Registration
Before each basho you need to register in order to play. The deadline is 14:00 JST on Shonichi (Day 1).
You may also request kosho if you're unable to play (only once after each active basho).
Daily Entry
Playing the game is simple: each day you pick two sekitori, one with a negative current record whom you expect to win,
and one with a positive current record whom you expect to lose.
Examples
For day 2 you pick one 01 rikishi to win and one 10 rikishi to lose
For day 3 you pick one 02 rikishi to win and one 20 rikishi to lose
For day 4 you pick one 03 or 12 rikishi to win and one 30 or 21 rikishi to lose
...and so on
The selection for day 1 (Shonichi) is a special case. On this day,
the rikishis' overall results from the previous basho are used as the
basis for selection. This means that you select one rikishi that
ended the previous basho with a makekoshi (majority of losses) and
another rikishi that ended up with a kachikoshi (majority of wins).
The Entry page highlights the sekitori that are available to be
picked. Red rikishi are those with a losing record. These are
available to be selected for a 'win'. Green rikishi are those with a
winning record. These are available to be selected for a 'loss'.
You need to pick one red and one green rikishi. You are not allowed to
pick two rikishi from the same bout. The deadline for daily entries is
14:00 JST.
If you get both predictions right (i.e. the red one wins and the green one loses) you score a win, otherwise it's a loss. That way the players'
final records will range from 150 to 015, just like in Ozumo.
Tiebreaker
If more than one player has the best record, tiebreaker points will determine the yusho winner. Tiebreaker points are counted as follows:
 For every successful pick with a negative record (red) the tiebreaker points are the difference between the wins of the opponent of the picked rikishi and his own.
Examples:
RikishiA (37) against RikishiB (64) scores +3 tiebreaker points for RikishiA if he wins
RikishiA (46) against RikishiB (28) scores 2 tiebreaker points for RikishiA if he wins
 For every successful pick with a positive record (green) the tiebreaker points are the difference between the wins of the picked rikishi and the rikishi's opponent's.
Examples:
RikishiA (73) against RikishiB (37) scores +4 tiebreaker points for RikishiA if he loses
RikishiA (64) against RikishiB (73) scores 1 tiebreaker points for RikishiA if he loses
The tiebreaker points are displayed in brackets on the Entry form and in the Standings. If there's still a tie for the yusho,
shukunsho standings (see below) will be used to determine the winner.
Fusen
Fusen bouts (win/loss by default due to withdrawal) are treated as regular wins and losses. There's no penalty for picking a rikishi involved
in a fusen bout (winner or loser) apart from positive tiebreaker points being set to zero for this bout (but negative tiebreaker points stay the same).
Sansho
To be in contention for a special prize, a kachikoshi (eight wins or
more) is required.
Kantosho
The Fighting Spirit Prize goes to the player(s) with the most accumulated tiebreaker points (see above).
Ginosho
The Technique Prize goes to the player with the best balance between
correct winning picks and correct losing picks. If there is a tie,
then by the total number of correct picks. If there remains a tie,
then by the number of correct winning picks. If more than one player
are still tied, they will all receive the prize.
Shukunsho
The Outstanding Performance Award goes to the player(s) who picked the most differently from the other players.
Each successful pick will add one point divided by the number of players involved to the shukunsho score. For instance, if four players
successfully pick RikishiA on one day, they will each earn 0.25 points. If a player is the only one successfully picking that rikishi,
he or she will earn the full point on their own. These singular picks are marked golden in the Standings,
similar to kinboshi in Sekitori Toto.
