Guide:Main
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
Focus Points
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.
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.
- 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
Attack Bonus
Stat Bonus
Focus Die
Fatigue Die
Counters
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