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Redesigned Yomi Rulebook

Here's the new revamped rulebook for Yomi. As always, you can find the latest version at

This version is longer than the old one, and goes into more detail on things, and gives more examples. Also it advises new players to skip Jokers, knockdowns, and "mixup normals" for their first game. I think saving that stuff for later makes the game a lot easier to pick up.

If you're getting new people into the game, try showing them this new version as a bit more friendly way to ease them into the rules.

Reader Comments (7)

Just bought your book and Flash Duel.
Keep on making awesome things.

July 6, 2011 | Unregistered Commenterflushot

Thanks! I have several things in the works.

July 6, 2011 | Registered CommenterSirlin

Awesome, I was just about to contact you that there was no explanation of the character's Hit Points, now the new rules cover it!

Can both players play No Card?

July 7, 2011 | Unregistered CommenterChris

There's a typo on p. 13 on the bottom paragraph after the semi-colon. It says "You can them" instead of "You can get them."

July 7, 2011 | Unregistered CommenterApolloAndy

Reading through it right now, looking great so far!

I found a small typo on page 8 of the rules (page 11 of the pdf):

"If you hit with a throw, you can unusually continue your

I think it should say "you can usually continue" :)

Will this new rules booklet be included in newer print runs of Yomi Complete 1st Edition?

July 8, 2011 | Unregistered CommenterKontergurke

This rulebook will not appear in print for a long time, but yeah it will probably be in a future print run at some point.

July 8, 2011 | Registered CommenterSirlin

Early Thoughts:

- Please include an example turn or two! I find it much easier to learn how to play a new game when there are example turns in the manual.

- In the section where you mention the "Object of the Game," it would be great to also show a picture of a character card to visually show players how they know what their health is.

- I think the "Anatomy of a Card" comes way too soon in the manual. There's a lot of nuance on those cards, and it's being thrust on the player before they even know how a turn works or what the card types are. I find that my eyes kind of gloss over it. Maybe instead, lead with explaining the card types and what beats what, since that's really the basic kernel of the game and the rock-paper-scissors of it is easy for newcomers to understand. Then move on to how a turn works, and -then- tell the player about every little thing on the cards (which includes things like block damage and mandatory costs and pumps and such).

- Subheadings would be nice to help skim more complicated sections. For example, maybe subheadings on 2b would be something like:

2b. Revealing Your Combat Cards
- Pay Mandatory Costs
- Play “after combat cards are revealed” Abilities
- Determine Combat Winner
- Play a Face-Down Joker or Bluff Card (Optional) if I'm looking for one specific aspect of combat, it'll be easier for me to scan through and find the subheading of exactly what I'm looking for. Though this is more of a minor thing.

- I like that the knockdowns, mix-ups, counters, and initiative have their own sections towards the end. Counters in particular seem to be a weird concept for newcomers (at least in my experience), so having a straightforward explanation of them in the manual is awesome. I also like that knockdowns and mix-ups are much more well-explained than before.

- I don't think it's explicitly mentioned anywhere how long a knockdown lasts. It's kind of implied that it lasts for one turn, but when does a character get up? During the next turn's combat phase? At the very end of the next turn?

- I'm not a fan beating the player in the face by pointing out fighting game metaphors. Specifically, phrases like "which simulate high/low guessing games or 'cross-ups' in a fighting game" are just not my cup of tea, but I realize this is more of a subjective thing.

I hope this helps!

July 30, 2011 | Unregistered CommenterRyan D.
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