
Yu-Gi-Oh!
Yugi and his friends play a card-battling game called Duel Monsters with roots in ancient Egypt.

Yugi and his friends play a card-battling game called Duel Monsters with roots in ancient Egypt.

While on a mission to save their friends, Yugi and Kaiba relive all the troubles they have faced.

Bloody Mary, Ryo's former partner, resurfaces and to Kaori's shock, she knows everything about Ryo.

Ryo has to keep his distance from his new client.

Ryo takes the boy king into the woods for survival training a group of assassins tracks them.

Ryo guards a selfish boy king who gets targeted for murder.

Hitomi loses her father's necklace during her last job after Toshio picks it up, Hitomi has to arrange a meeting with him.

Toshio and Hitomi finally get a much deserved vacation.

Cat's Eye plan to steal the "Mongolian Hawk" and in order to do so, they infiltrate the Inunari Station itself.

While in the old schoolhouse, Satsuki hears a haunting melody drifting through the halls the only trouble is the lack of a pianist if Satsuki hears the melody a total of four times, she'll die the gang saddles up to put the ghostly piano to sleep.

The school play is coming up, but the boy in the lead role is scared he makes a wish for the gymnasium to catch fire and it does when the play moves to being held in the old schoolhouse, the boy wishes to be injured and he is.

A ghost invades the school's bathrooms, and it's up to Satsuki and the gang to find out how to put it back to sleep the old book left by Satsuki's mom just might be the ticket.

Moving to a new town is tough, and with no friends, it can be scary in Satsuki's case, that last part isn't helped any when she, her little brother, and three kids from school end up in the old schoolhouse, which happens to be haunted by ghosts.

A casino tycoon runs for President and brags that with $500 million to spend, the only way he can lose is if Lupin steals his campaign funds.

Lupin and his gang head to the isolated Kimasan after hearing the country possesses mountains of treasure they sneak across the border but are quickly captured by Kinkaku and Ginkaku, giants who rule the country.

An assassin hired by the ICPO Headquarters uses DumDum bullets to overwhelm Lupin.

Badamon comes up with a plan to take control of Ryo's armor, but it requires Talpa to force his warlords to give up theirs Lady Kayura enacts the plan, revealing another aspect of the Inferno Armor none of them knew.

Dala attacks Ryo and Rowen with Talpa's new sword, which allows him to use Cye, Kento and Sage's powers against them the villains learn the full history behind Ryo's unbeatable Inferno Armor.

Anubis attempts to gain Mia and Ully's trust and explains his past Ryo and Rowen enter the Nether World in search of the other heroes Talpa uses the energy of the captive heroes to create a new weapon.

The Ancient One's reappearance troubles Lady Kayura as Ryo and Rowen seek a way into the Nether Realm to rescue their friends, they encounter a familiar face who pledges to help them.