Kabuto Sumo: Sakura Slam
- Designer: Tony Miller, John Brieger, Michael Dunsmore
- Publisher: allplay
- Players: 2-4
- Age: 6+
- Time: 20
- Amazon affiliate link: https://amzn.to/3Sqg52G
- Played with review copy provided by publisher
It’s cherry blossom season. As the beautiful sakura petals fall, a calm tranquility lingers in the air. It’s the perfect calm before the storm: welcome to the Sakura Slam! In this standalone sequel to Kabuto Sumo, players return as the wrestling Kabutomushi (“helmet bugs”) and compete to knock off their opponents on an all-new square arena. The coin-pushing mechanic returns, but with a new platform, characters, pillars, and powers.
For those of you who are not familiar with the original Kabuto Sumo, let me direct you to my previous review of that. In short, you use the arcade style coin pushing mechanism to try to push your opponent’s figure off the round platform. Players each choose their insect identity, and they will have access to a unique move (that mimics a real life ability of said insect) as well as possibly some cool signature wooden pieces.
Sakura Slam is a new sequel to Kabuto Sumo, and many of the rules are the same – but there are a number of new and interesting changes:
In Sakura Slam, you must push from the corners of the SQUARE SHAPED arena. That makes it harder to focus completely on defense, as you can’t always push your piece away from the edge—this means less stalemates and more body slams. Now, you place the pushing platform flush to the side of the square and then you can push in any direction – you do not necessarily have to push at the center…
Four fixed corner posts loom over each match. Using these posts, can you better predict how an aggressive maneuver will play out? Alternatively, if you’re near the edge: can you “rope-a-dope” and use the post defensively?
When you push from a corner you haven’t pushed from before, you place a marker, “tagging” that corner. Place one on each of the four posts to take a second push action immediately. This extra push leads to some interesting strategic decisions. Do you try to get an extra push as often as possible (as much as every fourth turn?!) or do you stop at 3 posts and then wait to activate the extra push when the circumstances give you the best chance at a win?
The game includes 8 new insect wrestlers to push with, and it should be noted that six of them are compatible with the original version. So, if nothing else, you can use this box as a way to get new wrestlers for the round ring of Kabuto Sumo.
The quality of the pieces is unchanged, The super thick cardboard makes for a sturdy arena and pushing platform. The heavy wooden discs still slide so nicely across the surface. And, yes, there are still nice deluxe upgrades to make you game ever
This version of the game tends to result in fewer stalemates than the original. I think this is mostly due to the fact that it’s hard to push back into the middle at all times. Once your piece heads towards the periphery, unless it’s one of the corners, it’s hard to do anything to push it back towards the middle – as you can only push in from the corners yourself. That, for me, is possibly the best and largest improvement of this sequel.
Ratings from the Opinionated Gamers
- I love it!
- I like it. Dale Y
- Neutral.
- Not for me…
Amazon affiliate link: https://amzn.to/3Sqg52G







Love the concept and the review–high on my list to try