Daring Dustbunnies Review

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 (2019)Hopwood Games
2-5 Players30-75 minutes
Ages 10+BGG Weight – (not yet available)

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.