Good players pick from the whole table. In Sushi Go!, every hand goes around in a circle, every pick is revealed face up, and nothing is hidden for long. That makes the game far more readable than it first looks. This lesson covers the three things worth tracking.
The hand you pass comes back
Hands move left, one seat per turn. With P players, a hand returns to you after P passes. In a four-player game, where hands start at 8 cards:
| Turn | Hand you hold | Cards in it |
|---|---|---|
| 1 | Your first hand (A) | 8 |
| 2 | Hand B, from your right | 7 |
| 3 | Hand C | 6 |
| 4 | Hand D | 5 |
| 5 | Hand A again | 4 |
On turn 5, you see your first hand again with four cards missing: yours and the three picks your opponents took from it. Since every pick is revealed, you know exactly which cards left.
The same pattern holds at every count:
- 2 players: the hands swap every turn, so you see both hands on every other turn.
- 3 players: hands return every 3 turns.
- 5 players: your first hand returns on turn 6 with only 2 cards.
When a card wheels
A card that survives a full trip around the table and comes back to you is said to “wheel.” Planning wheels is the main reading skill in drafting games, and our piece on card drafting covers it in more games than this one.
A card is likely to wheel when:
- Nobody else is collecting it. If no one at the table has a tempura, a lone tempura is unlikely to be taken.
- It is worth less to others than to you. A third dumpling matters a lot to you if you already have two, and very little to someone with none.
- The hand has better cards for everyone else. If the hand holds a squid and a sashimi that other players need, your egg nigiri is safe for a lap.
A card will not wheel if anyone between you and the hand’s return wants it. With more players, there are more chances for someone to take it.
The neighbor on your left
Your left neighbor sees every hand right after you. That makes them the most important player to watch. Before each pick, look at their face-up cards and ask:
- What finishes something for them? A second tempura, a third sashimi, a nigiri for their empty wasabi.
- Are they racing you for maki or pudding? If so, the maki or pudding you pass helps them directly.
- Do they have chopsticks? Then they can take two cards from the hand you pass.
When the best card for you is close in value to the best card for them, take theirs. Taking a card mostly to keep it from someone is called hate drafting. It costs you a little and costs them a lot.
The neighbor on your right
Your right neighbor picks from every hand just before you. You cannot stop them, but you can predict them. If they have two sashimi and the hand coming to you held a sashimi when you last saw it, expect it to be gone. Do not build a plan that needs a card your right neighbor wants more than you do.
What you know after one lap
After the first P turns, you have seen every hand at the table at least once, and every pick has been revealed. That means you can know exactly what is left in every hand. In a four-player game, by turn 5 there are 16 cards left across four hands of 4, and all of them are cards you have seen.
You do not need to remember all 16 to play well. Start with these:
- What you left in your first hand. It comes back to you first.
- The rare cards. Squid nigiri, wasabi, chopsticks, and pudding are few, so track where they are.
- The cards that finish your sets. Know which hands still hold them.
Lesson 11 builds this into full tracking for the end of a round, when everything is known and every pick can be calculated.
A worked example
Four players, turn 1. Your hand has a squid, a wasabi, a tempura, a 3-roll maki, and four other cards. You take the wasabi. You pass the squid, knowing three players will see it before it could come back.
- If any of them has an empty wasabi, the squid is gone. Check first.
- If none does, a plain squid is worth 3 points to each of them, so it may well be taken anyway.
Often the better plan is to take the squid now for a sure 3 points and pass the wasabi, which is only a bet for whoever takes it. The wasabi might even wheel back to you, since a wasabi with no nigiri in sight is the kind of card other players skip. Reading the table often means taking the card everyone wants and passing the card that is worth the most to you later.
Next lesson
Sushi Go! Set Odds: Tempura, Sashimi, and Dumplings
Next, the set odds by player count: how often tempura, sashimi, and dumplings actually reach you, and when starting a set is a good bet.
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Unofficial. Not affiliated with Gamewright, Ceaco, or Phil Walker-Harding. Sushi Go! is a trademark of Gamewright, a division of Ceaco, Inc.