yomi hierarchy2.pdf (102 KB) (Log in or Register to download.)
Diagram showing what beats what between Attack, Throw, Block/Dodge, and Jokers. Not really necessary for experienced players, but I found it helpful when I was learning the game.
Hm, this didn't seem necessary for me ... there is the circular illustration we all know, and jokers behave like an attack, except with an incredibly fast speed (faster than 0.0)...
Hm, this didn't seem necessary for me ... there is the circular illustration we all know, and jokers behave like an attack, except with an incredibly fast speed (faster than 0.0)...
As a noobie I made this diagram for myself and it's helped me visualize things while playing, so I'll leave it for now. But if I get a bunch of folks like me new to the rules saying "useless", I'll definitely remove it.
Update: I am not comfortable thinking of Jokers as really just "fast attacks, faster than 0." First, Jokers are not classified as Attacks on the cards themselves. Secondly, it doesn't make sense thematically. An Attack that takes less than zero seconds? Physically impossible! It's got to be thought of as qualitatively different sort of move. Third, the after-effects of Jokers are different from Attacks: there's no combat damage inflicted, no combos, and you get to Search for 2 aces.
So instead of some odd "attack faster than 0 seconds with 0 combat damage when it hits" I am more comfortable thinking of Jokers as a sort of "trump" as in the diagram. (Yet they can still be Blocked and Dodged just like attacks!)
So instead of some odd "attack faster than 0 seconds with 0 combat damage when it hits" I am more comfortable thinking of Jokers as a sort of "trump" as in the diagram. (Yet they can still be Blocked and Dodged just like attacks!)
Sure, they're completely different in terms of effects. In terms of what beats what though, they're in the spot of said physically impossible faster-than-light attack.