Hikaru no go

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Information & Library Science Library — Juvenile

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Graphic Hotta v.1
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Graphic Hotta v.1 c. 2
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Information & Library Science Library

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Graphic Hotta
Summary
v.1

Summary

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 Shindo is like any sixth-grader in Japan: a pretty normal schoolboy 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. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go .

Contents

v. 1. Descent of the Go master -- v. 2 First battle -- v. 3. Preliminary scrimmage -- v. 4. Divine illusions -- v. 5. Start -- v. 6. The Insei exam -- v. 7. The young lions tournament -- v. 8. The pro test preliminaries: day four -- v. 9. The pro test begins -- v. 10. Lifeline -- v. 11. A fierce battle -- v. 12. The Shinshodan Series -- v. 13. Professional match -- v. 14. sai vs. toya koyo -- v. 15. Sayonara -- v. 16. Chinese go association -- v. 17. A familiar face -- v. 19. One step forward! -- v. 20. The young lions -- v. 21. Great expectations -- v. 22. China vs. Japan -- v. 23. Endgame.

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