Yoso game - rules


Modified: March 1, 2009  Yoso Index                Back to the previous page

Questions in the game:

  Questions Available
tips
Points for a
guessed tip
Total
1 The champion (yusho) 1 5 5
2 Result of the champion 1 3 3
3 The runner-up (jun-yusho) 2 3 6
4 The special prize winners (sansho) 4 3 12
5 Winner of Juryo tournament 2 4 4
6 Juryo rikishi getting 10 or more wins 3 3 9
7-8 Two defined Juryo rikishi get kachikoshi or not 2 3 6
9 How many kachikoshi there will be in Juryo? 1 3 3
10 How many wins get (in total) rikishi promoted from Juryo? 1 3 3
11 A question about the actual tournament 1 3 3
12-14 Three defined Makuuchi rikishi get kachikoshi or not 3 2 6
15 Number of kinboshi 1 3 3
16 Number of ginboshi 1 3 3
17 Maegashira who will get kinboshi
Kinboshi means a win of a Maegashira against a Yokozuna
3 3 9
18 Maegashira who will get the most number of ginboshi
Ginboshi means a win of a Maegashira against an Ozeki
3 3 9
19 Maegashira who will get the most number of douboshi
Douboshi means a win of a Maegashira against a Komusubi or Sekiwake
3 3 9
20 Rikishi winning with the most rare kimarite
"Rare kimarite" is defined in rules of Kumi game
3 3 9
21 How many Maegashira will win against the future champion? 1 2 2
22-28 Results of seven Makuuchi bouts 7 2 14
29-31 Results of three Juryo bouts 3 3 9
P1 Bouts of a certain sanyaku rikishi with the other sanyaku and yokozuna 8 2 16
P2 All bouts of the Higashi 6 Maegashira 15 1 15
  TOTAL POINTS YOU CAN GET   

158

You also have to send in a tie-breaker Maegashira to decide ties on the 1st place.

Converting scores to "sumo-like" results (kekka)
a. Each player participating in a basho will have their final position converted into "win-loss equivalent" score. This makes the highest and lowest possible scores 15-0 and 0-15, as in real sumo. This means, for example, that for the equivalent of kachi-koshi (8-7), you need to be in the top 46.7% of the table.  A player can get a 15-0 score if he reaches at least 60% of the most acquireable scores (DT) or 14-1 if he gets the 50% of it. "DT" is that score, which can be given after a particular basho for correct guessing of all results. This number naturally may vary basho from basho.

Method of calculation:

Step 1: determining winning order and DT by the final scores.

Step 2: determining kachi-koshi boundary: to get kachi-koshi, a player must finish the game in the upper 46.7% of the result table. Score of the player in the lowest kachi-koshi position will be the kachi-koshi point (K).

Step 3: determining of the winning result - this is unambiguously the score of player in the first place (Max)

Step 4: determining of the kachi-koshi step:  L1 = (DT * 0,5 – K) / 6

Step 5: determining of the lowest score – this is unambiguously the score of player in the first place (Min).

Step 6: determining of the make-koshi step: L2 = (K – Min) / 8.

Step 7: determining of the score boundaries by the followings:

   DT*0,6 -            15 -  0
   DT*0,5 – DT*0,6-1   14 -  1
   K+5*L1 - K+6*L1-1   13 -  2
   K+4*L1 - K+5*L1-1   12 -  3
   K+3*L1 - K+4*L1-1   11 -  4
   K+2*L1 - K+3*L1-1   10 -  5
   K+1*L1 - K+2*L1-1    9 -  6
   K      - K+1*L1-1    8 -  7
   K-1*L2 - K-1         7 -  8
   K-2*L2 - K-1*L2-1    6 -  9
   K-3*L2 - K-2*L2-1    5 - 10
   K-4*L2 - K-3*L2-1    4 - 11
   K-5*L2 - K-4*L2-1    3 - 12
   K-6*L2 - K-5*L2-1    2 – 13
   K-7*L2 - K-6*L2-1    1 - 14
          - K-7*L2-1    0 - 15

Makushita

   DT*0,6 -            7 - 0
   DT*0,5 - DT*0,6-1   6 - 1
   K+1*L1 - K+2*L1-1   5 - 2
   K      - K+1*L1-1   4 - 3
   K-1*L1 - K-1        3 - 4
   K-2*L1 - K-1*L1-1   2 - 5
   K-3*L1 - K-2*L1-1   1 - 6
          - K-3*L1-1   0 - 7

	

Let us point out that during the process of the result calculation, in the interests of determining the results as fair as possible, the Banzuke Council has right to depart from the letter-by-letter adopting of the method described above.


b. Order of determining the winner in case of a tie:
- Result of the tie-breaker maegashira on the tournament. Better result counts.
- If the tied players sent in the same tie-breaker, the lower ranked will win.
- If after all of these there is still a tie situation, the determining factor will be the date and time of sending in the entry.   Naturally, if a player sent in more entries, for example corrections, we will take date and time of the last entry.

Additions:
-- If a rikishi retires during the basho, kachi-koshi is counted only if he retires after getting 8 wins (in questions 12-14).
-- If a bout from questions 20-26. was not held (as well as "fusen"), it will not be calculated.
-- A tip to a rikishi who does not participate or withdraws during basho, is qualified as a wrong but valid tip.


Announcement of the game and the Application Form

The Application Form can be found here. After pressing the Send button, your entry will be accepted by the system (you will get error messages if you forget something or make error in the selection). You also will receive a confirmation message by e-mail. The deadline is 14:00 JST on Saturday preceding the first day (shonichi) of the actual tournament. You can modify your team as many times as you want until expiring of the deadline. An insufficiently filled form is valid, too, all players are responsible for their tips.

Please remember that you have to fill in the on-line form and no e-mail entries are accepted.


Missing the game, retiring

Players have right to leave out a tournament without any penalty. For the following tournament, player will keep his rank achieved on the previous tournament.

The player has this right only in case he participated on the previous tournament, so he may not leave out two or more consecutive basho. If the player will not participate on the following tournament, then his result will be 0-15 and will slide down on the banzuke.

If you wish to miss a tournament, you must send a notice about it to the address info@szumo.hu as soon as possible, but not later of expiring of the deadline.  In case of the first absence every player gets the kosho status automatically, e.g. even if you miss the deadline accidentally, and forget to notify us, you won't slide down the banzuke anyway. Naturally we can not give you the kosho status on your second or further missed basho.

Those players who miss three consecutive tournaments, will be removed from the banzuke. Naturally they can return to the game later, whenever they want, but they have to remember that in this case they have to begin at the bottom of the banzuke, in the lowest division.

We ask all those players who got bored of the game or have any other reason to leave it, to send us a notice to the e-mail address above, to make our work easier.


Course of the game

You can follow the daily state of the game at these places:

  1. On the Hungarian-language sumo mailing list
  2. In Sumo games subforum of Sumoforum.net, in topic of the actual basho
  3. Here, on the website of the game

Winners of the tournament
(yusho)

Winner of the tournament is that player who collects the most points by the end of the game. In case there are more such players, we determine the winner with the method described above in 2/b. All divisions have their own tournament winners. If there are few players in a division, they are playing together with players of the next division and naturally they can win the yusho of that division, too. In this case Banzuke Council will make an announcement in the places described in section "Course of the game".


Number of players in the divisions

Players are playing in divisions, there number is the same as in divisions in real sumo: Makunouchi - 42, Juryo - 28, Makushita - 120.

New players joining the game will be added to the first available place on the bottom of the banzuke (currently this is the Makushita division), in order of time of sending in their entries.

 

Special prizes (sansho)

From Hatsu Basho 2004 we give special prizes to those players who showed especially good performance during the basho.

The following are the general rules of giving out the prizes:

  • Player is in Makuuchi division and his rank must be under Ozeki
  • Player gets kachi-koshi on the basho
  • If more players are qualified for the prize, tha player with better result will get it
Definition of the prizes

Kanto-sho
Player whose total score divided by number of his correct guesses will give the highest value.

Shukun-sho
Player who has the most guessed tips (not their score).

Gino-sho
Player who gets the most points from P1 and P2 questions (e.g. the daily wins and losses of the East Maegashira 6 and sanyaku/yokozuna bouts of a certain sanyaku rikishi)


Totalizing the scores

We totalize the scores after each tournament, and at the end of the year, after November basho we announce the winners of the year. The winner gets a precious prize of high value from the winner of the previous year. "High value" does not mean it must be an expensive gift, it is always the winner of the previous year who defines what does it mean for him/her. In January we always begin with zero.


The Banzuke Council

The Banzuke Council is the board of referee who supervise the game, it makes decisions in disputed situations, determines the final result of the game, as well as announces tournament and special prize winners, and releases the banzuke of the following tournament.

Current members of the Banzuke Council: Kachitakai, Nekonishiki and Andrasoyamawaka.


Conditions of promoting to Ozeki
  • sekiwake rank on the recent two tournaments
  • kachi-koshi result on the recent four tournaments
  • at least one yusho or jun-yusho (by kekka, not points) on the recent four tournaments
  • at least 33 kekka points on the recent three basho

Conditions of promotion are examined only by results of active tournaments, so the player will not lose his chances for the promotion if he has to leave out a basho because of any reason, but only if he previously sent a note about his absence.

If an ozeki gets a make-koshi result on a tournament, he will receive kadoban status for the following basho. If he finishes this basho with make-koshi, too, then he will lose his rank. Nevertheless, if he can get at least 10 wins on the third tournament, he will get his ozeki rank back.


Conditions of promoting to Yokozuna
  • ozeki rank on the recent two tournaments
  • kachi-koshi result on the recent four tournaments
  • at least two yusho or jun-yusho (by kekka, not points) on the recent four tournaments
  • at least 36 kekka points on the recent three basho

Conditions of promotion are examined only by results of active tournaments, so the player will not lose his chances for the promotion if he has to leave out a basho because of any reason, but only if he previously sent a note about his absence.

Although it is not too elegant if a yokozuna has continuously weak performance, there is no pressure on them at all, it is entirely depends on their own decision if they continue playing or retire, and everybody has to respect this decision.