RokenSumo
RokenSumo is a game of strength, speed, and agility played on an elevated
platform. It can be played with 2-4 vehicles either as a grand melee where
each player competes on their own, or by two teams of two where you compete
as a team to disable the opponents.
We played this game during halftime at a SuperBowl party and lost
interest in the football game and for the rest of the SuperBowl most of
the people at the party watched or played RokenSumo. Thanks to Mike Caprio,
Harrison Ripps, and many others for playing this, giving suggestions, and
providing some of the controllers and vehicles to allow this to work.
Setup
Requirements
- Players: 2-4
- Time: Less than 5 minutes
- Pieces: Extra beams & plates & some padding (if you are
not playing on carpet)
- Vehicles: 1 per player
- Controllers: 1 per player
Build the arena
The basic arena is assembled from 24 7-beams, 28 red connectors, and 12
3-beams. The covering is 9 7x7-plates. Optional additions are 4 3x7-plates,
4 to 8 more 3-beams and 4-8 fences/braces.
The top of the arena is made by making a grid from the 24 7-beams
joined by 16 of the connectors as shown in the following picture.
After assembling the top, place connectors on one end of the 12 3-beams
and connect the other end of four to the connectors surrounding the center
square. Connect four more to the outside corners and the remaining four
to the middle of the sides. The result should look like the following.
Now place the 9 7x7-plates on the top of the structure to complete the
basic arena.
I strongly recommend padding the area around the ring with a magazines
or newspaper or cloth of some kind if you are not playing on top of carpet
since the vehicles can fall off with some force even though the drop is
only 4 inches. I have played on a solid floor for a while and never
broken anything (the vehicles seem quite tough) but controllers often get
knocked out by the impact and they sometimes make a big bang. So
be safe and pad the impact areas a bit.
Rules
Objective
In the melee game the objective is to be the last person standing. In the
team game, the objective is to eliminate the members of the opposing team.
Definition of Disabled
An opponent is disabled if he can no longer move his vehicle in the arena
(i.e. it has been tipped on its side, the controller has been knocked out,
or the vehicles has been knocked out of the arena). In the next picture
the transgripper is trying to push the loader off the edge, or knock the
control block out of its seat.
Starting Position
The vehicles should start in opposite corners of the arena if there are
two vehicles (as shown by the following picture). If there are more vehicles
then the remaining corners will be occupied. For the team game team members
will start in opposite corners.
Vehicle Notes
So far I would say that the vehicle choice only makes a minor difference
in the standard arenas (however some vehicles are better if the arena has
pits or barriers and some are very challenging to use if there are barriers
or pits).
Loader |
Strengths: This vehicle performs well in general. With
the scoop all the way down it acts as a wedge and can be used effectively
to reduce the traction of the opponent by lifting the weels slightly.
This is most effective when charging the opponent to gain increased force.
Once the opponent is sliding their friction is further reduced making this
a good attack.
In confined areas the scoop can be raised to effectively shorten the
vehicle to allow for increased mobility and agility.
Weaknesses: The scoop is not powerful enough to lift opposing
vehicles so it must be used as a wedge as described above. This tactic
requires you to charge the opponent so can be challenging in close melee.
Also the wheels rather than treads may lead to reduced traction (but I
am not entirely convinced).
Summary: A good all round vehicle. No serious weaknesses,
but no overwhealming strengths. |
Transgripper |
Strengths: The gripper is an excellent close up weapon.
It can be used to grab the control block out of the opposing vehicle, or
to grab an extremity such as the "antenna" or loader arm and pull the vehicle
over.
The tractor treads rather than wheels may give increased traction on
the surface but I have not seen a substantial difference in grip between
the tractor treads and the wheels. However, the treads do make working
on broken surfaces much easier since the whole length of the tread can
support the vehicle rather than the limited contact areas of wheeled vehicles
making the treads a good choice for arenas with pits or bridges.
Weaknesses: The gripper is less effective in a charge since it
can not be used as a wedge but instead must be used either to push the
middle or bottom of a vehicle (preferably from the side) or up high to
try to tip the opponent onto their side.
Since the transgripper has a low back it is possible for an opponent
to knock out the control block by ramming the back or the side whereas
all of the other vehicles must be attacked from the side to disable the
controls but this is a tough attack in general.
If there are posts in the field the gripper must be raised above them
or the increased length makes manuvering very challenging; however, this
leaves the transgripper prone to tipping forward which can be exploited
by using the scoop on the loader in an attack on the rear of the gripper.
Often just lowering the arm will right the transgripper, but it leaves
you vulnerable to attack while you are tipped forward since you have substantially
reduced tracton.
Summary: Excellent in close combat, not so good at charging,
and the treads give an advantage in broken terrain. |
Dozer |
Strengths: The Dozer is very light and has treads making it
phenominal over broken terrain. It can literally spin over some holes
without worrying about falling in. It does not disturb the half plates
when they are placed into the arena (like in the Bridges scenario below).
Weaknesses: Unfortunately the light weight of the Dozer makes
it easy to push around and makes it tough to push the other vehicles.
Summary: Excellent on broken terrain. Terrible in an unbroken
arena. |
Power sweeper |
Strengths: This is equivalent of a 300 pound sumo wrestler in
the ring. The added weight makes it easier to push around the other
vehicles. I have not yet found a way to use the sweeping attatchment
in combat but I have not played this vehicle much.
Weaknesses: The added weight is good, but you pay for it with
a raised center of gravity which makes you a little easier to tip and reduced
manuverability due to the considerable extra length of the vehicle.
So the other vehicles can usually dance around your attacks.
The added weight is an even greater disadvantage if there are bridges
in the arena since you will usually knock them out the first time you drive
over them (sometimes even while you are driving on them).
The added length leads to extreme difficulty if there are posts since
it is almost impossible to manuver with the sweeper down, and with it up
you are even more top heavy and prone to tipping.
Summary: This is a tough vehicle to use and is recommended only
for experts. The weight can be devastating if used right, but if
you are careless you can easily be destroyed. |
Emergency Speedster |
This review by Kazooie486@aol.com
Strengths:
From what I have noticed, the ES can be a very distracting
machine. When you are playing in teams, you can easily advert your
opponent's attention by quickly sounding off the beep when they are
least expecting it. This could give your teammate a split second to
push them over. Also, with its quick speed and easy manuvering
capabilities, it can be very frustrating for your opponent to try to
keep up with you. However, this could send you flying off the edge if
you are not careful.
Weaknesses:
The most obvious disadvantage is the fact that the ES is so
lightweight. Nearly any other vehicle, including another ES, could
quite easily tip it over. Also, with its very square body, there is an
evencenter of gravity. Surprisingly, this can just make it worse when
going into head-on combat.
Summary:
A good vehicle at teaming up when trying to advert the opposing team's
attention, but awful at 1-on-1 close combat.
|
Variants
The basic game can be varied greatly by changing the arena. The following
illustrates some of the possibilities and discusses how it affects the
basic game.
|
Bridges
Notes: The 3x7-plates add an extra degree of difficulty since
they are prone to flipping as people drive over them which will soon render
them impassable. This makes the match even quicker.
Construction: Replace 4 7x7-plates with 3x7-plates |
|
Corner Posts
Notes: The corner posts make it easier to defend the corner
positions since you can brace against the post in case of a concerted attack.
This makes the match take a little longer (but not much).
Construction: Add four 3-beams to the corners. |
|
Fences
Notes: The fences make it easier to defend the sides since you
can brace against the fence in case of a concerted attack and the added
width of the fence makes it much harder for your opponent to push you around
it (unlike the corner posts). This works well with the corner posts added.
This makes the matches take longer and it takes a little more skill to
defeat the opponents.
Construction: Add a fence or brace to the middle of each side. |
|
Center posts
Notes: The center posts make it more difficult to maneuver (I
advise raising the dump truck's scoop up above the vehicle to gain maneuverability,
and raising the fork on the forklift up can also be helpful). If you can
get into the middle square then it is much harder for your opponents to
push you around, but as a tradeoff it is harder to push them off the corners.
This works well with fences. This makes the game a little longer.
Construction: Add four 3-beams to the connectors in the middle
of the arena. |
|
Center pit
Notes: The center pit makes it harder to get at the opponents,
but greatly increases your chances of falling off the edge. It is a tricky
variant since it is harder to get behind or to the side of your opponents
to push them. Also once a vehicle has fallen in the center it is sometimes
possible to drive over them. The game is much quicker.
Construction: Remove the center 7x7-plate. |
|
Center pit & center posts
Notes: This combination makes it harder to fall into the middle,
but is in general a tough course.
Construction: Remove the center 7x7-plate and add four 3-beams
to the connectors in the middle of the arena. |
|
Fences & center posts
Notes: This combination makes it harder to fall off the edges
but also reduces maneuverability to make for a longer game. A different
variant is to move the center posts out to the corners of the arena. This
makes it much more challenging to knock off an opponent but leads to a
good game.
Construction: Add four 3-beams to the connectors in the middle
of the arena and add a fence or brace to the middle of each side. |
Conclusion
Have fun and let me know at fiji@limey.net
if you have any good additions.
This site copyright 1999 Benjamin Bennett, Michael
V. Caprio.
Credits
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