by gamerleaf

Full Review with links and Images can be found here: https://everythingboardgames.com/everything-board-games-yomi...
Quick Look: Yomi 2
Designer: David Sirlin
Publisher: Sirlin Games 
Year Published: 2025 (campaign currently live on Gamefound, link at bottom) 
No. of Players: 1-2
Ages: 13+
Playing Time: 30 mins (though experienced players can get through a game in half that)


Foreword:
I received this title from Sirlin games to check out for their crowdfunding campaign that is now live on Gamefound. Growing up playing 1v1 fighter games (Street Fighter, Mortal Kombat, Tekken, etc.) I felt compelled to try Yomi 2 out and I've got to say, this game really did follow through on the feel of that kind of experience that it was trying to deliver. I had some growing pains with the rulebook which really didn't do a great job of covering everything clearly, but thankfully, after a couple of games, I feel I was playing it as intended.


From the Publisher:
Yomi 2 is a fighting card game. Pick your character deck, pick a gem to augment them, and fight an opponent. Like in a fighting game, you’ll block high and low attacks, throw overly defensive players, and perform combos of several attacks in a row.

Yomi 2 refines this concept over the original game with several new mechanics, such as gems to alter your character, knockdowns that allow high/low mixups, the ability to “gain the edge” to speed up your attacks, and a system to exchange cards in your hand with cards in your discard pile so you can build the hand you want.

Includes a substantial single player career mode as well as online sync and async play.
Disclaimer: The publisher provided the copy of Yomi 2! The opinions expressed in the review are completely my own. 


Review:

Initial Impression/Components:
I received a prototype of the game which I believe had the final components, but it did not have deck boxes, a game box, etc. As the components arrived in baggies, I can't speak for the look or feel of any boxes, inserts, etc. but I can say that the look and feel of the cards, wooden tokens, and playmats were good. Nothing felt too thin or of poor quality. I believe the component list is finalized (and shown in the link for the campaign and rulebook) but the campaign may affect that. I liked the art and wanted to note who the artist was, but it wasn't listed anywhere that I could see or on BGG.


Favorite:
I like the mechanic around building up super meter (to play super moves). You can collect a pair of cards of a matching name - hand management - and discard them to gain either 2 super meter or 1 super meter and a super card from the discard. This mechanic is clever to me because it solves two problems at once by offering the option. If you really need just more super meter, you take 2 of that, but if you need just 1 or none and want a card to play with that super meter, then you have the ability to collect one from the discard; two super cards start in the discard so they are always available this way.


Least Favorite:
I had multiple issues with the rulebook, especially from the point of view from a new gamer and not one familiar with fighter games or Yomi original. Unfortunately, when I was able to review it, it appears it is too late to affect any changes, so I won't go farther with that.


Mechanics:
- Hand Management
- Rock-Paper-Scissors
- Simultaneous Action Selection
- Solo/Solitaire Mode
- Co-operative Mode
- Variable Player Powers
- Card Play Conflict Resolution

 
Rules:
The game revolves around a string of fast-paced combats that utilizes the rock-paper-scissors concept with some minor tweaks. Each turn, you will draw 2 cards, perform any of a few optional actions before initiating combat. The game is fairly intuitive and the rules are easy to digest. It takes very little time to get the game, read through, and start. If you've played any fighter-style video games, it will feel natural to you.

Here's a direct link to the full PvP rulebook.
https://static1.squarespace.com/static/63eb28481245305647d5f...


Areas they did well:

- Super meter system and powerful super moves
- Power up, Exchange, and other actions that you have access to before entering battle on your turn
- Variable player powers
- Unique feel of each character, their moves, and combos.
- Art and visual look
- Gem powers and cards for variety of play
- Quick gameplay
- Combos and pumpable cards
- Battle system doing a simultaneous reveal

 
Areas they could have improved:
- There were some symbols like the clock with a + sign that did not show in the rulebook. 
- I think the speed system should be reversed and the lower number is faster. Looking at a clock that shows a higher number feels like that takes a longer time. 
- Blocking didn't feel as impactful as I'd hoped, but did make a difference when you were low on cards. 
- Projectiles were not explained as to how they are affected by specific blocks or whether they were high/low/mid themselves. 
- The rules of battle don't clearly explain how both sides work (for the non-active player). Also, the examples don't cover many situations. 
- The FAQ section repeats some items that were already covered in the book, not new information.
- Some images don't match from rules to cards 
- Wording errors such as saying "combos" to explain cards that you can't use in combos. 
 
Interesting moment:
In a game of Jaina vs Argagarg, Argagarg had a card out with an ongoing effect stating throws could not be used in the next combat. I was playing Jaina and chose this time to activate her ability card that damages the opponent if the attack or block. It was a great opportunity to lay this card which guaranteed damage. 

Overall:
The art mixed with the fast-paced action of the game in combination with the characters and their own unique feel and abilities make Yomi 2 a fantastic choice for fans of fighter-style games. For those that have nostalgic memories of playing video games that inspired the game (like Street Fighter) will also find themselves reliving those fun 1v1 moments. 

 
Final Thoughts:
I was happy with the game once I was able to make some assumptions and feel it out. I did wish for a smoother set of rules that would give a great game experience right from the first game. That said, I don't think that's going to significantly impact the success of the campaign which is lining up to be a big hit. 

I'll see you next time, back here at The Game Table,
Brad Hiscock, aka Zerility

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