Zeon ace pilot, Commander Char Aznable, thought he could foil the Federation's plan to build a mobile suit by attacking their research base on colony Side 7. He was wrong. With a prototype already active, the besieged Federation forces strike back using their new weapon, the mobile suit Gundam, with devastating consequences. Amidst the fighting, young electronics wizard Amuro Ray is determined not to let his friends and family die in the crossfire. But what can one boy do to repel a squad of mobile suit-clad invaders? (Source: VIZ Media)
Ne'er-do-well Kaiji Itou's shiftless existence is suddenly rattled by a visit from the yakuza. Burdened by debt and resentment, Kaiji is coerced into gambling for his worthless life. As the stakes grow higher and the rules become increasingly more bizarre, Kaiji must finally take the future into his own hands! (Source: Denpa) *Note: Won the 22nd Kodansha Manga Award for general manga in 1998.*
After a disastrous defeat at the 2018 World Cup, Japan’s team struggles to regroup. But what’s missing? An absolute Ace Striker, who can guide them to the win. The Japan Football Union is hell-bent on creating a striker who hungers for goals and thirsts for victory, and who can be the decisive instrument in turning around a losing match…and to do so, they’ve gathered 300 of Japan’s best and brightest youth players. Who will emerge to lead the team…and will they be able to out-muscle and out-ego everyone who stands in their way? *Source: Kodansha USA, Vol. 1*
Haunted by a space flight accident that claimed the life of his beloved wife, Yuri finds himself six years later as part of a team of debris cleaners on a vessel called the Toy Box charged with clearing space junk from space flight paths. The team consists of Hachimaki, a hot shot debris-man with a sailor's affinity for the orbital ocean; Fee, a chain-smoking tomboy beauty with an abrasive edge; and Pops, a veteran orbital mechanic whose avuncular presence soothes the stress of the job. (Source: TOKYOPOP) *Note: Includes two extra chapters.*
The time for logical debate and magical feints has come to an end; the revelation of the truth about Beatrice the Golden Witch is at hand. To facilitate this, game master Bernkastel has chosen Will Wright the Mage-Hunter to step onto her board and answer a single question: Who killed Beatrice? Joining him in the game is Lion Ushiromiya, Krauss's firstborn and heir, whose role is a mystery in its own right. Will's line of questioning draws together the stray strands from all the previous games, twisting them into a thread of truth, revisiting Kinzou's first encounter with the young Beatrice and working through the legends that have since sprung up around her... (Source: Yen Press)
Kurosawa is sick and tired of his boring, ordinary life growing old as the less popular site foreman in Anahira Construction. The turning point comes when his 44th birthday comes along, and no one remembers or celebrates with him. Realizing he lived a life without drive or purpose, Kurosawa tries to go past his comfort zone to turn his life around. Will his newfound shenanigans help him or hurt him when he gets caught up in fights with delinquents? (Source: Manga Planet)
After Kaiji's showdown with Chairman Hyoudou at the Starside Hotel, he's forced into labour at an underground mine. With his meagre daily wage, he'll be working for decades to repay his debt unless he does something about his miserable situation. Kaiji decides to wager his earnings in an underground dice game for a ticket to get out of the mine for a limited period of time. But even if he surfaces, he only has one chance to win it big: by challenging the unbeatable pachinko machine nicknamed "The Bog."
Beatrice is dead, her soul shattered by Battler at her own request. Though her body sits across the chessboard, she is no more than a husk of the laughing, impulsive witch she once was. Lambdadelta is more than happy to preside over the fifth game, and Bernkastel willingly steps in for Battler as he takes his leave to collect his thoughts. But two witches can cause all manner of mischief when left to their own devices, especially when they care as little for rules as Lambdadelta... (Source: Yen Press)
This is regarded as the chapter where "the best situation has been provided," but it takes the courage of a certain character to change the course. This will answer everything, however there is one chapter left - Matsuribayashi-hen. (Source: Wikipedia)
Itou Kaiji, now free of debt but without a penny is leeching himself in Mr.Sakazaki's new house, despite all the flirtings (extreme torment for Kaiji) from Sakazaki's daughter, Mikoko. Sakazaki attempts to kick Kaiji out, even by offering a farewell 'we never knew each other' money of 3000000 yen. While Kaiji ponders himself on the decision, he is visited by Miyoshi and Maeda, two of his 'allies' he had saved from the last part of the series.
Battler assumes control of the sixth game, wielding his new golden truth as he parries the logical blows of the detective-and-witch, Erika Furudo. For Battler, what began as a contest over the existence of magic has become a fight to revive the fiery, vibrant Beatrice of his early clashes on the game board. The logical loops and rules of the game were already complex, but now as the game master, Battler must quickly learn how to shape the events to his and Beatrice's ultimate ends without getting locked in a closed room by Erika, the Witch of Truth! (Source: Yen Press)
Time holds little meaning for Beatrice the Millennial Witch. Replaying the events leading up to the Golden Banquet again and again only gives her more opportunity to play with her new favorite toy, Battler Ushiromiya. The boy's will to resist the witch remains strong as the curtain rises for a third time on the Ushiromiya family's annual reunion. But as Beatrice pulls more and more players into the game, the strain on Battler's defenses is evident. Do the other members of his family hold the key to solving the witch's riddle and sealing her defeat?! (Source: Yen Press)

