By Izumi Tsubaki. Released in Japan by Hakusensha, serialization ongoing in the magazine Hana to Yume. Released in North America by Viz.
It’s the rare manga that can make me laugh when I open the front cover and look at the title page, but that’s what Oresama Teacher does here. Shinobu not only lampshades one of the more obvious faults of this series (a lack of other female characters), he also suggests Mafuyu is trying to create a “reverse harem”. Though there are a few guys here that are falling for her, I’d argue that he’s incorrect. This isn’t a reverse harem as this series is simply not focused on romance – mostly as the leads are too dense to understand what they’re feeling. How can you recognize love if simple friendship is beyond you?
Likewise, the first chapter of this volume is simply top comedy, as we meet yet another cast member with no common sense. Shinobu is simply a flake, albeit a skilled one, and therefore matches up well with “Super Bun”, who gets trotted out here again to my delight. It’s interesting to note that Shinobu flat out worships the series’ main villain, Miyabi. In fact, it almost borders on BL, without ever quite going there (just in case both are needed later to have feelings for Mafuyu). The fight itself, meanwhile, shows how clever Mafouyu can be when she’s strategic – thinking on her feet about how best to defeat a ninja and even using some pseudo-ninja techniques.
The rest of the volume is not nearly as funny, but that’s not a bad thing – we’re finally getting a pile of plot and backstory that has been hidden from us. Shinobu ends up joining the Public Morals Squad (as the world’s most obvious mole), and the three club members start to analyze exactly why the bet the school principal has with Saeki is so weird – why does the administration WANT delinquency in the school? Mafuyu thinks that she now has enough that she can get Saeki to tell her the rest, but he proves surprisingly cold, pushing her away by pushing on one of her biggest buttons – the “I want to stop being a delinquent” button. But is that really what she wants?
Having also been abandoned by Hayasaka (whose reasons are far more teenage boy-oriented than Saeki’s), we then get a wonderful scene of her opening up to the other girls in the class, and trying to be friends with them. It’s wonderful not only because her desperation and tomboyishness is amusing, but also because the other girls in class genuinely seem to like her, even if they find her incredibly strange. You could argue this is because they’ve never seen her fighting, but it’s rather nice, and makes me hope that one day we will see more female presence in this manga. It’s not going to be today, though – after defending Hayasaka, who still has his horrible reputation, Mafuyu runs off, realizing that hanging out with the other guys is where she wants to be.
Then there’s Saeki. If you recall, he’s the title character (though France actually changed the title to “Girl Fight”, putting the emphasis more on Mafuyu). His reasons for pushing Mafuyu away are entirely predictable, but this doesn’t make them poorly written, and the scenes with his grandfather are both touching and intriguing. A telling point comes towards the start of the book, when Mafuyu is running off to fight Shinobu, and Saeki asks her why she fights. Note that she doesn’t give a typical manga reason like “to defend the weak” or “to battle injustice”. She fights because she was challenged, and that’s it. She is Saeki’s reminder of what he once was, and that’s why he tries to get rid of her. Of course, she’s made of sterner stuff, which he knows but would rather not admit.
We end on a cliffhanger, with Saeki starting to tell Mafuyu the real reason for the bet, and what the bet actually involves. It’s going to be a long wait till the next volume, but when it comes I’m willing to bet there will be lots of fights, stupidity, and shoujo cliches. Just the way I like it.







The goal is to make a stack of dice that’s worth as many points as possible without “busting”, which means getting a “0” score for that round. When creating your stack, each die added to the stack must be the same or higher value than the die below it. This is not a dexterity game, so if the stack falls over there is no penalty; simply rebuild it.
Once per round, a player may take a “mulligan” to attempt to get better results. However, only two dice are rerolled and both of them must be able to be added to the stack.
Smirk & Dagger games are generally known for having a “take that” aspect to them. Sutakku didn’t originally have anything like this in the game, and apparently during pre-release plays the fans and reviewers were disappointed in this oversight. Personally, I don’t understand the mentality that a game company should be required to live up to some sort of reputation for a specific mechanic in all of their games, but regardless the call for player screwage was answered and some bonus cards were added to the game.


The deck consists of 50 cards in five colors (red, orange, blue, black and green). Each color consists of the following cards: 1,1,1,2,2,3,3,4,4,5. At the beginning of the game, the cards are shuffled together and a hand of either 4 (4 or 5 players) or 5 (2 or 3 players) is dealt to everyone. The cards are picked up by each player with the backs facing them so that they cannot see their own hands but may see everyone else’s. The game also includes colored tokens. 8 blue tokens are placed on the table in the box cover and three red tokens are placed next to the box cover on the table.
When discarding a card, you will simply declare that you are discarding a card and then place that card in the discard area. This card is out of play permanently, but it will now be visible to everyone including yourself. You then draw a card from the deck so that you have the same number of cards that you started with. But more importantly, you may return one of the blue tokens to the box cover. This is how you “recycle” the blue tokens so that more clues can be given. Remember, you only start with 8 blue tokens and no one knows anything about his own hand!
Play continues until either the third red token has been used, all 5 fireworks have been completed, or the draw deck runs out. If the draw deck runs out, players continue with the cards remaining in their hands until the person who drew the last card gets one additional turn.
Memory is very important since each player will be getting information about her hand that may or may not be immediately useful. I often find myself thinking things, “Okay, this is a 3, these two cards are blue, and this card is black. Do I know anything about the other cards? Well I guess I know they aren’t 3s, blue, or black, since I haven’t played any of these cards yet” Yes, it’s deliciously tricky!
Conclusion:






