Kabuto Sumo - Total Mayhem Expansion
Kabuto Sumo - Total Mayhem Expansion
GME-KBS - Board Game Tables Inc
Kabuto Sumo: Total Mayhem is an expansion to the base game Kabuto Sumo.
This expansion provides all wrestlers with a variety of what pro-wrestlers call "foreign objects". Each of these objects - think ladders, chairs, coffins - are put into play both in and around the sumo ring to enhance the wild physics of all the different shapes that push each other around! Plus, each object introduces new victory conditions that can expedite the game and add more strategic depth.
The expansion creates a scenario, with special rules and actions and goals. When you want to start an expanded game, you just choose the module and play by its rules. For what simplicity is concerned, good job so far!
The Scenarios:
Money in the Bank
Put the suitcase at the centre of the ring, whoever makes it fall out of the ring wins.
Grave Consequences
You place everything unused in the coffin and the coffin outside of the play area. When someone is close to losing, they make piles with everything inside the coffin and every player picks one, and game continues like that.
Symphony of Destruction
Last player gets the guitar in their inventory. Then whenever it falls from the board, the player making it fall plays an anthem (moves up a track). If anyone gets two anthems played, that player wins.
Escalation
"Deceptively complex" is a thing you don't read often, but it 100% applies here.
So, you have a big standing ladder. When you pay 2 large discs, you start climbing the ladder and you place it stacked on the field. Every turn you climb the ladder a little more, when you get on top you win.
If the ladder falls from its stack or from the board, you stop climbing.
Tabletop Turmoil
The table gets placed at the centre of the board and it's made out of three mobile pieces. If someone makes the table collapse, they win.
This game mode probably deserves more, because it's genuinely fun and interesting. However, the table is very, very sturdy, and you must work a lot to dismantle it - so much that very often people forsake this goal and keep playing the war of attrition.
Con-chair-to
This is a simple, much needed thing: when you get to connect the opponent with a chair, you can chain in another small disc.
It looks a small thing at the beginning, but it piles up quickly and everything becomes interesting: suddenly you have a goal to connect your opponent with a lot of chairs, discs cycle around faster and if someone plays recklessly enough, even submission is fast and fun!
Briarpatch Brawl
Beautiful. These things are tiny and you scatter them everywhere. When one falls off, you pick it up but you can't play or otherwise use it. If you have four of them at the end of your turn, you lose.
The alternate win condition we didn't know we needed. It's elegant, fast-playing, and these things are so tiny that they WILL fall of and they WILL pile up.
Matchstick Mayhem
You start with a matchstick in the color of your beetle in hand. If the matchstick gets to the centre X, you win.
It's easier to push to the middle than to push outside the board. But the matchsticks have a weird enough shape that they won't always be pushed the way you think. You can't just push them recklessly in, because if the opponent pushes them off the board you have basically lost your victory condition, and they can work as distraction to stop the usual back and forth grind with discs as if you had only your beetles to look out for.
The fact that the matchstick has your colour makes all the difference in the world here.
2 - 4 Players, Ages 6 and up. Game duration 15 - 20 minutes.