



Kabuto Sumo - Swarm
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Pairs well with
FroGames — Moments You'll Remember
Three wrestlers per team, each enters only once. Combos start from the edges, the disc flies, someone falls. And in the end, everyone wants a rematch.
WHAT IT'S ABOUT
Draft, combo moves, and wrestlers entering and leaving the ring
Kabuto Sumo: Swarm is the standalone expansion for Kabuto Sumo, designed by John Brieger, Michael Dunsmore, and Tony Miller. The vibrant and geometric illustrations are by Kwanchai Moriya. The setting is the World Insect Wrestling: leagues are collapsing, factions are multiplying, and the Age of Swarms has officially begun.
Each player drafts three wrestlers for a multi-match tournament. In each round, one enters the ring, but the other two stay ringside and activate swarm moves: special abilities that attach to the main action. The result is a system of physical and tactical combos, where you must calculate pushes, angles, and timing to knock your opponent out of the octagon.
What they say abroad
Kabuto Sumo: Swarm transforms the dexterity game into a tactical puzzle where every push can trigger three different effects.
— FroGames
The wrestler draft adds a layer of depth that was missing from the base game, without making it heavy.
— FroGames
Kabuto Sumo: Swarm
Your team
What you bring to the ring
Active wrestler
The wrestler you bring into play: each round you choose a different one, each with a unique move.
Swarm partners
The two wrestlers at ringside: they activate special abilities that enhance or modify your main push.
Combo moves
Swarm moves are integrated into the action: you can push twice, deflect trajectories, or block opponent movements.
The octagon
The central ring: push your opponent's disc off the edges to win the match. Three victories and the tournament is yours.
Recommended Sleeves 29 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 70 × 120 mm | 29 |
| Total cards | 29 |
In half an hour, someone will have screamed about an impossible push. In an hour, everyone will want another tournament.
A game in five moments
What happens at the table
Not the rules. The experience.
The draft
Choose three wrestlers from the deck. Read the abilities, imagine combos, calculate synergies. Someone picks the fast spider, someone focuses on brute strength. You can already tell it's going to be tactical.
First match
Enter with your opening wrestler. The first push is hesitant: you're still figuring out angles, strength, rebounds. But then the first swarm move starts, and the disc takes an unexpected trajectory. Adrenaline.
Improvised Combos
Mid-tournament. Now you know which wrestlers you've used and which ones you have left. You activate a swarm move from the bench, push diagonally, and the opponent's disc flies out. Shouts, laughter, requests for a replay.
The Decisive Match
It's 2-2. The last wrestler enters the arena. Every push counts double, every swarm move is calculated. Someone attempts an impossible combo, and it works. The disc flies, the match ends, the table explodes.
Immediate rematch
End of tournament. The loser asks for a rematch, wanting to test another team. Everyone redrafts, changes strategy. In five minutes, you're back to the first match. Kabuto Sumo: Swarm is that kind of game.
How to play
The flow of each match
Each match is a quick duel: choose your wrestler, activate swarm moves, push the disc.
Each round you enter with a different wrestler. The other two stay on the sidelines and become your swarm partners.
Before pushing, you can activate the abilities of the wrestlers on the bench: they modify angles, strength, and number of pushes.
Use your wrestler to physically push the opponent's disc. Calculate trajectory, force, rebounds.
If the opponent's disc leaves the octagon, the match is yours. First to three victories wins the tournament.
Why it's different from others
Six mechanics that make the difference
Swarm System
Three wrestlers per team, one active and two on the sidelines. Moves combine, combos trigger, every match is a real-time tactical puzzle. No other dexterity game has this system.
Tactical Draft
You don't just pick randomly: choose your wrestlers at the start of the game. You need to balance strength, speed, and synergies. The draft adds a layer of depth without making it heavy.
Physical Combo Moves
Swarm moves aren't abstract cards: they modify the physical push. You can push twice, change the angle, block opponent's movements. Every combo is a micro-experiment in physics.
Multi-match Tournament
You don't play one game, you play a round-robin tournament. Each match uses up one wrestler, and you have to conserve your strength. When to use your champion? When to save them? Timing is everything.
Super Fast Games
A match lasts 2-3 minutes. A full game takes 20-35. Zero downtime, zero waiting, zero management between turns. Perfect for quick evenings or as a filler between longer games.
Standalone Expansion
Kabuto Sumo: Swarm does not require the base game. You can play it right away, or combine it with the original Kabuto Sumo for larger tournaments. Two copies = eight players.
How it ends
How to win and how to lose
Every match is decided by a push. Every tournament is decided by winning three matches.
Victory
- Push the opponent's disc out of the octagon: match won
- Be the first to win three matches: tournament conquered
- Opponent runs out of wrestlers before you: technical victory
Defeat
- Your disc leaves the ring: match lost
- Opponent reaches three victories: tournament lost
- You run out of available wrestlers: elimination
Kabuto Sumo: Swarm is the tactical party game that takes five minutes to learn and an hour to stop playing. Perfect for families, mixed groups, and anyone who wants a dexterity game that makes you think.
Frequently asked questions
Kabuto Sumo: Swarm FAQ
Do I need the Kabuto Sumo base game to play?
No. Kabuto Sumo: Swarm is a standalone expansion: it contains everything you need to play right away, without the need for the original game. You can combine the two copies for larger tournaments, but it's not mandatory.
Is it suitable for children or does it require coordination?
The recommended age is 6+ years, and the rules are immediate. Minimal coordination is required: you push a disc, you don't need to aim with millimeter precision. Swarm moves add tactics for older players, but children also have fun ignoring them.
How long does a full game last?
A single match lasts 2-3 minutes. A full tournament (first to three matches won) takes 20-35 minutes. You can play a single match as a filler or play extended tournaments. Zero downtime between rounds.
Are the combo moves complicated to manage?
No. Each swarm move is described on the wrestler's card, with clear icons. You activate the ability before pushing, and the effect is immediate: push twice, change angle, block movements. No calculations, no stacks.
Is it available in Italian?
No, this edition is in English. The cards contain text for wrestler abilities, but it's simple and iconographic. Once the initial 29 cards (draft) are read, the game is entirely physical and visual.
Kabuto Sumo: Swarm is a tactical party game for 2-4 players, 20-35 minutes, ages 6+. Standalone expansion by John Brieger, Michael Dunsmore, and Tony Miller, published by Allplay. Swarm System: three-wrestler team draft, combo moves activated by sideline wrestlers, multi-match tournament with physical pushes. Slide/Push mechanics and Variable Player Powers. No dice, zero downtime, super-fast games. Available on FroGames.it.

Kabuto Sumo - Swarm
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