Hikaru no Go, Vol. 18

Hikaru no Go, Vol. 18

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2010-02-02

Total Pages: 216

ISBN-13: 9781421528236

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An ancient ghost possesses Hikaru and unleashes his hidden genius! R to L (Japanese Style). After stumbling across a haunted Go board, irresponsible Hikaru Shindo discovers that the spirit of a master player has taken up residence in his consciousness. In his pursuit of the "Divine Move," Fujiwara-no-Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed Go prodigy Akira Toya!Six Characters, Six StoriesThe main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these but only takes center stage when, in the final tale, he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner. Six Characters, Six Stories The main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these but only takes center stage when, in the final tale, he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner.


Hikaru No Go

Hikaru No Go

Author: Takeshi Obata

Publisher:

Published: 2004

Total Pages:

ISBN-13:

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"Hikaru Shindo is like any sixth-grader in Japan: a pretty normal school boy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic-- and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago."--Cover of v. 1.


Hikaru no Go, Vol. 18

Hikaru no Go, Vol. 18

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2012-10-29

Total Pages: 214

ISBN-13: 142155674X

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The main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these and takes center stage in the final tale when he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner. -- VIZ Media


Hikaru no Go, Vol. 10

Hikaru no Go, Vol. 10

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2007-08-07

Total Pages: 208

ISBN-13: 9781421510675

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After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya! The main round of the pro test has begun. Everyone's feeling the pressure, no one more so than Hikaru's friend Isumi, who has failed the test twice before. Fighting off his feelings of self-doubt, Isumi faces his next opponent, who turns out to be Hikaru. But a careless mistake lands the pair in an awkward position!


Hikaru no Go, Vol. 18

Hikaru no Go, Vol. 18

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2010-02-02

Total Pages: 216

ISBN-13: 9781421528236

DOWNLOAD EBOOK

An ancient ghost possesses Hikaru and unleashes his hidden genius! R to L (Japanese Style). After stumbling across a haunted Go board, irresponsible Hikaru Shindo discovers that the spirit of a master player has taken up residence in his consciousness. In his pursuit of the "Divine Move," Fujiwara-no-Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed Go prodigy Akira Toya!Six Characters, Six StoriesThe main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these but only takes center stage when, in the final tale, he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner. Six Characters, Six Stories The main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these but only takes center stage when, in the final tale, he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner.


Hikaru no Go

Hikaru no Go

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2010-11-02

Total Pages: 200

ISBN-13: 9781421528267

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An ancient ghost possesses Hikaru and unleashes his hidden genius! Reads R to L (Japanese Style), for A audiences. Great ExpectationsThe Hokuto Cup, a new tournament for young players from Japan, China and Korea, is looming, and Hikaru's rival Akira has already secured one of the coveted three places on Japan's team. While Hikaru battles his way to one of the two remaining spots, Akira's father baffles the go world with his unexpected retirement!


Bakuman。, Vol. 18

Bakuman。, Vol. 18

Author: Tsugumi Ohba

Publisher: VIZ Media LLC

Published: 2013-03-05

Total Pages: 194

ISBN-13: 1421561832

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Moritaka and Akito complete their new story, Reversi, and hope it will finally lead to their getting an anime. But standing in their way is Eiji Nizuma with his new story, Zombie Gun. This intense head-to-head battle may have ramifications for the entire manga industry! -- VIZ Media


Hikaru no Go, Vol. 20

Hikaru no Go, Vol. 20

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2012-11-26

Total Pages: 204

ISBN-13: 1421557622

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Go players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokuto Cup. Hikaru and Akira are both in contention for the Japanese team, but the preliminaries prove to be tough going. Stung by a reality check, Hikaru focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association? -- VIZ Media


Hikaru no Go, Vol. 14

Hikaru no Go, Vol. 14

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2012-09-04

Total Pages: 192

ISBN-13: 1421555166

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When Hikaru convinces go master Toya Meijin to play Sai online, the meijin raises the stakes: if he wins, "sai" must reveal his true identity; if he loses, he will quit the game forever! Then, Hikaru challenges himself by playing Kurata 6 dan. How do you win a game in which both players use the same color stones?! -- VIZ Media