"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.
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.
After losing to manga genius Eiji Nizuma, Moritaka and Akito make it their mission to beat this rival--even going so far as to ignore their editor's wishes! But will this decision ultimately help or harm their cause? -- VIZ Media
Beet is gonna beat the odds, and bust those violent Vandels! The New Dark Age It's the Century of Darkness where monsters known as Vandels rule the world, and the Vandel Busters are the only ones who can fight them. When a group of Busters are killed in battle, they pass on their magic Saiga weapons to Beet, making him the strongest Buster ever. But Beet won't just fight the Vandels--he wants to destroy them and finally end the Century of Darkness. Practice Makes Perfect No matter what Beet tries, he can't ever fully defeat Beltorze. Worse yet, Beet learns that possessing the Zenon Army's five Saiga weapons isn't enough. he has to learn to use them properly. Using the Saigas improperly almost gets Beet and Poala busted by Beltorze. The two friends are saved at the last minute by Slade, an experienced Vandel Buster. Meanwhile, trouble is brewing among the Vandels. Grineed gets another star, making his rank as high as his rival, Beltorze. Will this lead to a Vandel showdown? How will Beet deal with two super-powerful enemies...?
Robot girl hijinks from the creator of Dragon Ball! When goofy inventor Senbei Norimaki creates a precocious robot named Arale, his masterpiece turns out to be more than he bargained for! Will an alien invasion of Earth hold Arale's attention? Will she ever be her loopy self again after a cricket shorts her brain functions and turns her into a normal girl? And what will the local police station do, now that she's started turning in lost-and-found items that nobody wants found--like poop?!
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani--but will he join their club or continue to swindle old timers for their pocket change? -- VIZ Media
Everybody has a dream, and for Shô Kazamatsuri, that dream is simple: he wants to be the best soccer player he can possibly be. He's the spirited leader of the Josui Junior High team and everyone looks up to him. In turn, he tries to keep the team together at any cost! It's the first game of the season and Josui Junior High is matched up against cross-town rival, Musashinomori. Without question the elite private school has the better soccer players, but Shô Kazamatsuri and the rest of Team Josui are hoping to steal a win with extra hustle and desire. But at halftime it doesn't look too good.The kids from Josui find themselves down by two goals. For Shô, losing to his former school is not an option. Even when he suffers a debilitating injury, Sho is determined to lead his team to victory!
The 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! -- VIZ Media