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Hikaru no go
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Hikaru no go

Author: Yumi Hotta; Takeshi Obata; Yukari Umezawa
Publisher: San Francisco, CA : Viz, 2004-
Series: Shonen Jump graphic novel
Edition/Format: Book : Comic strip : EnglishView all editions and formats
Summary:

"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 centu Read more...

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Details

Genre/Form: Graphic novels.
Document Type: Book
All Authors / Contributors: Yumi Hotta; Takeshi Obata; Yukari Umezawa
ISBN: 159116222X : 9781591162223 1591164966 : 9781591164968 159116687X : 9781591166870 1591166888 : 9781591166887 1591166896 9781591166894 1421502755 9781421502755 1421506416 9781421506418 1421506424 9781421506425 1421510669 9781421510668 1421510677 9781421510675 1421510685 9781421510682 1421515083 9781421515083 1421515091 : 9781421515090 : 1421515105 : 9781421515106 : 142152192X 9781421521923
OCLC Number: 56608753
Language Note: Translated from the Japanese.
Notes: Reads right to left. Previously published serially in English in Shonen jump.
Target Audience: Recommended for all ages.
Description: v. : chiefly ill. ; 20 cm.
Contents: Vol. 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.
Series Title: Shonen Jump graphic novel
Other Titles: Hikaru no go., Shonen jump.
Responsibility: story by Yumi Hotta ; art by Takeshi Obata ; supervised by Yukari Umezawa (5 dan).

Abstract:

"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.

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