* BRIEF *
1) registration (ONLY once per player!)
2) special registration for each basho isn't necessary, just make your picks
3) daily picks are made by choosing PLAY,
   deadline is 14:00 hours (2pm) Japan Time
4) you have to choose a minimum of three and a maximum of six rikishi
5) you don't have to make your choices every day. Instead the required rate
   of participation is to bet a minimum of 15 total points during a whole basho,
   these points will be shown as 'ANTE SET' (PLAY)

* GAME FLOW *

After registering, you can join an existing team, or build a new one. It isn't
required to join a team (you can stay sad and lonesome...), but I think it's more
fun competing in a team. A team consists of a maximum of five players. To
qualify for the team competition, at least three players of a team have to meet
the basho participation rate (no less than 15 ANTE). Relevant for the team league
are the team's results over the six last bashos. Until all five places of a team
are occupied, anybody may join it. Booting off a player is allowed, if:
  a) all five places are occupied...
  b) all other four players want to kick the fifth out (send an email to me)...
  c) the player to be removed from the team isn't the team's founder...
  d) the booting off takes place during the time between bashos...
For the team competition the results of the three best players of each team will
be used (Hi Max;-)))). Have a look at * KYUJO * for absence. At the beginning
of each basho, every player will be granted 30 points (ANTE) to his account,
something like virtual money. You can bet these points on any day or days of
a basho. On any particular day of a basho, you can place only one bet, consisting
of 3-6 rikishi. This bet you can change as many times as you like until the
deadline at 14:00 hours (2pm) Japan Time. For calculation of the daily quotas,
take a look at * QUOTAS *. By choosing your 3-6 rikishi,
the overall quota will be determined.
Then you need to choose the amount of points
you will bet on your 3-6 rikishi (ANTE 1-3).
These points will be also multiplied by the previous quota result, yielding your
win factor. The points you had bet (ANTE) will me subtracted from your
point account. If ALL of your selected rikishi win, the win factor will be added
to your point account. If there is a match decided through FUSEN-SHO, the quota
will be set to 1.0 independent of which rikishi gets the FUSEN-SHO
the rest of the bet will remain unchanged.
Even though your selected rikishi lose (FUSEN-PAI) you are not losing your bet,
of course as long as all other picks are right...
IMPORTANT: in order for you to receive your win factor points, ALL of your
selected rikishi must WIN their matches! If just one of them loses, you will
not receive any points back, aand will lose all the points that you bet on them.

  Examples:

  Player owns 30 points and bets 3 points on rikishi X, Y and Z...
  ...3 x 1.3(quota of X) x 1.6(quota of Y) x 1.85(quote of Z) = 11.544
  X, Y, Z win -> 30 - 3 = 27 -> 27 + 11.544 = 38.544
  At least one of them loose -> 30 - 3 = 27 -> 27 + 0 = 27

 
Rikishi Y wins or looses with FUSEN...
  ...3 x 1.3(quota of X) x 1.0(FUSEN-factor of Y) x 1.85(quote of Z) = 7.215
  X and Z win -> 30 - 3 = 27 -> 27 + 7.215 = 34.215
  X or Z looses -> 30 - 3 = 27 -> 27 + 0 = 27

IMPORTANT!!!
At least 15 Points (ANTE) have to be bet during a whole basho!

It means that for example five days with bets of 3 points each will suffice
to get you classified. Players who bet less than 15 points per basho will not 
be classified (see below).

There is no problem to miss a week because of holidays etc., as you can still
manage to bet the required 15-point minimum on the days you are available to
play. If you play and don't bet 15 or more points, your score will be handled
as you haven't played at all: have a look at * KYUJO * for details.
Results for the banzuke in the 15-0 format will be calculated using a median
for each division. Reaching a kachi-kochi, you will go up the banzuke,
with a make-kochi down.
Banzuke features:
  - divisions like real sumo
  - becoming a yokozuna by winning two YUSHO as ozeki
    or one YUSHO and two AWARDS as ozeki
  - becoming an ozeki by winning one YUSHO as sekiwake
    or getting a 21-9 result in two consecutive bashos as sekiwake
      including two KK
    or by getting three MK in a row as yokozuna
    or getting a 9-21 result in two consecutive bashos as yokozuna
      including two MK
  - the banzuke places will be posted by our banzuke committee

* REGISTRATION *
  Only ONE registration per person please!! Enter your shikona,
  your password, and a working email address.

* PROFILE *
  Here you can change and update your personal data.
 ...UPDATE...
  email address, password and team
  Changing the team is only allowed during the time between two bashos
  except when a player has never joined a team before.
 ...BUILD A NEW TEAM...
  Creating a new team is allowed only once in your career (exceptions
  possible), so use this feature responsibly.
  Perhaps it is better to wait first and have a look at other teams, to 
  see if there is place for you. It would be a pity,
  if we are about 50 total players with 40 teams...
  The creator of a team becomes automatically a member and the Captain
  of the team. The Captain of each team should also upload a team avatar
 
from their computer.
 ...UPDATE TEAM AVATAR...
  The Captain of a team can upload an avatar (max. 100x100 pixels - jpg,
  gif or png format).
  If you have any trouble, send it to me by e-mail...
 ...UPDATE PERSONAL AVATAR...
  As previously described you can add your personal avatar. This point
  is only granted to players, who have reached the rank of Sanyaku
  at some time in their careers.
    Who is the Captain ?
  First of all, the creator of a team is the Captain of their team!
  If the Captain leaves a team, the role will be granted to the player of the
  team who has been playing ODD SUMO for the longest time. If a team contains
  no players and you join it, you will become its Captain automatically.
    Why is Captain needed ?
  The Captain decides about the team avatar and I will implement some special
  features in the future to make the interaction between different teams
  more exciting.

* MEMBERS *
  You can view the data of all players.

* TEAMS *
  You can view the data of all teams.

* PLAY *
  The hallowed center of the game. You can make your daily bets. This point
  is described in detail in section * GAME FLOW *.

* RESULTS *
  You can view the current standings and some statistics of the game.

* BANZUKE *
  Of course, our banzuke.

* AWARDS *
  A list of awarded prizes, individuals and teams.

  Individual:
    YUSHO    - win a basho
    BIG PLAY - highest amount of points bet and KK (basho)
    BIG WIN  - highest win factor (day)
    BIG CALM - lowest win factor and KK (basho)

  Team:
    yusho   - win a basho
    harmony - smallest difference (%) of the best three players (basho)
    risky   - highest amount of points bet of the best three players (basho)
    wimpy   - lowest win factor of the best three players (basho)

* RULES *
  You are here...

* CONTACT *
  Write an email to me.

* LINKS *
  Have a look to other great sites.

* KYUJO *
  Because a special registration for a basho isn't needed, a player is KYUJO,
  if he doesn't bet 15 points during a basho. In this case, a player gets
  a 7-8 record the first time. The second time in a row, it will be counted
  as a 0-15 record. After missing a basho four times in a row, a player can be
  disqualified from the game and fall off the banzuke.
  Of course exceptions are possible.

* TEAM CHALLENGE *
  This new feature basically allows you to "steal" points away from other
  teams. All your team needs to do is to out-perform the challenged team
  on the day the challenge is issued. Of course you will lose the team
  points you have bet, if your team fails and gets less points than the
  challenged team. The "wager" (ANTE) set for the challenge will be
  subtracted from the losing team and added to the winning team's score.
  Any team captain is able to challenge one team only once a day.
  The captain of the challenged team will get an email notice of the
  challenge, and may decline the challenge. The captain is not allowed
  to refuse a fight twice in a row.
  You will be able to challenge any teams that were not already challenged
  by another on that particular day, even if you have refused another
  challenge from a different team. For a captain to challenge another
  team (or for their team to be challenged) they need to have at least
  three rikishi in their team.
  There are three ways a challange would NOT count:

   - a refusal
   - less than three members of each team making their picks on the
     particular day (both teams have to foot at least three entries for the day)
   - a tie (of course)

  You can risk between 1 to 5 of your team points for a challenge.
  IMPORTANT: the team challenge has NO EFFECT on the individual points!
  As always, the points of the three best members of the particular
  day will still be used to calculate the winning team.
  The results of the challenges can be viewed at RESULTS (team challenge).

* QUOTAS *
 
The single quotas are calculated by
    - the differences between ranks of the banzuke
    - the current basho results of each rikishi
    - the last contest between the two rikishi
  Details will follow...