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Daring Dustbunnies
Daring Dustbunnies
2019 | Bluff, Card Game, Racing
I have never once entertained the thought that every time I run the vacuum cleaner I may be sucking up fluffballs that are psychically linked to magical beings. Why have I never thought of this before learning of this game’s existence? What kind of egocentric human am I?? Well no more! I now care about each pile of dust accumulating under my couches and will strive to keep them there as long as I can. Or at least as long as my wife allows.

Daring Dustbunnies is a card-driven racing game for two to five players. In it players assume the roles of mystical rabbits whose fate is linked to colored fluffballs attempting to get close to the vacuum without being sucked up into it. Through timely card play the mystical hares can eke out a win or suffer the ultimate fate of being sucked into the evil Hoover (not a sponsor) of death.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T


To setup place the Start tile and Vacuum tile on the table with room tiles between depending on the number of players. The gold, silver, and bronze medals, all six fluffballeeples, cat, and dog tokens will be placed on or near the modular board. Each player will be dealt two character cards, choosing one to represent themselves and the other to be flipped as a resource and Fate token organizer. Fate tokens are dealt to each player. The players will look at the Fate cards and then place them face-down on their inactive character tile. Each player receives one Wire token, three starting Static tokens, and four Move cards. The remaining Move cards and Charms cards are to be shuffled and set in decks near the board. The player who last used a vacuum will be the starting player and the game may begin!
On a turn the active player will choose one of their Move cards to play and resolve. Move cards typically show a numeric value and color of fluffball to be moved. Should the player throw a 1 of Pink, then the pink fluffballeeple is moved one space closer to the vacuum tile. If there are no other fluffballs on this space the player will perform the space’s special action. This could include playing an extra Move card, flipping the top Move card and resolving, dumping a Move card from hand, taking or giving a Move card from hand from/to another player, or moving another fluffball one space forward. If a fluffball lands on a space containing another fluffball the moving fluff instead receives a number of Static tokens equal to the number of other fluffballs on the space.

Some Move cards do not move fluffballs. Instead they may activate the Cat or Dog, which forces fluffballs either toward the vacuum or away from it, respectively (darn cats). Some cards are Talismans which force the active player to reveal their Fate card for the remainder of the round. This is important because maneuvering fluffballs in order to keep their own Fated fluff free from the vacuum is a perilous task for the player. Once their Fate token is revealed other players may then focus Move on that color fluff in order to knock out its player for the round.

Once a fluffball approaches the vacuum tile and is forced to move into it, the fluffball stops at the Tube of Destiny. Within this tube fluffballs are able to be saved with savvy cardplay, but one more Move card played matching the fluffball’s color is a death sentence to to the Bag of Beyond. Fluffballs in the Bag may not be saved by any means.

Ways a fluffball can be saved from the Tube are by Charm cards, Wire tokens, and character special abilities (possibly). Charm cards may be played before or after a Move card has been played on any turn. They are powered by Static tokens (game currency) and can offer a multitude of special powers. Wire tokens are provided at game setup and can move a fluffball backwards (away from the vacuum) for a cost of ALL the player’s Static. All characters will have special abilities printed on their character tiles, and are able to be used once per round. As each game lasts three rounds, these are very powerful.


Play continues with each player taking turns playing their cards, using Charms and special abilities, and refilling their hand of cards once all cards in hand have been played until all end of round conditions are met. The fluffball closest to the vacuum without being inside it is awarded a Gold medal, the next closest the Silver, and next closest the Bronze. At the end of three rounds players compare numbers of medals won and determine the winner!
Components. I want to start by saying I absolutely adore the theme and art style of this game. How quirky and wonderful is this theme? And it is so colorful and stinking cute! I just smile a giddy smile every time I play this because I am just having so much fun getting into the theme and using the components. That said, this game uses a lot of different components and the quality is very very good across the board. The only real minor quibble I have is the design of the Static tokens. They are supposed to be placed below the Fate token on the backside of the character tile, but that area of the tile coupled with the busy Static token design sometimes causes my eyes to go a little funny. It’s very busy-on-busy. If only one item was busy and the other a little more plain I would be completely happy with the components.

The gameplay is very unique and enjoyable. Yes, I know several games that use cardplay to move tokens along a race track. But usually in games like that the goal is to be the first across the finish line. Here the player wants their linked fluffball to be closest to the finish line without actually passing it. This little twist is something I very much appreciate and causes players to adopt different strategies than one might normally utilize.

The different special powers of the characters and Charms cards are also aspects that help raise this game’s favor. Add in the abilities of the Cat and Dog and now there are so many options for players to choose as they play the game. I know Andy Hopwood, designer, takes pride in his ability to offer games with familiar playability but with a twist. Daring Dustbunnies is no different, but is also quite a bit different than what I was expecting.

I happen to very much love this game. My 4-year-old son and I also play a watered-down version of the game without the special powers and Charms (because he can’t read yet), and he absolutely adores it. In fact, my boy enjoys just carrying the vacuum tile around the house as he would a treasured stuffie. If THAT doesn’t say “great game,” I don’t know what does.

Wait, yes I do know what does. I can say it. Daring Dustbunnies is a great game! As I am learning more about Andy Hopwood’s games I am starting to appreciate the wonderful designs and this one is one of his best, in my opinion. If you are looking for a cute and excellent game with an inventive theme and familiar gameplay, but with a twist, then you need to look into Daring Dustbunnies. Purple Phoenix Games gives this one a frantically Fated 16 / 18. Play it with your littles. Play it with your significant other(s). Play it with family and friends. I have a feeling all will enjoy it.
  
CG
Circus Galacticus
Deva Fagan | 2011
8
8.0 (1 Ratings)
Book Rating
Have you ever wanted to run away and join the circus? How about a galaxy-traveling circus complete with your very own Doctor Who-like Ringmaster and spaceship? Sounds pretty awesome, right? While you sadly may not be able to do that in real life, Deva Fagan's Circus Galacticus takes the reader on a voyage through the stars. Okay, so maybe reading instead of experiencing those adventures isn't quite as fun, but it's still a grand ride to hop on while I impatiently wait for my very own Doctor to show up and whisk me away to galaxies unknown and unimagined.

Meet the Earther Beatrix "Trix" Ling: miserable, friendless orphan, you know, the usual. On the surface that is. Seriously unhappy at her boarding school, she often gets into trouble due to the fact she's quick to rile and doesn't think things through before acting or speaking. After a few weird events happen to Trix, such as some strange dude breaking into her room and her hair deciding it'd like to be a cotton candy pink, the Circus Galacticus comes to town promising her some answers. Here is where the journey for Trix and the reader begins. Aliens and gadgets abound, as do allies with their own special Tinker power and enemies trying to suppress that power, a spaceship that's alive with many mysterious corridors, and too much to even begin to cover, and really, they'd be better serviced by reading the book instead of this review. This book is like Doctor Who, The X-Men, and Charlie and the Chocolate Factory all tossed into a blender to make one scrump-diddly-umptous concoction. Smoothly written, the book moves at a swift pace as Trix struggles to find somewhere she belongs, make and keep friends, and to believe she deserves it. I don't believe there's a person out there that hasn't felt like an outsider at one time or another, though some more-so than others perhaps, and while Trix may make mistakes and may not always follow rules, that only makes her all the more full-bodied as a character. Except a little with the Ringmaster and the circus tent spaceship, Big Top (as much a character as anyone, if not more), the others aren't delved into as much but they each add their own quirks to make the book well-rounded.

And while I'd heartily recommend Circus Galacticus with no reservations, it isn't a perfect book by any means. Trix's age is never mentioned and at one time she describes the others as her age or a few years older. Umm, okay, I don't even know how old you are, chica, so how am I supposed to know how old everyone else is? At first, I surmised she was somewhere between 12-16 until unneeded curse words popped up, so she's probably a teenager. I finally found out how old Trix was by going to the author's site. She's 15. Call me odd, but I like to know the main character's age. The book could also have stood to have a little more meat on its bones, even as little as fifty pages tacked on. This was like a sampler platter and I wanted a full-course meal. With dessert. So many questions were left unanswered and it is just begging for a sequel to explore these more fully. And as I said before, the curse words really added absolutely nothing to the context of the scenes they were in. Other words could have been substituted easily and been more fitting. Sure there weren't many, but this is intended for middle-grade students and except for the cursing, it's good, clean fun. I'm not naive enough to think that children don't come across foul language from many sources, and even use it themselves, but that doesn't mean that books tailored for their age range should include them either.

However, I had a blast travelling through space with the crew of the Big Top. If there is a sequel, and I truly hope there is, you can be sure I'll be there for the next adventure of Circus Galacticus.

If interested, the author has up illustrations of the main characters: http://devafagan.com/circus-galacticus-characters/
  
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Demon Slayer: Kimetsu no Yaiba The Movie: Mugen Train (2020)
Demon Slayer: Kimetsu no Yaiba The Movie: Mugen Train (2020)
2020 | Action, Adventure, Animation, Fantasy, Horror
Exceptional animation (2 more)
Insanely cool villains
Rengoku is the MVP
Tanjiro is still too much of a crybaby (2 more)
Zenitsu's constant shouting
The lackluster writing that haunts the series is still relevant here
Drawn to a Tasty Flame
Demon Slayer: Mugen Train is mostly an incredible anime film that not only lives up to the first season of the anime, but also successfully bridges the gap between the first season and the upcoming second season.

When it comes to anime films they are generally connected to the anime television series they’re based on by featuring the same characters or taking place in the same universe. However, the movies almost always are their own stories that don’t cross paths with the stories being told in the series. Mugen Train picks up right after the first season ends.

Tanjiro, Zenitsu, and Inosuke board the train Rengoku, the Flame Hashira, is already on. They’ve been summoned to the train because people keep disappearing and there’s said to be demons aboard including a demon who has supposedly killed several demon slayers. He has pawns, who are usually children, who infiltrate the dreams of Enmu’s victims that bypass their subconscious and destroy their spiritual core.

There is usually a drastic difference in animation quality between an anime series and its films, but Demon Slayer already features such impressive animation that it’s difficult to top it. Mugen Train features all of the glorious breathing and sword techniques animated to blissful perfection, but what it does differently with its animation lies within its backgrounds. Trees and water are either 3D elements or are somehow lifted from realistic backgrounds because they’re amazingly detailed and look genuine.

The main demon on the train, Enmu, utilizes 3D animation in unique ways. Going into too much detail will spoil the film and where the Enmu character is taken, but keep in mind a certain form of Enmu is animated in 3D. It’s pink, slimy, wet sounding, and gross. Enmu’s English voice actor sounds like he’s doing a Michael Jackson on South Park impersonation. Enmu has the ability to put people to sleep, but he feeds them pleasant dreams at first and then injects them full of the worst nightmares imaginable during their gruesome death. He has the ability to detach his left hand, which has one eye near its thumb and a talking mouth on the back of its palm.

The main issues you may have with the Demon Slayer series are still relevant here. Tanjiro still cries and whines about stuff way too much and the film suffers a bit too much from over explaining things; a trait most anime titles fall victim to. Zenitsu’s unbearable yelling about how much of a weakling he is gets tiresome, as well. But you knew all of this going into it.

The film makes up for its few shortcomings by having jaw-dropping action sequences and laugh out loud humor at every turn. Inosuke’s dream about being the real leader of the group and being the voice of reason when Tanjiro is too emotional to move on is both hilarious and justifiable. And Zenitsu fantasizing about being with Nezuko is too good. He also has bucked teeth in more than one person’s “good” dream, which is only funnier in the long run. Also, why does everyone seem to purposely call Tanjiro the wrong name?

The highlight of Mugen Train is Rengoku. His fight sequences are the highlight of the film, but he’s also hysterical. Rengoku will forever be associated with the term, “TASTY!” Rengoku has a fight at the end of the film that is lengthy, memorable, and just downright amazing. He talks in a bold and boisterous voice and is slightly ridiculous in nature; think All Might from My Hero Academia engulfed in fire.

Demon Slayer: Mugen Train won’t make you a fan of the franchise if you aren’t already, but it will absolutely strengthen your love for it if you’re already an established fan. It’s also an anime film that covers just about everything; it tries to tear at your heartstrings, it has two awesomely sinister villains, it has significantly kick-ass action sequences, and it further develops a supporting character you were only briefly introduced to previously. Mugen Train is outrageously funny and action packed and is an impressive feat of animation even if you aren’t an anime fan.