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

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: 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.


Bakuman。, Vol. 10

Bakuman。, Vol. 10

Author: Tsugumi Ohba

Publisher: VIZ Media LLC

Published: 2012-04-09

Total Pages: 192

ISBN-13: 1421551276

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Moritaka and Akito will need to come up with an amazing new manga idea if they ever hope to get back into Weekly Jump magazine, and they only have six months to do it! But with Hattori, their former editor, helping behind the scenes, the duo might have everything in place to create the perfect story. -- VIZ Media


Hikaru no Go, Vol. 8

Hikaru no Go, Vol. 8

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2006-11-07

Total Pages: 220

ISBN-13: 9781421506425

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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! Hikaru faces the preliminary rounds of the pro test, during which he must eliminate not only his classmates at the insei school but also any outsiders who want to take the test. One of them in particular appears to know how to exploit Hikaru's weaknesses, and poor Hikaru seems powerless to stop him.


Death Note, Vol. 10

Death Note, Vol. 10

Author: Tsugumi Ohba

Publisher: VIZ Media LLC

Published: 2011-05-25

Total Pages: 190

ISBN-13: 1421543699

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With Near openly suspecting the new L of being Kira and sowing doubt in the hearts of the task force members, Light is once again forced to pass the Death Note on to another to take the heat off himself. But this time, Kira chooses a disciple from among his true believers. With no way to contact his successor directly, Light must rely on his faithful follower's adherence to Kira's goals. Will this newest move bring Light's ideal world closer to reality? Or will losing control of the Death Note spell Light's doom? -- VIZ Media


Hikaru no Go, Vol. 21

Hikaru no Go, Vol. 21

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2012-12-11

Total Pages: 192

ISBN-13: 1421558017

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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


Beet the Vandel Buster, Vol. 10

Beet the Vandel Buster, Vol. 10

Author: Riku Sanjo

Publisher: VIZ Media LLC

Published: 2006-10-03

Total Pages: 204

ISBN-13: 9781421507712

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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. Five Warriors The world's most powerful Vandels have agreed upon a terrible contest. The winner: the first Vandel to destroy Beet. The prize: control of the world! The scheming Garonewt is the first Vandel to take up the challenge, and he's devised a brilliant plot to crush Beet. On Garonewt's monster-infested island fortress, Beet and his friends could meet their doom. Or they could join forces and form an unstoppable new Vandel-busting team…the Beet Warriors!


Hikaru no Go, Vol. 16

Hikaru no Go, Vol. 16

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2012-10-01

Total Pages: 194

ISBN-13: 1421556065

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Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break--and without Sai...? -- VIZ Media


Whistle!, Vol. 10

Whistle!, Vol. 10

Author: Daisuke Higuchi

Publisher: VIZ Media LLC

Published: 2006-03-07

Total Pages: 200

ISBN-13: 9781421503400

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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! Josui makes it to the district finals! When Shô and the others go to scout out their future opponent, the virtually unknown Hiba, they meet team captain Tsubasa Shiina. An informal game breaks out and the key players get to test out each other's mettle. Hiba's defense is strong--stronger than anything Josui's faced before. Does Josui have what it takes to become district champs?