Getting into Shōjo Anime: Some Good Starters

It sounds as if Anime Season will take a break for the foreseeable future but before she leaves for an extended Otaku O’clock, she agreed to share her list of some good starter Shōjo anime. For those of you not in the know, Shōjo roughly translates to girl and Shōnen means boy, so we’ll be trading some ninjas wielding oversized swords for romance and slice of life stories with this list. Take it away, Anime Season.

My other write ups tend to explore Shōnen anime more than Shōjo anime. Shōjo isn’t a genre I watch as frequently but the following series are accessible in most legal streaming services (because, you know, Japan is cracking the whip on those illegal services, man).

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Fruits Basket (2001-2003)

When it comes to starter Shōjo anime, Fruits Basket was one of the first ones I thought of. It has the basic Shōjo structure: Girl must live with—or near—a bunch of guys for plot related reasons, girl befriends the guys and doesn’t want to leave them, and a love triangle ensues. This structure sets up romance that most Shōjo series are known for.

However, in the case of Fruits Basket, there is a strange element that sets it apart from other Shōjo anime. I’ll spare the details since it’s included in every synopsis one can find about Fruits Basket. Since a lot of Shōjo have that romance structure there are some that added in an extra element to make themselves more unique. Fruits Basket incorporates the Chinese Zodiac, teaching viewers what each Zodiac is and encouraging them to learn more about it. It’s also pretty accessible and can be found through multiple streaming services. It’s easy to get into and helps one get accustomed to the Shōjo genre.

Fruits Basket has a straightforward story and continuity. For those who are just getting into anime and want to explore the Shōjo genre, Fruits Basket is one I’d recommend.

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My Love Story!!/Ore Monogatari!! (2015)

If one is interested in cute plots featuring role reversal, My Love Story!! is a good start. It has an easy-to-follow storyline featuring the stereotypical best friend character in Shōjo anime as the lead. The main character Takeo wants focuses on getting a girlfriend, but none of the girls like him. His best friend Makoto has zero interest in girls, but every girl falls for him. Forget girls. Makoto has zero interest in anything. I don’t know how many times I’ve wanted to smack that bored look off his face.

Eventually, Gōda finds a girlfriend, Rinko Yamato, and a series of events follow. Gōda performs chivalrous acts and Rinko’s friends don’t approve of him because of his looks. The story is full of cute character moments (such as Rinko baking sweets for Gōda and him gushing over her baking) and takes the time developing each character. I’d recommend it for those looking for something that has a simplistic structure and good storyline.

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Revolutionary Girl Utena/Shojo kakumei Utena (1997)

Who wants to be a prince? In the case of Utena Tenjō, that’s all she’s dreamed about since she was rescued by a prince at age eight. Eventually, she joins Ohtori Academy where she gets into the Dueling Game (challenges to possess the Rose Bride—Anthy—to “revolutionize the world”). Throughout the series Utena duels to protect Anthy while making friends along the way.

This series is a blend of Shōjo and Shōnen elements (such as the action scenes and the protagonist rising to be the strongest character). The series focuses on Utena’s nobility and features her aiding other characters. It has good character development and isn’t too long, spanning thirty-nine episodes. If nothing else, Revolutionary Girl Utena is worth the watch since it features a strong female protagonist who beats all the guys. I’d recommend it not only for those looking into the Shōjo genre but for those who enjoy strong female progatonists.

 

Final Thoughts

Not only are Fruits Basket, My Love Story!!, and Revolutionary Girl Utena great for those who are just getting into the Shōjo genre, but they’re rewatchable. I’ve found myself turning on Fruits Basket in the background on my tube TV I had mounted on a metal folding chair while doing my freshman science homework. Maybe that was more than you needed to know about my high school life.

Know of any other good Shōjo starter anime? Let us know in the comments.

Getting Started with Dice Placement Games

Your uncle Geekly covered worker placement in a previous starter game segment—those are games where players place pawns on the board to gain certain abilities—and this week we’ll discuss dice placement games which are like worker placement games except that players place dice instead of pawns, or one could say that one’s dice are their pawns.

As usual, good old Geekly has some starter games for someone interested in the gaming genre. Let’s get to some of the better and simpler games of this type and work our way up in complexity.

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Kingsburg

I usually try to go with more recent games in a genre, but Kingsburg is a ten-year-old game or so that deserves a mention. Players chuck dice to determine what they can do each turn. The shared board hold a king space and spaces for advisors to the king. Each one grants a different ability based on the numbers one rolls. If some rolled three 6s, they can choose the king space at 18 or a 6 and a 12. The person with the lowest roll each round picks first, and that may be the most clever way to negate a bad roll. Dice hate me. If it was possible to roll negative 18, I’d do it.

There are three phases—oh, yeah three, it’s the magic number—and each player must face an invading army on the fourth turn. The fourth phase just happens to be winter. Winter is coming.

Even though players must face something at the end of each group of four phases, it’s nice to see that a worker placement game designer isn’t obsessed with food. And Kingsburg does a good job of bad die roll mitigation. You’ll see plenty of other designs use other methods to compensate for a bad roll. Apparently, I’m not the only one dice hate.

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Dice City

While Kingsburg has a shared board, Dice City gives each player their own board. On each turn, players roll five six-sided dice of different colors and place those dice on their board according to a chart. The columns show numbers and players must roll that number to place their dice in that row, but the rows are one of their die’s colors. So, if one rolls a three on their yellow die, they must place their yellow die on the second row (the yellow row) and the third space from the left (the column for 3s).

On each of these spaces, which are shaped like the game’s deck of cards, is an action. Players may choose to take the action they rolled (usually to get resources) or they may choose to discard one or more of their die or dice (for that round) to move another die left or right for each die discarded. You know how I said that Kingsburg does a good job with bad die roll mitigation, Dice City’s use of discarding dice allows for even more of that. Yay!

Players can upgrade their boards by purchasing cards with the resources they use and that accomplishes two great things: each player’s board is different and further strategy over luck. Dice City may look like a game that uses a ton of luck, but it’s sneakily deep. That said, it’s a step up, or at least sideways, in complexity to Kingsburg.

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Discoveries

Discoveries is most likely a step up in complexity to the others on this list, but a lot is added with that smidgeon of complexity. In this game, players take on the roles of explorers tasked by Thomas Jefferson to explore the western United States.

Unlike the other games on this list, Discoveries uses unique and thematic dice to represent the players journey. Horseshoes, feet, writing, and Native American die faces replace pips of 1-6. Each player receives five of these dice in their player color. They roll their dice and may take one of two actions each turn: play dice of the same type to any space on the board or get dice back from the game board.

It’s this push-pull of gaining dice from the game board—and how one does it—versus using dice that give Discoveries its depth. I’ll discuss how to get points later, but one doesn’t necessarily grab all their used dice when they take the “rest” action or the one that allows a player to retrieve dice from the board. Many of the dice used to explore go to a communal discard area. A player has the option of taking all the dice from one of the communal discard areas or taking all their personal dice (no matter who has them or where they are). It’s a wrinkle not seen in too many other dice placement games. Players must do a good job timing when they retrieve dice. You can snake someone’s die and use it before they decide to take it back. It takes a game or two to get the timing, but it’s not that difficult to learn and that’s why Discoveries is the last game on this list.

Players earn points by exploring more areas, but to explore an area one must generate enough resources (in rivers or mountains to cross) in a single turn because players cannot bank rivers and mountains from one turn to the next.

The game ends when the deck runs out of cards, and there is a scoring method that’s simple enough to understand but would make this write-up swell even more with words, so I won’t include it here, but another one of my favorite mechanisms is Discoveries use of dual-sided cards. Players may befriend Native American tribes and if a card from that offering is used, a new card is dealt Tribe side up. Players also use cards if they explore and if a card from that offering is used, a new card is dealt Exploration side up. It’s an elegant system that forces each game to play differently than the last.

Discoveries, like the other games on this list, also has bad die roll mitigation, but it may be the cheapest of all of them: trade in one die to turn another die to the face you want. Love it. This is easily the least random result dice game on this list.

Final Thoughts

Like worker placement games, it’s difficult to come up with easy to learn dice placement games with depth. Again, I had to go with slightly more complicated games than usual, but they still have some wide appeal. There’s a little more variety in terms of subject matter too. And no food. Yay!

How many times have dice hated you? You can roll shame one of your dice or let us know your favorite dice placement games in the comments.