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==== Critical Tachiai ==== | ==== Critical Tachiai ==== | ||
: If the attacker rolls 50 or more points higher than their opponent at the Tachiai, the attacker instantly wins by Critical Tachiai. | : If the attacker rolls 50 or more points higher than their opponent at the Tachiai, the attacker instantly wins by Critical Tachiai. | ||
::* Critical Tachiai wins are recorded with the Kimarite code "CRIT". | |||
---- | ---- | ||
=== On the Offensive === | === On the Offensive === | ||
==== Kimarite ==== | ==== Kimarite ==== | ||
: {| class="wikitable" | |||
!colspan="4"| '''Yotsu''' 四つ | |||
|- | |||
| Y1 || '''Yorikiri''' || 寄り切り || Power + Balance | |||
|- | |||
| colspan="4"| Frontal force out - maintaining a grip on your opponent's mawashi, forcing them backwards out of the ring. | |||
|- | |||
| Y2 || '''Uwatehineri''' || 上手捻り || Power + Technique | |||
|- | |||
| colspan="4"| Overarm twist - to grab the belt of your opponent with an outside grip and twist them down to the side of the grabbing hand. | |||
|- | |||
| Y3 || '''Uwatenage''' || 上手投げ || Power + Spirit | |||
|- | |||
| colspan="4"| Overarm throw - extending your arm over your opponent's arm to grab their mawashi and throwing them to the ground while turning sideways. | |||
|- | |||
| Y4 || '''Shitatenage''' || 下手投げ || Balance + Footwork | |||
|- | |||
| colspan="4"| Underarm throw - extending your arm under your opponent's arm to grab their mawashi and turning sideways, pulling down and throwing them to the ground. | |||
|- | |||
| Counter Sequence || colspan="3"| '''Yorikiri''' > Tsuppari > '''Uwatehineri''' > Hanmi > '''Uwatenage''' > Tawara Kaiten > '''Shitatenage''' > Inashi > '''Yorikiri''' | |||
|} | |||
: '''Yotsu''' 四つ | : '''Yotsu''' 四つ | ||
:: Y1 - '''Yorikiri''' 寄り切り | :: Y1 - '''Yorikiri''' 寄り切り | ||
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=== Bonuses === | === Bonuses === | ||
: Bonuses may be applied to a roll under certain conditions. | |||
: Each bonus point increases the value of the base die. | |||
::* '''Example:''' With 5d20, a +4 Attack Bonus would increase the roll to 5d24 | |||
==== Attack Bonus ==== | ==== Attack Bonus ==== | ||
: After the Tachiai, from Round 2 onward, an Attack Bonus equal to the current Round number is added to the attacker's roll. | |||
==== Stat Bonus ==== | ==== Stat Bonus ==== | ||
: Either rikishi may receive a Stat Bonus according to the difference between the values of the selected moves. | |||
:: {| class="wikitable" style="text-align:center;" | |||
|+ Stat Advantage Table | |||
|- | |||
!Difference !!Stat Bonus | |||
|- | |||
| 1~4 || +1 | |||
|- | |||
| 5~9 || +2 | |||
|- | |||
| 10+ || +3 | |||
|} | |||
==== Focus Die ==== | ==== Focus Die ==== | ||
: During Basho matches, Focus Points may be spent to add ir to a roll. | |||
:* A Focus Die can NOT be used in the same round as a Fatigue Die. | |||
::{| class="wikitable" style="text-align:center;" | |||
|+ Focus Die Table | |||
|- | |||
! Rank !!Cost ||Add | |||
|- | |||
| Non-Ozeki/Yokozuna || 4 FP || +ir3 | |||
|- | |||
| Ozeki/Yokozuna || 5 FP || +ir4 | |||
|} | |||
==== Fatigue Die ==== | ==== Fatigue Die ==== | ||
: During Basho matches, a 5% increase in Fatigue may be taken in exchange for adding +ir4 to a roll. | |||
:* A Fatigue Die can NOT be used in the same round as a Focus Die. | |||
==== Counters ==== | ==== Counters ==== | ||
: Counters add +ir6 to a roll. | |||
==== Critical Defense ==== | |||
: If the defender rolls 50 or more points higher than their opponent, this Critical Defense adds +4 to the defender's following Kimarite roll. | |||
---- | ---- | ||
=== Monoii === | === Monoii === |
Revision as of 00:56, 14 August 2023
This is the current ruleset for RTY.
For previous versions of the rules, please refer to Guide:Old_Rules.
Rikishi
Attributes
- Power - The raw strength of a Rikishi, for those that want to simply overpower their opponents.
- Balance - Your Rikishi's ability to stay on their feet, effectively carry their weight, manipulate momentum, and leverage their opponent into bad situations.
- Footwork - The dexterity, speed, and agility of your Rikishi.
- Technique - The technical proficiency of your Rikishi.
- Spirit - This reflects your Rikishi’s endurance and ability to keep fighting.
Creating a Rikishi
Stat lines
- Yotsu Specialist
- 4 4 2 3 2
- Your rikishi is at their best with a strong grip on the opponent’s mawashi.
- Rikishi who specialize in Yotsu-zumo are often impressive in strength, size and skill. Secure your favorite Migi-yotsu, Hidari-yotsu or Moro-zashi grips to overpower your opponent.
- Nagete Specialist
- 3 4 2 2 4
- Your rikishi steps up to the dohyo with the sole intention of being the only one standing once the bout is over.
- Rikishi who specialize in Nagete techniques are often experts at turning their opponent's movement and momentum against them. Good balance and timing are a must.
- Kakete Specialist
- 2 2 4 4 3
- Your rikishi is fast and agile, relying on their footwork and speed to send their opponents to the clay.
- Rikishi who specialize in Kakete techniques utilize a variety of leg tripping techniques to force their opponents off balance and tumbling to the clay.
- Tokushuwaza Specialist
- 4 2 3 4 2
- Your rikishi has a sharp mind, focusing on the technical aspects of sumo to outwit their opponents.
- Rikishi who specialize in Tokushuwaza have excellent ring sense, knowing exactly when and how to bring down their opponents with a variety of rare winning techniques.
- Oshi Specialist
- 2 3 4 2 4
- Your rikishi focuses on forward movement, using their hands to push and thrust their opponent backwards out of the ring.
- Rikishi who specialize in Oshi-zumo like to keep their opponent at a distance with some well-placed Tsuppari and maybe a Harite or two.
- Custom
- Any stat line as long as the sum of all stats equals 15 and no stat is below 2.
- Your rikishi is whatever you want them to be. Your custom build allows you to carve your own path to Yokozuna.
Shikona
- General rules
-
- No exact shikona of real life wrestlers. References or alterations are okay!
- No offensive or rude shikona. Double-check with a @Translator if you're not sure.
- Shikona changes
- Free Shikona changes are available
- The first time winning a Makuuchi Yusho. This is only given out once per Rikishi.
- On the first time promotion to Ozeki or Yokozuna. Only one change for either promotion, not both.
- Rules for paid Shikona changes, as of 08/01/2023
- For all Shikona changes that require a fee to be paid the fees will now be:
- Change 1 - 10% of total Kensho or 2500 Kensho. Whichever amount is higher.
- Change 2+ - 20% of total Kensho or 5000 Kensho. Whichever amount is higher.
- If you do not have enough Kensho to pay for a change, you can change at the cost of all of your Kensho.
- Paid Shikona changes can only be performed during certain periods. Shimpan will advise when Shikonas are open to be changed. This will be approximately 3 to 4 times per year during Degeiko periods. All paid requests will be denied if not within these periods.
- Shikona changes from Makuuchi Yusho or promotion to Ozeki / Yokozuna are not subject to these restrictions.
Maezumo
- All new Rikishi must spar the three Maezumo bots in any order:
- Maezuoshi
- Maezumoto
- Maezukaze
- Afterwards, they will become an Amateur Rikishi and acquire their first Training Roll.
- If all three bouts are won, that Rikishi will also gain the Amateur Yokozuna role.
Pick a Heya, Any Heya
- The current heya list as of 08/12/23 is:
- Dewanoumi
- Tokitsukaze
- Isegahama
- Takasago
- Nishonoseki
- Inazuma
- Hikarishoryu
- Namakemono
- Please refer to the #heya-recruitment-page channel for more information about each heya and to check their current recruitment status.
- Every basho, each heya selects an attribute of which its members will receive a +1 bonus for the duration of that basho.
Rookie Gauntlet
- All Amateur Rikishi must complete the Rookie Gauntlet, sparring the 9 Maku bots, before competing in their first basho. The results will determine their ranking on the next Banzuke.
- The bots in the Gauntlet are as follows and may be fought in any order:
- Makunoumi
- Makushoryu
- Makuyaki
- Makuwashi
- Makunojo
- Makuyama
- Makufuji
- Makuryu
- Makuho
- Note: Amateur Rikishi joining mid-basho may be exempt from completing the Gauntlet.
Training Points
- How to get them
- How to spend them
Momentum
- Momentum Points are used to temporarily raise a Rikishi's Attributes for a single Basho.
- Each Momentum Point raises an Attribute by 1 regardless of Training Point threshold and is removed after the Basho.
- Momentum may be used to increase Attributes above legal stat lines.
- Momentum may NOT be used to increase stats lowered by permanent injury to avoid illegal stat lines.
- Momentum DOES NOT STACK.
Momentum Chart Momentum Condition 1 Kachikoshi 2 10 or more wins in Juryo / Makushita / Sandanme Yusho in Juryo / Makushita / Sandanme Re-promotion to Makuuchi / Juryo Promotion to Sekiwake Re-promotion to Ozeki Special prize / Makuuchi Jun Yusho 3 First promotion to Juryo / Makushita Makuuchi Yusho 4 First promotion to Makuuchi First promotion to Ozeki / Yokozuna
Focus Points
- Focus Points can be spent to use a Focus Die, which adds ir (minimum values) to dice in a roll during Basho.
- The cost of a Focus Die is as follows:
- 4 Focus Points for Rikishi ranked below Ozeki, to add ir3
- 5 Focus Points for Ozeki and Yokozuna, to add ir4
- Focus Points are earned through the following methods:
- 1 Focus Point per win during a Basho
- 4 Focus Points per win during Maezumo
- As rewards during Degeiko
- As rewards during Jungyo
Base Die
- The basic roll for actions is equal to 5d(base die).
- Base die value increases after completing a certain number of basho, as follows:
Base Die Value Basho Completed Base Die Value 0 20 1 21 3 22 5 23 7 24 10 25 13 26 16 27 20 28
- Attack bonuses and the like will temporarily increase the base die value for that roll.
- A Rikishi's Base Die Value may drop as a result of sustaining injuries during Basho.
- 15 unique injuries = -4 Basho worth of progress
- Every 10 unique injuries after that = -4 Basho worth of progress
Fatigue & Base Fatigue
Recovery Die
Injuries & Injury Threshold
Kyuujou
Kensho / Mochikyukin
As Ozeki and Yokozuna
Intai & Perks
In the Dohyo
How matches work
(in general. Specifics in sections below)
Spar vs Fight
Matches versus human players
- Etiquette for finding opponents
- Etiquette while facing opponents (rei, don't time out)
Matches versus bots
- Bot personalities
-
- Basic- AI chooses one of its best moves.
- Aggressive - AI tries to counter one of your best moves.
- Defensive - AI avoids being countered by your best moves.
- Balanced - AI uses all three criteria to determine its best moves.
- Random - AI chooses a random move.
- You can still time out versus bots
Tachiai
- Powerful
- Power + Balance
- Charge full force into your opponent, driving them backwards to transition into a Yotsu or Nagete stance.
- Reserved
- Spirit + Footwork
- Set your feet and ready yourself for your opponent's tachiai, taking the opportunity to move into an Oshi or Kakete stance.
- Quick
- Technique + Power
- Utilize your fast hands to secure a grip on your opponent and set yourself up for a Tokushuwaza or Yotsu stance.
- Surprise
- Balance + Spirit
- Catch your opponent off guard with something out of the ordinary and transition into a Nagete or Oshi stance.
- Evasive
- Footwork + Technique
- Avoid a head on collision with your opponent and move into a Kakete or Tokushuwaza stance.
- Powerful > Reserved > Quick > Surprise > Evasive > Powerful
Matta
- If both Rikishi roll equal to or within 2 points of each other at the Tachiai, a Matta is called.
- The match is restarted without adding the additional Round from the Matta.
- Note: There is a quirk in the bot which may count the Matta Round towards Fatigue.
Critical Tachiai
- If the attacker rolls 50 or more points higher than their opponent at the Tachiai, the attacker instantly wins by Critical Tachiai.
- Critical Tachiai wins are recorded with the Kimarite code "CRIT".
On the Offensive
Kimarite
Yotsu 四つ Y1 Yorikiri 寄り切り Power + Balance Frontal force out - maintaining a grip on your opponent's mawashi, forcing them backwards out of the ring. Y2 Uwatehineri 上手捻り Power + Technique Overarm twist - to grab the belt of your opponent with an outside grip and twist them down to the side of the grabbing hand. Y3 Uwatenage 上手投げ Power + Spirit Overarm throw - extending your arm over your opponent's arm to grab their mawashi and throwing them to the ground while turning sideways. Y4 Shitatenage 下手投げ Balance + Footwork Underarm throw - extending your arm under your opponent's arm to grab their mawashi and turning sideways, pulling down and throwing them to the ground. Counter Sequence Yorikiri > Tsuppari > Uwatehineri > Hanmi > Uwatenage > Tawara Kaiten > Shitatenage > Inashi > Yorikiri
- Yotsu 四つ
- Y1 - Yorikiri 寄り切り
- Power + Balance
- Frontal force out - maintaining a grip on your opponent's mawashi, forcing them backwards out of the ring.
- Y2 - Uwatehineri 上手捻り
- Power + Technique
- Overarm twist - to grab the belt of your opponent with an outside grip and twist them down to the side of the grabbing hand.
- Y3 - Uwatenage 上手投げ
- Power + Spirit
- Overarm throw - extending your arm over your opponent's arm to grab their mawashi and throwing them to the ground while turning sideways.
- Y4 - Shitatenage 下手投げ
- Balance + Footwork
- Underarm throw - extending your arm under your opponent's arm to grab their mawashi and turning sideways, pulling down and throwing them to the ground.
- Yorikiri > Tsuppari > Uwatehineri > Hanmi > Uwatenage > Tawara Kaiten > Shitatenage > Inashi > Yorikiri
- Y1 - Yorikiri 寄り切り
- Nagete 投げ手
- N1 - Kakenage 掛け投げ
- Balance + Spirit
- Inner thigh throw - to hook your leg inside your opponent's leg and lift it to execute a throw.
- N2 - Kotenage 小手投げ
- Balance + Power
- Armlock throw - wrapping your arm around your opponent's extended arm, then throwing them to the ground without touching their mawashi.
- N3 - Sukuinage 掬い投げ
- Balance + Footwork
- Beltless arm throw - extending your arm under your opponent's armpit and across their back while turning sideways, forcing them forward and throwing them to the ground without touching the mawashi.
- N4 - Kubinage 首投げ
- Spirit + Technique
- Headlock throw - wrapping your opponent's head (or neck) in your arms and throwing them down.
- Kakenage > Inashi > Kotenage > Makikae > Sukuinage > Tsuppari > Kubinage > Hanmi > Kakenage
- N1 - Kakenage 掛け投げ
- Kakete 掛け手
- K1 - Sotogake 外掛
- Footwork + Technique
- Outside leg trip - wrapping your leg around your opponent's leg from the outside and forcing them to fall backwards.
- K2 - Ashitori 足取り
- Footwork + Spirit
- Leg pick - grabbing and lifting your opponent's leg with both hands, causing them to fall over.
- K3 - Kekaeshi 蹴返し
- Footwork + Power
- Inner foot sweep - to sweep the inside of your opponent's ankle and knock them down.
- K4 - Kirikaeshi 切り返し
- Balance + Technique
- Twisting knee trip - positioning your knee behind your opponent's leg then twisting them backwards over your leg.
- Sotogake > Makikae > Ashitori > Tsuppari > Kekaeshi > Hanmi > Kirikaeshi > Tawara Kaiten > Sotogake
- K1 - Sotogake 外掛
- Tokushuwaza 特殊技
- T1 - Tsuridashi 吊り出し
- Technique + Power
- Frontal lift out - lifting your opponent by the belt and carrying them out of the ring.
- T2 - Katasukashi 肩透かし
- Technique + Footwork
- Under-shoulder swing down - wrapping two hands around your opponent's arm, grasping your opponent's shoulder and swinging them down.
- T3 - Hikiotoshi 引き落とし
- Technique + Balance
- Pull down - pulling on your opponent's shoulder, arm, or mawashi and forcing them to fall forwards to the clay.
- T4 - Kimedashi 極め出し
- Power + Spirit
- Arm barring force out - immobilizing your opponent's arms and shoulders with your arms and forcing them out of the dohyo.
- Tsuridashi > Tawara Kaiten > Katasukashi > Inashi > Hikiotoshi > Makikae > Kimedashi > Tsuppari > Tsuridashi
- T1 - Tsuridashi 吊り出し
- Oshi 押し
- O1 - Hatakikomi 叩き込み
- Spirit + Footwork
- Slap down - Slapping down on your opponent's shoulder, back, or arm and forcing them to fall forwards to the clay.
- O2 - Okuridashi 送り出し
- Spirit + Balance
- Rear push out - to push your opponent out of the dohyo from behind.
- O3 - Tsukidashi 突き出し
- Spirit + Technique
- Frontal thrust out - thrusting your opponent backwards out of the ring with one or a series of hand thrusts. Hand contact is not maintained.
- O4 - Oshidashi 押し出し
- Footwork + Power
- Frontal push out - pushing your opponent out of the ring without holding their mawashi. Hand contact is maintained throughout.
- Hatakikomi > Hanmi > Okuridashi > Tawara Kaiten > Tsukidashi > Inashi > Oshidashi > Makikae > Hatakikomi
- O1 - Hatakikomi 叩き込み
On the Defensive
Defenses
- Inashi 往なし
- Footwork + Power
- To sidestep or dodge your opponent's attack. Transitions into Kakete or Yotsu stances.
- Counters Yorikiri, Kotenage, Hikiotoshi, Oshidashi.
- Countered by Shitatenage, Kakenage, Katasukashi, Tsukidashi.
- Makikae 巻き替え
- Power + Spirit
- To execute a grip reversal on your opponent's mawashi. Transitions into Yotsu or Oshi stances.
- Counters Sukuinage, Ashitori, Kimedashi, Hatakikomi.
- Countered by Kotenage, Sotogake, Hikiotoshi, Oshidashi.
- Tawara Kaiten 俵回転
- Balance + Footwork
- To dance or spin at the tawara to avoid being forced out. Transitions into Nagete or Kakete stances.
- Counters Shitatenage, Sotogake, Katasukashi, Tsukidashi.
- Countered by Uwatenage, Kirikaeshi, Tsuridashi, Okuridashi.
- Hanmi 半身
- Technique + Balance
- To take a strong stance, reducing your opponent's momentum. Transitions into Tokushuwaza or Nagete stances.
- Counters Uwatenage, Kakenage, Kirikaeshi, Okuridashi.
- Countered by Uwatehineri, Kubinage, Kekaeshi, Hatakikomi.
- Tsuppari 突っ張り
- Spirit + Technique
- To deliver a series of thrusts or strikes at your opponent. Transitions into Oshi or Tokushuwaza stances.
- Counters Uwatehineri, Kubinage, Kekaeshi, Tsuridashi.
- Countered by Yorikiri, Sukuinage, Ashitori, Kimedashi.
Critical Defense
- If the defender rolls 50 or more points higher than their opponent, this Critical Defense adds +4 to the defender's following Kimarite roll.
Bonuses
- Bonuses may be applied to a roll under certain conditions.
- Each bonus point increases the value of the base die.
- Example: With 5d20, a +4 Attack Bonus would increase the roll to 5d24
Attack Bonus
- After the Tachiai, from Round 2 onward, an Attack Bonus equal to the current Round number is added to the attacker's roll.
Stat Bonus
- Either rikishi may receive a Stat Bonus according to the difference between the values of the selected moves.
Stat Advantage Table Difference Stat Bonus 1~4 +1 5~9 +2 10+ +3
Focus Die
- During Basho matches, Focus Points may be spent to add ir to a roll.
- A Focus Die can NOT be used in the same round as a Fatigue Die.
Focus Die Table Rank Cost Add Non-Ozeki/Yokozuna 4 FP +ir3 Ozeki/Yokozuna 5 FP +ir4
Fatigue Die
- During Basho matches, a 5% increase in Fatigue may be taken in exchange for adding +ir4 to a roll.
- A Fatigue Die can NOT be used in the same round as a Focus Die.
Counters
- Counters add +ir6 to a roll.
Critical Defense
- If the defender rolls 50 or more points higher than their opponent, this Critical Defense adds +4 to the defender's following Kimarite roll.
Monoii
- 物言い
- If the attacker rolls equal to or within 2 points of the defender, a Monoii occurs.
- An additional 1d10 is rolled with the result as follows:
Monoii table Roll Ruling Result 1-7 Gyoji gunbai doori Attacker wins 8 Torinaoshi Rematch 9-10 Gunbai sashichigae Defender wins
Gyoji gunbai doori
- 行司軍配通り
- The attacker wins with their chosen Kimarite.
Torinaoshi
- 取り直し
- A rematch immediately occurs between the two Rikishi.
- Rounds from the original match count towards Fatigue.
- Focus/Fatigue dice used in the original match are not refunded.
Gunbai sashichigae
- 行司軍配差し違え
- The defender wins by reversal.
- Defensive wins are recorded with the Kimarite code "R".
Basho
Readying for a basho
How blocks + deadlines are structured
Banzuke
Kachikoshi and Makekoshi
Torikumi
Commentary
Human commentator
Flavor text by bot
Slohyo
Fusen
Prizes
Special prizes / Kinboshi
Between Basho
Degeiko
Training camps
King of the Hill
Jungyo
Glossary / Index
- mini-glossary of sumo terms used in this guide