Posted on September 17th, 2015
Welcome back to another edition of A Roll of The Dice reviews. My name is Adam and I will be reviewing some of, what I consider to be, the best board games, card games, dice games, and miniatures games, I have ever had the joy of playing. This week I decided to go the card game route, and review a game we just played last weekend, Sushi Go.
Sushi Go is a game of immense strategy, a little luck, and a whole lot of fun. It is made to be played by two to five players, with the cards being divied up amongst all players. I will be using the rules for a five player game, as that is what we had the joy of playing.
In Sushi Go, you own a restaurant, and are trying to make sure that your restaurant has the best combination of sushi. You want your customers to give you the most points for eating at your restaurant, and in order to do that, you need to make sure you have the right combination. It is usually played in three rounds, with the winned being the restaurant owner who has the most points at the end of all three. Sounds simple? Well it is, and that is probably why it says the game is made for ages eight and up (most players online sayit is suitable for six and up), as the rules are fairly simple, but sound complex when trying to explain them.
There are several types of sushi, some of which give you points right away, some at the end of the round, some at the end of the game, and some need multiple to give you any. The game starts with each player being given a hand of seven cards. Of these, you will select one of the sushi cards to play, and pass the other six cards to the player on your left (A variant rule states to alternate which way you pass on each round, so you have to change your tactics). I wish we would have read that to begin with, but it did not take away from the game play itself. You will continue passing the hand around the table until each person is forced to play the last card they are given. At that point we tally our points for the round, keep all the pudding cards played (I will explain in the next little bit) and put the other cards aside to deal out a new seven cards to each person at the table. Super simple concept, and makes you spend time thinking about whether you should take this one piece to give you two points, or take another one to prevent someone else from getting five. A lot of strategy and quick thinking is involved in this game.
The cards are as follows :
Chopsticks – You can put this back in and take TWO cards if there is any hand that you want two from instead of one. That also means another player will get the opportunity to do the same thing. They are hard to come by, we played a game without getting any of them.
Pudding – You collect pudding until the end of the game. If you have the most pudding at the end of the game, you will win six points (If more than one person are tied, then the people who are tied split the points as evenly as possible). If you have the least than you will lose six points (If more than one person are tied then they split the loss evenly).
Maki Rolls – The Maki Roll cards have between one and three Maki Rolls on them. Whoever has the most at the end of a round will win six points, and the second place person will win three points. If there is a tie for first, both win six points and no one gets second. If there is a tie for second, they both win three, and there is still six for first.
Wasabi – Wasabi will give you three times the amount of points on the Nigiri that you play next. If you do not play an Nigiri that round, or you get stuck with the Wasabi at the end, you get nothing for it.
Nigiri – There is three different point levels. You either get one, two, or three points, depending on the number located on the Nigiri itself.
Tempura – You get five points, but you must have a pair of them. This means for ten points, you need four of them. If you have an odd number, you essentially have a dead card.
Dumplings – You will get more and more points, depending on the amount you have. One of them gives one point, two of them gives three, all the way up to five of them giving you fifteen points (Which is why you sometimes have to take a dump card so one player does not run away with a bunch of points).
Sashimi – If you are able to collect three of the Sashimi, you will get a total of ten points. Just like Tempura, if you do not get three of them, they are not worth anything, and to get twenty points, you need six of them.
This breaks down all of the cards, and their intended uses, so you see how it can be quite strategic on which cards to play, which to pass, and which cards you need to keep an eye out for so that other players do not sweep the game. Why don’t we see what the table thought of the game!
Design – 7
The card art is cute, and has a very Japanese style to it. Little faces on the sushi are cutesy, so overall it is a very kid appropriate game to play. There is nothing that would prevent you from playing this game with your kids.
The box is durable, metal, and embossed, which is really good for such a simple game. Great design to the overall feel of the game.
A unique game, with a unique style, which works really well. Super easy to learn, which is an amazing design feature.
The design on the card art is almost too basic. There was not a lot of effort put into the card designs, but it really didn’t need much. I would love to see a much more detailed version of this same game. I personally think it would be astounding.
Replay Value – 8
Being a card game that contains so many cards, the replay value is heavy. There is always a great opportunity of replay when you have a game that is so big.
You will not see every card every time you play, so it makes you want to replay it just to see what other alternate card combinations there can be.
As with any card game, the game play itself is so fast paced that you can get two or three games out in about 45 minutes, making it worth the time to play.
With there only being about ten different cards, and a few of them having very limited cards, it really feels like you are seeing the same few cards over and over.
Fun Factor – 7
This game is super simple to learn, which is an amazing thing for new players. It also gives a new player something quick to be able to play in a small group.
With being able to play two to five players, it is great for a small group of friends on a board game day.
It is fun to play, and fun to see the tactics that people come up with, while trying to strategically think of how to stop it from happening.
I would love this game if you could play it with more than five people, as I am always looking for games for larger groups.
I would also love the game a bit more if the scoring was not a bit all over the place sometimes. I feel the cards are fairly balanced, but there is some point schemes that seem really high.
It is a good game, it is fun for a small group, and one of the few games that is fun to play. It is good for beginners and advances players alike. Overall, a huge fan of this game. You should add it as one of your in between games, to play in between the large games with lots of rules/time needed to play. If my group had anything to say about it, which they did, we know have added it to our permanent roster.
Always remember that Comic Hunter is there for all of your nerdy needs, and can help you get the game you want or need. If they do not have it in stock, they will give you a discount. Have fun finding that kind of loyalty anywhere else! Hope to see you all out next time we play, and maybe that will be your chance to be the next big Sushi Go champion.
If there is a game you have been on the fence about picking up, mention it in the comments and I will do my best to do a review on it. Sometimes, it is those little extra looks that can make a huge difference.