Yomi: Fighting Card Game is now up to version 8.1 (more like version 800, maybe I should have numbered these differently). You can get the pdfs to print all 10 decks here: www.sirlin.net/yomi
(There's a link at the bottom of that page to download all 10 at once, too, if you want.)
The game is getting pretty close to final, but remember that this is still a beta version.
This new version adds a bunch of new artwork, some balance changes, and a system-wide change with how Knockdown is handled. Before, knocking the opponent down disabled their dodge and their innate ability next turn. Now, it disables their dodge and weakens their block next turn. Argagarg's innate is rewritten so it still gets disabled if he's knocked down, and Rook's innate was changed slightly to compensate as well.
What does "weakened" blocks mean? It means you can't block odd-numbered normal attacks with even-numbered blocks, and vice versa. You can think of it like the opponent doing a high/low mixup or crossup as you get up from a knockdown.
The effect this has on gameplay is actually remarkably similar to how it works in a real fighting game. The opponent knows his block is more risky than usual, but he can avoid the entire bad situation by doing a reversal, like a dragon punch or a flash kick (Dragonheart or Flash Gear in Yomi). Those will beat out any normal move, and remember that only normal moves become harder to block in this knock down situation, not specials or supers. But you know the opponent wants to do a reversal. A predictable, bad opponent will reversal every time here, and you can either block it (to gain card advantage) or dodge it (to hit back with a single powerful move). A more skilled player knows he can't reversal every time, and he will sometimes block...but that means he is susceptible to getting hit by a normal attack into a full combo.
There's also strategy surrounding whether to use an odd or an even in these situations. Some characters prefer one or the other, so matchup knowledge will help you here. Also, the fastest normal attack is a 2, and attackers will want to use that against a knocked down opponent, but the knocked down opponent knows that and is probably more likely to block with an even numbered card. You can use this tendency against him by attacking with a 3 or a 5 instead.
On another note, Setsuki also got a pretty interesting change in this version. Usually, if she starts a turn with 1 or 0 cards in hand, she gets to draw 4 extra cards. That's still true, but now she also gets to hit back with a full combo if she dodges an attack that turn. Characters can usually only hit back with a single move after a dodge, but Setsuki has a full six combo points to work with here. Remember, it's only on turns where she activated her Speed of the Fox innate (by starting the turn with 0 or 1 cards), though.
We're testing the Unity version of Yomi right now, and it still needs a bit of work before all of you can join in, but it's getting close. It still has no rules, so you have to know how to play the game already, but it's a nice virtual card table suited specifically to play Yomi, so even in these early stages, it's pretty useful. Stay tuned for more info on that.
T-shirts and Prints
In the meantime, check out the the pics in the sidebar of the various Fantasy Strike / Yomi prints and t-shirts you can now buy. Available immediately, shipping worldwide. Enjoy a classy, framed print of DeGrey's Pilebunker or a simple Yomi t-shirt. Those who like to throw and hold down/back a lot might enjoy the Final Dragon Buster hoodie.