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 0-1 rikishi to win and one 1-0 rikishi to lose
For day 3 you pick one 0-2 rikishi to win and one 2-0 rikishi to lose
For day 4 you pick one 0-3 or 1-2 rikishi to win and one 3-0 or 2-1 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 15-0 to 0-15, just like in Ozumo.
Tie-breaker
If more than one player has the best record, tie-breaker points will determine the yusho winner. Tie-breaker points are counted as follows:
- For every successful pick with a negative record (red) the tie-breaker points are the difference between the wins of the opponent of the picked rikishi and his own.
Examples:
Rikishi-A (3-7) against Rikishi-B (6-4) scores +3 tiebreaker points for Rikishi-A if he wins
Rikishi-A (4-6) against Rikishi-B (2-8) scores -2 tiebreaker points for Rikishi-A if he wins
- For every successful pick with a positive record (green) the tie-breaker points are the difference between the wins of the picked rikishi and the rikishi's opponent's.
Examples:
Rikishi-A (7-3) against Rikishi-B (3-7) scores +4 tiebreaker points for Rikishi-A if he loses
Rikishi-A (6-4) against Rikishi-B (7-3) scores -1 tiebreaker points for Rikishi-A if he loses
The tie-breaker points are displayed in brackets on the Entry form and in the Standings. If there's still a tie for the yusho,
shukun-sho 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 tie-breaker points being set to zero for this bout (but negative tie-breaker points stay the same).
Sansho
To be in contention for a special prize, a kachi-koshi (eight wins or
more) is required.
Kanto-sho
The Fighting Spirit Prize goes to the player(s) with the most accumulated tie-breaker points (see above).
Gino-sho
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.
Shukun-sho
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 shukun-sho score. For instance, if four players
successfully pick Rikishi-A 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 kin-boshi in Sekitori Toto.
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