The Path of the Yokozuna
Venture into the heart of Hayai to train the greatest wrestlers of your time. You are the mentor, and your objective is to prepare your sumo wrestlers for the decisive Sunday match, where the true spirit of strength and honor will be determined.
With each new day, you must not only strengthen your wrestlers' bodies and spirit, but also surpass your opponents, preventing them from outdoing you in skill and discipline.
Sensei and Fighters
At the start of the game, each mentor selects their fighters.
They will become your students and adhere to your decisions.
The youngest mentor moves first. After that, the turn passes clockwise.
In a day, you can visit two rooms and decide what to do in them:
- Gather resources honestly;
- Cheat.
Hierarchy of Ranks
From Highest to Lowest:
- Odzeki
- Odzeki
- Sekiwake
- Komusubi
- Maegashira
- Maegashira

Cheating promises great rewards, but it also breeds suspicion. If a mentor becomes overly suspicious—rivals will turn their attention toward him, and the consequences could be severe.
Heiye’s Rooms
Its walls hold the energy of generations of fighters, and every room carries its own power.
Each room in Heii opens up special possibilities: • Dining Hall — sacrifice energy for resources; • Washroom — lower Suspicion and become more Popular at the cost of resources;
• Chambers — spend Popularity, gain Strength. • Practice — strengthen a fighter’s Reputation or Popularity while losing resources;
Daily Cards
Each room has its own day—a time when it is full of life, and a day when it is nearly empty.
Daily schedules shift Heye’s rhythm: today, fighters crowd the doors of the washroom, and tomorrow—silence and the sound of practice in the hall.
Combat Support
When the moment of confrontation arrives, the fighters step onto the arena, and destiny is decided in a single instant. Each mentor can use combat cards to influence the outcome: • Power Surge — a sudden surge of inner strength. Spend a little energy to gain a powerful bonus in battle.
• Dirty Trick — a risky maneuver that violates the rules of honor. It grants an advantage, but it also increases suspicion and lowers your reputation.
Cards are played blindly. The Mentor declares their maneuver, and the opponent decides—whether to believe or to doubt. If the guess is correct—the effect loses its potency. If the guess is wrong—the combatant applies the maneuver and changes
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Rules and PnP






