Sushi Go! is a great break-the-ice game. There isn’t anything overly complicated to it. Pick some sushi, pass your hand on, and repeat until all the sushi is gone. Even if you play with non-gamers, almost everyone has experienced Sushi Train.
Rabbit had never played Sushi Go! (or at least remembered it), so I set her up with basic rules. You want to make collections, and the scoring is on each card. Wasabi is a modifier, chopsticks will let you pick 2 cards. It might sound like I threw her in on the deep end, but it’s the best way to get new players going!
And then, we ordered Sushi!

Sushi Go! falls into a weird niche for me. Card counting kicks in out of habit, and I don’t mean this lets me destroy everyone, but in Sushi Go! it brings out something in me. Analysis Paralysis. Normally if I am dealing with a couple of players and set routes, I can do quick math and see the outcome quickly. Sushi Go! is so simple, the sheer number of possibilities grinds the old brain to a halt.
And this is even with just three players. Five players, I am even worse. Sushi Go! Party is worse again, as there are so many more scoring cards that can be involved. This simple high rated casual party game manages to bring me to a halt while bringing the mathematician out in everyone else!

This isn’t a complaint, it’s actually a compliment. Sushi Go! is a game you can throw everyone into, and people will have fun. Sure, the first game will confuse new players a bit, but if you tell people they want sets they will get a reasonable score.
Plus, a game only takes 10-15 minutes, sone once the game is done and scoring is cemented, watch the scores and table talk soar on the second game! For me, Sushi Go! isn’t a game I would reach for with my normal group, but if you want to bring people into the hobby it’s a solid choice.