Sora and Shiro, the undefeated online team Blank, accept a chess challenge from a mysterious player and wake in Disboard, where the Ten Covenants replace war with games. They take the failing human kingdom of Elkia as their first board and turn a contest for its throne into a declaration that they will challenge every species.
With Elkia's throne secured, Blank studies the Eastern Union and its werebeast rulers. A wager against the Flügel first brings Jibril into their party, and the siblings then stake humanity's remaining rights on a game against the Eastern Union.
When everyone but Shiro forgets Sora, she has to reconstruct the game that erased him from the people around her. Recovering the missing half of Blank lets the siblings turn an apparent defeat into an alliance with Chlammy and Fiel, then force the Eastern Union into a settlement that preserves its self-rule.
No Game No Life ends here
Plum, the last male dhampir, asks Blank to awaken the sleeping queen of the sirens. The rescue becomes a romance game inside a dream, where the party must untangle an old love, a species-wide bargain, and a rule that refuses to end when its players lose interest.
The siren crisis sends Blank to Avant Heim, the Flügel capital, in search of a way through the queen's dream. A pursuit game earns the Flügel's cooperation, and the combined victories bring the sirens, dhampirs, and Flügel into the Commonwealth while exposing the scale of the old war.
Six thousand years earlier, Riku leads scattered humans through a war they cannot win by force. In the ruins of an elven city he meets Schwi, an Ex-Machina searching for the meaning of a human heart, and their partnership becomes the plan that will end the Great War and make a new god possible.
No Game No Life: Zero ends here
The party faces Holou, the Old Deus behind the Werebeasts, in a life-and- death board game whose players carry a traitor among them. Victory is possible only if Blank treats the group's rivalries and betrayals as pieces on the same board.
Jibril's final task recreates the Great War as a strategic simulation. Sora and Shiro lead humanity through a game built around the sacrifices that created the old world, and their answer is to win without repeating its logic.
After Holou's defeat, Blank pauses royal work to build her a public career. The break ends when an Ex-Machina arrives with a marriage claim and a request that turns Sora's compatibility with their kind into the stake of a new game.
A coup removes Sora and Shiro from Elkia's throne, leaving them to run a pharmacy while the Dwarves demand an answer about the world they escaped. The confrontation becomes a contest over the siblings' past and the Dwarves' place in the Federation.
Blank and their allies awaken inside a broadcast game run by the Fairies. To leave, the players must form convincing couples while their host manipulates the rules and the party searches for the hidden win condition.
A new threat splits Disboard as Demonia and its Devil appear. Sora, Shiro, and their companions enter the supposedly impossible Devil's Tower with hope as their only weapon, turning a dungeon crawl into the next challenge to the world's rules.
The party pushes toward the top of the Devil's Tower while a collapsing moon and a third party reshape the board outside. The decisive game reaches its true end, but the consequences open another conflict rather than closing Disboard's long story.
* Arc names chosen by Arc Almanac, because the books don’t name them.
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