Salarycap Sumo emphasizes managing your resources to get the most points possible. The format was adapted from fantasy football games where players are given a certain amount of money, and must buy athletes that have a pre-determined price. In Salarycap Sumo, you are given ¥1000 to spend on up to 10 rikishi each basho. Not only does the selection of your rikishi matter, you must place the rikishi wisely as well. Combine these two factors, and the challenge begins!

Salatycal Sumo is part of the SUPER BANZUKE.

Points and Pricing:

The price of the rikishi is set based on their performance in the previous 6 basho. Points are given for wins, performance prizes, ginboshi and kinboshi, jun-yusho and Yusho wins. The points are distributed as follows:

Wins:

3 points

Ginboshi:(maegashira only)

3 points

Kinboshi:(maegashira only)

6 points

Gino-sho:

10 points

Kanto-sho:

10 points

Shukun-sho:

10 points

15-0 Jun-Yusho:

40 points

14-1 Jun-Yusho:

35 points

13-2 Jun-Yusho:

30 points

12-3 Jun-Yusho:

25 points

11-4 Jun-Yusho:

20 points

10-5 or lower Jun-Yusho:

15 points

15-0 Yusho:

50 points

14-1 Yusho:

45 points

13-2 Yusho:

40 points

12-3 Yusho:

35 points

11-4 Yusho:

30 points

10-5 Yusho:

25 points

9-6 or lower Yusho:

20 points

Makushita or Lower Division Yusho:

30 points

As you can see, guessing the winner of the Yusho can be quite valuable, but maegashira who are known for their kinboshi (e.g. Takamisakari, Wakanosato) can also garner lots of points. For instance, look at Nagoya 2007. Asashoryu's won the Yusho with a 14-1 record, and he earned lots of points for his effort, but Kotomitsuki's outstanding basho actually earned him more points!:

Name Wins Ginboshi Kinboshi Gino-sho Kanto-sho Shukun-sho Jun-Yusho Yusho Points
Asashoryu 14(42 pts) 0 0 0 0 0 0 14-1(45 pts) 87
Kotomitsuki 13(39 pts) 0 0 1(10 pts) 1(10 pts) 0 13-2 (30 pts) 0 89 

The scores are taken over 6 basho because this gives more of a trend, and lessens the impact of having an off-basho, or missing a basho due to injury. If a rikishi is in Juryo or at lower divisions, their points are reduced according to the following table:

Makuuchi

x1

Juryo

x0.5

Makushita

x0.25

Sandanme

x0.1

Jonidan

x0.05

Jonokuchi

x0.01

Any missed bashos are taken as zero points, but are still counted towards the total points for that rikishi.

Entry Rules:

One entry per person can be made from the time the rikishi prices are updated(an announcement will be made) until the start of the basho. Any user can change their entry until the start of the basho. Each entry can be anywhere from one to ten rikishi, whose prices total less than ¥1000. For instance, if Asashoryu costs ¥400, Kaio costs ¥310, and Chiyotaikai costs ¥300, all three could not be purchased, and rikishi with lower prices would have to be chosen. The total amount of money spent only comes into effect when there is a tie.(see tiebreaker rules) No two selections may be the same. Placement of the rikishi that you chose is very important, because each of the picks gets a different multiplier applied to their final score. This multiplier ranges from 10 times the total down for the first pick, down to 1 times the total for the 10th pick. For instance, Player A makes the following picks:

Pick 1:

Asashoryu

Pick 2: 

Chiyotaikai

Pick 3: 

Dejima

Pick 4: 

Futeno

Player B chooses the same rikishi, but places them differently:

Pick 1:

Chiyotaikai

Pick 2: 

Asashoryu

Pick 3: 

Futeno

Pick 4: 

Dejima

The basho is completed, and the scores are tallied. Below is a table with each rikishi's basho point total, and their final point total for Player A and for Player B:

Rikishi Points Pts for A Pts for B
Asashoryu 90 90*10=900 90*9=810
Chiyotaikai 50 50*9=450 50*10=500
Futeno 9 9*8=72 8*7=56
Dejima 28 28*7=196 28*8=224
Totals 177 1618  1590

Player A has a higher score this basho!  Taking a closer look at the statistics, the scores are quite close, even though the players put the rikishi in different slots, thanks in part to Dejima's big score.  In short, put the rikishi that you think will score the highest in slot 1, not necessarily the rikishi that costs the most.  It is key to understand that placement does not affect a rikishi's cost, but most definitely affects his point total.  

When you complete your entry, a copy will be sent to you via email, as well as to the administrator of the game.  If the administrator sees any errors that the entry-checking program did not find, he will notify you, and instruct you to change your entry as needed. 

Tie Breaker Rules:

It is entirely possible that two players will end up with the same final score.  To decide the tie breaker, the following steps will be taken:

  1. The player with the fewest rikishi in their entry
  2. The player who spent the least amount of money on their entry
  3. The player with the highest total scoring rikishi
  4. If two players have identical entries, a rocks-paper-scissors match will ensue
Banzuke Rules:

The banzuke will be made by the Salarycap Sumo Banzuke Deliberation Committee,(SCSBDC) who will try to mimic the movements of the real banzuke as closely as possible. All players will start ranked at the bottom of the banzuke, and will get a chance to move up from there. Players' final scores will be compared with the median of all the scores in their division, and a win-loss record will be generated from the distance from the median. The top scoring player will not always get a 15-0 record in each division.

Ozeki Promotion and Demotion Rules:

A player will be considered for Ozeki promotion by the SSBDC after accumulating 34 or more wins over 3 basho ranked at Komusubi or higher. Special consideration will be made for 33 wins, and for bashos at maegashira rank, but promotion will be much less likely in these circumstances. A player at the Ozeki rank will be demoted after two consecutive make-koshi results, but will have the opportunity to re-join the Ozeki rank with a finish in or tied with the top 10 records in Makuuchi in the basho after demotion. Otherwise, they will not be re-promoted until the 34 win condition is met again.

Yokozuna Promotion and Demotion Rules:

A player will be considered for Yokozuna promotion by the SSBDC after winning two yushos in a three-basho time frame at the Ozeki rank. The yusho wins do not need to be consecutive, but at least 10 wins must be achieved in the third basho to be considered for promotion. A player at the Yokozuna rank will be demoted to Ozeki after 3 consecutive make-koshi results, and must meet the promotion restrictions to become a Yokozuna once again.

Kyujo/Kosho/Retirement Rules:

A player that is absent without notifying the game administrator will be considered absent for the basho, and will be given a 0-15 record automatically. However, if the player notifies the administrator of their upcoming absence, they will be given kosho status, and will not move in the banzuke. Consecutive missed bashos will not be penalized, until the player is absent(without kosho status) for 4 consecutive basho. Once this happens, the player will be forced into retirement. Any player who decides to retire voluntarily should do so by notifying the game administrator. When retirement comes, either forcibly or voluntarily, if that player wishes to play Salarycap Sumo again, they must start from the bottom of the banzuke once again.