How to play · Rules

How to Play Sushi Carousel

The complete guide: the "pick and pass" draft, three rounds, scoring for rolls, tempura, sashimi and nigiri, wasabi and pudding bonuses, plus the controls on muta.pro.

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In brief

Goal
Score the most points over 3 rounds
Players
2–5
Game
15–20 min
Difficulty
Easy
Genre
Cards · draft

Goal of the game

Sushi Carousel is a light card drafting game. Over a game of three rounds players score points by laying dish cards out in front of themselves. The winner is whoever ends up with more points across all rounds than their neighbours.

Every turn is a small trade-off: take a point for yourself now, or avoid handing a tasty card to whoever it gets passed to next. The rules take a minute to explain, and the whole game flies by.

Setup

At the start of each round every player is dealt an identical hand of sushi cards. The hand size depends on the number of people at the table — the more players, the fewer cards each one gets (roughly 7 to 10).

The table in front of each player is empty, except for pudding cards: they are not discarded between rounds but pile up right to the end of the game. All the other dishes are scored at the end of the round and cleared away, freeing the table for the next round.

Flow of the game

Pick a card

From your hand you take one card and place it on your table. All players choose at the same time and in secret.

Pass the hands

Once everyone has chosen, the remaining hands are passed around to the next player. Now you pick from your neighbour's hand.

Repeat until the hand is empty

Picking and passing repeat until the cards run out. That is how the whole round is played — card by card.

Score the round

At the end of the round the dishes on the tables turn into points according to the table. Puddings stay put, the other cards are discarded.

Three rounds

The table is set up again, a new hand is dealt — and so on three times. Round scores are added together.

Pudding finale

After the third round the accumulated puddings are counted, and only then is the winner decided.

Scoring

Points are awarded for the dishes you collect:

🍣 RollsSet: 1 = 1 point, 2 = 3, 3 = 6. After that the count starts again with new trios.
🍤 TempuraA pair gives 5 points. A single unpaired tempura — 0.
🍱 SashimiA trio gives 10 points. One or two — 0.
🍙 Nigiri1, 2 or 3 points depending on the type of card.
🌿 WasabiTriples (×3) the points of the next nigiri played.
🍮 PuddingAt the end of the game: most of them +6, fewest of them −6.

Current scores are shown right in the players table as the round goes on. After the third round the final totals are compared, including the pudding bonus — the player with the highest score wins.

Controls on muta.pro

🖱️
Choosing a dish
Click a card in your hand — it lands on your table, after which the hands are passed around automatically.
🧮
Current score
On the left is a list of players with their points in real time; you can watch the leader without waiting for the round to end.
📖
Rules and table
The "Game rules" button opens a reminder, and the "Dish scores" panel always shows what is worth how much.
🔄
New game
The "New game" button starts over. The game log on the right records the deals and round scores.

Tips

Wasabi first, nigiri second

Wasabi only works on a nigiri played after it. Lay the booster down in advance and save up an expensive nigiri.

Do not abandon a started set

Two tempura without a third for a pair, or two sashimi without a trio, are lost points. Finish your sets.

Think about your neighbour

A card you did not take will pass to the next player. Sometimes it pays to grab a strong card just to avoid strengthening an opponent.

Keep an eye on pudding

Puddings decide the outcome right at the finale: both the leader's surplus and the trailer's shortfall are punished — stay in the middle or pull ahead deliberately.

Draft strategy

Sushi Carousel is won not by one lucky hand but by understanding the circle: everything you do not take moves to your neighbour and comes back to you weakened. A good player counts not only their own points but also which dishes the opponents will get one or two passes later.

Count the hand's cycle

The hand will go around the table and come back to you, but shorter by the number of players. Work out in advance which of the valuable cards will most likely not reach you again — and take them now.

Expensive first, cheap later

Sashimi (10 for a trio) and tempura pairs give a lot, but they are grabbed greedily. Take the key cards in the first picks of the hand, and pick up the obvious rolls and weak nigiri towards the end.

Keep a plan for the whole round

Decide what you are building the round on — rolls, sets, or nigiri with wasabi. Darting between three strategies is worse than seeing one through.

🍱sashimi🍱sashimi🍱sashimi=10pts

The third sashimi closes the trio for +10 — take it first, before your neighbour intercepts it.

Passing tactics

Every choice is at once a plus for you and a minus for an opponent. Sometimes it is better to take a card you do not need, just so as not to gift it to whoever sits after you.

Denying the leader

If your left-hand neighbour is finishing a sashimi trio or preparing a nigiri for wasabi, take the missing card for yourself. Even if it scores zero — you have taken 10 points away from them.

Fake sets

One tempura and one sashimi on your table apply psychological pressure: the opponent starts blocking your "set" and gets distracted from their own plan. Sometimes a bluff is worth one card.

Read your neighbours' tables

Open dishes are open information. They show who is going for what; adjust your draft so you are not fighting a neighbour over the same type.

🌿wasabi+🍣squid=9pts

Wasabi ×3 on an expensive squid nigiri (3) gives 9 — if you snatched the wasabi from a neighbour, you spoiled the same jackpot for them.

Variants and player count

The game feels different depending on how many people are at the table. It affects both the hand size and how quickly the valuable cards disappear.

Two players — card counting

The hand goes back and forth between two players, so the view is almost complete. Here the draft turns into pure calculation: you almost always know what will come back.

Three or four — balance

The optimal format: the hand shrinks noticeably each cycle, valuable cards vanish, but a plan is enough for a set. Pudding becomes more important — it is harder to track.

Five players — chaos and greed

Hands are short, and only leftovers reach you. Betting on long sets is risky: rolls and cheap nigiri, which pile up steadily, win more often.

Rolls as insurance

At any player count rolls give a reliable, if small, flow of points. In a chaotic five-player game they are your base income.

Pudding towards the end of the game

In the third round, when sets can no longer be built, it makes sense to pick up puddings: the difference between the leader (+6) and the trailer (−6) is a full 12 points.

Common mistakes

Most losses in Sushi Carousel are not about bad luck but about unfinished sets and forgotten pudding. Here is what to avoid.

  1. Abandoning a set halfway. Two tempura without a pair and two sashimi without a trio are clean zeros. Before you start a set, work out whether the missing cards will reach you.
  2. Playing nigiri before wasabi. The booster works only on a nigiri played after it. An expensive nigiri without a wasabi laid down in advance is a missed ×3.
  3. Ignoring your neighbours' tables. The draft is a game of open information. Not watching who is collecting what means regularly gifting an opponent the closing cards.
  4. Forgetting about pudding until the finale. Puddings pile up across all three rounds. Whoever remembers them only at the end often gets −6 and loses an already-won game.
🍤tempura=0pts

An unpaired tempura is worth zero — do not start a set if the second card will not come back to you.

Frequently asked questions

How long does a game last?
Three rounds. Points are awarded after each one, while the pudding bonus is counted only at the very end of the third round.
Can I change a card I have already played?
No. A played card stays on your table, so choose carefully — a move cannot be undone.
What happens to pudding between rounds?
Puddings are not discarded: they stay on the table for all three rounds and count only in the final scoring.
Why take a card I do not need?
So as not to hand it to an opponent. In a draft it matters not only to collect your own dishes but also to deny your neighbours valuable ones.
What should I build a round on if my hand is weak?
Rely on rolls and cheap nigiri — they give steady points without collecting sets. A weak hand is not worth spending on a risky sashimi bet that can easily fall to zero.
Is it worth taking a card just to hurt an opponent?
Yes, if it denies a neighbour a big set such as a sashimi trio or a wasabi paired with an expensive nigiri. Ten points taken away from the leader are often worth more than a single point of your own.
How much sashimi can you realistically collect in a round?
Usually one trio, rarely two. Every player grabs it greedily, so you almost always have to intercept the third card on the first pick of the hand, before it moves on.
How does the tactic change in a two-player game?
With two players the hand goes back and forth, and you almost always know what will come back to you. The draft turns into precise calculation, and bluffing with fake sets barely works.
When is it best to collect pudding?
Closer to the third round, when you can no longer put together a full set. The gap between the pudding leader and the trailing player is 12 points, so towards the end it often decides the outcome.
What matters more — your own plan or reacting to your neighbours?
Both: keep one main strategy but adjust it to the open tables. Stubbornly sticking to your line without looking at your opponents is a sure way to hand them the closing cards.
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