Hikaru no Go, Vol. 15

Hikaru no Go, Vol. 15

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2012-09-17

Total Pages: 214

ISBN-13: 1421555751

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Hikaru ignores Sai's pleas to let him play go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...? -- VIZ Media


Sayonara

Sayonara

Author: Yumi Hotta

Publisher: Viz

Published: 2009-05-05

Total Pages: 216

ISBN-13: 9781421521923

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Sixth-grade Hikaru Shindo's discovery of a bloodstained game board leads to an encounter with the ghost of Go master Fujiwara-no-Sai and the formation of an unbeatable Go team.


Hikaru No Go 15

Hikaru No Go 15

Author: Yumi Hotta

Publisher: Paw Prints

Published: 2009-05-05

Total Pages: 0

ISBN-13: 9781439578476

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Hikaru Shindo, a pretty normal Japanese sixth-grader, finds an old, bloodstained Go board in his grandfather's attic, and soon he discovers that Fujiwara-no-Sai, the ghost of an ancient Go master, is trapped inside the board, but when Sai becomes a part of Hikaru's consciousness, together they make an unstoppable Go-playing team.


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.


Hikaru no Go, Vol. 16

Hikaru no Go, Vol. 16

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2009-08-04

Total Pages: 200

ISBN-13: 9781421525846

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R to L (Japanese Style). Chinese Go AssociationSince 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...?


Bakuman。, Vol. 15

Bakuman。, Vol. 15

Author: Tsugumi Ohba

Publisher: VIZ Media LLC

Published: 2012-10-02

Total Pages: 192

ISBN-13: 1421556030

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With Nanamine’s manga struggling, he proposes an interesting challenge to Moritaka and Akito. But will the duo accept and risk what they’ve worked so hard to achieve? And when the news media puts the spotlight on their series for the wrong reasons, how will it affect Akito? -- VIZ Media


Hikaru no Go, Vol. 12

Hikaru no Go, Vol. 12

Author: Yumi Hotta

Publisher: VIZ Media LLC

Published: 2012-08-06

Total Pages: 192

ISBN-13: 1421554100

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Hikaru's career as a professional Go player begins! In his first game, he must face veteran player Toya Meijin, none other than Akira's father. But to Sai, this round is personal. Then Sai attempts to teach a cheating Go player a lesson he'll never forget... Will Hikaru's ghostly master do him proud, or make him like an amateur? -- VIZ Media


Hikaru No Go: Descent of the Go master

Hikaru No Go: Descent of the Go master

Author: Yumi Hotta

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.