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Yomi: In The Beginning, There Was Street Fighter Yomi: In The Beginning, There Was Street Fighter Hot

Yomi: In The Beginning, There Was Street Fighter

I knew of David Sirlin from his presence in the Street Fighter scene long before he started making board games.  He used to post on alt.games.sf2, where I lurked back in the day and occasionally cracked wise.  He was mildly famous for winning a few good-sized tournaments back in the 90s, and he's still pretty good, although not a top contender.  My involvement in the scene was never that active, but I usually keep an eye on it for nostalgia's sake.  When I heard he was moving into the analog design space I was quite intrigued -- and now, after a couple of warm-ups, he's finally released his main design, Yomi.  Yomi is a fixed-deck, non-customizable card game that is designed to replicate the mental side of video fighting games like Street Fighter, Virtua Fighter, and so on.  But how can a card game replicate this?  Well....

Street Fighter is the most popular fighting game series of all time and hardly needs introduction, but for those who are too young or too Southernman to remember its prime, or only gave it a cursory glance, it's a fantasy martial arts beat-em-up.  You have a joystick and various attack buttons that you use to produce different moves in different situations -- your "hard punch" button might do a spinning backfist if you're standing up, a ducking uppercut if you start from a crouch, a flying chop if you press it when you're airborne, and so on.  Each move has varying degrees of reward, utility and risk depending on the game state: the ducking uppercut might be great against opponents who are jumping at you, mediocre if they're standing next to you, useless if they're on the other side of the screen, and suicidal if they're crouching close to you.  This changes slightly per opponent -- one guy might have a cool jumping kick that beats your ducking uppercut, so you'll have to find a different solution versus him.

The point of all that is to use the right moves in the right position at the right time, to do enough damage to your opponent to knock him out, before he does the same to you.  If you KO the other guy, you win the round.  Best of 3 rounds wins the game.

As a video game, there's an undeniable element of dexterity.  If you can't reliably pull off moves in a clutch situation, or you flub the timing of a series of hits and whiff an attack, leaving yourself open to be counterattacked, then it's going to be tough to compete.  However, the dexterity requirement, while it sucks to struggle through the learning curve where you know what to do but your brain can't get your fingers to do it, is surmountable.  After a period of practice, you have the basics down about as well as anyone.  And yet you still get beat by people who are no more dextrous than you.  Why does this happen?  Well, because they can do two things better than you: reading and valuation.

"Valuation" means correctly calculating the situational risk and reward of any given move at your disposal at that point in time.  Throwing a fireball at your opponent might be great from six feet away, but from two feet it gives the enemy time to block and trip you, and from nine feet away it gives him time to leap over it and hit you while you're recovering from the move.  So you have to know not only what your character can do, but what your opponent's character can do.

"Reading" is the poor English translation of the Japanese word yomi, which gives us Sirlin's title.  The actual concept is something like predicting or knowing -- like getting inside your opponent's head.  At the start of a round, there's a lot of back-and-forth jockeying for position, but eventually the flow of the match reaches points where you [b]must[/b] act.  However, given the nature of the game, and the speed at which the match unfolds, it is impossible for the nervous system to react in time.  If you wait to see what I do, then by the time your eyes send the signal to your brain, your brain interprets it, analyzes the correct response, sends the signal for the right response down to your fingers -- it's too late.  I've already hit you, thrown you, or whatever.  So you can't react, you have to predict what I'm going to do.  If you predict wrong then you lose the exchange: take damage, get put in a worse position, or most likely both.  But if you predict right, then you get to do that to me.  And that's where reading comes in.  Can you predict what I'm going to do?

Predicting the correct move sounds like a simple idea -- just rock/paper/scissors -- but there's two elements that take the final product beyond this seemingly boring description:

  1. Because of valuation, the correct move is not easy to figure out.  It depends on the situation at that moment in time, the options available to you (via the situation and the character you're using), and the options available to your opponent (ditto).
  2. Human beings are notoriously terrible random number generators.  We fall into patterns, or we like options for aesthetic reasons instead of gameplay ones, or whatever.  If you can figure out your opponent's pattern then you can break it.

These two things combine to provide a fantastic gameplay experience.  When you're on your game, your opponent falls into your hands.  You've whittled down his decision tree before he's even arrived at the first branch.  Every move he makes, you've already answered before he knows he's going to make it.  It's a beautiful feeling.  A rush.

Once you've mastered the dexterity part, of course.

And that's where the genius of Yomi's design lies.  By boiling the essence of fighting games down to the two mental elements, it strips away the barrier of entry that holds people back from this kind of competition and removes the need to practice incessantly to get the basic moves down.

Like all fighting games, there's a backstory that's easily ignored because it is both irrelevant and lame.  More importantly, like all fighting games, there's a variety of characters that you choose from.  There are ten characters in the initial release, with a bunch more in development for a possible expansion.  The ten characters are:

  • Grave Stormbourne, wind warrior:  The stereotypical warrior who can doesn't care about anything except improving his skills and winning the fight.  He's good at figuring out what you're going to do and shutting it down.
  • Jaina Stormbourne, phoenix archer:  Grave's sister, likes fire and archery.  She can get back useful cards by hurting herself.
  • Master Midori, mentor dragon:  Grave and Jaina's teacher, an old man who can occasionally hulk out by turning into a dragon.  His strategy is all about setting up the hulk-out, or threatening to set up the hulk-out.
  • Setsuki Hiruki, ninja student:   Fast and combolicious.  She specializes in fairly safe poke attacks that she can chain into large combos.
  • Garus Rook, stone golem:  In a controversial political stance, he loves freedom and hates facism.  Based around throwing people for huge damage, and using his rocky body to absorb damage and plow throw fast attacks.
  • Jefferson DeGrey, ghostly diplomat:  Imagine if Bruce Lee and Thomas Jefferson had a baby, then that baby had a baby with Sylvia Browne.  He's all about eliminating the options that are really good for you, so you have to choose between crappy options.
  • Valerie Rose, manic painter:  She wears flimsy dresses and is apparently always cold.  Also, she's bisexual, so anyone who likes to fantasizes about three-ways with fictional anime characters should take note.  Strategy-wise she's really good at combos.  Not as good as Setsuki, but more flexible.
  • Max Geiger, precise watchmaker:  He makes timepieces, and in the logic of fighting games and anime, this gives him the ability to control time.  He's good at chipping away at people and setting up throws.
  • Lum Bam-foo, gambling panda:  Obviously racist because Pandas are Chinese, and everyone knows Chinamen love to gamble.  He's really swingy and a fun character if you like to take crazy chances that sometimes pay off.
  • Argagarg Garg, water shaman:  The creature from the black lagoon, if it was less into stealing our women and more into being a turtling d-bag.  His strategy is to turtle and occasionally poke at people with quick attacks.

Each character is a deck of 56 cards.  One of these is a reference card for the basic rules.  One of those is a character card, which tell you your hit points, special ability, and roughly how good you are at various things.  They break down like this:

chart

The other 54 are your moves.  All moves are either attacks, blocks, throws, dodges, or jokers.  The game itself is pretty simple mechanically:  You and your opponent choose a character.  Shuffle up and draw seven cards.  Each round you draw a new card, then select a card and reveal it simultaneously. Each move lists:

  • how much damage it does it hits (if it's an attack or a throw).
  • how much damage it does if it's blocked.
  • how fast it is (if it's an attack or a throw).
  • what, if anything, it can be followed up with ("combos into...") for free.  You get to play additional cards from your hand to add to the damage.
  • various special effects.

And there's a rock-paper-scissors relationship between the various moves:

  • Attacks beat throws and lose to blocks/dodges.  They also beat slower attacks and lose to faster attacks.  They do damage, sometimes a lot.  They usually let you follow up with more attacks for additional damage.
  • Throws beat blocks and lose to attacks.  Like attacks, they beat slower throws and lose to faster throws.  They usually do okay damage and sometimes allow followups.
  • Blocks beat attacks and lose to throws.  They don't do any damage but let you draw a card for more options next turn.
  • Dodges also beat attacks and lose to throws.  If you win, they let you follow up with one (and only one) attack or throw.
  • Jokers beat both attacks and throws, and lose to nothing.  If you win, they don't do any damage but allow you to search your discard or deck for up to two aces.

Some moves allow or require additional cards.  E.g. Geiger's ace requires that you discard an additional ace or else it fizzles.  Grave's king does 7 damage, and lets you discard an additional card for another 7 damage if you like.

At the end of your turn, you can discard sets of cards to search for aces in your deck or discard.  This is important because aces are your most powerful cards.  You want multiple copies of them because they either are required to be played together (like Geiger's) or can be pumped for massive damage (like Grave's king).  The process of searching for them is analogous to charging up your super meter in a video game, and it provides a nice additional layer of complication -- if I know that Rook has all four aces (letting him do his super-throw for 50 damage[!]) then blocking or dodging becomes incredibly risky -- so I should either attack or throw, but then Rook can forgoe blocking and use his Rock armor to blow through my attacks, and so on.

Jokers have an additional effect:  If you hit me with an attack and start to follow up with a combo, I can put a card face-down.  At the end of your combo, I reveal and discard my card.  If it's a joker, then none of your followups do any damage, and I draw two cards.  Anything else, and it has no effect.  So this lets the slower characters bluff the fast, combo-heavy characters like Setsuki and Valerie.

That's prettymuch the game; the rest is in the details.  And the details are awesome.  Learning the ins and outs of each character is as pleasurable as its video game counterparts.  Each character requires slightly different skills of hand management, and has various playstyles that require learning and tweaking.  They may or may not align with your preferred playstyle as a player, and likewise your opponent's preferred playstyle.

There's a lot of games where the pleasure comes in mastering the game itself.  You learn how to, say, set up a food engine in Agricola really quickly, so that you can move on to diversifying your farm while your opponents are still trying not to starve.  Or you learn how to keep your Dominion deck lean and mean.  However, focusing on the game means that your opponents are often not especially relevant.  Being good at optimizing your Dominion deck versus Johnny is about the same as optimizing your Dominion deck against Billy.  Repeated plays might make you better at playing against the game itself, but it will not make you better at playing against one opponent as opposed to another.  Yomi is the opposite of that.  The true pleasure of the game is revealed with multiple plays against the same set of opponents.  For me, I have a few guys down at my FLGS who are into Yomi too.  We are learning the game together and learning how to play against each other too.  One guy loves power moves for big damage; another loves tricky and clever combinations of cards.  Each opponent plays each character slightly differently.  I have to take the player and the character into account in order to win.  Sometimes they outsmart me; sometimes I outsmart them -- but in each case I know what I did right or wrong and I can use that to improve my chances next time.

So as far as achieving its design goals, Yomi is essentially perfect.  It successfully captures the reading and valuation parts of fighting games.  My only major criticism is that the games lacks any mechanic to capture positioning.  This is such a major part of fighting games that it is glaring by its omission.  In most fighting games, if you can back your opponent into a corner or wall then you have a major advantage, and the fight to get out of the corner is a little sub-game that is exciting and pleasurable.  Yomi has none of this, and is similar to the first few Tekken games where each stage is infinitely long in every direction.  Given the huge effect that position has on valuation, I am surprised that Yomi leaves it out.

Relationships to other games:

  • Not a whole lot.  One advantage of Sirlin being effectively "outsider design" is that he avoids a lot of the stale trends that have plagued many recent designs.  There's no worker placement, dudes on a map, or whatever.
  • Of the games that I've played, I relate it the most to Pizza Box Football and Lost Worlds. In PBF, you have the same type of decision-making in regards to plays.  If you're on offense, do I do a running defense, a short-pass defense, or a long-pass defense?  In Lost Worlds, it's closer in theme to the mano-a-mano combat, but the design itself has aged poorly and isn't as compelling as the tightly-balanced gameplay of Yomi.

A few minor criticisms:

  • If you like this game and expect it to see a lot of play, then you might want to sleeve your cards.  But if you sleeve your cards, then they won't fit into the pretty little boxes they come in.
  • Sirlin is an auteur game designer who thinks that because he is good at designing and balancing games, he also knows everything about publishing and marketing to the hobby game market.  The Dunning-Kruger effect on display for everyone to see!  This has caused a bunch of cringe-worthy gaffes as he moves from talking about his game with sycophants on his forums to promoting it on BGG and elsewhere.  While this doesn't affect the product itself, it is distracting and annoying; specifically most of the recent online conversations have devolved into the eternal blood war of OLGS vs FLGS, instead of actually talking about the game itself.
  • The price points (below) to get into the game are weird.  It would've been way better, as a marketing tool, to follow the Blue Moon/Summoner Wars model.
  • In a perfect world, there would be 55 different pieces of art for each of the 55 cards in a character's deck.  I realize that in the actual world, this is cost-prohibitive, but still.
  • Yomi is a stupid name.  Yeah, I get that it's the main skill, but it's still kind of lame.

If you want to play the game, you have four options:

  1. Play for free, right now, against either live humans or bots, at http://www.fantasystrike.com/dev/.  This only works with Windows or OSX, so if you're a Linux guy like me you are out of luck.  Supposedly there are ways to get the Unity Web Player working in Google Chrome for Linux, but I can't be bothered.
  2. Buy the complete print-and-play for $14.99 from Sirlingames.net.  You can print out two characters to start with, and the rest as you want.
  3. Buy individual two packs for $24.99 MSRP.  They come in Grave/Jaina, Midori/Setsuki, Rook/DeGrey, Valerie/Geiger, and Lum/Argagarg.  Each one is self-contained; it's not like Blue Moon where there's a "starter" pack and then you buy a bunch of additional decks.
  4. Buy the deluxe edition for $99.99 MSRP.  This includes not only all ten characters, but two neat play mats that have sweet art and life point trackers, one featuring Jaina and Valerie (if you like cheesecake art) and the other with Grave and Rook (if you don't).  It has a box that stores all the decks, and also comes with comes plastic gems to help track life points on the mats.  This is what I went with.

In conclusion, Yomi is seriously great.  It absolutely nails its design goals.  While it's not a multi-player, epic-length affair, it is already the best of class (two-player, 20-minute game) in my collection and one of my favorite games overall.  The abstracting out of positional play is the only serious knock against it.  9/10 points and already one of the best games of 2011.

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Comments (22)
  • avatarGary Sax

    Great review, the fighting game background stuff really helps me understand where the game is coming from a lot better.

  • avatarShellhead

    I saw Yomi at the local game shop on Saturday, with several two-starter bundles for $25 each, plus one first edition box for $99. The first edition box was surprisingly hefty, so I guess those playmats must be stout.

  • avatarSleightOfHand12

    Great review, brah!

    Regarding your nit about the lack of a spacing element, Sirlin had this to say in his interview with Ken some time ago:

    "I considered including some sort of distance mechanic in Yomi because distancing and spacing is a big part of fighting games. I could never really figure out a way to include that without the game suffering for it with too much complexity / too little elegance."

    Hence, Flash Duel.

  • avatarJonJacob

    Fantastic review. I've had my eye on this for awhile because, well, it looks awesome. But the 100$ has been standing in my way. Vasel's review was a little nudge, this is even more of one. I must save some money...

  • avatarMattLoter

    Awesome review. All the back story and what you are personally bringing into your experience of the game is straight aces.

    I'm going to dick around online with it for sure. Still don't think I'm likely to pony up $100 for it though.

  • avatarjeb

    I went for it. I like the closed environment concept. Everything has been dev'd to death so it's good matchups all around. Too many games suffer from a poor dev cycle, where a few cards just overwhelm all other strategies. MtG is especially victimized by this, and it's even designed into the CCG element of things. I'm clearing out 7,000 MtG cards over the next few months. Yomi will take up that spot nicely.

  • avatarSleightOfHand12

    Good call, Jeb. I think it's actually difficult to overstate / really appreciate the character balance in Yomi. Sirlin gave some useful perspective in a recent post on BGG:

    Quote:
    I will give an introduction to balance of asymmetric games. It is of course not possible to have perfect balance on a set of very different characters. It's not really fair to compare the balance of a game to "perfect" (meaning all characters EXACTLY the same power, all match-ups equal 5-5) because there is no such game. All games would fail.

    Super Street Fighter 2 Turbo a fighting game that has had tournaments for over 15 years now and it's considered very balanced. (Not balanced compared to perfect, but balanced compared to real games that exist.) Check out the match-up chart:
    http://curryallergy.blogspot.com/2009/08/super-diagram-turbo-version-3.html

    Look at Cammy's row, how she has several 1s and 2s, meaning she can only win 1 out of 10 times in a tournament vs that character, or 2 out of 10 vs the other. Look at O.Sagat or Boxer and how they dominate the chart, having huge advantage in many matches. And this is for a well-balanced game.

    Yomi is more balanced than that though, and more than any other fighting game. (Yes I know that balancing a fighting game is harder, but the point still stands. It's an important perspective to have). Check out a matchup chart for Yomi: http://forums.sirlin.net/showpost.php?p=113352&postcount=1
    and see that matches are much closer. The distance between the best and worst character is unusually small for an asymmetric game. There are no characters as bad as Cammy or as good as O.Sagat in Super Street Fighter 2 Turbo.

    When the character differences are as small as in that Yomi chart, it means that player-skill can overcome them anyway. Happily, all characters in Yomi are tournament-viable. Player-skill can easily make a so-called 6-4 matchup not matter, and because you never have to face down a slew of 7-3 or 8-2 matchups or worse, you're pretty much free to play whoever you want, even if you're very serious about winning.

    What's amazing is that this level of balance does NOT come at the expense of samey-ness between the Yomi fighters - each has a noticeably different play style.

    Regarding the artwork, my first brush with the Fantasy Strike characters was seeing the sweet chibi versions Sirlin had done for Puzzle Strike. I loved Val in particular - the look as well as the artist-brawler concept - so I was a little disappointed with her comically oversexualized artwork in Yomi. (Setsuki is also an offender here, but to a lesser extent.) Still, it's super high-quality art all the way around and I find it tough to knock the game for that minor quibble.

  • avatarBienardo

    Has anyone else played Powermage 54? Yomi just sounds like a ramped up 2 player variant, with more cards, fancy playing mat, and costs 12x more to purchase.

  • avatarSleightOfHand12

    Yomi is nothing at all like this Powermage 54, and from the looks of it, is way, way better.

  • avatarHatchling

    Really excellent and well-written review. Thanks man!

  • avatarJosh Look

    I'm going to dick around online with it for sure. Still don't think I'm likely to pony up $100 for it though

    I've got a copy on the way, I'll bring it over sometime.

    Awesome review. Game is totally rad, good to see it getting some much deserved attention on F:AT.

  • avatarJeff White

    As an old school SFII player, this game has _really_ caught my eye.

    However, there are two things that I'm having a hard time getting over.

    1) For the cost, I'll want to sleeve these puppies, but then like you said they'll no longer fit in their boxes. This is lame. He had to know that sleeving is a fixture with card games. Why doesn't the 'deluxe' edition accommodate.

    2) I'm having a difficult time with the character selection. I'm not an anime fan at all, and these characters look like a cross-section of all the things I don't care for. #@$%# pandas!!!
    SFII at least had characters that were kinda sorta based on real disciplines and granted they were caricatures, but these Yomi characters just look silly. Just a personal issue though. I'll see if I can work through it.

  • avatarJonJacob

    I've got a copy on the way, I'll bring it over sometime.

    Do you have a clone in Vancouver that can come by my place too?

  • avatardysjunct

    @ShellHead: The mats are high-quality. Actually everything in the game is high-quality; I should have mentioned the physical aspect a bit. The cards are better cardstock than MtG; the only better cards I've seen are Bicycle or Bee "air cushion" style.

    @SleightofHand: I forgot about Sirlin mentioning that in his interview with Ken. It's unfortunate that he couldn't figure out a way to do it. Nonetheless it's still a (very slight) negative for me, because that's about the only thing that I can think of that would improve it thematically.

    @Jeff: I sleeved all my cards. All ten sleeved decks, plus the boxes, fit nicely into a standard 3"x4"x17" fold-up cardboard card box. The Yomi boxes work nicely as little dividers to keep the character decks separate. Now I just have to figure out the mats, but those are optional. Re: the wacky character design, Sirlin was kind of equally inspired by both SFII and the Guilty Gear/Blaze Blue series. The latter have seriously bizarre designs that make no attempt whatsoever to be even suggestive of real fighting styles (not that, e.g. the hairy monkey who learned how to electrocute people from Amazonian eels, and who ostensibly does Capoeria, really does moves that look a lot like Capoeria). Thematically, I much prefer the comparatively subtle exaggerations of Virtua Fighter, but I don't think it'd sell compared to fireballs, flash kicks, and OVER 9000!!!1!

  • avatarRobertB

    Given that balance chart, why would I play anything but Grave if I cared about my W/L record?

  • avatardysjunct

    A few reasons:

    1. That balance chart is not programmed into the game mechanics; it is just one guy's opinion. So it could be wrong.

    2. The best way to learn how to fight against other characters is to play them. So you should at least play as someone else occasionally.

    3. Winning might be important, but it is not the only thing. Maybe you like another character aesthetically, or have more fun playing them.

    4. If that chart is completely correct, and Grave is slightly better than everyone else, then you could have an advantage in the metagame environment -- a lot of people will play Grave, which means that many of your opponents will have a lot of experience in playing against good Grave players. You'd have to be much better than the balance chart implies. An analogy in SF would be playing Ryu. Everybody knows how to play against Ryu. Thus it's often really tough to play as him in tournaments unless you're on another level e.g. Daigo. As another example, in last year's SSF4 Evolution tournament, a guy used Adon and came out of nowhere to get really far in the tournament -- no one had ever played against a seriously good Adon.

    5. If that chart is completely correct and reflects the best current understanding of the game environment, that does not imply that it will always be correct. In SSF2T, which came out in 1993, DeeJay was seen as lower tier until only a few years ago. Now he is seen as upper-mid thanks to some dedicated players who stuck with him and found solutions to a lot of previous problems.

  • avatarSleightOfHand12

    As Sirlin writes: "When the character differences are as small as in that Yomi chart, it means that player-skill can overcome them anyway."

    I'll buy that. Moreover, check out the standings for the current Yomi Prerelease League (tabulated by TheMadKing on the sirlin.net forums.) I've put the win/loss ratio in parentheses:

    Geiger: 11-6 (1.83)
    Midori: 10-9 (1.11)
    Setsuki: 7-4 (1.75)
    Grave: 15-11 (1.36)
    Valerie: 16-12 (1.33)
    Rook: 26-28 (.92)
    Lum: 8-8 (1)
    Argagarg: 4-6 (.67)
    DeGrey: 11-17 (.64)
    Jaina: 11-18 (.61)

    The same people that weighed in on the balance chart posted above are the same people competing in this tournament. Grave clearly isn't dominating here, suggesting that although he might have a slight advantage in a one-off match, metagame hijinks and individual player skill mitigate that edge in a tournament setting.

  • avatarSka_baron

    This game sounds so freaking cool. Must play before buying though - $100 is tough to come by for games for me.

  • avatarMerkles

    As someone who has NEVER played any collectible card games (before my time...I collected kick ass 1970s baseball cards, original Star Wars Collectible Cards, Wacky Packs, and even Charlies Angels cards)....as that type of player...is there really any attraction here?

    Is there anyone here who has played this but not played CCGs? I never played Street Fighter either---Odyssey 2 and Atari 2600, however, I've played a ton.

  • avatarSan Il Defanso

    Does anyone here have experience with the print n' play version? I can't do a $100 game now, but I could probably swing the materials, sleeves, and cards needed for the print out version.

  • avatarATarmed

    I bought the PnP version.

    You get PDF's of everything, so you can print it out on cardstock or whatever you like, as many times as you like.

    I just printed a few decks on standard printer paper, cut them out with scissors and stuffed them into card sleeves. It seems to work ok. If I REALLY like the game, I'll take the production process a little more seriously. In the meantime, the artwork looks great even with "Normal" print quality.

    Tim

  • avatarStormcow

    I printed my PnP set on photopaper, at my local 1-hour photo store - you just sleeve them and they're fine, no need for backing, and they look great too. Had to do a bit of wrangling to cut the cards from PDF to JPGs though.

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