I enjoyed the first series in this franchise, Alice in the Country of Hearts, but didn’t care for Alice in the Country of Clover at all. Fortunately this variation seems much closer to the original series in tone and execution. It is the unstable April season in the Country of Hearts and a circus headed by a new character named Joker has just arrived.
Alice seems to be having issues with both her memory and perception, aided by some mental meddling from Nightmare. Her occasional fugue states and general confusion serve to give this manga a hint of the sinister and mysterious atmosphere that I enjoyed so much in Alice in the Country of Hearts. Plotwise, there isn’t much going on as Alice goes around during April season saying hello to all the handsome male residents of Wonderland. We do get some world building bits when we see that Alice’s desires are creating a situation where there are more people with “roles” for her to interact with and there’s some nice back story filled in where we see glimpses of Alice’s life before Wonderland. There’s even a glimpse of the man from Alice’s past who is strikingly similar to the Mad Hatter but in some ways the flashback to Alice’s real life seems just as surreal as her dream world. Even though this volume is mostly exposition and getting reacquainted with most of the characters, I was curious to see how this version of the story would play out. After reading the first volume of Alice in the Country of Clover, I was wondering if any of the sequel series would appeal to me at all, but I am now wavering. Recommended for people who enjoyed the first series in this franchise.









At the beginning of the game, players will each receive some money, two disciples, an action card, four missions, and a favor. Players will use the disciples to gather the various items needed to complete missions and can acquire more disciples during the course of the game in order to accomplish more in a single turn. The action cards grant the owners special, usually powerful single-use abilities that can be used at various points throughout the game. The favor grants the owner a special starting bonus which could include money, cards, or even a blessing. Each favor’s bonus is unique, however after collecting the bonus players flip the card over and may use it once during the game as a blackmail card or keep it for 2 PP at the end of the game.


At the end of this phase, the next round will begin until 11 rounds have been played. That is, unless one player has completed the Kill the Shōgun black mission! If this happens, the game ends immediately at the end of the round.