Susume, Karolina

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Bump of Chicken: Answer

Bump of Chicken: Answer

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Houkago Saikoro Club

Houkago Saikoro Club

Aya is a new transfer student attending an all-girls high school in Kyoto. Her first friend is her reserved classmate Miki. After school one day, the committee chairwoman Midori takes them both to an analogue game specialty shop called "Saikoro Club" (Dice Club). There, they start playing a German board game without thinking. Thus begins Aya and Miki's search for fun through the world of analogue games.

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Detective Conan Magic File 3: Shinichi and Ran: Memories of Mahjong Tiles and Tanabata

Detective Conan Magic File 3: Shinichi and Ran: Memories of Mahjong Tiles and Tanabata

When Kogoro drags Ran and Conan with him to the Mahjong parlor one day, he soon becomes irritated at their interference at the table. Deciding to leave him to it, the pair retreat to another table, but when a man brings in a bamboo in readiness for Tanabata, Ran begins to reminisce about an incident that happened with Shinichi during their time in elementary school…

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The Ryuo's Work is Never Done!

The Ryuo's Work is Never Done!

A teenage boy named Yaichi Kuzuryuu is the strongest shogi player in history, holding the top title of “Ryuo” (Dragon King). One fateful day, shogi-loving elementary student, Ai Hinatsuru, appears before him claiming that he promised to be her master. But was such a promise really ever made? Thus began their master and disciple relationship!

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Hikaru no Go: Journey to the North Star Cup

Hikaru no Go: Journey to the North Star Cup

Hikaru Shindou had just settled into the life of being a professional Go player when he received news of the North Star Cup – a special team competition between the young pros of Japan, China, and Korea. With his rival Akira Touya having already been guaranteed one of the three Japanese spots, Hikaru must battle his way through a qualifying tournament to become one of the other two representatives. But fellow young guns Waya and Ochi, along with a mysterious youth from the Kansai region, aren't backing down without a fight. With both familiar faces and new rivals standing in his way, this may be Hikaru's toughest test yet!

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Shion no Oh

Shion no Oh

When Shion was a young girl, her parents were brutally murdered; and the sight of their dead bodies in a pool of blood caused her to lose her voice. Years later, Shion is now a young woman who was raised by Shinji Yasuoko, a professional Shogi player, and his wife. Shion has become a Shogi player just like her adopted father, and is working her way towards becoming a female Meijin – a master of the sport. With powerful opponents and sinister strangers around every turn, and her parents’ killer still on the loose, Shion’s path to glory has never seemed more challenging!

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Saki: The Nationals

Saki: The Nationals

The National High School Mahjong Tournament has finally arrived, and Nodoka, Saki and the rest of the gang are eager to prove themselves in the arena! But winning it all won’t come easy, with fierce competitions on all sides from a variety of other Mahjong clubs, including Ako and her friends from Achiga High. Let the games begin!

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Hikaru no Go: New Year Special

Hikaru no Go: New Year Special

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Legendary Gambler Tetsuya

Legendary Gambler Tetsuya

In the year 1947, the people of Shinjuku are down on their luck. With little money to buy food or necessities, some resort to gambling in order to survive. The Mahjong parlors are where the traveling Tetsuya chooses to spend his time, wiping the floor clean with his adversaries. However, once Tetsuya meets the intensely-skilled Boushu-san, he discovers that his own skills are lacking, and from now on Mahjong will never be the same! Does Tetsuya have what it takes to become a legendary gambler?

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Hikaru no Go

Hikaru no Go

While examining an old Go board in his grandfather's basement, twelve-year-old Shindo Hikaru is possessed by the restless spirit of Sai, an ancient Go master who has waited for over one thousand years to play the Hand of God: the perfect move. Sai convinces Hikaru to act as a vessel for making his moves, but it is soon clear that Hikaru also enjoys Go and wants to play his own games. Moreover, the rules of Go have changed since Sai's time, and Go players from all over the world are now much stronger, having had the benefit of hundreds of years of evolution and experimentation by the masters before them. Can this unlikely pair form a successful partnership and rise to the top of Japan's Go community, and can Sai finally play the Hand of God and find some peace?

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