Chapter 1: Robot Sumo
Article 1 - Definition
A Sumo contest involves two contestants who operate robots in the sumo ring (Dohyo) according to the game rules presented here. The individual contest continues until two Yuko points are scored by one of the contestants.
The overall contest is structured using a double elimination tournament format, where each robot must loose two matches to be eliminated from the tournament.
Chapter 2: Dohyo Specifications
Article 2 - Definition of the Dohyo Interior
The dohyo interior is defined as the dohyo area surrounded by and including the border line.
Article 3 - Dohyo
A dohyo is a flat cylinder with the dimensions as shown in the table below.
| Class | Diameter | Height | Border line width | Starting line width | Starting line length | SuGO | 36 Inches | 0.5 Inches | 1.0 Inches | 0.5 Inches | 4 Inches |
- The top surface is flat and smooth. The surface will be matt-black in color.
- The starting lines (Shikiri-sen) are two parallel brown lines centered on the dohyo.
- The outer edge of the dohyo, the border line, is indicated as a white circular ring.
Article 4 - Dohyo Exterior
The exterior area of a dohyo extends at least 10 Inches from the border line.
Chapter 3: Robot Specifications
Article 5 - Specifications
- The robot must be able to fit inside a square box with the inside dimensions as defined in the table below for the weight class.
Class Length Width Height Maximum Weight SuGO 6 Inches 6 Inches unlimited 1 pound, 8 ounces
- Weight must not exceed the maximum weight as defined in the table above.
- The Robot must be made ENTIRELY out of LEGO, with the only exceptions being the Infra-Red "eyes", and the batteries used in the RCX brick.
- A maximum of 3 motors can be used.
- The robot must be designed to begin action no earlier than five seconds after the contestant presses the robot's RUN button.
Article 6 - Restrictions on Robot Design
- All actions must be totally pre-programmed. The use of any form or remote control is prohibited.
- The robot will not include a device that obstructs the control of the opponent’s operation, such as a jamming device or strobe light.
- The robot will not include any parts that might damage or deface the dohyo.
- The robot will not include an inflaming device.
- The robot will not include a throwing device.
- The robot will not include any part that fixes the robot to the dohyo surface. The robot must always move.
Chapter 4: Game Principles
Article 7-Robot Divisions
There is only one division at this time. It is the SuGO division.
Article 8 - Game Principles
- A standard game consists of three matches of three minutes each. The first contestant to win two Yuko points is the winner of the game.
- The contestant who has the most Yuko points at the end of the game will be judged as the winner.
- When neither contestant receives any Yuko points, or both contestants have the same number of Yoko points, the winner will be decided by the judges. The judge will select the winner based on which robot was the most aggressive robot. However, if no obvious superiority exists and a winner cannot be determined, one extra three-minute match can be played to determine the winner.
Chapter 5: Game Procedure
Article 9 - Beginning of the Game
Before the game, the contestants greet each other outside the dohyo following the chief referee's instructions, then enter the dohyo. After that, the contestants put their robots on or behind their starting lines. No part of the robot can be placed in front of the starting line before the match begins.
- At the referee’s signal, the contestant can press the start button on the robot. The match begins five seconds after the referee’s signal. The contestant must exit the dohyo when the match begins.
- Prior to the start of a match, the entire robot must fit inside a square box as defined for the weight class. At any time after the start of the match, the robot can expand outside these dimensions.
Article 10 - End of the Game
The game ends when the referee calls the winner. Both contestants should thank each other for a fair and competitive match after removing their robots.
Article 11 - Match Cancellation and Rematches
A match will be stopped and a rematch will be started under the following conditions:
- The robots are locked together in such a way that no more action appears to be possible, i.e. they have rotated in circles several times.
- Both robots touch the exterior of the dohyo at the same time.
- Any other conditions under which the referee judges that no winner can be decided.
- In case of a rematch, maintenance of competing robots is prohibited until a Yuko is observed, and the robots must be immediately put back to the location specified in Article 9.
- If neither of the competing robots win, or lose, after a rematch, the referee may reposition both robots to a specified location and restart. If that does not yield a winner, the match may continue at any location decided by the referee, until the time limit is reached.
Chapter 6: Scoring Points
Article 12 - Yuko Points
The following conditions are determined as Yuko (effective) points:
- When a robot ejects its opponent from the dohyo with a fair action. The robot is considered ejected the moment any part of the robot touches any part of the exterior of the dohyo. A robot hanging over the edge of the dohyo or touching any part of the cylindrical side of the dohyo is not considered ejected, and the robot is still in play.
- When the opponent's robot goes out of dohyo on its own (for any reason).
- When the opponent's robot stops moving on the dohyo for more than 10 seconds. .
- If the opponent's operator manually moves their robot after the start-of-game signal has been given.
- When two Yusei points are awarded.
Article 13 - Yusei Points
The following conditions are determined as Yusei (advantage) points:
- The opponent's robot gets stuck on the border line and cannot move off the border line on its own.
- The opponent's operator or any part of the operator enters the dohyo before the referee's call ends the match.
- The opponent's preparation for the start of the next match takes more than 30 seconds.
- A part (or parts) of the opponent's robot that weighs 1 ounce, or more, is separated and dropped from the robot.
- Any other actions that may be deemed unfair occur.
Chapter 7: Violations and Penalties
Article 14 - Loss by Violation
A contestant who takes any of the following actions will lose the game by violation:
- A contestant does not attend the appointed dohyo when called at the beginning of the game.
- A contestant ruins the game, such as by intentionally breaking, damaging, or defacing the dohyo.
Article 15 - Disqualification
A contestant who takes any of the following actions will be disqualified and forced to leave the game:
- A contestant's robot does not meet the robot specifications stated in Article 5.
- A contestant makes a robot using a method restricted in Article 6.
- A contestant displays unsportsmanlike behavior. For example, using violent language or slandering an opponent or a referee.
- A contestant intentionally injures the opponent’s operator.
Chapter 8: Injury and Accidents
Article 16 - Request for Suspension
When a contestant is injured due to the operation of the robot or the robot has an accident, and the game cannot be continued, a suspension can be requested by the contestant.
A referee must take immediate action necessary to take care of this situation.
Chapter 9: Objections
Article 17 - Objections to the Referee
No objections to the judgment of the referee can be raised.
Article 18 - Objections to the Rules
A contestant who has an objection to the operating rules must express dissent to the Tournament Committee before the end of the game.
Chapter 10: Specifications of Robot Markings
Article 19 - Marks on the Robot
The robot must not be marked with any words, symbols, or images that are offensive to the general public.