Yomi
Yomi: Fighting Card Game features 10 characters from the Fantasy Strike universe.
Fantasy Strike is an Olympic-style tournament that takes place in a fantasy martial arts world fractured by political conflict. Stone golem Garus Rook founded the tournament series to bring together the many provinces of the authoritarian Flagstone Kingdom, and plant the idea of a different way of life.
Meanwhile, Grave Stormborne has gained notoriety throughout the kingdom as the only fighter to defeat Rook in a tournament match. Though Grave has no interest in matters of state, his fighting skills have piqued the interests of several factions.
Introduction
Yomi: Fighting Card Game is a competitive card game that simulates a battle between two Fantasy Strike characters. Each deck represents one character and doubles as a regular deck of playing cards.
“Yomi” is Japanese for “reading,” as in reading the mind of the opponent. The Yomi card game is designed to distill the high-level mind games from fighting game tournaments into a simple card game that, itself, stands up to serious tournament play.
Yomi teaches you to pay attention to small clues that indicate how people think and act. Developing your Yomi skills might give you an edge in other games and even in other areas of life.
Object of the game
The object of the game is to reduce the opponentʼs hit points to zero through winning combats and performing combos.
What’s in a Deck?
Yomi decks double as poker decks and contain 56 cards each.
- 1 Character Card
- 1 Rules Quick Reference Card
- 2 - 10 of each suit: normal moves
- Jack, Queen, King of each suit (the face cards): special moves
- Ace of each suit: super moves
- Jokers: Gold Burst and Rewind Time
Anatomy of a Card
1. Attack / Block / Throw / Dodge. These are the four main types of moves you can play in combat. They have a paper-rock-scissors relationship where Attack beats Throw, Throw beats both Block and Dodge, and Block and Dodge beat Attack.
2. Poker Value. During the Power Up phase, you can trade in “pairs” to get Aces. This means two cards of the same poker rank, such as a 3 of hearts and a 3 of clubs. A few other rules such as chain combos refer to poker values as well.
3. Down arrow. This tells you which type of move is on the other side of the card: an attack, block, throw, or dodge. When you fan your cards in your hand, this helps you keep track of which options you have available with a quick glance.
4. Help text. This text is there to remind you of rules, but it never introduces any new rules, so you can ignore it if youʼre an expert player.
5. Speed. When you and your opponent both play attacks, the lower speed wins. When you both play throws, the lower speed wins. If attack speeds are tied, both attacks hit but no one can follow up with combos, including pumps (see below). If throw speeds are tied, neither throw lands.
6. Combo points. Each character has a set number of combo points that limits how big of a combo he can do in a turn. Each move shows how many combo points it uses.
7. Combo Type. The possible types are Starter, Linker, Ender, and Canʼt Combo. Normal attacks donʼt list a type, but you can think of them having their own category, too. Starters can only be used as the first hit of a combo. Enders end your combo even if you had more combo points left. Canʼt Combo moves are basically Starters and Enders: they must be the first hit and they necessarily end your combo, too. Linkers are wonderful in that they can go after any Starter, Linker, or normal attack.
8. Knockdown icon. Moves with this icon knock the opponent down, but only if you donʼt follow up with more cards. See the knockdown section below for info on what knockdown does.
9. Base damage. The damage the move does when it hits. Throws show base damage in a black circle, while attacks show it in a red splotch.
10. Block damage. The damage the move does when itʼs blocked.
11. Move Name. The name of the move. All special and super moves have names. Other moves have names only if there is something unusual about them.
12. Mandatory cost for aces. Some supers cost more than just one Ace to play. When there are two small green Aces (for example) under the damage, that means the move costs a total of two Aces rather than just one. When you reveal an Ace as your combat card, if it has a mandatory cost, you must pay it by discarding more Aces immediately, before anyone plays any more abilities, and before you determine who won combat.
13. Optional “pump” cost. If you hit with a move that has an optional pump cost, you can discard the appropriate cards to pump it for more damage. “+2 any” means you can discard either one or two cards of any type. Each card discarded increases the damage done. “+A+A+A” means you can discard either one or two or three more Aces.
14. Optional “pump” damage. Each time you pump a move, this is how much more damage it will do.
Game Setup
Choose your character! Remove your Character Card
Grave Char
Yomi playmats have a way to track life totals built into them. You can mark the tens digit and ones digit of your life total individually, with a stone or other implement, so that you donʼt need to use pencil and paper. The mats also keep your cards clean.
If itʼs your first game, you might remove the two Joker
Grave Joker
You can add in Jokers, knockdowns, and mixup normals when youʼre comfortable with the rest of the rules. Shuffle your deck, then draw 7 cards.
Turn Sequence
(simultaneous for both players)
Draw Phase (skip on first turn)
- Draw a card
Combat Phase
- Play a face-down card
- Reveal combat cards simultaneously
- Determine combat winner
- Loser can play face-down Joker to avoid more damage, or a bluff card, or discard his combat card to signify heʼs skipping this step
- Winner plays combos if applicable
- Reveal and discard Joker/bluff card
- Discard remaining combat cards at end of combat
Power Up Phase
- Discard pairs, 3-of-a-kinds, or 4-of-a-kinds to search for Aces.
- Search for more Aces if you hit with a chain combo this turn.
1. Draw Phase
Both players draw a card (each from your own deck, of course!)
Many characters have abilities that you can play “after the draw phase.” You can only play those immediately after each player draws, so now is your chance.
On the first turn of the game, both players skip the draw phase and neither player can play “after the draw phase” abilities.
2. Combat Phase
2a. Play Combat Cards Face Down, Then Reveal
Play a card from your hand face down on the table. This is called your “combat card.” Your opponent plays his face down combat card at the same time.
Each Yomi card has one move on the north edge of the card and a different one on the south edge (a few cards have the same move on both edges though). The edge you put closest to your opponent is the move youʼre choosing this turn. The move on the other edge has no effect.
Once your combat card and your opponentʼs combat card are face down on the table, reveal them simultaneously.
2b. Determine Combat Winner
When you reveal your combat cards, the very first thing you must do is pay any mandatory costs for super moves. For example, Graveʼs True Power of Storms
Grave A

Jaina 7

Jaina Char
Once moves are locked in, determine the combat winner.
Attack
Attacks beat throws and also beat other slower attacks. (Higher number speeds are slower.) If you hit with an attack, you can do a combo. (See combo section...)
Throw
Throws beat blocks and dodges and also beat other slower throws. (Higher number speeds are slower.) If you hit with a throw, you can usually continue your combo. Many throws can also knock down if you donʼt follow them up with a combo. (See knockdown section…)
Block
Blocking lets you build up more cards. When you block, you only discard your block card if the opponent throws you. If he attacks, blocks, dodges, or plays a Joker, then you return your block card to your hand at the end of combat. Also, you draw an extra card if he attacked or played a Joker in combat. Some attacks deal damage even when you block them. Those attacks show their block damage inside a blue shield under their main damage.
Dodge
Dodging an attack or Joker lets you hit back with one move. When you dodge, you always discard your dodge card at the end of combat (you donʼt get to keep it like you get to keep a block). If the opponent attacked or played a Joker in combat, you can play any attack or throw from your hand. It doesnʼt matter if that attack or throw is a Starter, Linker, Ender, or Canʼt Combo; no matter which combo type the move says it is, it becomes an Ender if you play it after a dodge. You can choose to play an Ace move that costs multiple Ace cards if you like. You can also pump your move up (additional discards for additional damage) if the move normally allows this.
Joker (as a Gold Burst)
When played as a combat card, a Joker
Grave Joker
2c. Joker (Rewind Time) or Bluff
For your first game, you might leave out the Jokers and skip this section. Playing a Joker as your combat card (Gold Burst) is simple enough, but the other use of Jokers — called Rewind Time — is a bit more involved.
When you lose combat and further combat damage is possible, you may play a card from your hand face down. After the opponent finishes his combo, reveal and discard your card. If you revealed a Joker, moves your opponent played while it was face down don't damage you. If you prevented any damage this way, draw 2 cards. If you reveal a non-Joker, then you bluffed and your card did nothing. This kind of bluff can trick the opponent into stopping his combo early.
It should be pretty intuitive to know when “further combat damage is possible” from your opponent. Basically if he can do any followups at all for more damage, you can play a Joker or bluff. To spell it out explicitly,
You CAN play a face-down Joker / bluff when:
- You lost to a dodge.
- You lost to a normal attack.
- You lost to an attack or throw thatʼs a Starter or Linker.
- You lost to a move that can be pumped for more damage, even if it was an Ender or Can't Combo.
You CANNOT play a face-down Joker / bluff when:
- You lost to a block
- You lost to a (Gold Burst) Joker.
- You lost to a non-pumpable Ender or Canʼt Combo move.
The Rewind Time ability on Jokers only prevents damage from combos, not other effects that happen along the way such as chain combos earning you the right to search for Aces, knockdowns, etc.

Grave A

Grave 2
2d. Play Combos
When you hit with an attack or throw, you can continue your combo. Each move lists its combo points and a character can only do a combo as big as his Combo Limit each turn.
Combo Rules
- An Ender
Grave J - A Starter
DeGrey Q - After a Linker
Valerie K - Canʼt Combo
Rook K - You can chain combo normal attacks in increasing sequential order, such as 2,3,4,5. (Face cards and Aces arenʼt normal attacks.)
- When game text refers to “your combo,” it includes the card you actually hit with, as well as any followup moves. Even a single hit is a “combo” for rules purposes.
Combo Examples
Here are examples of valid and invalid combos using Graveʼs deck:
[3 attack]
Grave 3

Grave 4

Grave 5


Grave 3

Grave 5

Grave 6


Grave 4

Grave 4

Grave 5

Grave 6

These are invalid combos because normal attacks can only be comboed together in direct ascending order.
(Note: Valerie's character ability
Valerie Char

Grave 8

Grave 2

Grave 3


Grave 8

Grave 2

Grave 3

Grave 4


Grave 7

Grave A


Grave 7

Grave A


Grave Char

Grave 6

Grave Q


Grave Q

Grave 6

This is an invalid combo because the Dragonheart is an Ender. Playing an Ender ends a combo even if you have combo points left.

Grave 9

Grave 4

Grave 5


Grave 4

Grave 5

Grave 9

This is an invalid combo because the throw is a Starter. A Starter can only be the first move of a combo. (You need to play it as your facedown combat card.)

Grave 2

Grave K

Grave 6

This is a valid combo. Whirlwind is a Linker, so it can connect other valid combo parts as long as you have the combo points.

Grave K

Grave K

Grave 5

Grave J

This is another valid combo. Cards discarded to pump the damage of another card do not count towards your spent combo points.

Grave 3

Grave 8


Grave 3

Grave A


Grave 3

Grave K

Grave K


Grave 3

Grave 8

Grave 4

Dodging into an attack or throw is fine, even if that attack is an AAA move. Pumping that attack or throw is also fine, but you canʼt combo more moves after a dodge.
2e. End of Combat
Each player discards all remaining cards used in combat this turn.
3. Power Up Phase
During the Power Up phase, you may power up by searching your deck and discard pile for Aces (supers). You may discard:
A pair for ... | 1 Ace |
3-of-a-kind for ... | 2 Aces |
4-of-a-kind for ... | 3 Aces |
You can discard multiple sets of cards during the same Power Up phase if you like. For example, discarding a pair of 4s and also three 7s would entitle you to search for a total of three Aces. You can even discard a pair of Aces or a pair of Jokers to get an Ace, though it would be an unusual move to do so. Jokers are never wild in Yomi, so a Joker and a 9 does not count as a pair of 9s.
Hitting with chains (straights) in a combo during combat also lets you search for Aces during the Power Up phase, no extra discards required.
3 normal attacks in a row ... | 1 Ace |
4 normal attacks in a row ... | 2 Aces |
5 normal attacks in a row ... | 3 Aces |
6 normals (Valerie only) ![]() Valerie Char |
4 Aces |
Even a chain combo after a throw still counts, but remember that a chain combo refers to only normal attacks played consecutively. Jack, Queen, King are not normal attacks, and 2, 4, 5 are not consecutive.
Determine the total number of Aces youʼre entitled to get from chain combos and discarding pairs, 3-of-a-kinds, and 4-of-a-kinds. Get that many Aces from your deck or your discard pile. You usually want them from your discard pile so that youʼll be more likely to draw more Aces, but the choice is yours; you can them from either your deck, your discard pile, or both. You can get fewer Aces than youʼre entitled to, butonly if there are no Aces left in your discard pile. If you get any Aces from your deck, shuffle your deck afterward.
Knockdowns and Mixup Normals
Once youʼre comfortable with the base rules and have played at least one game, then add in these rules about knockdowns. To knock the opponent down, end your combo with a knockdown move (a move that has the knockdown symbol). Most throws can knock down, so letʼs use Graveʼs normal throw
Grave 9
When youʼre knocked down, even though your blocks are weaker, they still work as usual against specials and supers. Theyʼre only weakened against normal attacks, which simulate high/low guessing games or “cross-ups” in a fighting game.
Special Abilities, Initiative, Countering
Special Abilities
Each character has an innate ability on his character card. Each deck also has two or three other special abilities with four copies each. Special abilities are in a brown-bordered box in the middle of those cards.
Initiative and Timing
Occasionally you and your opponent might want to play abilities at the same time. The player who started the turn with the lower life total has initiative for the turn and has the first chance to play abilities at each step. If your life totals are tied as the turn starts, play rock, paper, scissors to determine who has initiative that turn. Abilities resolve immediately when they are played unless they are countered. Play as many abilities as you want in a row, then your opponent gets a chance to play his. Go back and forth this way until you both pass, then you must go to the next step.
Countering Abilities
A
Grave 10

Setsuki 10

Argagarg 10
No-card
You can choose to play no card at all during combat, but itʼs almost always a bad choice. Announce “no-card” if you donʼt want to play a card during combat. If the opponent already played a face down combat card, he can return it to his hand and make a new choice. (This is necessary because otherwise you would always want to stall and make the opponent play first in case you wanted to play no-card.)
No-card loses to all other options. Attacks, throws, and Jokers hit you; dodges allow the opponent to hit you with a single attack; and blocks let the opponent draw a card (and return the block card to his hand).
If you play no-card, you can still play abilities after combat, and you can still play Rewind Time Jokers to cancel the damage of the opponentʼs combo, if you like.
Character Specific Questions
Grave

Grave 7
A: You can discard any card in your hand; it does not have to be one of the two cards you just drew.

Grave Char

Grave Q

Setsuki 10

Grave Char
A: She can Smoke Bomb as you activate your ability when you reveal a card to cancel the effect of your ability. But if she does not Smoke Bomb at this point and you reveal a card, then play that card in combat next turn, she cannot use Smoke Bomb at that point. It’s too late because you can only counter an ability as it’s activated, not later.
Jaina

Jaina Char

Jaina Q

Jaina K

Jaina A

Jaina A

Jaina Char
A: Yes.

Jaina 7

Jaina Char

Jaina 7

Jaina 10

Jaina Q

Jaina Char
A: No. This ability does not trigger unless ATTACK was your Rock/Paper/Scissors choice in combat.

Jaina Joker

Jaina Char
A: No.

Jaina 7

Jaina A

Jaina A

Jaina 7
A: Yes, you may pay optional costs as you normally would.
Midori

Midori Char
A: He gets hit and discards his dodge card.

Midori 2
A: No. Only playing a non-Dragon throw or a non-Dragon attack as your combat card, or getting thrown will end Dragon Form.

Grave 10

Setsuki 10

Argagarg 10

Midori 2
A: Yes, if they counter it right away as you play your Dragon Form card. Counters only work against abilities as they are played though, so they cannot counter your Dragon Form once it’s active.
Setsuki

Setsuki 10

Valerie Char

Midori Char

Setsuki 10
A: When you counter an ability, prevent and undo all of its costs and effects, as if it never happened. Your opponent discards the ability card if he played it from his hand. You play this after they pay any costs to activate, but then the opponent gets his costs refunded when you counter.
Rook

Rook Joker

Rook Char
A: After combat cards are revealed, you may play a face-down Joker or bluff card as usual before the opponent finishes his combo. After his combo is done, if you weren’t knocked down, you can activate Rock Armor. Then the opponent can play his own face-down Joker or bluff card, then you finish your combo. Note that while Rewind Time can prevent damage, it can’t prevent a knockdown.

Rook Joker

Rook 5

Rook 3
A: No. Rewind Time Jokers can’t prevent damage from abilities.

Rook 5

Rook 3

Setsuki 10

Argagarg 10

Grave 10
A: Ignore the ability box and your card becomes a normal block. You do draw a card from blocking and return the block card to your hand in this case.

Rook 3

Midori 2

Rook Char

Setsuki 10
A: She must counter it just after you discard two cards of the same suit to activate it. Smoke Bomb then prevents your Rock Armor from triggering this turn, but you do return to your hand the two cards you used to activate Rock Armor.
DeGrey

DeGrey 7
A: No. If Point, Counterpoint were an ability card you played from your hand, you could play multiple copies of it, but it’s not. It’s an ability that’s part of the card you reveal in combat, and you can only reveal one card in combat so you can only trigger this ability one time per combat.

DeGrey 4
A: Yes. When you do this, you can name different options, or the same option, whatever you want. For example, you could play three copies of Troublesome Rhetoric on the same turn and name “block” all three times. If the opponent blocks that turn, you’ll gain 36 life.
Valerie

Valerie Char
A: Yes, even out-of-order normal attacks count as a chain combo for Valerie. For example, if you attacked with a 4,6,2,2 combo, you could search for two Aces during the Power Up Phase.

Valerie 10
A: You cannot gain any speed past 0.0. If your attack speed is 2.2, for example, and you discard two Burst of Speeds, the first one makes your attack 0.2 and the second makes your attack 0.0.

Valerie A
A: No, you only draw one card for the entire Ace move, even though Masterpiece costs two Aces to play.

Valerie A

Valerie Joker
A: Yes. Jokers only prevent the damage done by combos, not other effects that happen along the way in a combo.
Geiger

Geiger Char

Geiger J

Geiger Q

Geiger A

Geiger Joker
This throw begins your combo, as if you played it as your combat action this turn. The throw uses combo points as usual, and the combo you do is subject to Rewind Time Jokers as usual. The Time Spiral you played to activate Time Stop does not use up combo points this turn because it’s not considered part of your combo.

Geiger 4
A: Yes. Even if you’ve used all your combo points this turn, you can still play attacks that cost zero combo points as long as you haven’t done an Ender. (An Ender always ends your combo, regardless of how many combo points you have left.)

Geiger 4
A: No. Even though your Time Spirals become Linkers, the usual rules for dodge still apply. After you dodge an attack or Joker, any attack or throw you do in response still becomes an Ender.
Lum

Lum Char

Lum A

Lum Char
A: No.

Lum A
A: If you damage the opponent with an attack in combat, you can return to your hand any face cards you used as part of your combo, even face cards you used to pump an attack.

Lum 10
A: No, Jokers are never wild in Yomi.

Lum 10
A: They count as both. A,2,3,4,5 is a straight and 10,J,Q,K,A is also a straight.

Lum 10
A: A straight mean 5 cards in a row. A flush means 5 cards of the same suit (hearts, diamonds, clubs, and spades are the four suits). A full house means a pair and three-of-a-kind (such as two 6s and three Jacks). Four-of-a-kind is pretty self-explanatory (for example: four Kings). A straight flush is a straight (5 cards in a row) that are also all the same suit.

Lum A
A: Jack, Queen, and King each count as 10. Aces can count as 1 or 11. Jokers count as 21. Numbered cards simply count as their own number (for example, a 6 of Hearts counts as a 6).

Lum A
A: You can only use the “Blackjack” ability.

Lum A
A: No. Blackjack is an ability, but Rewind Time Jokers only prevent combat damage (damage from attacks and throws).

Lum 10
A: Yes.

Lum 10
A: Cards go into your discard pile in the order you played them. For example if you did a combo with 6, 7, 8, then the 8 would be the top card in your discard pile. If you aren’t playing Lum, you don’t have to worry about this though.

Lum Char

Setsuki 10
A: You activate Roll the Dice by discarding the top card of your deck, so Setsuki can counter just after you do this. If she counters here, return the discarded card back to the top of your deck (face up if you want, we all saw it anyway) and you can’t Roll the Dice this turn.
Argagarg

Argagarg A
A: Yes, it acts like a normal block, so it does return to your hand in those cases as a normal block would.

Argagarg A

Argagarg Char
A: Yes, the damage bonuses stack.

Argagarg A
A: You lose all of them.

Argagarg A

Geiger Char
A: You lose your Bubble Shield immediately and do not draw a card, but you don’t take damage from his throw.

Argagarg A
A: No. The combat after you’re knocked down, you can’t block an odd numbered normal attack with an even numbered block, and vice versa. Bubble Shield is considered odd, so it can’t block an even numbered normal attack after a knockdown.