At Kameido High School, the members of the tennis club, four girls in particular, engage in both hilarious tennis-related and non-tennis-related antics. However, Yuri Oshimoto, a new member, is often the only sane one amidst her eccentric and silly upperclassmen. Among them is Kanae Shinjou, who despite being a member of the tennis club, is incapable of playing tennis; Marimo Bandou, an unpredictable pervert hailing from Kansai; and Nasuno Takamiya, an airheaded and enigmatic wealthy girl who attempts to solve every problem with money. Whether all four are present or not, this tennis manga is guaranteed to leave readers in fits of laughter throughout its run.
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Takafumi Ten is called to a mahjong club one night to play again Ikawa Hiroyuki, a young mahjong player. Having just robbed Ten's friends blind at mahjong, Ten arrives to take back his winnings.. Ten's mahjong style becomes more apparent as the game progresses...amateurish! Ten cheats in the last round, using a move called the Tsubame Gaeshi, and winning with a Tenhou hand. Hiroyuki is angered once Ten admits he cheated after the game. Will he come to understand Ten's "Way of Tenhou", where Ten willingly cheats and gets beat up in response for his friends? Will Ten unlock his true mahjong potential or cheat forever?
Battle tournament manga set in the Sengoku Era. The year is 1600. Ten years have passed since Oda Nobunaga unified Japan. When Nobunaga realized that he was dying, he announced that he would hand over the country to the one who produced the strongest warriors. The warlords, whose dreams of unifying the country had been dashed, set up their own strongest warriors and set their sights on becoming the ruler of Japan
From MegKF: Despite repeated rejections, Shinatsu fell in love at first sight with the most popular boy in school, Yoshiyuki-sempai (a member of the tennis club). After unhesitatingly joining the team, she gets rejected by her sempai. On top of that, she is bullied by his girlfriend. However, as her childhood friend Iku, says, "Things that are too easy to obtain aren't amusing at all." Right?
Despite her clumsiness, teenage school girl Chihiro is popular at her school, especially with the boys. She joined the wrestling club a few months back and has been practicing without much apparent success. However, she wins her first competition surprising everyone including herself and her fan boys become more passionate about her. Will Chihiro be able to become an amazing wrestler?
Katsutoshi Umiyama is a young teacher of 25 years who is designated as responsible for the men's club volleyball school. The women's club, however, is in the hands of the beautiful Maho Kawashima. When Umiyama accidentally gets too close to a club girl, Ai, the student does not seem to be upset, but …
From Animexis: Ishidou Natsuo is a gifted girl who can achieve anything she wants in sports. Because of this she is permanently bored, as there aren’t any real challenges to her abilites to make her feel alive. One day she receives an invitation of a merry girl to join her martial arts club. Irritated by her happy expression, Natsuo decides to accept the invitation just as a pretext to beat her up, but she receives a shocking surprise.
For the last three years, the motocross national B-League has been dominated by Kurosu Gen. He has been unmatched in his riding skills and no one was surprised when Gen was promoted to the A-League, the highest league in the nation. But this division has been ruled by an even bigger monster than Gen, the Red Army and its leader Igarashi Shunichi. For the last 5 years, the Red Army has left the competition in the dust and won the championship with ease. Gen is determined to put an end to the Red Army dynasty and take first place but the caliber of motocross riders here are heads and shoulders above what he has seen before. Included one-shots: Volume 1: Mad Fighter Volume 2: Hokuto no Ken (pilot)
Jockey Tetsu is a man who lives by his own style. One day, he is charmed by a certain horse and follows it to the end. What Tetsu finds is a runaway horse on the verge of being killed by poison. --- * Includes three-chapter story \"Samba Never Learns\" in the same volume.
In middle school, Ichinose Kimitaka taught his friends how to play basketball. Despite his experience with the sport, his friends quickly outmatched him in skill. After an incident brought on by his frustration and jealousy, he was crushed to overhear those same 'friends' discussing how they wished he'd just kill himself. On his way to toss out his special basketball shoes, he met a girl who was just as frustrated, throwing her own dancing shoes away. She was so tall, and her hands and feet are so large, that she had been rejected from her chosen hobby of Spanish dancing. He urged her to give basketball a try, and the two exchanged their shoes instead of throwing them away. As he enters high school, Kimitaka learns that meeting him changed that girl's life for the better, and she is now a happy, social basketball player. Will Kimitaka be able to find the courage to make new friends and pursue his own talents?
At 30 years old, Kiriya Rinji finds himself divorced and out of work, possessing a sole ability in playing online mahjong. In dire need of funds to pay for child support, he ventures to Kabukichou's disreputable district to participate in real-life mahjong games for profit. Can his digital aptitude translate to tangible earnings in the offline realm?