There’s an undergoing genre transformation in Good Spirit Games. It seems so. After delving into the dreadful world of gangsters, they have switched gears. In 2023, we embraced a lighter mood in their new game. A rather whimsical one, truthfully. Last year’s Nightmares of Sushi was a complete curveball. And it does raise a curious question: how does one even manage to get nightmares from sushi? It’s a great cuisine. Seems harmless.
Geoffrey Chia might have a soft spot for deduction games. Nightmares of Sushi still retains that nuance I experienced from his previous game. Trust me, though, they are still entirely different.
In essence, the game is about serving and eating sushi. Utilizing a card resolution mechanic, each player has his/her own sushi card deck — and serving them, face down, one by one each turn.
Now, impatient gamers may think it’s just about playing a card and following the instruction printed on it. I tell you, it’s not. Because, yes, we serve the sushi, but we don’t get to choose to eat the sushi we serve ourselves. Any other player, on the other hand, may swoop in and devour it.
THE REAL SUSHI DELIGHT
What the others may get, that fate is in our hand. Do we want to serve some delicious sushi? Great. They will get points out of it, if they somewhat decide to take our sushi. Or perhaps we feel like being a trickster. Convincing them to eat our sushi, which turns out to be some weird ones. It’s also fair. Congratulations, because you just give them diarrhea. And that’s why, my friend, Geoffrey names it Nightmares of Sushi.
The real twist lies not solely in serving the sushi — it’s more in how actually we get to eat it. Of course, we may relish the dish offered by other players, getting the points if it’s a sushi of a good grade. Then, if by doing so we can score, why would they serve us the good stuff? They will be more inclined to just place the bad grades, making us face the consequences. A good point to raise. But there’s a catch: the sushi we served and not get chosen, we’ll have to eat it ourselves.
And that’s where the deduction, and manipulation, comes in. Nightmares of Sushi revolves around persuading and discouraging others. To eat or not to eat the sushi that’s been laid out on the table, that is the question. We can always set a trap. Yet laying it out does not guarantee they will take the bait. Serving the finest grade of sushi and banking on the fact that it might be left untouched is a bold gamble as well. A necessary risk, nevertheless.
With the deduction culminating as the core of the game and throwing in condiments, depicted as Ability cards, Nightmares of Sushi boils down to an intense food tasting. The guessing and deduction elements do not come blindly. Truly, the first round can feel like a shot in the dark. But the game gradually becomes more strategic and the guessing becomes more educated. As players progress, they can start recalling which cards have already been played. This gives clues about what might come next. Not to mention that by keeping an eye on the score tracks, it’s also possible to get a sense of other players’ intentions and plan our moves accordingly.
It’s coming back to this: you are the chef. You decide your culinary schemes. How you want to set up your and other’s sushi experience in that short four rounds is entirely up to you.
Nightmare of Sushi employs two scoring tracks. One tallies up victory points (VPs), the common one where it moves forward with each point earned. The other one is a sort of penalty gauge, advancing whenever players end up with bad grade sushi. And just like any other game, it’s typical to involve subtracting penalty points from VPs. Both share a similarity, where it maxes out at 10 points. But Geoffrey introduces one final twist.
The last surprise
While the standard game spans four rounds, it’s also possible to end the game prematurely. Only if we dare to max out our penalty points before the game ends. A courageous act. Because it needs dedication to intentionally eat the bad grade sushi. And in Nightmares of Sushi, bravery indeed pays off.
With this alternate victory condition implemented, it gives an extra dimension to consider at the start of the game. Yes, this is not a catch-up mechanic. It can be, if we are lucky enough, but it’s an unlikely event. Therefore, despite mentioning it as an alternative, this path is not a mid-game pivot or turning point, where players can swerve to another direction. Mind you, it demands even more careful planning and sharper deduction.
Through this path may seem challenging, it’s entirely feasible. With the right synergy between the sushi card and the ability card each turn, I have pulled off multiple wins by taking the way of fire.
Verdict
Nightmares of Sushi packs a new and refreshing way to utilize the deduction mechanic. It forgoes the traditional social roles, something commonly found in such game, and avoids player elimination. The latter part is what I like the game. The design choices keep the game accessible and appealing for broader audiences as well.
The straightforward gameplay is still offering a unique twist without any escalation in the complexity level. This, combined with the thematic touch and artwork, results in a game suitable for families. Not to mention that it supports up to six players. We have a perfect game to set up for larger gatherings. This game should effortlessly make its way onto the dining table — we can see its potential as a household favourite game.
I am a full-time food technologist during weekdays. However, when the calendar hits weekends, I transform into an avid board gamer. I am a hardcore Legend of the Five Rings (L5R) LCG player from Fantasy Flight Games (FFG). Current hobby: buying board games. My shelf of shame’s list is getting longer, thanks to you, Kickstarter.