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Battle Royale #10 Volume Ten
Cover Date: December, 2004
As Shuuya comes to grips with the fact that he was unable to save the girls that rescued him, Yuko is pushed over the edge by the tragic deaths of her friends. Realizing she was wrong about Shuuya, in a final act of atonement, Yuko may have to pay the ul ...
Issue Description
As Shuuya comes to grips with the fact that he was unable to save the girls that rescued him, Yuko is pushed over the edge by the tragic deaths of her friends. Realizing she was wrong about Shuuya, in a final act of atonement, Yuko may have to pay the ultimate penance.
Back BlurbShuuya may have been saved by a group of girls, but he has proven to be the death of them. Still, he's got to play the game, so he heads out to find Noriko and the others only to be faced with more gun-wielding classmates. Will he survive? And if he does, have Noriko and Shogo stayed alive long enough for the three to be reunited?
Chapter TitlesChapter 72: Yuko SakakiChapter 73: WishChapter 74: ReparationChapter 75: FuneralChapter 76: RainChapter 77: Bleak ReunionChapter 78: MessageChapter 79: FaithBattle Royale (2003)
- Publisher
- Tokyopop
Volume Description
For the original Japanese version, see Battle Royale
For the German version, see Battle Royale
In Japan a class of 42 student is selected to participate in a government project known as Battle Royale. The project forces the students to participate in a "game" , the purpose of the game is unknown to the general public. In the game each student is provided witha a day pack which includes a map, a compass, a list of the students, and a randomized weapon, They are also provided with a collar that is impossible to remove without triggering the device which causes it to explode. The collar prevents students from trying to escape and from returning to the school or other forbidden zones which are announced frequently . The only way to win or end the game is to kill of the rest of the classmates and be the last one standing. However the game becomes more intense as paranoia and fear kick in, combined with the fact that as time passes the area of play becomes drastically smaller.
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