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WARNING! |
- This is the article on the alternate space. For the cursed object, head to Danmanra. For other uses, see Danmanra (Disambiguation).
Danmanra (團曼羅? Viz: Danmara) is a world created by the yokai Fairy-Tale Card that is only accessible through the cursed trunk from which he is trapped in. It is the setting for the Danmanra Arc.
Overview[]
The creation of Danmanra is for the purpose of having humans sent from the real-world release the Fairy-Tale Card from his imprisonment by destroying the four seals. To deceive them into releasing him from his confinement, the Fairy-Tale Card designed the world of Danmanra to act as an action-adventure game, making them believe that they are players whose only option to escape the world is by defeating the guardian deities who each are connected to one of the three seals.
Gameplay[]
There seems to be no limit as to how many people can enter Danmanra, having sent a large number of Renjaku high schoolers and Unji's band of delinquents who together could match the remaining fighters of the Castle Siege army. Along with any items on their person, a player can enter Danmanra with vehicles, such as a bike. Anyone sent to Danmanra are automatically equipped with a helmet, though this is not always the case with every player. In addition, each player is given a card with the Danmanra symbol on the front and the name of the cursed object on the back. Much like game pieces, a player will have a tiny figurine of themselves materialized on the Danmanra board that moves to show their progress going forward in the game. The helmet and any other items from the game in the player's possession will end up being brought back with them to the real world after leaving the game.
Much like any game, Danmanra is programmed to give out instructions to players for certain things, such as clearing a stage, and show them diagrams. These are all displayed on floating conjured-up scrolls (sometimes including a quill pen). Danmanra also conjures up other items such as dice and purchased food and drinks. Danmanra is populated by shikigami in the form of anthropomorphic frogs with different functions, much like an NPC. In the case of the frog shikigami in National Border Hill, their defeated forms as origami frogs serve as currency for players by the time they make it to Ice Town. A frog origami is referred to as "f". A purchase of meat is worth 2fs, while two bedrooms for lodging cost about 4fs. Other characters include knights, archers, mages, and warriors once players reach the Castle Siege.
For reasons unknown, players with supernatural abilities are unable to use them unless they are in possession of a spiritual item that is able to bring it out, such as one of Okarun's kintama.
Danmanra monitors players' actions for any signs of cheating. After using her psychic powers on a die to land a perfect six for the Castle Siege stage, with the die allowing the player to materialize a portion of an army by the landed number times one, Momo was given zero men for her army as a consequence.
The only way for a player to return to the real-world is if the Fairy-Tale Card permits it. The only time he is willing to do so is if a player does not participate in the game, deeming them as useless but good enough bait to lure other humans to the cursed trunk once they relay their experience being trapped inside.
Guardian Deities[]
There are three guardian deities (守り神 mamori gami?) in Danmanra whose existence are meant to keep the seals imprisoning the Fairy-Tale Card active. Due to the Fairy-Tale Card's creation of the world, the guardian deities are made out to be bosses that players are required to defeat in each stage. Following Danmanra's sugar theme, the guardian deities release various candies from their bodies if they are destroyed.
Cards[]
Defeated guardian deities unlock cards that players receive as an achievement. The cards are summoned when the player brings out their main card that has a guardian deities' face printed on one of the circles of the symbol. A player can only acquire up to three cards since there are only three guardian deities in Danmanra. Each card contains a guardian deities' unique power that a player is able to utilize, by touching the card, when attempting to clear a stage.
Image | Card Name | Skill and Description | HP | Card Type |
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Carmine | Dark Knight: Players can summon the Dark Knight's sword and shield.
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5000 | Slash/Strike |
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Nom Nom Bongo | Death Pâtissier: Players are able to acquire powers based off the treats they consume.
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2500 | Strike/Drill |
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Rock-hard Costinus | Medusa: Players are able to turn their bodies into stone, increasing their defense against attacks at the cost of their mobility being reduced. | 8000 | Crush/Hard |
Layout[]
The world of Danmanra is a jungle realm with mountain ranges and a dark starry sky (sometimes depicted with a normal cloudy sky). Flora and fungi of the jungle have been shown to become large or gigantic in size. Most notably, various edible candies and sweets can be found growing in the jungle, with a few lands of Danmanra even being composed entirely out of it that vary in size. The reason for this is because of the Fairy-Tale Card's assumption that humans have a dependence on sugar, which he thought might please them in his world. Along with candy, Danmanra also has a medieval style theme. There are stages that Danmanra players are required to complete, along with ruins, structures and at least one town they will come across in their quest.
Stages[]
National Border Hill (国境の坂 Kokkyō no saka?) | ||||
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National Border Hill is the first stage of Danmanra. The setting to this stage is an entrance gate with a set of weapons (e.g. swords, shields, spears, morning stars, and axes) for players to use. Upon entry, players are led to a slope wall with seven ropes that go up to the top and find that the ground is covered in cream. The top of the slope wall leads players to an obstacle course made entirely out of candy and sweets. Once players step onto the obstacle course they will be forced to try to get passed a few frog shikigami who perceive players as monsters and will go after anything they may have dropped and try to reclaim in the obstacle course, such as Okarun's kintama that accidently fell out of Unji's pants. |
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Boss Battle | ||||
Boss | Name | Objective | ||
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Dark Knight | The first boss of National Border Hill is the Dark Knight, who makes its appearance by bursting out of the walls. Players must battle and defeat the Dark Knight before they are given the opportunity to climb up to the top of the slope. As an achievement, players will earn the Dark Knight card. | ||
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Death Pâtissier | The second boss after the Dark Knight is the Death Pâtissier who appears in the candy obstacle course. The way this stage is played when up against this boss is that players must come into physical contact with the candy the Death Pâtissier calls out to avoid getting hit by its attacks. The clear condition is to defeat the Death Pâtissier, which will earn players the Death Pâtissier card. | ||
Tower | ||||
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Boss Battle | ||||
Boss | Name | Objective | ||
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Medusa | The boss of the tower is a monster known as Medusa. Players are forced to climb up the tower to avoid being devoured by Medusa as it chases after them. The clear condition is to defeat Medusa, which will earn players the Medusa card. | ||
Castle Siege (攻城戦 Kōjō-sen?) | ||||
![]() Castle Siege is the final stage of Danmanra. This stage has a wall that gives players a full view of an army, consisting of knights, archers, mages, warriors, behemoths, and wyvern, as they stand behind a castle. | ||||
Objective | ||||
The way this stage is played is that the player must build their own army to fight against the opposing army in front of them by using three colored dice: a yellow die that multiples the landed number by 100, a red die that multiples the landed number by 10, and a blue die that multiples the landed number by one. After this part is done, players must then assign themselves and their army roles of either knights, archers, mages, or warriors. The interaction between roles against both sides follow a rock-paper-scissors concept that determines a battle's outcome:
After making it past the army, the players are task with destroying the crystal being housed inside the castle. Unbeknownst to the players, the crystal is actually the final seal keeping the Fairy-Tale Card bound, resulting in his release if destroyed. |
Other Locations[]
Daiki Hakono's Starting Point[]
After touching the Danmanra cursed object when he was young, the old man player was sent to a part of the Danmanra jungle where he has a view of monsters roaming around the area while standing on top of large mushrooms. The landscape included an abnormally large tree.
Momo's Starting Point[]

The starting point where Momo was sent.
Momo's starting point from when she was sent to Danmanra was a forest site that was made entirely out of sweets. The path forward leads to the first stage of Danmanra but not before Momo crosses a mountain range with edible candy and sweets growing from nature, a bridge, and ruins of a destroyed wall.
Ice Town[]

Ice Town.
Ice Town (こおりの町 Kōri no machi?) is a town that serves as a resting point for players. Players come across this town after completing the second stage. Ice Town is inhabited by the frog shikigami who, unlike the ones from the National Border Hill, are non-hostile, as they are only programmed to welcome players into the town, provide services in exchange for a fee, or simple remain stationary characters as the players roam around. The services the shikigami provide are ready made foods and drinks, such as meat on the bone, and inn lodging where players can rest, wash their clothes with a frog washer and dryer, and a bath.
Wildlife[]
Monsters[]

Monsters.
The fauna of Danmanra were a variety of monstrous creatures that came in many different shapes, sizes, and features. As shown in Daiki's memories of his time spent in Danmanra, there were bipedal reptilian monsters who were capable of wielding weapons and wearing gear, which would imply that there were a few species who possessed some degree of intelligence (at least when it came to fighting). Upon Unji's arrival, the monsters that roamed around the jungle were all wiped out by the young man.
Types of Monsters[]
In Castle Siege, there are two known types of monsters that participate in the stage:
- Behemoths (ベヒモス Behimosu?) are gigantic beasts with the trunk of an elephant and large tusks. They are classified as warrior-types, meaning that they are strong against knights but are weak against mages. Their large size gives them an advantage against a player's army, being able to trample over a large portion of troops and would need to get hit with a barrage of attacks from multiple mages in order to be taken down.
- Wyvern (ワイバーン Waibān?) are large, winged creatures. They have the appearance of either fire breathing mythical dragons or lighting emitting chimera hawks with legs of a lion and a tail of a snake. They are classified as mage-types, meaning that they are strong against warriors but are weak against archers. In the Castle Siege, their elemental ability allows them to wipe out a large portion of the player's army, and much like the Behemoths, their large size would require the player's archers to hit them with a barrage of attacks in order to take them down.
Players[]
Danmanra | ||||
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Players | ||||
Daiki Hakono | Female Unji Gang Member | Unji Zuma | Momo Ayase | Toriumi |
Renjaku High Schoolers | Unji's Gang | Okarun | Turbo Granny |
History[]
Past[]
Danmanra Arc[]
Trivia[]
- The stages' challenges are reminiscent of the Japanese game show, Takeshi's Castle.
- The castle visual in Castle Siege is similar to Angkor Wat.