What is Yomi?
Yomi is the Japanese word for “reading,” as in reading the mind of your opponent.
Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.
Champion fighting game tournament player and game balancer David Sirlin designed the game to test the two most important skills in competitive gaming: Valuation and Yomi. Valuation refers to your ability to judge the relative value of moves (or cards) as they change over the course of the game. Yomi, the game's title, refers to your ability to guess which moves your opponent will make. There is more to it than guessing, though: some players have the uncanny ability to “guess” right almost every time, no matter the game.
There are 10 different decks in Yomi, each one represents a different character. Try out several to find the playstyle you like the most. All characters are balanced well enough that any can win a competition. Exploring the 55 different character matchups is where a lot of the fun and depth come from.
Play Right Away
Yomi decks come pre-built, each with strengths and weaknesses. Just get two decks and start playing right away. Also, the decks don't change over time so if you learn the game once, you can play it for years without worrying about your practice going to waste.
Each Yomi deck is also a regular deck of playing cards that you can use to play poker or any other traditional card game. Decks have 52 cards + 2 jokers + the Fantasy Strike character's card.
COMPLETE FIRST EDITION
The COMPLETE FIRST EDITION of Yomi comes with all 10 character decks, each with their own artistic tuck-box and 1-page rules insert. Yomi cards are not printed on uncoated cheap, thick "CCG" card stock. Instead, they're printed on the the flexible type of stock used for playing cards, and they have playing card coating. This makes them more durable, better for shuffling, and gives them a similar tactile feel to playing cards.
In addition to the 10 decks, you also get an expanded 8-page rulebook with an extra rules FAQ, and two large playmats with integrated life counters, along with acrylic beads to track your life total. The playmats let you keep your cards clean no matter what surface you play on, they help you keep track of life totals without needing pencil and paper, and they show off some pretty sweet art.
The basic gameplay of Yomi is a special kind of paper, rock, scissors. Each turn, you play your move as a face down card simultaneously with your opponent. You then reveal the cards to see which player landed a hit; attacks beat throws, throws beat blocks/dodges, and blocks/dodges beat attacks.
You get a different bonus depending on which of the four movetypes you win with, so the payoffs for the paper, the rock, and the scissors are all different. By knowing your opponent's personality, you can guess whether he will tend to play it safe often, or go for big combos at every opportunity.
The Many Uses of Cards
Each card has one move on the top and one on the bottom (such as Attack / Dodge), giving you two options per card in the combat phase. But there's also another use for each card: powering up for aces. At the end of each turn, you can discard any pair in order to search your deck for an ace (a super move). Three-of-a-kind gets you two aces and four-of-a-kind gets you three aces.
Because each card has so many potential uses, there are a lot of interesting decisions to make. You want to collect pairs to trade for powerful aces, but you also want runs to use for chain combos. You want low numbered cards so your fast attacks will win in combat, but you also want high numbered cards to deal good damage.
How you use each card is a test of your Valuation skills. The value of each option changes over the course of the game, depending on how many cards you have in your hand, how many your opponent has, how many jokers have been used so far, and so forth. On the other hand, you don't even need a good sense of how much each option is worth if you have the power to guess right every turn: the power of Yomi.
If you win a turn with an attack, you get to perform a combo by laying down more cards for more damage. You might have to build up a good hand over a few turns before you go for a deadly combo.
If you hit with a normal attack (a numbered card) you can keep laying down increasing consecutive cards for a “chain combo, “ such as a 2, 3, and 4 (of any suits). After any normal, you can also combo into a special attack (a face card). If that special move is marked as an “Ender,” you can't continue your combo, but if it's a “Linker,” then you can. Each character also has his own “combo limit” that dictates how big his combos can be.
Yomi was in development for over 6 years. It underwent radical changes during the early years, then entered a long period of refinement and polish.
The layout went through dozens of versions as we looked for the clearest and best way to present the information on the cards. The art took years to complete. The balance went through hundreds of iterations and was tested in dozens of tournaments before release.
We went the extra mile in every way we could to present you with the highest quality game possible.