
Genres
Drama Focuses on realistic portrayals of human emotions and conflicts, often dealing with serious themes and interpersonal relationships.Psychological Explores the inner workings of the human mind, focusing on characters' thoughts, emotions, and mental states, often with complex narratives.Sports Focuses on competitive sports, the dedication of athletes, and the challenges and triumphs associated with athletic pursuits.Touhai Hitobashira-hen
凍牌 ~人柱篇~
K, a mysterious player known for his deadly mahjong skills, faces off against Hatori in a high-stakes game. The match takes place under a brutal rule: the loser must pay with their life. K holds 50,000 points, while Hatori has a perfect score of K3, but the conditions are stacked against him. The game is a life-or-death battle where every tile drawn could be the last.
As the tension escalates, K and Hatori are drawn deeper into a world of psychological warfare and deadly gambles. The rules of human life are twisted into a 5×6,000 point system, turning the mahjong table into a battlefield. With each round, the stakes rise, and the line between victory and survival blurs. The players must rely on their wits and nerve to outmaneuver their opponent, knowing that one wrong move means certain death.
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8.7 The Climber
Buntaro Mori is a withdrawn transfer student who struggles to connect with those around him. On his first day at a new high school, a classmate challenges him to climb the school building, promising to leave him alone if he succeeds. Mori accepts and scales the wall without any equipment, reaching the top and shocking everyone. That moment awakens something in him. The rush of overcoming the climb and the sense of accomplishment ignite a deep obsession with rock climbing. Drawn to the solitude and intensity of the sport, Mori begins to pursue it with a dangerous single-mindedness. Ignoring warnings from more experienced climbers, he is pulled toward increasingly risky solo ascents. As he p
The Climber
Manga · 2007
8.9 Real
Tomomi Nomiya was the captain of his high school basketball team until guilt over a tragic accident drove him to drop out and abandon the sport. Determined to make amends, he tries to support the girl whose life he changed, but she and her sister want nothing to do with him. Lost and without direction, Tomomi has only one real talent left: basketball. His path shifts when he meets Kiyoharu Togawa, a former sprinter who lost the use of his right leg and now plays wheelchair basketball. After being soundly defeated in a one-on-one game, Tomomi finds a renewed sense of purpose and decides to pursue the sport he loves while helping others. Meanwhile, Hisanobu Takahashi, the new team captain at
Real
Manga · 1999
7.4 Gamecock
At sixteen, Ryo Narushima seems destined for a bright future. A gifted student, he is on track to enter Tokyo University and secure a place among society's elite. But during one summer, something inside him breaks. In a sudden act of violence, he murders both of his parents with a small knife, leaving only his sister alive, cowering in a corner. Sent to a juvenile reformatory, Ryo must now survive in a world where strength determines everything. Stripped of his former identity and confronted with brutal hierarchies, he struggles to find a reason to keep living. His journey forces him to face the consequences of his crime and the darkness within himself, as he searches for a path forward in
Gamecock
Manga · 1998
8.7 Medalist
Tsukasa Akeuraji once dreamed of reaching the top of solo figure skating, but he started too late and ended up performing in ice shows instead. Resigned to a career far from his ambitions, he meets Inori Yuitsuka, an eleven-year-old girl who secretly visits the rink to practice skating. Inori is told by everyone around her that she is too old to start and that catching up to other skaters is impossible. Her mother, scarred by her older daughter's failed skating dream, is firmly against letting Inori follow the same path. Seeing his own shattered past reflected in the girl's desperate passion, Tsukasa decides to become her coach. Together, they set their sights on the world stage, determine
Medalist
Manga · 2020
7.9 Hikaru no Go
Hikaru Shindo is an ordinary sixth-grader with little interest in board games. While searching his grandfather's attic, he comes across an old go board stained with blood. The moment he touches it, the spirit of Fujiwara-no-Sai, a master go player from the Heian era, awakens and takes up residence in his consciousness. Sai once taught the game to an emperor and still longs to achieve the perfect play he calls the "Divine Move." Pressured by Sai's persistent passion, Hikaru reluctantly begins playing go, moving the stones as the ghost instructs him. His encounters with dedicated young players, especially the prodigy Akira Toya, gradually spark a genuine interest in the game. What starts as a
Hikaru no Go
Manga · 1998
8.5 Ping Pong
Makoto Tsukimoto, nicknamed Smile, and Yutaka Hoshino, known as Peco, have been friends since childhood and have played table tennis together since elementary school. Smile is quiet, reserved, and rarely shows emotion, while Peco is loud, confident, and brimming with natural talent. Despite Smile's own ability, his passive personality keeps him from ever beating his friend. As they enter high school, their coach notices Smile's untapped potential and pushes him to develop real competitive drive. Meanwhile, Peco's carefree attitude begins to clash with the demands of serious training. The two are drawn into the high school table tennis scene, where they must face skilled rivals from other sc
Ping Pong
Manga · 1996