You select 10 rikishi in
the following composition:
1. According to the actual banzuke,
you have to pick one rikishi from each group, nine in total.
yokozuna – ozeki 1
sekiwake – komusubi 1
maegashira 1 – 4 1
maegashira 5 – 8 1
maegashira 9 – 12 1
maegashira 13 - 1
juryo 1 – 5 1
juryo 6 – 10 1
juryo 11 – 14 1
2. All the 9 selected rikishi must
be put in one of the three possible score groups:
Hoshitori
group: the rikishi
are collecting scores during the tournament by their wins
Kimarite
group: the winning
rikishi are collecting scores during the tournament by the winning technique
they use
„Make-kumi”
group: the
rikishi are collecting scores during the tournament by their losses
3. You have to select a tenth
rikishi (who must not be among the nine previously selected) from the
Makunouchi (not Juryo!) division; he will be your extra rikishi. This rikishi
will be collecting scores for you in all the three groups during the
tournament. (For example if one day he wins, he will get scores in the
„hoshitori” and the „kimarite” group as well. If he
loses, he gets scores in the „make-kumi” group. Result of the extra rikishi is the first determinating factor in case of tie-break. The winner is who gets more points.
4. For
case of an undecided victory at the end of the game, you also have to send
your tie-breaking tip. It will be the number of total losses of all yokozuna
and sanyaku ranked rikishi (ozeki, sekiwake, komusubi). The winner is whose tip is the closest to the real result (from either direction).
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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 the deadline.
Please remember that you have to fill in the
on-line form and no e-mail entries are accepted.
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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.
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Course of the game
You can follow the daily
state of the game at these places:
- On the Hungarian-language sumo mailing
list
- In Sumo games subforum of Sumoforum.net,
in topic of the actual basho
- Here, on the website of the game
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Scoring
A rikishi will get scores
depending on which group he was selected to.
„Hoshitori”
group: If the
opponent was higher ranked - 7 points, if the opponent was in the same rank
– 6 points, if the opponent was lower ranked – 5 points after
each win.
In addition, a Maegashira
ranked rikishi gets 5 points for defeating a Yokozuna (kinboshi), 3 points
for defeating an Ozeki (ginboshi) and 2 points for defeating a Sekiwake or
Komusubi (douboshi).
In
case of fusensho
(when the opponent does not appear on the dohyo) you will get the score only
after the win but no kinboshi, etc..
„Kimarite”
group: Techniques
have their own score values, based on their frequency of appearance in a
certain period of the past. You can find the actual kimarite score values on this page. (Grouping
the kimarite by their characters is not important in this game!).
In
case of fusensho
(when the opponent does not appear on the dohyo) you will get 0 points.
„Make-kumi”
group: If the
opponent was higher ranked - 5 points, if the opponent was in the same rank
– 6 points, if the opponent was lower ranked – 7 points after
each loss.
In
case of fusensho
(when the opponent does not appear on the dohyo) you will get 6 points.
If the rikishi was
selected to the “make-kumi” group, and quits the basho, he will
get 6 points after each day being absent from the tournament.
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If you have in your team a rikishi, who does not participate in the
tournament at all (=kyujo), and you can not replace him until the deadline,
then your team will get after him 1 “make-kumi” point every day,
independently from everything.
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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 90% of the most
acquireable scores (DT) or 14-1 if he gets the 80% of it. "DT" is the
totalized score of the Dream Team, the ten-member team of real rikishi who
made the most points during the basho.Method of calculation:
Step 1: determining value of DT - this is unambiguously the
score of the Dream Team (DT)
Step 2: determining winning order of the players by the final scores.
Step 3: 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 4: determining of the winning result - this is unambiguously the
score of player in the first place (Max)
Step 5: determining of the kachi-koshi step: L1 = (DT * 0,8 –
K) / 6.
Step 6: determining of the lowest score – this is unambiguously the
score of player in the first place (Min).
Step 7: determining of the make-koshi step: L2 = (K – Min) / 8.
Step 8: determining of the score boundaries by the followings:
DT*0,9 - 15 - 0
DT*0,8 – DT*0,9-1 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*0,9 - 7 - 0
DT*0,8 - DT*0,9-1 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
In case of equal points the following method is used to determine the order:
1. Total score 2. Number of wins of the rikishi 3. Scores got on the given day
4. Lower rank on the banzuke
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.
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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. 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".
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In case of equal score, this is
the order of determining the winner:
1. Total score
2. Score collected by the extra rikishi
3. Guess of the tie-breaking question
4. Time of sending of the
entry
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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 That player gets it whose team collects the
most “hoshitori” points
Shukun-sho That player gets it who wins the most days in the game
Gino-sho That player gets it whose team collects the
most “kimarite” points
Make-sho That player gets it whose team collects the most
“make-kumi” points
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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.
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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.
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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.
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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.
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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.
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