Sushi Otter
Sushi Otter Rulebook
Table of Contents
Table of Contents
Overview
Sushi Otter is a poker-like game where cards represent different types of sushi. Each round, players choose cards to create a hand to compete against other players for score. Your score is calculated by adding the score for your hand, the scores of your revealed Sushi cards, and any bonuses from Power Up cards.
Early on, you will need luck to create a strong hand. However, by acquiring Power Up cards every round, you'll be able to build incredibly strong hands by the end of the game!
A hand is a combination of cards that make up a scoring set. Examples include scoring combinations like a flush or a straight.
Game Contents
- 65 Sushi cards (5 suits: Shrimp, Salmon Roe, Tuna, Squid, and Egg; numbers for each suit 1-13)
- 64 Power Up Cards
- 1 Button Card
- 14 Key Client Cards: includes 9 Upgrade Cards and 5 New Hand Cards
- 4 Round Cards (the fronts and backs allow for different player counts across 2 to 5 players; use the appropriate side depending on the number of players)
- 20 Player cubes (4 in each of 5 colours: red, blue, yellow, white, and black)
- 1 Round Cube (brown)
- 1 Scoreboard
- 1 Victory Points Board
- 5 Summary Sheets (front: Japanese, back: English)
- 1 Rulebook
Components in Detail
Round Card
Number of Players: Two of the four Round Cards, fronts and backs, are used depending on the player count.
Round Track: The spaces where the Round Cube moves to in the top row indicate the current round. The squares in the second row from the top represent victory points (VP) earned for the top score in that round, the squares in the third row represent victory points (VP) earned for the second-top score in that round, and so on.
Scoreboard
Score Track: The score track is divided into space at the bottom, numbered 0 to 50, with each space representing 1 score point. Each player's score is indicated by placing a player cube on each space. Move the player cube on the scoreboard when you earn score. If your score exceeds 50, place a new player cube on the 50+ space and continue scoring past 50.
Score Ranking Spaces: Each player's ranking is indicated by the position of their player cube. The first-place player places their player cube on the 1st space, the second-place player places their player cube on the 2nd space, and so on.
Victory Point Board
Victory Point (VP) Track: The victory point (VP) track is divided into spaces from 0 to 50. Each player's victory points (VP) are indicated by placing a player cube on a space. To earn victory points (VP), move your player cube on the victory point board. If your victory points (VP) exceed 50, place a new player cube on the 50+ space and continue scoring.
Sushi Card
- Suit: The suit refers to the card's icon. There are five suits: Shrimp, Salmon Roe, Tuna, Squid, and Egg.
- Numbers: 1-13.
- Score: A card without a score icon is worth 0 points.
Power Up Card
- Type: Four types: Change, Score, Passive, and Key Client.
- Condition: The condition for using this Power Up card.
- Effect: The effect when using this Power Up card.
- No.: Number that identifies the Power Up card.
| Type | Description |
|---|---|
| Change | Changes the number or suit of a Sushi card. |
| Score | Gain score or victory points (VP). |
| Passive | A constant passive effect. |
| Key Client | Acquire a Key Client card. Specifically, acquire one Key Client card from the Key Client card area. The acquired Key Client card is placed on top of this card. |
Key Client Card
- Hand Name: The name of the upgrade or new hand. Some VIP cards may have two types of hands written on them.
- Category: If the Category is a flush, straight, or Fibonacci sequence, the corresponding icon will be displayed.
- No.: A number identifying the Key Client card.
- Score/Victory Points (VP): The score and victory points (VP) you will earn when you complete the hand.
- Hand Conditions (New Hands Only): The conditions for the hand are displayed.
- Type: Two types: Upgrade and New Hand.
When a player who has obtained an Upgrade-type Key Client card plays the hand listed on the card, they will receive the score and victory points (VP) listed on the Key Client card instead of the score and victory points (VP) listed on the Summary sheet. When a player has obtained a New Hand-type Key Client card, they will be able to play the hand listed on the Key Client card.
There are two types of Key Clients: Mountain Clients, who will teach you new hands, and Sea Clients, who will help you upgrade your hand.
Setup
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The player who most recently ate sushi receives the Button card. The player holding the Button card becomes the dealer in that round.
The Button is the name of a position in poker. In this game, think of it as the dealer's symbol.
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Place the Scoreboard and Victory Point board in the centre of the table.
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Select the two Round cards that match the number of players, and place them side by side on the scoreboard in the centre of the table, connecting them. Make sure the round numbers are 1, 2, 3, 4, 5, 6, 7, 8. Return all unused Round cards to the box.
The Round cards correspond to different player counts on different sides; don't forget to check the backs to find your player count.
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Place all Key Client cards in the centre of the table. This is called the Key Client card area.
The Key Client cards have Japanese text on the front and English text on the back. Place them face-up in your desired language.
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Shuffle all the Power Up cards face-down, create a deck, and place it in the centre of the table. This is called the Power Up deck. Reserve an area next to the deck to place the Power Up cards. This is called the Power Up card area.
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Draw (number of players + 1) Power Up cards from the Power Up deck and place them face-up in the Power Up card area. For example, if there are four players, there will be five Power Up cards.
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Shuffle all the Sushi cards face-down to create a deck and place it in the centre of the table. This is called the Sushi card deck. The dealer then deals cards from the Sushi card deck to each player until each player holds eight cards. Each player holds their hand of Sushi cards such that no one player can see them. The normal hand limit for this game is eight cards.
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Each player chooses a colour and receives four player cubes of that colour. Place one of the cubes on the 0 space on the Scoreboard. Place one of the cubes on the 0 space on the Victory Point board. Keep the remaining two cubes in front of you. Return any player cubes of colours you are not using to the box.
That's it, you're all set!
Game Flow
This game consists of eight rounds. After that, the game ends and a winner is determined.
Each round consists of the following phases:
- I. Preparation Phase (not played in Round 1)
- II. Selection & Reveal Phase
- III. Scoring Phase
- IV. Power Up Phase (not played in Round 8)
Please note the following rule during the game: if there is a conflict between the effect of a Power Up card and the rules, the effect of the Power Up card takes precedence.
Details of Each Phase
I. Preparation Phase (not played in Round 1)
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The player holding the Button card passes it to the player on their left. The player who receives the Button card becomes the new dealer.
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Move the Round cube one space to the right.
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Collect all face-up Sushi cards that were played in the previous round, turn them face-down, and shuffle them together with the Sushi card deck to create a new deck of Sushi cards.
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Each player declares the number of Sushi cards they will replenish. The number of Sushi cards to replenish is equal to your maximum hand size (usually 8 cards) minus your current hand size.
For example, if your current hand size is 3 cards, the number of Sushi cards to replenish would normally be 5.
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The dealer deals each player one card from the Sushi card deck until each player has the number declared in step 4. Each player takes the Sushi cards they are dealt and adds them to their hand with the Sushi cards they already have.
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(Not done in the 8th round) Draw (number of players + 1) Power Up cards from the Power Up card deck and place them face-up in the Power Up card area.
For example, if there are 4 players, the number of Power Up cards to be placed in the card area is 5.
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Move all player cubes on the Scoreboard back to the 0 square.
II. Selection & Reveal Phase
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Each player simultaneously selects 1-5 Sushi cards from their hand and places them face-down in a stack in front of them. You may select Sushi cards unrelated to the hand you have created.
It is a good idea to cover your cards with your hand to prevent other players from seeing how many cards you have put down.
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Once everyone has put their Sushi cards face-down, they all reveal their cards while declaring the name of their hand type. At this time, you should have already decided which Power Ups to use (in step 3), so declare the name of the hand that you have formed after all number or suit changes. If you have multiple hands, choose one from among them.
* The reason for declaring the name of your hand type is to prevent players from changing their minds after seeing the hands of other players in step 3 below.
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Starting from the dealer, players each show and score their hand clockwise. Follow the steps below in order:
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Use Change-type Power Up cards. In this step, you may use Change cards to change the numbers and suits of the revealed Sushi cards to form your final hand. If you use Change cards, play them one at a time in any order you like. Using Change cards is optional.
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Add up your hand's score and victory points (VP). The score and victory points (VP) for each hand are written on the Summary sheet. However, if you have acquired a Key Client card, use the score and victory points (VP) written on the Key Client card. If this applies to multiple hands, choose one hand from amongst them. Be sure to add up your hand's score and victory points (VP).
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Add the score of the revealed Sushi cards to your score. Add the total score of all the Sushi cards you revealed, whether or not they are part of your hand.
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Use Score-type Power Up cards to add to your score and victory points (VP). Use these cards one at a time in any order you like. Be sure to use Score-type Power Up cards if they are unconditional or your hand meets their conditions.
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Example of II. Selection & Reveal Phase: Ganmo reveals the following five Sushi cards and says "Four of a Kind": Tuna 4, Shrimp 5, Salmon Roe 5, Squid 11, Egg 2. Ganmo has the following four Power Up cards: No. 07, No. 21, No. 28, No. 49.
- First, he uses a Change-type Power Up card. Ganmo first uses the effect of No. 28 to change the number on the Squid 11 Sushi card from 11 to 5. Next, he uses the effect of No. 49 to change the number on the Tuna 4 Sushi card from 4 to 5.
- The resulting cards are now Tuna 5, Shrimp 5, Salmon Roe 5, Squid 5, and Egg 2.
- He consults the Summary sheet and adds up his hand score and victory points (VP). The revealed cards now are Tuna 5, Shrimp 5, Salmon Roe 5, Squid 5, and Egg 2, making his hand a Four-of-a-Kind (Summary sheet row: Four of a Kind, 4, 14, 2).
- Ganmo first earns a score of 14. He moves his player cube on the scoreboard from 0 to 14.
- Next, he earns 2 victory points (VP) from attaining the Four-of-a-Kind. He moves his player cube on the victory point board by 2.
- He now adds the extra score of the Sushi cards he revealed. Ganmo counts the following on his revealed Sushi cards: Squid 5 (Squid 11 before changing) is worth an additional 1 score, and Egg 2 is worth an additional 1 score. He scores an additional total of 2 and moves his player cube on the scoreboard from 14 to 16.
- He uses Score-type Power Up cards to add to his score and victory points (VP). First, Ganmo uses the effect of No. 21. He has four Sushi cards with the number 5, which meets the requirement of two or more cards, so he adds 5 to his score. Next, he uses the effect of No. 07. He has one Salmon Roe Sushi card, so he adds 1 to his score.
- He scores an additional total of 6 and moves the player cube on the scoreboard from 16 to 22.
III. Scoring Phase
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Place player cubes on the scoreboard in order of highest score. The player with the highest score is ranked first and places their cube on the 1st score ranking square. The player with the second-highest score is ranked second and their cube is placed on the 2nd score ranking square. This continues for third, fourth, fifth, and so on. If there are multiple players with the same score, the player closest to the player holding the Button card (clockwise from the player holding the Button card) will be ranked higher.
* The player holding the Button card has first priority, the player to the left of the player holding the Button card has second priority, and so on.
Return any player cubes on the 50+ square back to those players.
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Depending on their ranking, players will earn victory points (VP) stipulated for the current round on their Round card. The first-place player earns the first-place victory points (VP) stipulated for this round. The second-place player earns the second-place victory points (VP) stipulated for this round ... and so on.
Special exception for two-player games. The second-place player checks their score and that of the first-place player. If their score is at least half of the first-place player's score, they earn the 2nd place victory points (VP). If their score is less than half of the first-place player's score, they earn no victory points (VP). In other words, if the second-place player's score is at least half of the first-place player's score, they place their player cube on the 2nd score ranking space. If the second-place player's score is less than half of the first-place player's score, they place their player cube on the 3rd score ranking space.
Example of III. Scoring Phase: Four players, Ganmo (red), Shirataki (blue), Chikuwa (yellow), and Hampen (white), are sitting and playing in clockwise order. Ganmo has the Button card. We are now in the fourth round. In this round's II. Selection & Reveal Phase, each player achieved the following scores: Ganmo 22, Shirataki 11, Hampen 22, Chikuwa 11.
The player with the highest score, Ganmo and Hampen, are tied at 22, so priority will be determined clockwise, starting with Ganmo, who has the Button card. Because of priority, Ganmo is in first place, and Hampen is in second place. Ganmo's red cube is placed on the scoreboard as 1st, and Hampen's white cube as 2nd.
Next, the players with the third highest score, Shirataki and Chikuwa, are tied at 11, so priority will be determined clockwise starting with Ganmo, who has the Button card. Because of priority, Shirataki is in third place, and Chikuwa is in fourth place. Place Shirataki's blue cube on the scoreboard at 3rd and Chikuwa's yellow cube at 4th.
Players now earn the victory points (VP) specified by the Round card.
Example (continued, Round card for 4 players): Ganmo, who came in first, earns 6 VP. Move Ganmo's red cube on the victory point board by 6 VP. Hampen, who came in second, earns 4 VP. Move Hampen's white cube on the victory point board by 4 VP. Shirataki, who came in third, earns 2 VP. Move Shirataki's blue cube on the victory point board by 2 VP. Chikuwa, who came in fourth, earned 0 VP. Chikuwa's yellow cube on the victory point board remains unchanged.
IV. Power Up Phase (not performed in Round 8)
- Starting with the player with the lowest score this round (the player with the largest number in their score ranking square), players in order of lowest to highest score must select and acquire one Power Up card from the Power Up card area. Place the acquired Power Up card face-up in front of you, visible to other players. If the acquired card is a Key Client Power Up card, acquire one of the Key Client cards in the Key Client card area and place it on top of that Power Up card.
- Place any remaining Power Up cards in the Power Up card area face-down at the bottom of the Power Up deck.
Example of IV. Power Up Phase: Four players are playing: Ganmo (red), Shirataki (blue), Chikuwa (yellow), and Hampen (white). The score rankings for this round are as follows: 1st: Ganmo; 2nd: Hampen; 3rd: Shirataki; 4th: Chikuwa. In the order of Chikuwa, Shirataki, Hampen, Ganmo, players select and acquire one Power Up card from the Power Up card area.
Round Flow Summary
- I. Preparation Phase (not performed in Round 1): Move Button card; move Round cube; shuffle Sushi deck; refill Sushi cards; (Rounds 2-7) place Power Up cards; reset the cube on the scoreboard to 0.
- II. Selection & Reveal Phase: Everyone simultaneously places 1-5 cards from their hand face-down. Everyone simultaneously reveals their hand while saying their hand name. Hands are determined and scores are calculated, starting with the dealer. Steps: use Change-type Power Up cards; add hand scores and VPs; add the scores of revealed Sushi cards; use Score-type Power Up cards. If there is a conflict between the effect of a Power Up card and the rules, the effect of the Power Up card takes precedence.
- III. Scoring Phase: Score ranking is determined by highest score. VPs are awarded according to the score ranking, as indicated by the Round card.
- IV. Power Up Phase (not performed in the 8th round): Earn Power Up cards in order from lowest to highest score.
The game ends after the 8th round's III. Scoring Phase.
Ending the Game
The game ends after eight rounds. The player with the highest total victory points (VP) wins. If two or more players are tied for the highest VP total, the tie is broken by comparing their score rankings in the final round. The tied player who ranked higher in the final round wins.
Optional Rules
If you've played the game several times and want to add some excitement, try the following Power Up starting rule. At the start of the game, each player will acquire one Power Up card during setup. Specifically, change step 5 of the Game Setup as follows. All other rules remain the same.
- Shuffle all Power Up cards face-down to create a deck and place it in the centre of the table. This is called the Power Up deck. Create an area next to it to display additional Power Up cards. This is called the Power Up card area. The dealer then deals each player three Power Up cards. Then, at the same time, each player chooses one of the three Power Up cards they were dealt and places that card face-down on the table.
Once everyone has put down one Power Up card face-down, each player simultaneously reveals their Power Up card face-up and places them in front of them. If a player reveals a Key Client Power Up card, that player takes one of the Key Client cards from the Key Client card area and places it on top of their Power Up card. If two or more players have revealed a Key Client Power Up card, the player closest to the dealer's right will take their Key Client card first, going counterclockwise.
The dealer then collects the two Power Up cards that each player did not select face-down and shuffles them with the existing Power Up deck, creating a new deck of Power Up cards.
Hand Details
There are two types of hands: Basic Hands and New Hands. Basic Hands can be used by any player. New Hands can only be used by players who have that Key Client card.
Legend (hand tables):
- Hand Name: The name of the hand.
- Minimum Number: The minimum number of Sushi cards required to make the hand.
- Category: The category of the hand, e.g. a Flush, Straight, or Fibonacci category.
- Hand Details: Hand composition requirements.
- Score/Victory Points (VP): Score and victory points (VP) received.
- Upgrade Score/Victory Points (VP): Upgrade score / victory points (VP) for Key Client card upgrades.
Standard Hand Table
Values are shown as Score/VP. "Upgrade" values apply when the player has acquired the matching Upgrade-type Key Client card.
| Hand | Minimum Number | Category | Hand Details | Score/VP | Upgrade Score/VP |
|---|---|---|---|---|---|
| No Hand | 1 card | None | A hand that cannot be classified as any other hand. | 0 Score/0 VP | 5 Score/1 VP |
| One Pair | 2 cards | None | A hand with exactly two cards of the same number. | 1 Score/0 VP | 6 Score/1 VP |
| Two Pair | 4 cards | None | A hand with two cards of the same number appearing twice. | 4 Score/0 VP | 9 Score/1 VP |
| Three of a Kind | 3 cards | None | A hand with exactly three cards of the same value, and two other cards with different values. |
New Hands
New Hands can only be used by players who have the matching Key Client card. New Hands have no Upgrade values.
| Hand | Minimum Number | Category | Hand Details | Score/VP |
|---|---|---|---|---|
| All Even | 5 cards | None | All five cards are even numbers (2, 4, 6, 8, 10, 12). | 11 Score/1 VP |
| Flush Even | 5 cards | Flush | All five cards are even numbers (2, 4, 6, 8, 10, 12), and all five cards are of the same suit. | 23 Score/5 VP |
| All Odd | 5 cards | None | All five cards are odd numbers (1, 3, 5, 7, 9, 11, 13). | 10 Score/1 VP |
| Flush Odd | 5 cards | Flush | All five cards are odd numbers (1, 3, 5, 7, 9, 11, 13), and all five cards are of the same suit. | 21 Score/5 VP |
| Fibonacci | 5 cards |
How to Interpret the Icons
These icons appear on Power Up cards, Key Client cards and the Summary sheet.
Marked-card counts (the marker icon is a Sushi card marked with the Power Up's condition symbol)
- If there are zero Sushi cards played that are marked with the marker: "=0".
- If there is exactly one Sushi card played that is marked with the marker: "=1".
- If there are two or more Sushi cards played that are marked with the marker: "≥2".
Arrows
- Convert left to right. Can be used any number of times.
- Convert left to right or right to left.
- Convert left to right only once (1×).
- Convert left to right up to two times (2×).
Suits
- The suit is Shrimp.
- The suit is Shrimp or Salmon Roe.
- The suit is Squid and the number is X.
- The suit is Squid, Tuna, Shrimp, or Salmon Roe and the number is X.
Numbers
- The number is 7.
- The number is any number between 8 and 10.
- The number is X. X can be any number.
- The number is ? ("?" can be any number).
- The number is ? ("?" can be any number except X).
Hand conditions and rules
- All numbers are different.
- The numbers are odd (1, 3, 5, 7, 9, 11, 13).
- The numbers are even (2, 4, 6, 8, 10, 12).
- The hand limit increases by 1 (+Limit).
- The hand is a flush-type hand. All five cards in the hand are of the same suit (FLU).
- The hand is a straight-type hand. The hand consists of five cards in consecutive numbers (STR).
- The hand consists of five cards in a Fibonacci sequence (five consecutive cards from 1, 1, 2, 3, 5, 8 or 13) (FIB).
- The minimum number of cards in the hand can be four instead of five (5→4).
Key Client cards and rewards
- Upgrade-type Key Client card (UPG).
- New Hand-type Key Client card (NEW).
- Earn 1 score.
- Earn 1 victory point (VP).
Power Up Card Details
There are 64 Power Up cards. Each card shows its number (No.), its Type (Change, Score, Passive, or Key Client), its Condition, and its Effect. The cards are listed below as printed.
| No. | Type | Condition | Effect |
|---|---|---|---|
| 1 | Scoring | none | Earn 1 score. |
| 2 | Scoring | none | Earn 1 score. |
| 3 | Scoring | none | Earn 1 score for each Sushi card numbered 2-4. |
| 4 | Scoring | none | Earn 1 score for each Sushi card numbered 5-7. |
| 5 | Scoring | none | Earn 1 score for each Sushi card numbered 8-10. |
| 6 | Scoring | none | Earn 1 score for each Sushi card numbered 11-13. |
| 14 | Change | none | You may change any number of Shrimp-suited Sushi cards to Salmon Roe, and any number of Salmon Roe-suited Sushi cards to Shrimp. | | 15 | Change | none | You may change any number of Squid-suited Sushi cards to Tuna, and any number of Tuna-suited Sushi cards to Squid. | | 16 | Passive | none | A flush requires four cards instead of five. However, if a hand contains both straights and Fibonacci Categories as well as a flush, the requirement for the straight and Fibonacci Category remains five cards. Example: For a straight flush, five cards are required to complete the straight, such as 3, 4, 5, 6, and 7, but four of those cards must be of the same suit. | | 17 | Change | The number X is on three or more cards | Change the number on one Sushi card to any number other than X. The number can be 0 or less, or 14 or more. This makes it easier to make a full house. | | 18 | Scoring | N number of 2s | Earn the following score: 1 2s: 1 score; 2 2s: 2 score; 3 2s: 4 score; 4 2s: 8 score; 5 2s: 16 score. | | 19 | Change | Two or more number 3s | Change one Sushi card of your choice to a number 3. This makes it easier to make a three-of-a-kind. | | 20 | Scoring | none | Earn 2 score for each number 4 Sushi card. | | 21 | Scoring | Two or more number 5s | Earn 5 points. Even if you have four or more number 5s, you still earn 5 score. | | 22 | Scoring | One or more number 6s | Earn 1 VP. Even if you have two or more number 6s, you still earn 1 VP. | | 23 | Change | none | You may change any number of Sushi cards from 6 to 9, or from 9 to 6. | | 24 | Change | Three or more number 7 cards | Change the number on two Sushi cards of your choice to 7. This makes it easier to make a five-of-a-kind. | | 25 | Change | none | You can change any number of number 8 Sushi cards to Salmon Roe, Shrimp, Squid, or Tuna. The suit of each Sushi card can be different. | | 26 | Scoring | Three or more number 9 cards | Earn 9 score. |
| 27 | Scoring | One or more number 10 cards | Earn 2 score. Even if you have two or more number 10s, you still earn 2 score. | | 28 | Change | none | You can change the number on one number 11 Sushi card of your choice to any number. The number can be 0 or less, or 14 or greater. | | 29 | Scoring | Two or more number 12 cards | Earn 2 VP. Even if you have four or more number 12s, you still receive 2 VPs. | | 30 | Scoring | No number 13s | Earn 2 score. | | 31 | Change | none | You can change any number 1 Sushi card to a number between 2 and 10. The numbers can be different for each card. | | 32 | Passive | none | A straight or Fibonacci Category requires four cards instead of five. However, if your hand contains both a straight/Fibonacci Category and a flush, the flush requirement remains five cards. Example: In the case of a straight flush, only four cards are needed to complete the straight (e.g., 3, 4, 5, 6), but five cards of the same suit are required, so you need another card of the same suit. | | 33 | Scoring | This round is an even round (rounds 2, 4, 6, and 8). | Earn 3 score. | | 34 | Scoring | This round is an odd-numbered round (Rounds 1, 3, 5, and 7). | Earn 3 score. | | 35 | Scoring | Exactly 5 cards numbered 11-13 | Earn 6 score. | | 36 | Scoring | Exactly 5 cards numbered 2-10 | Earn 3 score. | | 37-38 | Passive | none | Your hand limit increases by 1 (starting next round). | | 39 | Passive | none | You can skip one card in a straight or Fibonacci Category. Example: A straight is formed without a 4: 2, 3, 5, 6, and 7. | | 40 | Scoring | Exactly 5 odd numbers | Earn 5 score. |
| 41 | Scoring | Exactly 5 even numbers | Earn 5 score. | | 42 | Scoring | 2 or more Shrimp | Earn 1 VP. Even if you have 4 or more Shrimp, you still earn 1 VP. | | 43 | Change | none | Increase the number on any number of Squid-suit Sushi cards by 1 (you may not increase the same card more than once). You may increase the number to 0 or below, or 14 or above. | | 44 | Change | 3 or more Tuna | You can change the number of a Sushi card to any number. The Sushi card you change to does not have to be of the Tuna suit. The number can be 0 or below, or 14 or above. | | 45 | Change | 3 or more Salmon Roe | Up to two Sushi cards can be changed to Salmon Roe. This makes it easier to make a flush. | | 46 | Scoring | One of each of the five suits | Earn 5 score. | | 47 | Scoring | Five total Shrimp and Salmon Roe cards | Earn 6 score. | | 48 | Scoring | Five total Squid and Tuna cards | Earn 2 VP. | | 49 | Change | none | Increase the number on one Sushi card by 1. You may increase the number to 0 or below, or 14 or above. | | 50 | Change | none | Decrease the number on one Sushi card by 1. You may decrease the number to 0 or below, or 14 or above. | | 51 | Change | none | Change the suit of one Sushi card to Shrimp, Salmon Roe, Squid, or Tuna. | | 52-63 | Key Client | none | Acquire one Key Client card. Specifically, acquire one of the Key Client cards in the Key Client card area and place it on top of this Power Up card. | | 64 | Scoring | 0 Eggs | Earn 3 score. |
Game Tips
- You can intentionally play a low-scoring hand early on to collect good Power Up cards.
- It is also effective to acquire Upgrade cards for weak hands (such as no hand or one pair) early on. However, you will need strong Key Client cards for the later stages.
- Even if you have Sushi cards that are not related to your hand, you can still reveal them to help you get rid of cards.
- It is a good idea to take one or two Key Client cards during the game and then focus on collecting Power Up cards that work well with those hands.
- While Change and Passive Power Up cards are strong, collecting only those cards may not improve your score.
- Even if score-based Power Up cards seem weak at first glance, collecting a lot of them can be quite powerful.
- If other players are likely to reveal strong hands, it may be effective to intentionally postpone your strong hands until later rounds.