The mother of a feudal lord's only heir is kidnapped by the lord. Her husband and his samurai father must decide whether to accept the unjust decision, or risk death to rescue her.
After years on the road establishing his reputation as Japan's greatest fencer, Takezo returns to Kyoto. Otsu waits for him, yet he has come not for her but to challenge the leader of the region's finest school of fencing. To prove his valor and skill, he walks deliberately into ambushes set up by the school's followers.
Blind traveler Zatoichi is a master swordsman and a masseur with a fondness for gambling on dice games. When he arrives in a village torn apart by warring gangs, he sets out to protect the townspeople.
Wishing to find peace, Zatoichi travels to his old village but only finds trouble when he ends up in a love triangle and finds old scores have followed him home.
Kakunoshin, renowned for his skills with a sword and in the game of go, embodies the samurai code. Falsely accused of a theft, he is forced to become a lowly ronin. Years later, when a case of missing gold pulls him into a new web of intrigue, Kakunoshin uncovers the truth behind his downfall. With the real culprit exposed, the go board flips, and a hellstorm of righteous vengeance follows.