Dandadan Vol. 18: Dandadan, Vol. 18

ISBN
9781974761999
Publisher
Viz Media
English release
Pages
202

Dandadan follows Momo and Zuma's attempt to win their release from the cursed diorama. Completing the board game has brought them to the point where its nature matters as much as its rules. This continues the predicament from the previous book, so the apparent promise of an exit carries the weight of that effort. It is a poor place to begin for a simple monster encounter: the trap's meaning depends on what its participants thought they were accomplishing.

Spoilers — why this volume matters. Tap to reveal.

Clearing the game is not equivalent to understanding the container. The diorama is a wicker trunk imprisoning the Fairy-Tale Card, and the yokai possesses Zuma rather than leaving the successful players safely outside the problem. This reverses the value of progress: a completed task can serve a purpose the participants never chose. Drawing on 'Brella Boy's power, the possessed Zuma attacks the others and injures Momo. The shift from cooperative game survival to possession makes the rescue more personal, since a recent partner becomes the immediate danger. A rule can be followed correctly inside a situation defined dishonestly.

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