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Yomi is {{card game}} that simulates a {{fighting game}}. It is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer, and is part of his FantasyStrike universe which features several games with the same characters and settings. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
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Yomi is a {{card game}} that simulates a {{fighting game}}. It is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer, and is part of his FantasyStrike universe which features several games with the same characters and settings. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
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If both players choose attack or throw, the faster of the two wins. If both choose defense, nothing happens, although blocks are returned to it's users hand on such a neutral result while dodges are not.
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If both players choose attack or throw, the faster of the two wins. If both choose defense, nothing happens, although blocks are returned to it's users their user's hand on such a neutral result while dodges are not.
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Despite it's seemingly simple Rock-Paper-Scissors style, there is a lot of thought and possibilities behind each possible choice. Do I want to make great combo strings? Knock the opponent down with just one throw? Increase my hand size to improve the power and amount of my options? What is the opponent going to choose? Also, every character has their own special ability that affects the play, and every deck is different, forcing you to adapt according to your own and your opponent's deck.
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Despite it's its seemingly simple Rock-Paper-Scissors style, there is a lot of thought and possibilities behind each possible choice. Do I want to make great combo strings? Knock the opponent down with just one throw? Increase my hand size to improve the power and amount of my options? What is the opponent going to choose? Also, every character has their own special ability that affects the play, and every deck is different, forcing you to adapt according to your own and your opponent's deck.
* ComboBreaker: The two Jokers found in each deck can be used in this capacity. A joker used after losing the combat negates any damage not received from the card the combat was lost to.
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* ComboBreaker: The two Jokers found in each deck can be used in this capacity. A joker used after losing the combat negates any damage not recieved from the card the combat was lost to.
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* AssistCharacter: [=DeGrey=] has a ghost that follows him around and occasionally sneak-attacks his opponents.
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* AssistCharacter: [=DeGrey=] has A 2v2 mode simulates a ghost that follows him around and occasionally sneak-attacks his opponents.tag-team match where one's benched ally can come in for a special attack or throw when requested, if the proper resources are spent.
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* DeathOfAThousandCuts: Argagarg doesn't bother with high-damage combos; instead, his Hex of Murkwood deals a small amount of damage every single turn, regardless of who won combat.
* FragileSpeedster: Setsuki; She has the fastest normal attacks in the game and can sometimes land a full combo even after a dodge, but also has the least health.
* FragileSpeedster: Setsuki; She has the fastest normal attacks in the game and can sometimes land a full combo even after a dodge, but also has the least health.
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* PlayingWithFire: Jaina Stormborne, who isn't quite fireproof enough to avoid hurting herself.
* ShockAndAwe: Grave's ace and jack attacks use electric arcs.
* StealthPun: Geiger's special ability allows him to throw an opponent whenever they attempt to block a Time Spiral move. In fighting game terms, this is a "tick throw."
* SuperArmor: Rook's character ability lets him complete an attack even if the opponent's attack hits first.
* ShockAndAwe: Grave's ace and jack attacks use electric arcs.
* StealthPun: Geiger's special ability allows him to throw an opponent whenever they attempt to block a Time Spiral move. In fighting game terms, this is a "tick throw."
* SuperArmor: Rook's character ability lets him complete an attack even if the opponent's attack hits first.
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[[caption-width-right:350:"Throw Wins!"]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi_5926.jpg]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi_5926.org/pmwiki/pub/images/yomi2pack_1661.jpg]]
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Yomi is {{card game}} that simulates a {{fighting game}}. It is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
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Yomi is {{card game}} that simulates a {{fighting game}}. It is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer.organizer, and is part of his FantasyStrike universe which features several games with the same characters and settings. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
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A character sheet can be found [[Characters/FantasyStrike here]].
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi.jpg]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi.org/pmwiki/pub/images/yomi_5926.jpg]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi.png]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi.png]]jpg]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/arimaa_side_1903.jpg]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/arimaa_side_1903.jpg]]org/pmwiki/pub/images/yomi.png]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi.png]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi.png]]
org/pmwiki/pub/images/arimaa_side_1903.jpg]]
[[caption-width-right:350:"Throw Wins!"]]
[[caption-width-right:350:"Throw Wins!"]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/yomi.png]]
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If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
If one wins with an attack or a throw, there is the option to combo. All attacks and throws have different attributes that show their ability to be used in a combo. Winning with a dodge allows the winner to automatically hit with one attack or throw. Winning with a block allows the winner to draw an additional card, and unless thrown, the user of the block returns the block card to his or her hand. The loser of the combat can use a face-down Joker to escape further damage or try to bluff by using a face-down normal card.
If one wins with an attack or a throw, there is the option to combo. All attacks and throws have different attributes that show their ability to be used in a combo. Winning with a dodge allows the winner to automatically hit with one attack or throw. Winning with a block allows the winner to draw an additional card, and unless thrown, the user of the block returns the block card to his or her hand. The loser of the combat can use a face-down Joker to escape further damage or try to bluff by using a face-down normal card.
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If both players block and/or dodge, nothing happens. If both players throw or choose attack at the same time, or throw, the faster choice wins. Attacks of the same speed two wins. If both hit, but do not allow any continuation. Throws of the same speed negate each other.
choose defense, nothing happens, although blocks are returned to it's users hand on such a neutral result while dodges are not.
If one wins with an attack or a throw, there is the option to combo. All attacks and throws have different attributes that show their ability to be used in a combo. Winning with a dodge allows the winner to automatically hit with one attack or throw. Winning with a block allows the winner to draw an additional card,and unless thrown, the user of as well as return the block returns the block card to his or her their hand. The loser of the combat can use a face-down Joker to [[ComboBreaker escape further damage damage]] or try to bluff by using a face-down normal card.
If one wins with an attack or a throw, there is the option to combo. All attacks and throws have different attributes that show their ability to be used in a combo. Winning with a dodge allows the winner to automatically hit with one attack or throw. Winning with a block allows the winner to draw an additional card,
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Players perform combat by taking their turns simultaneously and each placing one card face-down, then revealing. The two choices are compared and respond to each other based on type. There are four combat options in cards: attack, throw, block and dodge. The winner of the combat is determined in a TacticalRockPaperScissors. Attack beats throw. Throw beats block and dodge. Block and dodge beat attack. If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
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Players perform combat by taking their turns simultaneously and each placing one card face-down, then revealing. The two choices are compared and respond to each other based on type. There are four combat options in cards: attack, throw, block and dodge. The winner of the combat is determined in a TacticalRockPaperScissors. {{Tactical Rock Paper Scissors}}:
* Attack beatsthrow. Throw
* Throw beatsblock Defense(block and dodge. Block dodge)
* Defense(block anddodge dodge) beat attack. Attack
If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
* Attack beats
* Throw beats
* Defense(block and
If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
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Players start with seven cards in hand. A turn has the following steps:
1. Draw a card. Many of the special abilities on the cards can be used after drawing.
2. Choose your combat card and the side of it you want to use.
3. Place your combat card face down on the table with the chosen side facing the opponent.
4. When both players have placed their combat cards, reveal them and determine the winner. After determining the winner, continue with combos and [[ComboBreaker Jokers]]/bluff cards in applicable. Then discard all cards used in the combat.
5. Search for Aces (Aces represent the super attacks of the character) if you discard pairs, three or four-of-a-kind, or if you did a combo with three or more normals in a string.
There are four combat options in cards: attack, throw, block and dodge. The winner of the combat is determined in a TacticalRockPaperScissors. Attack beats throw. Throw beats block and dodge. Block and dodge beat attack. If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
1. Draw a card. Many of the special abilities on the cards can be used after drawing.
2. Choose your combat card and the side of it you want to use.
3. Place your combat card face down on the table with the chosen side facing the opponent.
4. When both players have placed their combat cards, reveal them and determine the winner. After determining the winner, continue with combos and [[ComboBreaker Jokers]]/bluff cards in applicable. Then discard all cards used in the combat.
5. Search for Aces (Aces represent the super attacks of the character) if you discard pairs, three or four-of-a-kind, or if you did a combo with three or more normals in a string.
There are four combat options in cards: attack, throw, block and dodge. The winner of the combat is determined in a TacticalRockPaperScissors. Attack beats throw. Throw beats block and dodge. Block and dodge beat attack. If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
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Players start with seven cards in hand. A turn has the following steps:
1. Draw a card. Many of the special abilities on the cards can be used after drawing.
2. Choose yourperform combat card and the side of it you want to use.
3. Place your combat card face down on the table with the chosen side facing the opponent.
4. When both players have placedby taking their combat cards, reveal them turns simultaneously and determine the winner. After determining the winner, continue with combos each placing one card face-down, then revealing. The two choices are compared and [[ComboBreaker Jokers]]/bluff cards in applicable. Then discard all cards used in the combat.
5. Search for Aces (Aces represent the super attacks of the character) if you discard pairs, three or four-of-a-kind, or if you did a combo with three or more normals in a string.
respond to each other based on type. There are four combat options in cards: attack, throw, block and dodge. The winner of the combat is determined in a TacticalRockPaperScissors. Attack beats throw. Throw beats block and dodge. Block and dodge beat attack. If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
1. Draw a card. Many of the special abilities on the cards can be used after drawing.
2. Choose your
3. Place your combat card face down on the table with the chosen side facing the opponent.
4. When both players have placed
5. Search for Aces (Aces represent the super attacks of the character) if you discard pairs, three or four-of-a-kind, or if you did a combo with three or more normals in a string.
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Its setting and characters are heavily inspired by [[Street Fighter]], and feature fantastical martial artists participating in a tournament for the sake of competition and bringing conflicted cultures together.
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Its setting and characters are heavily inspired by [[Street Fighter]], {{Street Fighter}}, and feature fantastical martial artists participating in a tournament for the sake of competition and bringing conflicted cultures together.
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A CardGame that simulates a FightingGame.
Yomi is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
Yomi is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
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Yomi
Its setting and characters are heavily inspired by [[Street Fighter]], and feature fantastical martial artists participating in a tournament for the sake of competition and bringing conflicted cultures together.
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* ShockAndAwe: Grave's ace and jack attacks use electric arcs.
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* StealthPun: Geiger's special ability allows him to throw an opponent whenever they attempt to block a Time Spiral move. In fighting game terms, this is a "tick throw."
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* Combos: Simulated by playing extra attack cards after landing a hit.
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* Combos: {{Combos}}: Simulated by playing extra attack cards after landing a hit.
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An electric adaptation of Yomi is [[http://www.fantasystrike.com/game/index.php available online]] .
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An electric adaptation of Yomi is [[http://www.fantasystrike.com/game/index.php com/yomi available online]] .
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* AssistCharacter: DeGrey has a ghost that follows him around and occasionally sneak-attacks his opponents.
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* AssistCharacter: DeGrey [=DeGrey=] has a ghost that follows him around and occasionally sneak-attacks his opponents.
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* Combo: Simulated by playing extra attack cards after landing a hit.
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* Combo: Combos: Simulated by playing extra attack cards after landing a hit.
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* PlayingWithFire: Jaina Stormborne, who isn't quite fireproof enough...
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* PlayingWithFire: Jaina Stormborne, who isn't quite fireproof enough...enough to avoid hurting herself.
* SuperArmor: Rook's character ability lets him complete an attack even if the opponent's attack hits first.
* SuperArmor: Rook's character ability lets him complete an attack even if the opponent's attack hits first.
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* AssistCharacter: DeGrey has a ghost that follows him around and occasionally sneak-attacks his opponents.
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* Combo: Simulated by playing extra attack cards after landing a hit.
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An electric adaptation of Yomi is [[http://www.fantasystrike.com/game/index.php available online]] .
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* PlayingWithFire: Jaina Stormborne, who isn't quite fireproof enough...
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* DeathOfAThousandCuts: Argagarg doesn't bother with high-damage combos; instead, his Hex of Murkwood deals a small amount of damage every single turn, regardless of who won combat.
* FragileSpeedster: Setsuki; She has the fastest normal attacks in the game and can sometimes land a full combo even after a dodge, but also has the least health.
* FragileSpeedster: Setsuki; She has the fastest normal attacks in the game and can sometimes land a full combo even after a dodge, but also has the least health.
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Despite it's seemingly simple Rock-Paper-Scissors style, there is a lot of thought and possibilities behind each possible choice. Do I want to make great combo strings? Knock the opponet down with just one throw? Increase my hand size to improve the power and amount of my options? What is the opponent going to choose? Also, every character has their own special ability that affects the play, and every deck is different, forcing you to adapt according to your own and your opponent's deck.
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Despite it's seemingly simple Rock-Paper-Scissors style, there is a lot of thought and possibilities behind each possible choice. Do I want to make great combo strings? Knock the opponet opponent down with just one throw? Increase my hand size to improve the power and amount of my options? What is the opponent going to choose? Also, every character has their own special ability that affects the play, and every deck is different, forcing you to adapt according to your own and your opponent's deck.
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* CrackIsCheaper: Averted HARD. In Mr. Sirlin's own site blog, he states his anathema to several other companies current CollectibleCardGame business model. His solution? If you don't want to fight as a [[PandaingToTheAudience Panda]], don't buy the Panda deck.
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A CardGame that simulates a FightingGame.
Yomi is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
Players start with seven cards in hand. A turn has the following steps:
1. Draw a card. Many of the special abilities on the cards can be used after drawing.
2. Choose your combat card and the side of it you want to use.
3. Place your combat card face down on the table with the chosen side facing the opponent.
4. When both players have placed their combat cards, reveal them and determine the winner. After determining the winner, continue with combos and [[ComboBreaker Jokers]]/bluff cards in applicable. Then discard all cards used in the combat.
5. Search for Aces (Aces represent the super attacks of the character) if you discard pairs, three or four-of-a-kind, or if you did a combo with three or more normals in a string.
There are four combat options in cards: attack, throw, block and dodge. The winner of the combat is determined in a TacticalRockPaperScissors. Attack beats throw. Throw beats block and dodge. Block and dodge beat attack. If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
If one wins with an attack or a throw, there is the option to combo. All attacks and throws have different attributes that show their ability to be used in a combo. Winning with a dodge allows the winner to automatically hit with one attack or throw. Winning with a block allows the winner to draw an additional card, and unless thrown, the user of the block returns the block card to his or her hand. The loser of the combat can use a face-down Joker to escape further damage or try to bluff by using a face-down normal card.
Despite it's seemingly simple Rock-Paper-Scissors style, there is a lot of thought and possibilities behind each possible choice. Do I want to make great combo strings? Knock the opponet down with just one throw? Increase my hand size to improve the power and amount of my options? What is the opponent going to choose? Also, every character has their own special ability that affects the play, and every deck is different, forcing you to adapt according to your own and your opponent's deck.
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!!This card game provides examples of the following tropes:
* ComboBreaker: The two Jokers found in each deck can be used in this capacity. A joker used after losing the combat negates any damage not recieved from the card the combat was lost to.
* CrackIsCheaper: Averted HARD. In Mr. Sirlin's own site blog, he states his anathema to several other companies current CollectibleCardGame business model. His solution? If you don't want to fight as a [[PandaingToTheAudience Panda]], don't buy the Panda deck.
* OhCrap: This is the reaction you get when you hit the opponent with an Ace attack or throw, especially if you hit with an attack requiring all four.
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Yomi is a card game designed by David Sirlin, a known champion fighting game tournament player and tournament organizer. It tests your ability to predict how your opponents will act (Yomi is the Japanese word for “reading,” as in reading the mind of your opponent) and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun {{Combos}} and be a [[PandaingToTheAudience panda]]. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards.
Players start with seven cards in hand. A turn has the following steps:
1. Draw a card. Many of the special abilities on the cards can be used after drawing.
2. Choose your combat card and the side of it you want to use.
3. Place your combat card face down on the table with the chosen side facing the opponent.
4. When both players have placed their combat cards, reveal them and determine the winner. After determining the winner, continue with combos and [[ComboBreaker Jokers]]/bluff cards in applicable. Then discard all cards used in the combat.
5. Search for Aces (Aces represent the super attacks of the character) if you discard pairs, three or four-of-a-kind, or if you did a combo with three or more normals in a string.
There are four combat options in cards: attack, throw, block and dodge. The winner of the combat is determined in a TacticalRockPaperScissors. Attack beats throw. Throw beats block and dodge. Block and dodge beat attack. If both players block and/or dodge, nothing happens. If both players throw or attack at the same time, the faster choice wins. Attacks of the same speed both hit, but do not allow any continuation. Throws of the same speed negate each other.
If one wins with an attack or a throw, there is the option to combo. All attacks and throws have different attributes that show their ability to be used in a combo. Winning with a dodge allows the winner to automatically hit with one attack or throw. Winning with a block allows the winner to draw an additional card, and unless thrown, the user of the block returns the block card to his or her hand. The loser of the combat can use a face-down Joker to escape further damage or try to bluff by using a face-down normal card.
Despite it's seemingly simple Rock-Paper-Scissors style, there is a lot of thought and possibilities behind each possible choice. Do I want to make great combo strings? Knock the opponet down with just one throw? Increase my hand size to improve the power and amount of my options? What is the opponent going to choose? Also, every character has their own special ability that affects the play, and every deck is different, forcing you to adapt according to your own and your opponent's deck.
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!!This card game provides examples of the following tropes:
* ComboBreaker: The two Jokers found in each deck can be used in this capacity. A joker used after losing the combat negates any damage not recieved from the card the combat was lost to.
* CrackIsCheaper: Averted HARD. In Mr. Sirlin's own site blog, he states his anathema to several other companies current CollectibleCardGame business model. His solution? If you don't want to fight as a [[PandaingToTheAudience Panda]], don't buy the Panda deck.
* OhCrap: This is the reaction you get when you hit the opponent with an Ace attack or throw, especially if you hit with an attack requiring all four.
----