Guide:Main

From RTYWiki
Revision as of 01:18, 4 October 2023 by Kamahiko (talk | contribs) (→‎Fatigue)
Jump to navigation Jump to search

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
To see how Attributes affect actions, refer to #Kimarite and #Defenses

Creating a Rikishi

Checklist when creating a new Rikishi:

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. You can ping the @Translators role too.
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
You are advised to ask a Gyoji for more help understanding the basic behaviours of the bots.
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.
  • Please be aware that there is a player cap per Heya, so you will need to ask in #gyoji-hotline if you can be added to the Heya of your choice or if you need to choose another.
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 scheduled bouts)
  • The total number of bouts may vary for rikishi joining mid-basho.
  • The training roll may be modified according to the number of #Fusen losses received, at the gyoji's discretion.
Training Rolls are not done
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
While ranked 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
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 (fusen wins do not count)
  • +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
Various bonuses (round bonus on attack, stat superiority and critical defense) 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 b24
Makushita b22
Sandanme Not Open

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 (mattas do not count, contrary of what the gyoji bot says)
  • +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
  • As a Jungyo reward.
Fatigue equal to or greater than 20% affects #Injury Rolls and #Injury Threshold
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
  • If a stat were to go below 2 because of an injury : the stat stays at 2, and the difference is added to Base Fatigue.
  • If you are in the lowest division (currently Makushita), the line above does NOT apply.
  • When Base Fatigue reaches 15, Base Die will drop one full level and Base Fatigue is reset 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

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.
  • 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
The Injury Roll formula changes based on current Fatigue:
  • 0-20% = formula is 3d54 t33 -1, but only the highest severity Injury is applied. All injury attempts are on the same attribute.
  • 20-40% = formula changes to 3d54 t33, but only the highest severity Injury is applied. All injury attempts are on the same attribute.
  • 40-60% = formula is 3d54 t33 and each successful Injury is applied. For each injury attempt, one attribute is selected at random.
  • 80%+ = formula becomes 3d54 t33 +1 (AKA a Severity 1 Injury is guaranteed for each roll) and each successful Injury is applied. For each injury attempt, one attribute is selected at random.
When rolling manually for Slohyo, the command !injure shikona fatigue=# injuries=#' is used in #training-and-injury-rolls
  • injuries=# can be omitted if only one Injury needs to be rolled

Temporary & Permanent Injuries

  • Each unique Temporary Injury adds +1 Base Fatigue.
  • If a stat were to go below 2 : the stat stays at 2, the difference is added to Base Fatigue.
  • Every 5 Temporary Injuries sustained to a single Attribute will result in an additional Permanent Injury, reducing that stat by 1.
  • 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.
NOTE: Injuries are not automatically healed by the bot. They must be manually applied with the !register command either by the player during Degeiko or by a Gyoji when readying for the next Basho.

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
Injury Threshold is decreased past 20% Fatigue as follows:
Fatigue and Injury Threshold
Fatigue Injury Threshold Reduction Fatigue Injury Threshold Reduction
20 0 65 21
25 3 70 23
30 5 75 25
35 7 80 28
40 10 85 30
45 12 90 32
50 14 95 35
55 16 100 37
60 19 - -

Kyujo, Kosho, and Banzukegai

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.
Three Auto-Kyujo (undeclared Kyujo) in a row results in an #Auto-Intai for that Rikishi.
Two or more declared Kyujo in a row may affect a Rikishi's position on the Banzuke, at the Gyoji's discrection (see: #Banzukegai)
If a rikishi is a no-show and does not fight any bouts during a block, their matches may be replaced with bot fights or rescheduled against other human players.
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 (Auto-Kyujo), the Rikishi
  • will experience Banzuke movement close to that of a 0-0-15 score
  • does not receive post-Basho Training or Recovery rolls
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
  • depending on the number of matches completed, may have the Basho count toward their total completion number, at the Gyoji's discretion.
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

Kosho

公傷
Kosho does not count toward the number of completed basho for determining #Base Die value.
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

Banzukegai

番付外 (literally, "outside of the Banzuke")
Kyujo #1
  • The Rikishi will be placed on the Banzukegai warning list.
Consecutive Kyujo #2
  • The Rikishi will be removed from the Banzuke (banzukegai).
  • If they return for the next Basho, they will be placed at the very bottom of the Banzuke.
Consecutive Kyujo #3
  • The Rikishi will be forced to Auto-Intai.

Kensho & Mochikyukin

Kensho (Kenshokin) 懸賞金 is currency readily available to a Rikishi.
Kensho is acquired
  • After every win (barring fusens) against a human player. The amount depends on both rikishi's ranks and an Elo score for each rikishi.
  • As rewards for #commentators during the Basho
  • As rewards for #Special Prizes
  • As potential rewards for #Jungyo
Kensho may be used
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 (if not countered) and add a "+" to the end of the Kimarite name displayed in the bout menu.
  • 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, the Spec becomes inactive and they do not get the Spec bonus for the rest of that Basho.
  • The +ir4 Spec bonus is negated if the Kimarite is countered.
  • Each roll of 90+ for a Spec Kimarite is a Special Variant which counts as a unique Kimarite, whether it has been countered or not.
  • 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 unable to use that Spec until repromotion.
The cost for purchasing a Spec is 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.
  • Yokozunae only: 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 out the banzuke (banzukegai).
  • If a Rikishi goes Auto-Kyujo (undeclared Kyujo) more than three times in a row, they will be Auto-Intai (no possibility to come back with the same rikishi).
  • 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
  • !fight is used during the #Basho and sometimes during #Jungyo
  • Rikishi accrue Fatigue and can potentially be injured.
  • 1 Focus Point is awarded per victory.
  • Focus and Fatigue Dice may be used.
!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.
  • Bots cannot use Focus or Fatigue Dice.
  • Bots cannot be injured.

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

  • Each roll of 90+ for a Spec Kimarite is a Special Variant which counts as a unique Kimarite. This is recorded as [kimariteCode]x where x is a letter incremented with each occurrence.

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 Table
Difference 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 higher than the defender, a Monoii occurs.
  • If the defender wins, there is no monoii.
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

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.
  • If a rikishi is a no-show and does not fight any bouts during a block, their matches may be replaced with bot fights or rescheduled against other human players.
  • 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 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:
If a gyoji is currently running your slohyo, please DO NOT fight any live bouts until the Slohyo is concluded!
  • This is to prevent discrepancies with Fatigue, Focus Dice, and Injuries which may occur during the Slohyo!
If assistance is needed in filling out a Slohyo form, don't be afraid to 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.

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

Kinboshi

A Kinboshi 金星 (Gold Star) is awarded to a Maegashira Rikishi who defeats a Yokozuna.

Between Basho

Training Camps

There are currently 6 training camp channels, five of which are named after the original Heya in RTY.
These are used for sparring matches and sometimes during special events.
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

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.
  • Degeiko progress is applied (AKA Focus Points collected), then reset whenever a Rikishi readies for a Basho. If the Rikishi declares Kyujo/Kosho before collecting Focus Points, Degeiko progress is carried over for when they ready for the next Basho. As such, you can never earn more than 12 FP from Degeiko.
  • All matches versus human players count, regardless of a win or loss.
  • Jungyo matches count towards Degeiko as long as they are versus human players.
  • 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)
Players may also earn Degeiko points by commentating sparring matches
Type of Match Win Lose Commentator
New player (0 bashos fought in), not commentated 1 1 -
New Player, third party commentated 2 2 2
New Player, self-commentated - - 2
Regular player, not commentated 1 1 -
Regular player, third party commentated 1 1 2
Regular player, self-commentated - - 2

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