Quick Specs
Party / Card Drafting / Set Collection
8+
~1.3/5 (Light)
2–5 (best at 3–5)
~15–20 min
Card Drafting, Set Collection, Hand Management, Push-Your-Luck (optional combos), Quick Scoring

Sushi Go! is the fast, adorable card game that turns the table into a sushi conveyor belt of strategy and sly point-stealing. You’re drafting delicious dishes to collect points, trying to balance combos, sets, and special bonuses—all while hoping your friends don’t snatch the perfect card from under your chopsticks. It’s charming, quick, and perfectly sized for a light filler or family game.
What it is
This is a drafting and set collection game where each turn you pick a card from your hand to add to your plate, then pass the rest to the next player. You’re aiming to collect sets of nigiri, tempura, sashimi, or pudding for points. Some cards work alone, some in groups, and some only score at the end of the game, creating tension and mild sabotage.
The setup
Shuffle the deck and deal a hand to each player. Each round, players select one card, place it face-down (or secretly in their hand), then reveal simultaneously. After revealing, pass the remaining hand to the next player. Repeat until all cards are drafted, then score the round. Play multiple rounds (usually three) for full scoring.
How it plays
Turns are fast, and decisions are small but meaningful: take the card you need for a combo now, deny your neighbor, or grab a card that might pay off later. Scoring is intuitive: sets of two or three, multiples of the same type, or end-of-game puddings. It’s easy to teach in a minute, but the tension comes from predicting what opponents will draft and timing your picks for maximum effect.
The real fun is watching everyone struggle between greed and denial. Do you grab that third sashimi for the big points, or deny your neighbor and leave yourself with a lower score? The swings are light, but they feel satisfying.
Why the pacing works
- Early game: everyone is cautious, eyeing combos, and gauging the table
- Midgame: drafting patterns start emerging, and mild sabotage becomes possible
- Late game: final picks matter—last chance to complete combos or grab end-of-round bonuses
Table feel
Sushi Go! is lively, interactive, and never heavy. It’s great for mixed-age tables or casual groups because the rules are simple and the turns are short. Best at 3–5, where draft options feel meaningful, but works fine at 2 for a smaller, quicker competition.
Who it’s for
- Families and casual groups who want a light, fast card game
- Players who enjoy drafting, set collection, and mild competition
- Best for filler games, warm-ups, or short sessions between heavier games
- You’ll like it if you want cute, tactical, and easy-to-learn fun
Less ideal for
- Not great for players seeking deep strategy or long-term planning
- Avoid if your group dislikes luck or light denial mechanics
- Also note: it scales beautifully for quick rounds, but high replay depth comes from multiple plays and expansions
Desert Meeples Beginner Tip + Verdict
New to Sushi Go!? Focus on building sets early and keep an eye on what your neighbors are collecting—you can deny them points by snatching key cards. Don’t obsess over every combo; small, consistent scoring is usually enough to win.
Verdict: Sushi Go! is a perfect blend of speed, strategy, and cuteness. Quick, fun, and competitive without being stressful, it’s the kind of game that everyone can learn instantly and still enjoy after multiple plays—like the conveyor belt of joy your table didn’t know it needed.



