ULTIMATE DEATH GAME ANIME PART 2
High school student Kaname Sudou receives an invitation from a classmate to play Darwin's Game, a mobile game he has never heard of. However, as soon as he opens the application, a green snake suddenly pops out from his phone screen and bites his neck, leaving him unconscious. Waking up in the infirmary without any signs of a snake bite, he is told by the school to take the rest of the day off. Although he is puzzled by what has happened, he dismisses the surreal experience as a hallucination and boards the train home. Unfortunately, his curiosity gets the better of him and he uses the application once again. As the application appears to be just like any other battle game, Kaname breathes out a sigh of relief and decides to start his first match. However, the pleasant surprise is short-lived, as his in-game opponent unexpectedly appears right in front of him and attempts to hunt him down with a knife. As he desperately runs for his life, Kaname puts two and two together and realizes that Darwin's Game is not an ordinary game, but rather, it's a brutal fight for survival. [Written by MAL Rewrite]
It can be rough transferring to a new school—even more so if you don't want to make any friends, like Nobuaki Kanazawa. But the reason for his antisocial behavior soon becomes clear when his class receives a text from someone called "The King." Included are instructions for the "King's Game," and all class members must participate. Those who refuse to play, quit halfway, or don't follow an order in the allotted time of 24 hours will receive a deadly punishment. Having played the game before and watched as those around him died, Nobuaki tries to warn his clueless classmates. Unfortunately, they only believe him after the King's Game claims its first casualties. Stuck in a horrific situation with no chance of escape, Nobuaki has a choice: put his own survival above those around him, or do what he couldn't before and save his classmates. [Written by MAL Rewrite]
There are gamblers out there who even bet their lives as ante. But to secure the integrity of these life-threatening gambles, a violent and powerful organization by the name of "Kagerou" referees these games as a neutral party. Follow Bak Madarame a.k.a. Usogui (The Lie Eater) as he gambles against maniacal opponents at games—such as Escape the Abandoned Building, Old Maid, and Hangman—to ultimately "out-gamble" and control the neutral organization of Kagerou itself. (Source: MU)
Iride Akatsuki has unlocked hidden content in the game he's playing, 'Nakanohito Genome,' and it turns out that this content is a real-life game! He soon wakes up to find that he has been kidnapped and taken to a strange place, along with a number of other teammates. Each of them specializes in a certain sort of game, like cultivation games, fighting games, puzzle games, etc. A llama-headed 'teacher' gathers them after level 1 is cleared to explain how the game will proceed. Will this group of gamers succeed, and make it back to their real lives? (Source: MangaHelpers)
An original story included with volume 10 of the Nakanohito Genome [Jikkyouchuu] manga.
While mahjong is a game that is often played with family and friends, it is also a game that is played in the darkest corners of society. Nangou is a compulsive gambler who has accumulated debt over three million yen. In a last ditch attempt to clear his record, he decides to wager his life on a game of mahjong with the mafia. Unfortunately, as the game progresses, Nangou only moves further from the prize and closer to death. When all hope seems lost, the game parlor is suddenly intruded upon by Shigeru Akagi, a young boy on the run from the police. Desperate to turn the game around, Nangou hands the game over to Akagi after teaching him a few of the rules. The mafia can only smirk as Akagi sits down to play. However, they soon come to learn that Akagi is a natural-born gambler. An imposing figure who does not fear death. One who is destined to become a legend. [Written by MAL Rewrite]
Knowing that he is risking his life, Kei Kurono makes the uncharacteristic decision to jump onto train tracks to save a homeless man from death, only to perish in the process. But when he comes to, Kei finds himself in a room with several other recently deceased people, as well as a large, mysterious black ball. While the people in the room are trying to make sense of their situation, the ball suddenly opens, revealing a cache of weapons and strange black suits. The ball then instructs everyone that they have to hunt down an alien and teleports them to an unknown location. With very little information to work off of, Kei teams up with his childhood friend Masaru Katou and an unfamiliar woman, and the trio explore their new surroundings. It quickly becomes apparent, however, that they have stumbled into a dark and dangerous world where anything could happen to them. [Written by MAL Rewrite]
Despite having seemingly returned to their normal lives, Kei Kurono, Masaru Katou, and Kei Kishimoto are forced back into the lethal game after Gantz's recent activity. The black sphere continues to summon recently deceased people to fight alien invaders. And having survived the two previous encounters, the trio are more than prepared for the upcoming missions. As they progress through the tournament's stages, the three proceed in their attempt to earn 100 points, which is said to be the only way to leave the parallel dimension for good. However, with the constant onslaught of alien invaders and the threat of imminent death, they must first focus on the task at hand—immediate survival. [Written by MAL Rewrite]
Death does not have to be the end; one can live again, but only through beating the game posed by the black ball called Gantz. On his way home to celebrate his younger brother's birthday, brave and kind-hearted student named Masaru Katou is stabbed to death. He awakes in a small room with a cityscape view in the heart of Tokyo—and he is not alone. To his surprise, it is not the afterlife, but the waiting room for a high stakes game with their lives on the line. Before he has the chance to process the situation, Masaru is handed a gun and teleported into the center of Osaka to carry out one simple task: eliminate any alien on sight. Accompanied by the aged Yoshikazu Suzuki, the stunning idol Reika Shimohira, and the cold but experienced Jouichirou Nishi, Masaru must overcome his fears in order to survive the game and return home to his waiting brother. [Written by MAL Rewrite]
Ryouhei Arisu is a high school student with no ambitions and just wants to escape from what he feels is a meaningless reality. One night when he is with his two friends Daikichi Karube and Chouta Segawa, they see an abnormally large firework shoot into the sky, an event which signals a permanent change in their lives. Blinded by the incredibly bright explosion, the three find themselves transported to what is known as the Borderland. The only inhabitants of this world are participants of a deadly game where specific tasks must be accomplished if they wish to survive. As the three begin playing to determine how they can get back home, Ryouhei finds himself feeling alive for the very first time in his life. [Written by MAL Rewrite]
Upon witnessing a man's head cracked open with an axe, 16-year-old Yuri Honjou trembles in fear and confusion as she flees from the masked assailant, only to find out she's trapped in an abandoned building where every door is mysteriously locked. Desperately searching for a way out, Yuri runs to the rooftop, but a world with no signs of life stands before her, surrounded by high-rise buildings. Though filled with despair, once she learns that her brother is also in this strange place, Yuri is determined to find him and escape. However, she soon finds that there are more masked murderers in the area, anxious to terrorize their newfound victims and satiate their sickest desires, leaving Yuri to question if they will be able to make it out alive. [Written by MAL Rewrite]
Every day, Aya Asagiri thinks about killing herself. She is bullied relentlessly at school, and at home, her older brother Kaname physically abuses her to relieve the academic stress put on him by their father. One night, as she lies awake wishing for death, a mysterious website called Magical Girl Site appears on her laptop, promising to give her magical powers. At first, she dismisses it as a creepy prank, but when she finds a magical gun in her shoe locker the next day, she doesn't know what to believe. Deciding to take it with her, she soon runs into her bullies once again. But this time, desperate for anything to save her, she uses the gun—and her assailants are transported to a nearby railroad crossing, where they are run over. Aya's conscience is unable to handle the fact that she murdered two of her classmates with magic, and she desperately tries to understand the situation. However, when she finds herself in trouble again, she is saved by Tsuyuno Yatsumura, a classmate who can use magic to stop time. This duo has a lot to do: not only do they have to fight alongside and against other magical girls, but they also need to uncover the truth behind the website and the apocalyptic event known as "The Tempest" that is soon to occur. [Written by MAL Rewrite]
For many girls in N-City, playing the popular social role-playing game Magical Girl Raising Project is as close as they could come to being a real magical girl. However, for some rare players, that dream can become a reality. One such girl is Koyuki Himekawa, who receives a notification one night that she has been selected to become a magical girl, her in-game avatar Snow White. As Koyuki and other chosen players in the city begin helping those in need, they all receive yet another notification: the admins have decided that they want to reduce the number of magical girls. Whoever collects the least amount of Magical Candies—which are awarded for their magical girl activities—in their competition each week will lose their powers. But when a real-world tragedy happens to the first player that drops out, they are shown the repercussions of losing their abilities. As more participants inevitably lose the competition and more twisted rules are added, the girls soon realize that their "contest" is actually a desperate fight for survival. [Written by MAL Rewrite]
After one of his coworkers fails to repay a debt, apathetic bum Kaiji Itou is pressured by loan sharks to settle the large sum of cash. Since Kaiji has little money and no future prospects of his own, he is unable to return what his colleague borrowed. Faced with massive financial burdens, Kaiji is given an offer to board the illustrious Espoir—it is said that "one night aboard the ship, and all of your debts will be paid." What seems like a simple night of gambling quickly turns into a game of strategy and betrayal. With the losers of the tournament being subjected to a backbreaking life of indebted servitude, Kaiji must choose his actions—and allies—carefully. However, this is only the beginning of a series of gambles that will wager Kaiji's life, testing the full extent of his wits and will to survive. [Written by MAL Rewrite]
Owing to an increasing debt, Kaiji Itou ends up resuming his old lifestyle. One day, while walking on the street, he stumbles upon Yuuji Endou, who is hunting Kaiji due to the money he owes to the Teiai Group. Unaware of this, Kaiji eagerly follows Endou, hoping for a chance to participate in another gamble, but soon finds out the loan shark's real intentions when he is kidnapped. Given that Kaiji is unable to pay off his huge debt, the Teiai Group instead sends him to work in an underground labor camp. He is told that he will have to live in this hell for 15 years, alongside other debtors, until he can earn his freedom. His only hope to put an early end to this nightmare is by saving enough money to be able to go back to the surface for a single day. Once he is there, he plans to obtain the remaining money needed to settle his account by making a high-stakes wager. However, as many temptations threaten his scarce income, Kaiji may have to resort to gambling sooner than he had expected. [Written by MAL Rewrite]
Unlike many schools, attending Hyakkaou Private Academy prepares students for their time in the real world. Since many of the students are the children of the richest people in the world, the academy has its quirks that separate it from all the others. By day, it is a normal school, educating its pupils in history, languages, and the like. But at night, it turns into a gambling den, educating them in the art of dealing with money and manipulating people. Money is power; those who come out on top in the games stand at the top of the school. Yumeko Jabami, a seemingly naive and beautiful transfer student, is ready to try her hand at Hyakkaou's special curriculum. Unlike the rest, she doesn't play to win, but for the thrill of the gamble, and her borderline insane way of gambling might just bring too many new cards to the table. [Written by MAL Rewrite]
As Yumeko Jabami's fame grows and the reputation of the student council dwindles, Kirari Momobami decides to revolutionize the group. To this end, she announces an election for its next president. The rules are simple: each student in the school receives one chip. Whoever has the most chips by the end of thirty days becomes both the new president and the head of the Momobami clan. Upon receiving news of this development, the Momobami branch families spring into action. Eleven transfer students arrive at Hyakkao Private Academy, each aiming to lead both the school and the Momobami clan. Equipped with unique talents, they will compete to get as many chips as possible—but their chips are not the only things on the line. [Written by MAL Rewrite]
Her name is Mary Saotome—she is brazen, insolent, and defiant, yet highly intelligent. Upon transferring to Hyakkaou Private Academy, where a student's worth is determined by their wits through gambling, she seizes a glorious win against a classmate and immediately captures the attention of the devious student council members. With the bottom of Hyakkaou's rigorous hierarchy determined by least gambling winnings, the future for Tsuzura Hanatemari looks grim. As Tsuzura's childhood friend, Mary resolves to rise through the ranks and secure enough money to free Tsuzura from the shackles of the unjust system. Mary's perseverance and refusal to lose drive her to surpass and humiliate even the strongest opponents, but certain student council members seem to have greater plans for her. [Written by MAL Rewrite]
Makoto Naegi, a teenager with no remarkable talent, is surprised to learn that he has been accepted into Hope's Peak Private Academy: an elite school that gathers the best students from various fields. Despite believing his admission was just a fluke, Naegi is delighted to attend an institution known for ensuring success to those who graduate. Determined, he enters the front doors of the prestigious academy. However, after losing consciousness inside, Naegi wakes up in a seemingly abandoned classroom. Failing to comprehend how he got there, Naegi begins to explore, and to his surprise, finds his classmates assembled in the gym. While everyone is trying to figure out what happened, they are confronted by the school principal—Monokuma, a robotic teddy bear. The mysterious toy explains that the freshmen are trapped inside the school with only one means of escape—kill a classmate without being discovered. Tension fills the air as Naegi and his classmates realize that they are faced with two choices: participate in Monokuma's killing game, or reside together in the school for the rest of their lives. [Written by MAL Rewrite]
Hope's Peak Academy's unconventional class 77-B is about to have an even more eccentric addition: Chisa Yukizome, an alumna with the title of Super High School-Level Housekeeper—and their new homeroom teacher. Cheerful, passionate, and capable, Chisa immediately sets about correcting the students' problematic behavior and strengthening their relationships. It may not be easy dealing with diverse pupils ranging from princesses and nurses to yakuza and impossibly lucky students, but anything is possible with the power of hope. Meanwhile, Hajime Hinata, an unremarkable boy from the school's Reserve Course, longs for a talent. One day, he has an unexpected meeting with class 77-B's Super High School-Level Gamer Chiaki Nanami, who presents to him a new, hope-filled outlook on life. However, unbeknownst to him, the school's upper echelon is about to execute a sinister project centered around Hajime that will bring Hope's Peak—and the rest of the world—to its knees. Zetsubou-hen chronicles the daily lives carried out at the talent-cultivating academy, and the darkness that lurks beneath. As despair slowly infects hope, plans are put into motion to start the Biggest, Most Awful, Most Tragic Event in Human History, and the end begins. [Written by MAL Rewrite]
After Makoto Naegi and his fellow survivors escaped Hope's Peak Academy to the world beyond, they soon join the Future Foundation, an organization dedicated to combating despair. Just when all seems to be looking up, Naegi is arrested and tried for betrayal due to defending a malicious group of Remnants of Despair. Standing before all of the Future Foundation executives, he finds himself, along with Kyouko Kirigiri and Aoi Asahina, facing an unknown fate. The matter at hand only escalates when the organization's supposedly impenetrable security is hacked into by a familiar face: Monokuma. Much to Naegi's horror, the mechanical bear immediately announces the beginning of a new killing game, as moments later, the first victim appears as a signal for despair to resume its brutal conquest. Naegi, the Super High School-Level Lucky Student, must once again unravel the mystery as his colleagues and friends begin falling around him. However, there are no more class trials; among the 16 desperate participants, there is only one killer—and their death means the end of this infernal game. [Written by MAL Rewrite]
The Future Foundation is in shambles after the Final Killing Game and the revelation of the true culprit. As a desperate plot arises from one of the survivors to rid the world of despair once and for all, the remaining Future Foundation members must band together to stop this atrocity from taking place. Fortunately, they find themselves with help from a group of unlikely allies as they race against the clock to stop their world from being changed. In this finale to the Hope's Peak storyline of the Danganronpa series, the players in this neverending death game begin to understand the true meaning behind despair, hope, and atonement. [Written by MAL Rewrite]
At Hope's Peak Academy, a school full of extraordinarily talented individuals, Nagito Komaeda is an ordinary boy with no special traits or interesting skills to speak of—except for his incredible unluckiness. Just walking to school in the morning leads to a number of unfortunate accidents, which only escalate as the day goes on. Despite this, Komaeda leads a relatively normal life and is satisfied with his modest slice of happiness. But everything changes when a mysterious boy who declares himself the "Destroyer of the World" arrives to shatter this hopeless paradise. [Written by MAL Rewrite]
A technological hell masquerading as paradise, Tsukimihara Academy is an artificial high school that serves as the setting for the next Holy Grail War. Created by the Moon Cell computer, the school is inhabited by Earth-projected souls who have even the slightest aptitude for being a "Master." Of these 256 souls, 128 will be chosen for the main tournament and granted a Servant. With all of the Masters selected, the Academy activates a purge, targeting the remaining lifeforms for elimination. Awakening in a pool of his own blood, Hakuno Kishinami refuses to die. Fueled by unknown feelings of hatred, he vows to fight for survival. As he struggles to escape from a relentless pursuer, he finds a crimson blade plunged into the ground; and by pulling it out, Hakuno summons his own Servant, Saber, who instantly destroys his pursuer in a flurry of rose petals. With his newfound power, Hakuno must now begin his journey to Moon Cell's core, the Angelica Cage. There, he will unveil the reason for this artificial world and the secrets of his own blood-soaked past. [Written by MAL Rewrite]
After defeating the various Floor Masters of the six prior levels, Hakuno Kishinami and Saber arrive at the top floor of the Moon Cell. Their opponent will be Leonardo B. Harwey—the strongest Master in the history of the Holy Grail War and the current fan favorite, following his previous victory. As they reach a field of flowers among floating isles, Hakuno, Saber, and Rin Toosaka come across a hooded man tending to the blossoms. Saber immediately draws her blade before the cloaked figure, who reveals himself as Prince Gawain: the Platinum Saber and Knight of the Round Table. However, when Gawain insists that he has no interest in fighting, the four discuss the infinite possibilities for the Holy Grail, with Hakuno determined to return the Moon Cell to its original form. Their discussion ends with a clangor from afar, ringing through the skies. The threadbare Gawain, knowing its significance, informs the three that not much time remains for their lives. He beckons them towards the final battleground, where the two Sabers shall duel once more to determine the future of mankind. [Written by MAL Rewrite]
As the Fourth Holy Grail War rages on with no clear victor in sight, the remaining Servants and their Masters are called upon by Church supervisor Risei Kotomine, in order to band together and confront an impending threat that could unravel the Grail War and bring about the destruction of Fuyuki City. The uneasy truce soon collapses as Masters demonstrate that they will do anything in their power, no matter how despicable, to win. Seeds of doubt are sown between Kiritsugu Emiya and Saber, his Servant, as their conflicting ideologies on heroism and chivalry clash. Meanwhile, an ominous bond forms between Kirei Kotomine, who still seeks to find his purpose in life, and one of the remaining Servants. As the countdown to the end of the war reaches zero, the cost of winning begins to blur the line between victory and defeat. [Written by MAL Rewrite]
The Holy Grail War is a battle royale among seven magi who serve as Masters. Masters, through the use of the command seals they are given when they enter the war, command Heroic Spirits known as Servants to fight for them in battle. In the Fifth Holy Grail War, Rin Toosaka is among the magi entering the competition. With her Servant, Archer, she hopes to obtain the ultimate prize—the Holy Grail, a magical artifact capable of granting its wielder any wish. One of Rin's classmates, Shirou Emiya, accidentally enters the competition and ends up commanding a Servant of his own known as Saber. As they find themselves facing mutual enemies, Rin and Shirou decide to form a temporary alliance as they challenge their opponents in the Holy Grail War. [Written by MAL Rewrite]
The Fifth Holy Grail War in Fuyuki City has reached a turning point in which the lives of all participants are threatened as the hidden enemy finally reveals itself. As Shirou Emiya, Rin Toosaka, and Illyasviel von Einzbern discover the true, corruptive nature of the shadow that has been rampaging throughout the city, they realize just how dire the situation is. In order to protect their beloved ones, the group must hold their own against the seemingly insurmountable enemy force—even if some of those foes were once their allies, or perhaps, something more intimate. As the final act of this chaotic war commences, the ideals Shirou believes will soon be challenged by an excruciating dilemma: is it really possible to save a world where everything seems to have gone wrong? [Written by MAL Rewrite]
The Holy Grail War: a violent battle between mages in which seven masters and their summoned servants fight for the Holy Grail, a magical artifact that can grant the victor any wish. Nearly 10 years ago, the final battle of the Fourth Holy Grail War wreaked havoc on Fuyuki City and took over 500 lives, leaving the city devastated. Shirou Emiya, a survivor of this tragedy, aspires to become a hero of justice like his rescuer and adoptive father, Kiritsugu Emiya. Despite only being a student, Shirou is thrown into the Fifth Holy Grail War when he accidentally sees a battle between servants at school and summons his own servant, Saber. When a mysterious shadow begins a murderous spree in Fuyuki City, Shirou aligns himself with Rin Toosaka, a fellow participant in the Holy Grail War, in order to stop the deaths of countless people. However, Shirou's feelings for his close friend Sakura Matou lead him deeper into the dark secrets surrounding the war and the feuding families involved. [Written by MAL Rewrite]
In Fuyuki City, the Fifth Holy Grail War is about to commence a lengthy battle of blood, death, and misery. High school student Rin Toosaka has trained her entire life for this moment—to become a magus capable of being a Master in the war. Summoning her Servant known as Archer, Rin finally sets foot into the battle. Discovering that one of her acquaintances, Shirou Emiya, is drawn into the war as well, Rin offers to form an alliance for the time being. And as the two of them grow closer, Rin begins to learn more about Shirou's fate and ideals. Nevertheless, her goal remains the same: to win the all-powerful relic that can fulfill the wishes of those who are victorious after the war—the Holy Grail. [Written by MAL Rewrite]
With the promise of granting any wish, the omnipotent Holy Grail triggered three wars in the past, each too cruel and fierce to leave a victor. In spite of that, the wealthy Einzbern family is confident that the Fourth Holy Grail War will be different; namely, with a vessel of the Holy Grail now in their grasp. Solely for this reason, the much hated "Magus Killer" Kiritsugu Emiya is hired by the Einzberns, with marriage to their only daughter Irisviel as binding contract. Kiritsugu now stands at the center of a cutthroat game of survival, facing off against six other participants, each armed with an ancient familiar, and fueled by unique desires and ideals. Accompanied by his own familiar, Saber, the notorious mercenary soon finds his greatest opponent in Kirei Kotomine, a priest who seeks salvation from the emptiness within himself in pursuit of Kiritsugu. Based on the light novel written by Gen Urobuchi, Fate/Zero depicts the events of the Fourth Holy Grail War—10 years prior to Fate/stay night. Witness a battle royale in which no one is guaranteed to survive. [Written by MAL Rewrite]
After a mysterious inferno kills his family, Shirou is saved and adopted by Kiritsugu Emiya, who teaches him the ways of magic and justice. One night, years after Kiritsugu's death, Shirou is cleaning at school, when he finds himself caught in the middle of a deadly encounter between two superhumans known as Servants. During his attempt to escape, the boy is caught by one of the Servants and receives a life-threatening injury. Miraculously, he survives, but the same Servant returns to finish what he started. In desperation, Shirou summons a Servant of his own, a knight named Saber. The two must now participate in the Fifth Holy Grail War, a battle royale of seven Servants and the mages who summoned them, with the grand prize being none other than the omnipotent Holy Grail itself. Fate/stay night follows Shirou as he struggles to find the fine line between a hero and a killer, his ideals clashing with the harsh reality around him. Will the boy become a hero like his foster father, or die trying? [Written by MAL Rewrite]
The Holy Grail is a powerful, ancient relic capable of granting any wish the beholder desires. In order to obtain this power, various magi known as "masters" summon legendary Heroic Spirits called "servants" to fight for them in a destructive battle royale—the Holy Grail War. Only the last master-servant pair standing may claim the Grail for themselves. Yet, the third war ended inconclusively, as the Grail mysteriously disappeared following the conflict. Many years later, the magi clan Yggdmillennia announces its possession of the Holy Grail, and intends to leave the Mage's Association. In response, the Association sends 50 elite magi to retrieve the Grail; however, all but one are killed by an unknown servant. The lone survivor is used as a messenger to convey Yggdmillennia's declaration of war on the Association. As there are only two parties involved in the conflict, the Holy Grail War takes on an unusual form. Yggdmillennia and the Mage's Association will each deploy seven master-servant pairs, and the side that loses all its combatants first will forfeit the artifact. As the 14 masters summon their servants and assemble on the battlefield, the magical world shivers in anticipation with the rise of the Great Holy Grail War. [Written by MAL Rewrite]
Coming from a renowned magus family, Ayaka Sajou is much expected to partake in the Holy Grail War. But ever since her father and sister's demise in the previous battle, she has grown gloomy and unwilling to involve herself in the matters that killed her loved ones. Soon, she finds herself in grave danger at the hands of a knight and ends up summoning her own Servant named Saber. With him by her side, Ayaka ultimately becomes an official participant in the war she initially wanted to avoid so much. [Written by MAL Rewrite]
In Fuyuki City, a long-lived ritual involving battles between seven magi and their servants is taking place. This ritual is known as the Holy Grail War and it promises to grant the victor any wish. With the war now entering its fifth iteration, the stage is set for Rin Toosaka to succeed her father's legacy. Rin wishes to summon Saber, said to be the most powerful class. But when she miscalculates and summons Archer instead, how will she fare in the battles that lie ahead of her? [Written by MAL Rewrite]
In the midst of the Fifth Holy Grail War, Caster sets her plans into motion, beginning with the capture of Shirou's Servant Saber. With the witch growing ever more powerful, Rin and Archer determine she is a threat that must be dealt with at once. But as the balance of power in the war begins to shift, the Master and Servant find themselves walking separate ways. Meanwhile, despite losing his Servant and stumbling from injuries, Shirou ignores Rin's warning to abandon the battle royale, forcing his way into the fight against Caster. Determined to show his resolve in his will to fight, Shirou's potential to become a protector of the people is put to the test. Amidst the bloodshed and chaos, the motivations of each Master and Servant are slowly revealed as they sacrifice everything in order to arise as the victor and claim the Holy Grail. [Written by MAL Rewrite]
The Fifth Holy Grail War continues, and the ensuing chaos results in higher stakes for all participants. Shirou Emiya continues to participate in the war, aspiring to be a hero of justice who saves everyone. He sets out in search of the truth behind a mysterious dark shadow and its murder spree, determined to defeat it. Meanwhile, Shinji Matou sets his own plans into motion, threatening Shirou through his sister Sakura Matou. Shirou and Rin Toosaka battle Shinji, hoping to relieve Sakura from the abuses of her brother. But the ugly truth of the Matou siblings begins to surface, and many dark secrets are exposed. Fate/stay night Movie: Heaven's Feel - II. Lost Butterfly continues to focus on the remaining Masters and Servants as they fight each other in the hopes of obtaining the Holy Grail. However, as darkness arises within Fuyuki City, even the state of their sacred war could be in danger. [Written by MAL Rewrite]
Yuno Gasai lives a normal life as a first-year in high school. She gets along well with her parents and even has a small circle of friends. However, she cannot help but feel as if someone is missing from her life, someone so important to her that it was as if she had lived another life trying desperately to stay with them. After a class trip to the beach, Yuno returns home; but in the middle of the night, she receives strange messages from a voice only she can hear. The voice informs her of the person she is desperate to meet and that she must find him. Soon, she finds herself in a mysterious realm, her only goal being reunited with the person she cannot remember. Though obstacles stand in her way, Yuno will stop at nothing to meet her beloved once again. [Written by MAL Rewrite]
Yukiteru Amano is a shy middle schooler who regularly keeps track of what he does in his daily life by writing down all of his activities on his phone—a digital diary. Despite having no friends at school, Yukiteru is frequently seen talking to his supposedly imaginary friends Deus Ex Machina, the god of time and space; and Deus' servant, Mur Mur. One day, Yukiteru wakes up and discovers that certain events of his day are preemptively displayed on his cellphone. While initially dismissing it as a coincidence, he slowly realizes that the incidents written in his phone actually take place in the near future. After spending the day benefiting from this new asset, Yukiteru learns that his classmate Yuno Gasai possesses a similar diary. As the two team up to defeat an odd pursuer and head back to their respective homes, Deus Ex Machina explains that they—alongside 10 other contestants—have been drawn into a survival game whose victor will become the deity's successor. With no other options, Yukiteru and Yuno must use their cellphones—now called "Future Diaries"—to survive this unforgiving battle royale. [Written by MAL Rewrite]
A short OVA that was bundled with the limited edition of the eleventh volume of the manga.
It looked like it would be a normal day for Ganta Igarashi and his classmates—they were preparing to go on a class field trip to a certain prison amusement park called Deadman Wonderland, where the convicts perform dangerous acts for the onlookers' amusement. However, Ganta's life is quickly turned upside down when his whole class gets massacred by a mysterious man in red. Framed for the incident and sentenced to death, Ganta is sent to the very jail he was supposed to visit. But Ganta's nightmare is only just beginning. The young protagonist is thrown into a world of sadistic inmates and enigmatic powers, to live in constant fear of the lethal collar placed around his neck that is slowed only by winning in the prison's deathly games. Ganta must bet his life to survive in a ruthless place where it isn't always easy to tell friend from foe, all while trying to find the mysterious "Red Man" and clear his name, in Deadman Wonderland. [Written by MAL Rewrite]
Two years after the catastrophic tidal wave that swept over Japan, police officer Kiyomasa Senji is trying to make the world a safer place. Using his Branch of Sin powers, he stops criminals in whatever ways he can. After rescuing a boy named Izuru Tsukiyoshi from a gang called Goreless Peace, the conflict between Kiyomasa and his adversaries heats up rapidly, to the point of being explosive. Offering a glimpse into the past of the future Deadman, the story follows Senji, helping to further develop the reasoning that drives his actions later in life. [Written by MAL Rewrite]
Ryouta Sakamoto is unemployed and lives with his mother, his only real achievement being that he is Japan's top player of the popular online video game Btooom! However, his peaceful life is about to change when he finds himself stranded on an island in the middle of nowhere, with a small green crystal embedded in his left hand and no memory of how he got there. To his shock, someone has decided to recreate the game he is so fond of in real life, with the stakes being life or death. Armed with a bag full of unique bombs known as "BIM," the players are tasked with killing seven of their fellow participants and taking their green crystals in order to return home. Initially condemning any form of violence, Ryouta is forced to fight when he realizes that many of the other players are not as welcoming as they may seem. Teaming up with Himiko, a fellow Btooom! player, they attempt to get off of the island together, coming closer and closer to the truth behind this contest of death. [Written by MAL Rewrite]
The gods of the world—from Greek to Norse to Hindu mythology—gather every one thousand years to make one important decision: whether or not to wipe out mankind. Repulsed by humanity's selfishness, the council unanimously votes to destroy all humans. But before the decree is enacted, Brunhilde, one of the 13 Valkyries of Valhalla, interrupts the meeting to give mankind a chance at survival. Brunhilde proposes the idea of enacting Ragnarök, an event in which the strongest 13 mortal warriors fight against 13 gods in one-on-one matches. Although the trial is ridiculed by the gods, the demigod takes advantage of their pride and forces them into an agreement. However, Brunhilde herself must recruit the mightiest heroes throughout humanity's thousand-year history and guide them to victory before they meet their untimely demise. [Written by MAL Rewrite]
Every 12 years, mercenaries who possess the highest caliber of brute strength, cunning wit, and deadly precision gather to participate in the Zodiac Tournament. Each warrior bears the name and attributes of one of the 12 animals of the Chinese zodiac. With their pride and lives on the line, they engage in vicious combat until only the victor remains. The 12th Zodiac Tournament begins in a desolate city, devoid of any evidence of the half million people who recently lived there. To raise the stakes, each warrior ingests a poisonous gem, thus setting a time limit on the tournament—and on their life. With one wish for the victor up for grabs, the Zodiac Warriors start their cutthroat battle for survival. [Written by MAL Rewrite]
One day, Toki Mishiba receives a letter in the mail promising him a large sum of money if he participates in a game. Initially dismissing the message, Toki becomes intrigued and decides to sign up after noticing fine print that says players' safety will not be guaranteed. It is not long after that he meets Nobuto Nakajou and Kazuo Saitou—the teammates assigned to him in the "Business Game," also known as "Biz Game." The members of the trio quickly form a shaky alliance and call themselves "No Name." Bound by nothing but their shared desire for an obscene amount of money, the three step into the dangerous world of the Biz Game, where they must fight against other teams over a data disk containing vital corporate secrets in order to advance and survive. [Written by MAL Rewrite]
When Leoleshea, a dragon god, is accidentally awoken from her sleep within a glacier, she demands this era's very best game player be brought before her. After a year of waiting, she meets Fay Theo Philus, an apostle—a human granted a supernatural ability called an Arise and thus given permission to challenge the gods in games. Fay and Leoleshea realize they share a passion for games, whether it be with cards or a battle of wits with a god. Declaring that she likes this human, Leoleshea allows Fay to call her "Leshea" and team up with her to play in the gods' games. Ever since the gods gave humans the ability to challenge them, they have promised to grant any wish after ten victories. Leshea desires to become an official god again, as she previously descended to the human world and lost her status as a divine being. Fay has only one goal: to find the woman who long ago taught him how to play games. Though Leshea and Fay quickly prove themselves to be a capable team, the gods will not allow them ten victories so easily: every game has its own unique conditions and hidden rules. Together, the duo will have to act as a perfect team to finally achieve their goals. [Written by MAL Rewrite]
After discovering that his orphanage was on the brink of closing due to financial stress, Finn, who was living freely on the streets, set out for a casino with the aim of making a fortune. However, nothing could have prepared Finn for the nightmare that was awaiting him. Once there, Finn encountered a car chase and bloody shootout caused by a man's "lucky" card. Finn will eventually learn what the shootout was about. The world order can be controlled by a set of 52 X-Playing cards with the power to bestow different superhuman powers and abilities to the ones that possess them. With these cards, people can access the hidden power of the "buddy" that can be found within themselves. There is a secret group of players called High Card, who have been directly ordered by the king of Fourland to collect the cards that have been scattered throughout the kingdom while moonlighting as employees of the luxury carmaker Pinochle. Scouted to become the group's fifth member, Finn soon joins the players on a dangerous mission to find these cards. "All you need in life are manners, dignity, and the will to bet on your own life." However, Who's Who, the rival car maker obsessed with defeating Pinochle, and the Klondikes, the infamous Mafia family, stand in the way of the gang. A frenzied battle amongst these card-obsessed players, fueled by justice, desire, and revenge, is about to begin! Are you ready? It's Showdown!! (Source: TMS Entertainment)
In the American city of Snowfield, a new Holy Grail War is about to erupt. Such ruthless confrontations pit against each other magic experts known as magi, who ascend to the status of Master by summoning Servants—heroic spirits of the past. The winner is thought to have any one of their wishes granted. However, it appears that the organization behind the present situation has merely managed to create an imperfect copy of the Third Holy Grail War. As the unusual ritual catches the attention of the Mage's Association in London, Flatt Escardos, the young apprentice of Lord El-Melloi II—a former participant of the Fourth Holy Grail War—travels to Snowfield and, to the great dismay of his teacher, joins the ranks of the Masters. In this fake conflict where the line between Masters and Servants is blurred, the different factions will have a hard time preventing the city of Snowfield from plunging into total chaos. [Written by MAL Rewrite]