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.
- To increase Attributes, see #Training Points
Creating a Rikishi
- Checklist when creating a new Rikishi:
- Pick a #Stat Line
- Pick a #Shikona
- Complete #Maezumo
- Obtain a #Training Roll
- Spend #Training Points
- #Pick a Heya, Any Heya
- Complete the #Rookie Gauntlet
Starting Stat lines
Yotsu Specialist Power Balance Footwork Technique Spirit 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 Power Balance Footwork Technique Spirit 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 Power Balance Footwork Technique Spirit 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 Power Balance Footwork Technique Spirit 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 Power Balance Footwork Technique Spirit 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 Power Balance Footwork Technique Spirit Any stat line as long as the sum of all stats equals 15, no stat is below 2, and follows the rules of #Stat Line Legality 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 & Rolls
Training Points
- Training Points are obtained
- Through Training Rolls (see below)
- As rewards from Jungyo
- As rewards for Special Prizes (through increasing the base value for Training Rolls)
- From the Oyakata Bonus (+1 TP to a lucky Makushita Rikishi)
- Training Points are used to
- Recover Fatigue (40% Fatigue recovered per TP, not beyond Base Fatigue, excess not saved)
- Increase Attributes at the rates in the following table:
Total TP Spent Cost to Raise Attribute 0-12 1 13-36 2 37+ 3
- When using Training Points to increase Attributes:
- If not enough points are available to raise an Attribute by a full level, those points must still be assigned to raising a stat with Training Points earned in the next cycle.
- Assigned Training Points are locked in once a Gyoji readies a Rikishi for a Basho.
- During Degeiko, new Training Points may be freely added and redistributed by using the !register command with the new stat line.
- Training Points that have already been spent and locked in from previous Basho cannot be redistributed in this manner.
Stat Line Legality
- When raising Attributes, the resulting stat line must follow these rules:
- The strongest attribute cannot be more than 5 points higher than the third weakest attribute.
- Momentum is not factored into the legality of a stat line.
- Temporary Injuries may cause a rikishi to have an illegal stat line during a Basho.
- If Injuries become permanent, future Training Points must be spent to make the stat line legal. TP may still be used to recover Fatigue.
- Examples
- 9 9 3 3 5 = Legal
- 3 4 5 7 10 = Legal
- 10 10 4 4 4 = Illegal
- 5 5 5 5 5 = Legal
- 10 10 4 4 2 = Illegal and TP must be spent to raise Footwork.
Training Rolls
- Training Rolls are done
- Once after completing Maezumo
- Once after every Basho (having participated in all 15 days)
- Training Rolls are not done
- After a Kyujo / Kosho
- Newer Rikishi have protection as follows:
- Rikishi at b20 (0-1 Basho completed) will always receive at least 5 TP
- Rikishi at b21 (2-3 Basho completed) will always receive at least 4 TP
- The Training Roll forumla is:
- 4d40 t(X) + (Base Value)
- X = Threshold value that must be rolled equal to or higher to be counted as a success, where each success gives 1 Training Point.
Training Roll Threshold Basho Completed Threshold Value (X) 0-1 10 2-3 11 4-5 13 6-7 15 8-10 18 11-13 21 14-16 25 17-19 30 20+ 36
Training Roll Base Value Base Value Condition +3 None (default value) +4 Juryo / Makushita / Sandanme Yusho Makuuchi Jun Yusho Fighting Spirit Prize +5 Makuuchi Yusho
- Certain perks may affect the Training Roll formula
Training Roll Perks Perk Code Description Requirement to purchase T1a -1 t on each training roll Ozeki T1b -1 t bonus when earning a prize Komusubi x2 T1c -1 t on KK, +1t on 7-8, +2 t on 6-9 or worse Maegashira x5 T2a add +ir3 to training rolls Yokozuna T2b add +r3 (not +ir3) to training rolls Komusubi x5 T2c 2 TP floor until you reach b25 Maegashira x5 T2d 3 TP protection extends until you reach b22 Juryo x3
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 / Re-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 for Degeiko
- As rewards for Moshi-ai
- As rewards for Jungyo
- From the Oyakata Bonus (+2 Focus Dice to a lucky Makuuchi Rikishi)
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 lost
- Every 10 unique injuries after that = 4 Basho worth of progress lost
- Accumulating 15 Base Fatigue will drop Base Die Value by 1 full level.
- A rikishi with a high Base Die who drops to lower divisions may have their Base Die temporarily capped as follows:
Base Die Division Caps Division Base Die Cap Makuuchi None Juryo b25 Makushita b22 Sandanme ???
Oyakata Bonus
- Once per basho, the Oyakata can hand out bonuses to three Rikishi in their heya:
- +2 Focus Dice to a single Makuuchi Rikishi
- +2 Momentum to a single Juryo Rikishi
- +1 Training Point to a single Makushita Rikishi
- Important Notes:
- The Momentum bonus does not stack with other Momentum bonuses.
- A Rikishi may not receive the Oyakata Bonus twice in a row.
Fatigue & Base Fatigue
Fatigue
- Fatigue accrues through the following:
- +5% Fatigue after completing a Basho
- +1% Fatigue for each Round past Round 3 of a Basho match
- +5% Fatigue per #Fatigue Die used during a Basho
- Fatigue can be recovered by
- Spending 1 Training Point to recover 40% Fatigue (not exceeding Base Fatigue, excess not accrued)
- Using a #Recovery Die
- Reaching 100% Fatigue during a Basho forces the Rikishi to declare a #Mid-Basho Kyujo.
- Declaring Kyujo, voluntary or not, does NOT recover Fatigue.
Base Fatigue
- Base Fatigue is affected by the following:
- +1 Base Fatigue for each unique Injury of severity >=1
- An additional +1 Base Fatigue for each unique Injury of severity >=1 sustained to Attributes at level 2
- When Base Fatigue reaches 15, Base Die will drop one full level and Base Fatigue is set to 5
Recovery Die
- Recovers 4d10 ir4 Fatigue.
- 1 Recovery Die is awarded for winning the Shukun-sho (Outstanding Performance Prize).
- Only ONE Recovery Die can be held at a time.
- When owned, a Recovery Die may be used at any time to recover Fatigue.
- A Recovery Die may be available as a prize for Jungyo.
Injuries & Injury Threshold
Injuries
- Basic formula is 3d54 t33 -1
- When rolling manually for Slohyo, use the command !injure shikona fatigue=# injuries=#'
- injuries=# can be omitted if only one Injury needs to be rolled
- An Injury Roll happens whenever an opponent rolls equal to or higher than a Rikishi's #Injury Threshold during a Basho.
- The Injury Roll happens after the match is over.
- One Attribute is selected at random, then all Injury attempts are made toward that Attribute.
- All dice rolled that meet or exceed the threshold (default value=33) add +1 Severity to that Attribute (maximum of 2).
- Injuries sustained in this manner become Temporary Injuries
Temporary & Permanent Injuries
- Each unique Temporary Injury adds +1 Base Fatigue.
- Every 5 Temporary Injuries sustained to a single Attribute will result in a Permanent Injury, reducing that stat by 1.
- Each Permanent Injury adds +1 Base Fatigue (in addition to the +1 Base Fatigue caused by the Temporary Injury).
- Permanent Injuries cannot be recovered.
- When taking a Permanent Injury, double-check #Stat Line Legality when readying for the next Basho.
Injury Recovery
- Basic formula is 2d50 t33 +1
- After each Basho, Recovery Rolls are made for Rikishi who have been injured.
- Temporary Injuries of severity 1 will Auto-Recover.
- If severity is greater than 2, roll for Recovery.
- Temporary Injuries which are not fully recovered are carried over as Temporary Injuries for the next Basho.
- Extra recovery points are not carried over.
- Permanent Injuries cannot be recovered.
Injury Threshold
- As of 3/25/23, Base Injury Threshold is determined by rank
Base Injury Threshold Rank Injury Threshold Juryo / Makushita 99 Makuuchi 96 Sanyaku 94
- Additional notes:
- For Basho 21+, Injury Threshold will always be 84 regardless of rank
- Certain perks may affect Injury Threshold
- As of 3/27/23
- SimpleGyoji Bot must have the following values set to use the correct Injury Threshold values, regardless of the actual number of Basho completed
Basho Participation Number (bot) Condition Basho Completed Value Completed 21+ Basho 23 Sanyaku 13 Makuuchi 11 Juryo / Makushita 1
How is Injury Threshold affected by Fatigue? Is the table in the rules document still accurate?? (<== To be continued... once I find the updated info)
Kyujo & Kosho
- If you cannot participate in a Basho, you must contact a Gyoji and declare Kyujo, or declare Kyujo on the Basho sign-up sheet.
- Rikishi who reach Makuuchi obtain a single-use option for Kosho.
- This can only be used once per Rikishi.
- Declaring Kyujo or Kosho does not recover Fatigue.
- As of 7/25/22, the guidelines are as follows:
Kyujo
- Pre-Basho
- If Kyujo is declared Pre-Basho, the Rikishi
- will experience Banzuke movement close to HALF of that of a 0-0-15 score
- does not receive post-Basho Training or Recovery rolls
- If Kyujo is not declared before a Basho, the Rikishi
- will experience Banzuke movement close to that of a 0-0-15 score
- does not receive post-Basho Training or Recovery rolls
- If Kyujo is declared Pre-Basho, the Rikishi
- Mid-Basho
- If Kyujo is declared Mid-Basho, the Rikishi
- does not earn any mochikyukin for that Basho
- receives modified post-Basho Training/Recovery rolls based on days participated and at the Gyoji's discretion
- is subject to Banzuke movement based on their final score
- If Kyujo is not declared Mid-Basho (Auto-Kyujo), the Rikishi
- does not earn any mochikyukin for that Basho
- does not receive training or recovery rolls
- is subject to Banzuke movement based on their final score
- If Kyujo is declared Mid-Basho, the Rikishi
Kosho
- If declared Pre-Basho, the Rikishi
- will experience minimal Banzuke movement, at the Banzuke Team's discretion
- does not receive post-Basho Training or Recovery rolls
- If declared Mid-Basho, the Rikishi
- does not earn any mochikyukin for that Basho
- receives modified post-Basho Training/Recovery rolls based on days participated and at the Gyoji's discretion
- will experience Banzuke movement according to their score at the time Kosho is declared
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. Counter Sequence 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
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. Counter Sequence Kakenage > Inashi > Kotenage > Makikae > Sukuinage > Tsuppari > Kubinage > Hanmi > Kakenage
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. Counter Sequence Sotogake > Makikae > Ashitori > Tsuppari > Kekaeshi > Hanmi > Kirikaeshi > Tawara Kaiten > Sotogake
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. Counter Sequence Tsuridashi > Tawara Kaiten > Katasukashi > Inashi > Hikiotoshi > Makikae > Kimedashi > Tsuppari > Tsuridashi
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. Counter Sequence Hatakikomi > Hanmi > Okuridashi > Tawara Kaiten > Tsukidashi > Inashi > Oshidashi > Makikae > Hatakikomi
On the Defensive
Defenses
Defenses D1 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. D2 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. D3 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. D4 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. D5 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
- Ozeki and Yokozuna receive different Stat Bonuses as follows:
Ozeki and Yokozuna
Stat Advantage TableDifference Stat Bonus 1-4 +2 5-9 +3 10+ +4
Spec Bonus
- Purchasing Specialization adds +4 when using those specific Kimarite.
- This bonus is not applied when the Kimarite is Countered.
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.
- Rikishi in Makushita cannot use Fatigue Dice.
Counters
- Counters add ir to a roll at the following values:
- +ir6 for Rikishi below the rank of Ozeki
- +ir8 for Ozeki / Yokozuna
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
Moshi-ai
King of the Hill
Jungyo
Glossary / Index
- mini-glossary of sumo terms used in this guide