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- Do you want to play a super fun game, with no rules or almost no rules? And where you can use whatever you like: ninja tricks, primitive clubs, or remote-controlled robots? Spike Ball is the sport for you. You do not know him? Well, it was just invented by Nino, Viola and Lj-Wang together with their smart coach, Lucky. They are the Lucky Squad and they will have to face the weirdest teams ever seen: the Animals, the Techno Geeks, the Super Rollers, the Primitives and the Invincibles. The Lucky Squad's motto is: Smile. Jump. Crush. Rock. And are you ready to play Spike Ball with us?
- The players and coaches of Spike Team are in a lot of trouble: the girls are losing confidence, Madame Amalia will stop at nothing to make sure the Roses win, and someone is trying to frame Julio for a crime.
- Lucky is reminded of his past, and the girls play another practice game against the Roses. But with Madame's influence, this scrimmage is not friendly. Luther and his partner have a new Jewel for the girls to discover.
- Lucky sets up his toughest training day yet: teaching the girls how to play and train as a team. Orienteering and a rafting trip challenge the girls to work together, and Patty finds another mysterious jewel.
- The heir to Armand's estate will be decided by a volleyball tournament. Spikersfield College just might have a chance, but first they need a coach. Luther recruits an old friend, while Amalia hatches her own scheme.
- Coach Lucky and his staff of assistants have recruited players, but the athletes need to learn to train as a team. Madame Amalia has paid for the best players, best coaches, best equipment, and she expects the best.
- The girls need to pick a team captain, and Lucky uses a parkour challenge to teach them that they can overcome any challenge. Meanwhile, Madame Amalia conspires to sabotage Spike Team by stealing the Torch.
- When Madame Amalia meddles and plots, Jo faces a difficult decision between her future and her friends during the third game. Ann Mary's newfound dedication and caring for the team reveals another Jewel.
- Spike Team comes to Vito's aid after a terrible disaster. Back at the college, Grace is worried about the fate of the school. Luther and his partner continue their plan to help the girls reach their potential.
- Luther and his mysterious partner continue their plan by teaching another Virtue. But back on the court, the Spike Team needs a setter. With the pressure rising, Lucky helps the girls keep calm.
- The girls face their fears when the hit the court for the first match of the Alea Cup. But Madame Amalia is up to no good. The pressure is high and the competition is fierce, but all that's left to do is spike it!
- Madame Amalia sends her henchmen on a spooky mission to steal the Torch, but someone has plans to stop them. Even though Grace is starts to believe the Legends, Lucky is worried that she doesn't believe in him.
- The girls of Spike Team begin to doubt Ann Mary's commitment, but Luther and Armand have faith in her potential. Madame Amalia has a scheme to trick Grace into forfeiting the tournament, and the college.
- After refusing to fall into Madame Amalia's plan, Jo faces her wrath at work until a new career opportunity arises. But she's not safe from Amalia yet, and she discovers that her whole family is now a target.
- Amalia believes that she has successfully fooled Grace into signing over the college, but Grace has a plan of her own. The girls of Spike Team learn to work hard and play hard when Lucky takes them to a rock concert.
- Victoria learns a difficult lesson about loyalty when she must choose between her father's wishes or Spike Team. Madame Amalia learns about the legend of the Olympic Torch, and hatches a plan to sabotage it.
- A party at Spikersfield promises to smooth over controversies of cheating. Meanwhile, Madame Amalia sends her hechmen to sabotage the celebration, but Armand and Luther have tricks of their own.
- Madame Amalia may have finally found a way to sabotage Spikersfield, but the city of Everton bands together to help them. Amalia's latest scheme to sow negativity backfires, and Ann Mary steps up to help her team.
- The fate of the college is at stake in the final round. In order to save Spikersfield, the girls need Lucky's help and all the skills that they've learned. Even the Roses are tired of Amalia's corruption.
- Jo and her family find a new place to live. Armand and Luther decide who will earn the next Olympic Jewel. While the Spike Team rallies for a comeback, Amalia plans to sabotage the girls by targeting the Spikers.
- A party at Spikersfield promises to smooth over controversies of cheating. Meanwhile, Madame Amalia sends her hechmen to sabotage the celebration, but Armand and Luther have tricks of their own.