

After death, either Heaven or Hell awaits most humans. But for a select few, death brings them to Quindecim—a bar where only pairs of people who die at the same time can enter. Attending the bar is an enigmatic figure known as Decim, who also acts as the arbiter. He passes judgment on those who wind up at Quindecim by challenging them to a life-threatening game. These games determine if the patron's soul will reincarnate into a new life, or be sent into the void, never to be seen again. From darts and bowling to fighting games, the true nature of each patron slowly comes to light as they wager their souls. Though his methods remain unchanged, the sudden appearance of a black-haired amnesiac causes Decim to reevaluate his own rulings. [Written by MAL Rewrite]

Naho Takamiya's first day of her sophomore year of high school is off to an uneasy start. After waking up late, she receives a strange letter addressed to her. However, the letter is from herself—10 years in the future! At first, Naho is skeptical of the note; yet, after witnessing several events described to take place, she realizes the letter really is from her 26-year-old self. The note details that Naho's future life is filled with regrets, and she hopes that her younger self can correct the mistakes that were made in the past. The letter also warns her to keep a close eye on the new transfer student, Kakeru Naruse. Naho must be especially careful in making decisions involving him, as Kakeru is not around in the future. With the letter as her guide, Naho now has the power to protect Kakeru before she comes to regret it once more. [Written by MAL Rewrite]

After living 50 simulated high school lives and dating over 100 virtual boys, Tomoko Kuroki believes that she is ready to conquer her first year of high school. Little does she know that she is much less prepared than she would like to think. In reality, Tomoko is an introverted and awkward young girl, and she herself is the only one who doesn't realize it! With the help of her best friend, Yuu Naruse, and the support and love of her brother Tomoki, Tomoko attempts to brave the new world of high school life. Watashi ga Motenai no wa Dou Kangaetemo Omaera ga Warui! chronicles the life of a socially awkward and relatively friendless high school otaku as she attempts to overcome her personal barriers in order to live a fulfilling life. [Written by MAL Rewrite]

For the first time since graduating high school, 30-year-old Moriko Morioka is unemployed—and she couldn't be happier. Having quit her long-standing job of over 11 years, Moriko quickly turns to online games to pass her now-plentiful free time, reinventing herself as the handsome and dashing male hero "Hayashi" in the MMO Fruits de Mer. With the pesky societal obligations of the real world out of the way, she blissfully dives headfirst into the realm of the game, where she promptly meets the kind and adorable healer Lily. Befriending each other almost instantly, the two become inseparable just as Moriko herself becomes more and more engrossed in her new "life" as Hayashi. Eventually, Moriko adopts the reclusive lifestyle in its entirety, venturing out from the safety of her apartment only when absolutely necessary. Meanwhile, unbeknownst to Moriko, a timid 28-year-old corporate worker named Yuuta Sakurai has also logged onto Fruits de Mer from the other side of town. Coincidentally bumping into each other at the convenience store one night, both write off their meeting as no more than just another awkward encounter with a stranger—however, fate has more in store for them than they think. [Written by MAL Rewrite]

The Kazama Family—a gang of three wannabe delinquents and close friends, spearheaded by Kenji Kazama, is trying to make a name for themselves at Fujou Academy. On the first day of the term, the gang finds themselves putting out a fire in the Game Development Club. Instead of thanking them, the eccentric club members attack and knock out Kenji's two friends, forcing Kenji to fight for his life. Failing to escape, the gang leader is coerced into joining the Game Development Club. As he settles in, Kenji gets to know the four girls responsible for his provisional membership—student council president and general tyrant Chitose Karasuyama, spirited tomboy Sakura Mizukami, negligent club advisor Minami Oosawa, and the school's infamous shadow leader Roka Shibasaki. Throughout the Game Development Club's constant shenanigans and his desperate attempts to leave the club, Kenji begins to realize that he may be actually enjoying himself. [Written by MAL Rewrite]

Venturing into the wilderness, the skeptical Ryouta Murakami and the ambitious Kuroneko were on a quest to prove the existence of extraterrestrial life when a tragic accident occurred, reaping Kuroneko of her life and leaving Ryouta in a critically injured state. Ten years have passed since the disaster, and Ryouta is now living a normal life in high school. He vows to prove that aliens are real in honor of his late friend. A transfer student named Neko Kuroha unexpectedly arrives one day, bearing a striking resemblance to the late Kuroneko—even sharing a similar name. Most mysteriously, she seems to possess supernatural powers. As Ryouta takes more interest in Neko, he is drawn into a deadly world where dangerous scientists hunt magic-wielding witches that have escaped from their secret research laboratory. Neko is one of these escapees, but there are many others who are in similar situations, and it's up to Ryouta to protect them from their would-be captors. [Written by MAL Rewrite]

Nanba is the world's most formidable prison, built to incarcerate criminals who are too slippery to stay in ordinary confinement. The four inmates who occupy Cell 13 are particularly cunning on that behalf, having escaped every other prison with a perfect success rate. There is Juugo, a specialist in locks who has spent the majority of his life in prison; Uno, a gambler with great intuition; Nico, an otaku whose body reacts strangely to drugs; and Rock, a bruiser with a love for food. The daily shenanigans of the four prisoners always cause trouble for the building supervisor, Hajime Sugoroku, who desperately tries to prevent them from breaking out of Nanba. Nanbaka follows the comedic, sparkle-filled exploits of these prisoners and their guards. From three square meals a day to sports festivals, prison life in Nanba isn't actually that bad—and it is the closest these four have to a home. [Written by MAL Rewrite]

Sixteen-year-old Yuuki Hase finally finds the courage to speak to his crush and ask her if she wants to become friends. The object of his affection, Kaori Fujimiya, is a quiet and reserved girl who cuts herself off from everyone and does not spare him the same blunt rejection she gives everybody else. Some time after, Yuuki finds her eating lunch on the roof where she secludes herself during break. He decides to start meeting with Kaori every day in the hopes of beginning to understand her better. The more time they spend together, the more she begins to open up to him. However, nearing the end of the week, she starts to push him away once more. It is then revealed to him the reason for Kaori's cold front: at the end of the week, her memories of those close to her, excluding her family, are forgotten, as they are reset every Monday. The result of an accident in middle school, the once popular and kind Kaori is now unable to make friends in fear of hurting the people dear to her. Determined to become more than just one week friends, Yuuki asks her the exact same question each Monday: "Would you like to be friends?" Because he knows that deep down, Kaori wishes for that more than anything. [Written by MAL Rewrite]

After their parents' deaths, brother and sister Akito and Akiko Himenokouji were forced to live with separate families for six years. But now they have finally reunited and begin to live together. It quickly becomes apparent that Akiko harbors romantic feelings for her brother; however, Akito only sees her as a sibling. When three more girls—Anastasia Nasuhara, Arashi Nikaidou, and Ginbei Haruomi Sawatari—move into their apartment, Akiko's hopes of living alone with her brother vanish. Moreover, these girls also like Akito in one way or another, making it even more difficult for Akiko to gain her brother's undivided attention. As the girls fight over who should take care of Akito, they display various eroticisms that may be a little too much for a normal man to handle. [Written by MAL Rewrite]

The samurai are a very important part of Japan's history, and to be related to them in any way is probably one of the most inspiring things that a young high school student could hope for. Kawakami City is well-known for having many samurai ancestors among its citizens, and is generally surrounded by an atmosphere of fighting spirit, loyalty, and dedication to work. In Maji de Watashi ni Koi Shinasai!, the students of Kawakami Academy use this knowledge on a daily basis, whether they are studying for exams, competing in sports competitions, or making sure that they take very good care of their traditions. Yamato Naoe is one such student, and his six closest friends (three boys and three girls) make up the perfect team for friendship, rivalry, and motivation. However, even samurai have weaknesses. Although the balance and long friendship of their group has been undisturbed for a long time, when two new girls enter the group, things start to get a lot more interesting. Not only must they maintain what they think is the samurai tradition, but they must now also do it with a lot of "distractions."

Tokaku Azuma has just transferred to the elite Myoujou Academy, a private girls' boarding school. But there is a catch: she, along with 11 of her fellow students in Class Black, is an assassin taking part in the challenge to kill their sweet-natured classmate, Haru Ichinose. Whoever succeeds will be granted their deepest desire, no matter the difficulty or cost. However, each assassin only gets one chance; if they fail to kill her, they will be expelled. Despite the extraordinary reward, Tokaku decides to take a different course of action. Though Haru is her target, the young assassin soon finds herself drawn to the very girl she is supposed to kill. With the entire class out for Haru, Tokaku refuses to let her friend die, vowing to protect her from a growing bloodlust. [Written by MAL Rewrite]

Some time ago, the influential and powerful Toue Inc. bought the island of Midorijima, Japan, with the plans of building Platinum Jail—a luxurious utopian facility. Those who are lucky enough to call it home are the wealthiest citizens in the world. The original residents of the island, however, were forced to relocate to the Old Residential District; and after the completion of Platinum Jail, they were completely abandoned. "Rib" and "Rhyme" are the most common games played on the island. Rib is an old school game in which gangs engage in turf wars against each other, while Rhyme is a technologically advanced game wherein participants fight in a virtual reality. To be able to play Rhyme, you must have an "All-Mate" (an AI that typically looks like a pet), and the match must be mediated by an "Usui." Aoba Seragaki has no interest in playing either game; he prefers to live a peaceful life with his grandmother and All-Mate, Ren. However, after getting forcefully dragged into a dangerous Rhyme match and hearing rumors about disappearing Rib players, all of Aoba's hopes of living a normal life are completely abolished. [Written by MAL Rewrite]

Junichirou Kagami is a young published physicist, a genius, and a hopeless otaku. At the mercy of YD, a self-diagnosed illness which causes him to only be able to do what he "Yearns to Do," Junichirou foregoes his scientific career to maintain and improve his anime blog. However, when he gets hired as a high school physics teacher; his sister Suzune, no longer willing to tolerate his NEET lifestyle, forces him to take the position. Despite the fact that Junichirou has no motivation to teach the standard curriculum, he may still have something of value to teach his students outside of academics. With his class in tow, Junichirou embarks on an unlikely journey filled with life lessons such as acceptance of others, how to make lasting friends, and what it means to live a better life by doing what you yearn to do. [Written by MAL Rewrite]

After what appears to be just another ordinary day, middle school student Yoshio Kobayashi wakes up in his classroom to make a terrifying discovery: his teacher has been mutilated, and Yoshio happens to be holding the weapon used to commit the crime. Despite the initial shock of finding himself in this predicament, the curious and detached Yoshio can't help but be secretly thrilled about this attempt to frame him. His put-upon friend Souji Hashiba is turned into a willing accomplice, and together, they are determined to prove Yoshio's innocence. Additionally, Kogorou Akechi, a genius high school detective, has come to the scene of the crime in order to investigate the case and when Kogorou meets the young man found guilty, an intense mutual interest sparks between the two of them. Kobayashi wishes to enter Akechi's world of crime solving as his assistant, and Akechi is determined to see if the enthusiastic boy is up to the challenge. Ranpo Kitan: Game of Laplace is a surreal mystery and horror anime that contains brutal and bizarre crimes, loosely based on stories written by Ranpo Edogawa, who is famous for his influence on Japanese fiction. [Written by MAL Rewrite]

After an unfortunate accident, completely normal heterosexual high school student Kouta Shibaki is branded as the school pervert. With girls avoiding Kouta like the plague, truly the young man's worst nightmare has come to fruition! One day in the school library, he stumbles upon a peculiar book said to possess the power to summon witches. Partly out of desperation, partly out of boredom, Kouta decides to play along with the joke of a book, until an apprentice witch going by the name of Rurumo Maji Mojiruka appears before him. In an unusual turn of events, Kouta ends up helping Rurumo with some general witchery tasks in exchange for his soul being spared. Majimoji Rurumo follows the misadventures of Rurumo as she attempts to persuade Kouta to use 666 magical wish-granting tickets in her efforts to become a fully-fledged witch, unaware that every time she grants a wish, Kouta's life is shortened. Aided by Rurumo's familiar Chiro, Kouta must decide between helping Rurumo or saving his own life. [Written by MAL Rewrite]

Shio Ogura is a Japanese high school student, who is visiting Taiwan on a school trip when she is suddenly attacked by monsters. Agents known as "E-Gene Holders" from the government agency DOGOO also arrive, who wield weapons infused with the spirits of historical figures. Shio is revealed to also be an E-Gene Holder when the soul of Oda Nobunaga awakens after she tries to rescue a friend. (Source: Wikipedia)

Yuuki Akamatsu lives a normal high school life... that is until his cousin, Ayaka Nikaidou, convinces him to join the Journalism Club as a life consultant! His new job is to manage the advice column for the school's weekly newspaper to help him become more social. Soon, Yuuki is joined by three girls: the smart and shy Rino Endou, the athletic and outgoing Ikumi Suzuki, and the cultured and sweet Fumi Kujou. Together, they solve the personal problems of those who anonymously ask for advice. Although each of the new life consultants has their own unique perspective, they are able to reach solutions together by holding debates and social experiments throughout the week. However, as time goes on, the four slowly come to realize that they have not only been guiding other students through their troubles, but also working through problems of their own as well. [Written by MAL Rewrite]

The story takes place in Tokyo in 2018, where normal humans and those who can use magic coexist. As a result, there are laws against using magic, and a "magic courtroom" exists to preside over lawsuits regarding magic use. In these cases, "Benmashi" or wizard barristers defend those who use magic. The anime follows Cecil, the youngest Benmashi in history, and her associates as they defend clients in these cases. (Source: ANN)

When she turns ten years old, Adele von Ascham is hit with a horrible headache-and memories of her previous life as an eighteen-year-old Japanese girl named Kurihara Misato.

Young girl wakes up with no memory. She sees a floating spirit who tells her that her amnesia is his fault and that she just plays along and acts normally while he helps her gain her memory back. She tries, but it's not easy.