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GENERAL PURPOSE

The Juryo Game is a sumo-based game taking place every odd month, when a hon-basho occurs. Its purpose is to play with the underdogs of the second division and put the light on them, by picking juryo division rikishi, as well as wrestlers in the lower makuuchi and upper makushita. The Juryo Game is part of the SUPER BANZUKE.

ENTERING THE GAME

  • You have to check 8 juryo rikishi : each time these rikishi will win a bout during the tournament, you will score 1 point.
  • You have to chose 1 super juryo rikishi: each time that rikishi will win a bout during the tournament, you will score 2 points. (You can check him among your 8 wrestlers too, so each win will be worth 3 points over all !)
  • You have to check 1 weak maegashira rikishi in a list of 8 selected rikishi amongst the bottom 16 of the top division: each time this wrestler will lose a bout during the tournament, you will score 1 point.
  • You have to check 1 ex-juryo in a list of 8 selected former juryo wrestlers ranked in makushita: each time this wrestler will win a bout during the tournament, you will score 1 point.
  • You have to check 1 juryo hope in a list of 8 selected makushita wrestlers that never made it to the top two divisions: each time this wrestler will win a bout during the tournament, you will score 1 point.
You can play an unlimited number of times before the beginning of the tournament but only your last selection in memory will be used.
The deadline for entering the game is on Sunday, first day of the tournament, at 2PM JST.
Multiple entries are not allowed. Should such a case occurs, all entries will be disqualified.

SCORING

For each player, the points for each of the 12 choices will be summed, and a ranking will be established and players ranked from the highest total of points to the lowest total of points.
If a rikishi within the weak maegashira selection is declared absent before the tournament (i.e. not present on the day 1 torikumi), he will not be able to score any points for the entirety of the tournament.
Except for the weak maegashira selection, if a rikishi is declared absent before the tournament (i.e. not present on the day 1 torikumi), he will be able to score points if he returns to the tournament.
Fusen-sho wins are treated as regular wins, fusen-pai loses are treated as regular loses, absences are treated as loses, and will score points for the weak maegashira rikishi selected going kyujo, provided that the rikishi is on day 1 torikumi.
In the case that two or more players have the same amount of points, the tie-breakers used are:

  1. most points for super juryo,
  2. most points for juryo hope,
  3. most points for ex-juryo,
  4. most points for weak maegashira,
  5. highest rank,
  6. Earliest entry (if several jonokuchi-ranked players involved)

The total of points into each division will be converted to classThe general ranking is not split into divisions. However, the win-loss record is.
The total of points into each division will be converted to classic sumo scores: we will try to split the table in order to obtain a same number of players who will be kachikoshi than those who will be makekoshi. Makuuchi and Juryo players will have a 15-days record, makuchita and jonokuchi players will have a 7-days record.

BANZUKE

After each tournament, a banzuke is established by the game runner. This banzuke takes the real-world banzuke as a model. The establishment of the banzuke depends on the win-loss records computed after the tournament ends. Banzuke is established in the best fairness possible, however, as in real sumo, banzuke luck does exist.
Every new player is ranked in the jonokuchi division for the first basho, then the player is ranked at the bottom of the following banzuke.
For the first absence after an active basho, a player is granted kosho status, i.e. the rank does not change for next banzuke. Second, third and fourth basho is-a-row of inactivity means 0-0-15 kyujo. Then, the player will be removed from the banzuke (intai).

  • Ozeki promotion: each player scoring at least 33 wins over the last three active bashos, the last two being ranked in sanyaku, the last basho being ranked sekiwake and with three positive records, will be granted automatic promotion. Each player scoring at least 30 wins over the last three active bashos, the three bashos ranked in sanyaku, the last basho being ranked sekiwake and with three positive records, will be considered for ozeki promotion.
  • Ozeki demotion: each players having two consecutive negative records in active bashos while ranked at ozeki will be demoted to sekiwake. Should this player score at least 10 wins in the first basho following his demotion, he will regain automatic ozeki promotion.
  • Yokozuna promotion: an ozeki player will be granted automatic yokozuna promotion with at least 24 wins over two consecutive active ozeki bashos and at least 1 yusho and 1 jun-yusho ; yokozuna promotion will be considered with at least 23 wins over two consecutive active ozeki bashos and at least 1 yusho or 2 jun-yusho.
  • Yokozuna demotion: As digital yokozuna do not suffer from getting old, yokozuna demotion rules have been established. A yokozuna will be demoted with three make-koshi in-a-row in active bashos or with 6 make-koshi in the last 9 active yokozuna bashos.