Guide:Main
This is the current ruleset for RTY.
This page is still under construction, so please bear with us.
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
- Follow the instructions here and post a screenshot in #gyoji-hotline
- 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 guidelines, as of 8/18/23
-
- No exact Shikona of past and current real life Yokozuna.
- No exact Shikona of current/recent/well-known real life Makuuchi and Juryo Rikishi.
- All Shikona must be screened by the Gyoji before a new Rikishi can be registered / given the Amateur Rikishi role.
- If assistance is needed in choosing a Shikona, ask in #gyoji-hotline
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.
- Free Shikona changes are available
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 assigns a temporary #Heya Bonus to an Attribute. Selection methods vary by Heya.
- Rikishi may request a #Heya Transfer later on, but for a cost.
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
- Rest 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:
- All newly obtained Training Points must be spent. 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 and Heya Bonus are not factored into the legality of a stat line.
- Momentum and Heya Bonus cannot be used to get out of an illegal 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
- These protections do not apply to Rikishi who have dropped to b20/b21 through Injuries
- 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 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 / Juryo / Makushita Yusho +4 First promotion to Makuuchi First promotion to Ozeki / Yokozuna
Heya Transfer
- A Rikishi may request a Heya Transfer during the Degeiko period, but at a cost.
- The lower rate may only be claimed once per Rikishi.
- For the first Heya Transfer
- The lower amount between 10% of total Kensho or 1000 Kensho
- For subsequent Heya Transfers
- The lower amount between 20% of total Kensho or 5000 Kensho
- For the first Heya Transfer
- If a new Heya opens, Rikishi can opt for a one-time free transfer to that new Heya.
- This can only be claimed once per Rikishi.
- If already claimed and the Rikishi wants to join another newly opened Heya, they must pay the rates stated above.
Heya & Oyakata Bonus
Heya Bonus
- Every Basho, each Heya assigns a temporary Heya Bonus to a selected Attribute.
- +1 temporary bonus to the selected Attribute for the duration of the Basho.
- This bonus stacks with Momentum.
- This bonus only applies during the Basho.
- Selection varies by Heya.
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:
- This Momentum bonus does not stack with other Momentum bonuses.
- A Rikishi may not receive the Oyakata Bonus twice in a row.
Focus Points
- The maximum amount of Focus Points that can be held is 40.
- 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
- From the #Oyakata Bonus (+2 Focus Dice to a lucky Makuuchi Rikishi)
- For being awarded #Prizes
- As rewards for #Degeiko (+1 FP for every 5 matches completed, maximum +12 FP)
- As rewards for #Moshi-ai
- As rewards for #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 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 ???
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
- +7% Fatigue per #Fatigue Die used during a Basho
- Fatigue can be recovered by
- Spending 1 Training Point to rest and 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.
- Every point past 20% Fatigue will decrease #Injury Threshold by that value
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 two #Special Prizes.
- 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.
- If the injured Attribute is at level 2, also add the Injury Severity to 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 an additional +1 Base Fatigue (in addition to 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
- Injury Threshold is decreased for every point past 20% Fatigue.
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.
- Two Kyujo in a row may result in an Auto-Intai for that Rikishi.
- As of 7/25/22, the guidelines are as follows:
Kyujo
- 休場
- 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 (6 matches missed in a row = 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
- 公傷
- 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
- Kensho (Kenshokin) 懸賞金 is currency readily available to a Rikishi.
- Kensho is acquired
- After every Basho
- As rewards for #commentators during the Basho
- As rewards for #Special Prizes
- As potential rewards for #Jungyo
- Kensho may be used
- To request a #Shikona change
- To request a #Heya Transfer
- To purchase up to 3 #Specs
- for various functions in certain #Jungyo
- Mochikyukin 持ち給金 is currency that is saved for use once a Rikishi declares #Intai
- Mochikyukin is acquired after every Basho
- After retirement, the Rikishi's current Kensho and Mochikyukin are totalled and may be used to purchase #Perks for their new Prestige Rikishi.
Specialization
- Upon reaching certain ranks, a Rikishi may purchase a Spec (Specialization).
- Choose a #Kimarite to Spec, which will give +ir4 when using that Kimarite and add a "+" to the end of the Kimarite name during matches.
- You must have a minimum of 8 and 5 in the Attributes associated with the Kimarite you choose to Spec!
- If your Rikishi gets injured during a Basho and falls below this requirement, they do not get the Spec bonus for the rest of that Basho.
- The +ir4 Spec bonus is negated if the Kimarite is countered.
- Up to three Specs may be purchased, but each must be from a different stance.
- If a Rikishi drops out of the rank required to use a purchased Spec, they are temporarily unable to use that Spec until repromotion.
- The requirements for purchasing a Spec are as follows:
- 3000 Kensho for Spec #1, upon reaching Makuuchi
- 6000 Kensho for Spec #2, upon reaching Ozeki
- 9000 Kensho for Spec #3, upon reaching Yokozuna
As Ozeki and Yokozuna
- Ozeki and Yokozuna have certain advantages.
- Modified #Stat Bonuses.
- #Focus Dice cost 5 Focus Points, but add +ir4.
- #Counters add +ir8.
- The option of a free #Shikona change, only once after the first promotion to either Ozeki or Yokozuna.
- The ability to purchase Spec #2 upon becoming Ozeki.
- The ability to purchase Spec #3 upon becoming Yokozuna.
- Certain #Perks may unlock for Prestige Rikishi after declaring #Intai.
Intai & Perks
Intai
- There are various circumstances under which a Rikishi may declare Intai 引退, retirement.
- A Rikishi may willingly declare Intai at any time, e.g. if their Player wishes to make a new Rikishi, needs to leave the game, etc.
- If a Rikishi goes Auto-Kyujo (undeclared Kyujo) more than twice in a row, they will be forced to Auto-Intai.
- If a Player leaves the Discord server without first informing the Gyoji about outstanding circumstances, their Rikishi will be forced to Auto-Intai.
- Upon declaring Intai, any Kensho and Mochikyukin earned by that Rikishi may then be used to purchase Perks for a new Rikishi.
Perks
- A Prestiged Rikishi has six available slots with which to purchase Perks, with additional restrictions listed in the spreadsheet linked below.
- As of 4/15/21, the following Perks are available: https://docs.google.com/spreadsheets/d/1s-2Q3GscBfwP0kXQ1NukKDsEsJFbBGDFGZH_S-gSpt8/edit?usp=sharing
In the Dohyo
How matches work
- The SimpleGyoji bot oversees all live matches.
- Please check your Discord security settings to allow SimpleGyoji bot to send Direct Messages for the purpose of collecting move selections.
- When a match request is sent, the opponent is given 5 minutes to accept the invitation, otherwise the match will be cancelled.
- Each human player in a match has 5 minutes to submit a move, otherwise the match will be cancelled.
- For Slohyo or outstanding cases (SimpleGyoji bot malfunctions), matches may be manually run by a Gyoji.
- If SimpleGyoji bot malfunctions during a match, please contact a Gyoji in #gyoji-hotline
Spar vs Fight
- !fight is only used for official matches between Rikishi.
- !fight shikona advanced
- !spar is used in all other cases.
- !spar shikona advanced
- !spar is used for #Degeiko, #Maezumo, the #Rookie Gauntlet, friendly matches between Rikishi, etc.
- Rikishi do not accrue Fatigue and cannot be injured.
- Focus Points are not awarded for victories.
- Focus and Fatigue Dice cannot be used while sparring.
Matches versus human players
- Human players may be found in #bout-finder
- DO NOT USE @everyone
- To find sparring parters (e.g. for Degeiko), the @Spar role may be pinged.
- @here may be used sparingly, only in #bout-finder
- Please keep in mind standard etiquette regarding pings. Individual players may be pinged, but do not aggressively harrass them in Direct Messages. Players in RTY may be living in different time zones and unable to respond immediately.
- Etiquette while facing opponents
- Use the :rei: or :reirei: emotes to bow to your opponent after a match.
- There is a 5 minute time limit to submit moves, but DO NOT purposefully wait out the time limit every Round.
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 user's 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 7% 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.
- Only 1 Fatigue Die can be used per match.
- Rikishi in Makushita and below 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 with their chosen Defense.
- Defensive wins are recorded with the Kimarite code "R".
Basho
Readying for a Basho
- Checklist to prepare for a Basho
- Sign-up for the Basho by following the link in the #basho-sign-up channel
- Ask a Gyoji in #gyoji-hotline to be readied. This is when
- Training Point distribution is permanently locked in.
- Final checks are made to ensure that your final statline follows #Stat Line Legality, not including Momentum and Heya Bonus
- The Gyoji will check if your Base Die is softcapped by division
- Training Points may be spent to recover fatigue
- Makuuchi Rikishi may purchase a #Specialization
- The Gyoji finalizes the process by using the !ready command.
Basho Blocks, Torikumi, Deadlines
- During a Basho, matchups are released in blocks to be completed before a specified deadline.
- The latest block structure as of Haru 2023 is 6-6-2-1
- Example: Block 1 consists of Day 1 to Day 6, for a total of 6 matches to be fought before the specified deadline.
- This structure may be subject to change per Basho.
- At the start of each block, the Torikumi is released in the #torikumi-[current basho name] channel.
- The Torikumi lists your opponents for the current Block.
- These matches may be fought in any order. The Day numbers are mostly for the purposes of match recording.
- Find opponents in #bout-finder
- If you have trouble coordinating with your opponents, submit a #Slohyo
- It is still preferable to fight your opponent live before the deadline, which will override any Slohyo submitted for that specific match.
- As matches are fought, records are automatically kept by the bot in #match-recording, then a Gyoji manually records them in the Master Sheet.
- Common terms related to the Torikumi
- Shonichi 初日 = Day 1, the first day of a Basho
- Nakabi 中日 = Day 8, the midway point of a Basho
- Senshuraku 千秋楽 = Day 15, the final day of a Basho
Banzuke
- The Banzuke shows the ranking of all currently active Rikishi in RTY.
- The mysterious Banzuke Team may follow modified rules compared to real life Sumo, so surprises and miracles can happen.
- Please wait until the updated Banzuke is released to confirm rankings before looking into purchasing rank-specific upgrades.
Kachikoshi and Makekoshi
- Kachikoshi 勝ち越し = KK = winning record / more wins than losses
- Makekoshi 負け越し = MK = losing record / more losses than wins
- When taking Kachikoshi and Makekoshi into account, the mysterious Banzuke Team may follow modified rules compared to real life Sumo.
Commentary
- Rikishi may obtain live commentary for their Basho bouts.
Human commentator
- If you would like commentary from one of the server's lovely personalities:
- DO NOT START YOUR BOUT. The commentator must use a special command to allow for pauses between actions: !fight rikishi1 rikishi2 gyoji
- Post in #match-queue, listing the Rikishi involved and the match Day.
- If a commentator is available and willing, you will be contacted by them with further instructions (e.g. to ask for character fluff or RP).
- Once your match has been completed, please delete your messages in #match-queue.
Commentator Rewards
- The current rewards for human commentators are as follows:
- +100 Kensho for every solo commentated match
- +50 Kensho to each co-commentator for a match
- +1000 Kensho bonus to the Commentator of the Basho
- Eligibility varies between Basho
- Cannot be awarded twice in a row to the same commentator
Bot commentator
- If you would like commentary done by the SimpleGyoji bot:
- Use the command !fight shikona advanced fluff
- This command can also be used with !spar to make solo bot matches more interesting
Slohyo
- If two Rikishi cannot fight their Basho match live, they have the option of submitting a Slohyo by the deadline of a Block.
- The current Slohyo forms can be found here:
- Part 1: Tachiai + Round 2 (to be linked later)
- Part 2: Round 3 and onward (to be linked later)
- If assistance is needed in filling out a Slohyo form, please ask in #gyoji-hotline
- If both Rikishi submit Slohyo forms, a Gyoji will manually run the match after the deadline for the current block.
- If both Rikishi end up fighting their match live, which is always preferred, this will override any Slohyo forms submitted for that match.
- If only one Rikishi submits a Slohyo for a match by the deadline, they will win by forfeit (Fusensho).
- If neither Rikishi submit a Slohyo form for a match by the deadline, both will lose by forfeit (Fusenpai).
- When a Slohyo is run manually by a Gyoji, sometimes the match will run past Round 2.
- When this happens, both Rikishi will be pinged in #bout-deadlines
- Rikishi will then have 24 hours to submit Slohyo Form Part 2.
- If only one Rikishi submits the Part 2 form by the deadline, they will win by forfeit (Fusensho).
- If neither Rikishi submit the Part 2 form by the deadline, both will lose by forfeit (Fusenpai).
Fusen
- Fusen may occur during a Basho in the following situations.
- Fusensho 不戦勝 = forfeit win
- For each match where Rikishi submits a Slohyo form by the deadline while their opponent doesn't.
- A Fusensho is indicated with the code "F"
- Fusenpai 不戦敗 = forfeit loss
- For each match where a Rikishi does not submit a Slohyo form.
- A Fusenpai is indicated with the code "L"
- A certain number of Fusenpai in a row may result in Auto-Kyujo for that Rikishi.
- Double Fusen
- For each match where both Rikishi do not submit Slohyo forms by the deadline, both receive Fusenpai.
- Fusensho 不戦勝 = forfeit win
Prizes
- At the Gyoji's discretion, Special Prizes may be awarded to Rikishi at the end of a Basho.
- The requirements may differ from those used in real life, so surprises and miracles may happen.
Special prizes
- For Maegashira Rikishi
- Shukunsho 殊勲賞 = Outstanding Performance Prize
- Kantosho 敢闘賞 = Fighting Spirit Prize
- Ginosho 技能賞 = Technique Prize
- For winning one prize, +1 TP (added to the #Training Roll formula
- For winning two prizes, +1 Recovery Die in addition to the above
- For winning all three prizes, +10 Focus Points in addition to the above
- For Juryo and Makushita Rikishi
- Shimpan's Recognition
- Awarded to a Rikishi who has defeated their opponents with a variety of Kimarite.
- +6 Focus Points
- Shimpan's Recognition
Kinboshi
- A Kinboshi 金星 (Gold Star) is awarded to a Maegashira Rikishi who defeats a Yokozuna.
Between Basho
Degeiko
- Degeiko takes place between every Basho. During this period, you may !spar other players to earn Focus Points.
- Complete 60+ matches to earn 12 Focus Points, the maximum reward.
- Otherwise, +1 Focus Point for every 5 matches completed in Degeiko.
- Keep track of your own matches versus other human players. Matches against bots will not count.
- All matches versus human players count, regardless of a win or loss.
- Degeiko matches are fought in any of the Training Camp channels.
- Rikishi that have completed 20+ Basho will receive only 2 Training Points from Degeiko (mostly to heal fatigue)
Training Camps
- There are currently 6 training camp channels, five of which are named after the original Heya in RTY.
- Additional channels for newer Heya will not be created to prevent channel bloat.
- Anyone can use any Training Camp channel, regardless of current Heya membership.
- #dewanoumi-training-camp
- #tokitsukaze-training-camp
- #isegahama-training-camp
- #takasago-training-camp
- #nishonoseki-training-camp
- #beginners-training-camp
Moshi-ai
- (Are these the current rules for Moshi-ai??)
- Moshi-ai are group training sessions which may take place during Degeiko, with the following rules:
- At least 5 Rikishi must participate.
- Each Rikishi must win at least once OR fight 5+ matches during the session.
- The winner of a match picks their next opponent, but the same Rikishi cannot be chosen twice in a row.
- Participating Rikishi may be from any division, with the following caveat:
- In a group consisting of Makuuchi and Makushita Rikishi, the Makuuchi Rikishi are not awarded Focus Points.
- Prizes for Moshi-ai are awarded as follows, in addition to the maximum reward for Degeiko bonuses:
- For the Rikishi with the longest win streak, the rewards are as follows
- The base reward is +1 Focus Point
- If 5 unique Rikishi were fought, +2 Focus Points
- If the longest streak is 10+ matches, +4 Focus Points
- If the longest stream is 15+ matches and the session only has Juryo and/or Makushita Rikishi, +4 Focus Points AND +1 Momentum (does not stack with other Momentum)
- +1 Focus Point for the recordkeeper keeping track of matches (does not have to be a participant in the Moshi-ai)
- A Rikishi may only claim these rewards up to two times per Degeiko period.
King of the Hill
- The King of the Hill is a mini-game that opens during the Degeiko period after every Basho.
- !Spar your way to the top to get the honor of wearing the coveted communal Pink Mawashi! (This is for cosmetic purposes only)
- Start the climb at #kings-start. Win against an opponent here to advance to #kings-step.
- Win a match at #kings-step to advance to the top at #kings-hill. The loser starts over again at #kings-step.
- Make it to #kings-hill to challenge the current holder of the Pink Mawashi! The winner can give themselves the King of the Hill role in #reaction-roles. The loser should be a good sport and remove the role in #reaction-roles and if they wish, start the climb all over again.
- The current King of the Hill has 24 hours to respond to challenges, else the Pink Mawashi is passed on to that challenger or fought for by the next two challengers.
Jungyo
- Jungyo are special events that usually happen every other Basho during the Degeiko period. The event themes and rules vary each time, but possible rewards include Focus Points, Training Points, special dice, Kensho, and more!
Useful Bot Commands
- A list of useful bot commands. Parameters in [ ] are optional
- To create a new Rikishi or an alter-ego for Jungyo
- Also to update your Rikishi's stats
- !register shikona statline baseDie rank [specs]
- To switch to another Rikishi you have registered, such as when changing Shikona or using an alter-ego for Jungyo
- !activate shikona
- To face another opponent
- !spar shikona [advanced] [Optional Parameters]
- !fight shikona [advanced] [Optional Parameters]
- Optional Parameters:
- fluff = bot generated commentary
- gyoji = pauses between actions for live commentary
- To specify two Rikishi facing each other
- !spar rikishi1 rikishi2 [advanced] [Optional Parameters as above]
- !fight rikishi1 rikishi2 [advanced] [Optional Parameters as above]
- To look up a specific Kimarite
- !kimarite name
- To look up a Rikishi's info
- !rikishi [shikona]
- To look up a Rikishi's record
- !record [shikona]
- Note that this may fail to display once a Rikishi has fought so many opponents