Search Results: Returned 5 Results, Displaying Titles 1 - 5
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-- Descent of the Go master2004., Juvenile, Viz/Shonen Jump Graphic Novel Call No: GR 741.5 HOTTA Edition: Shonen Jump Graphic Novel ed. Availability:1 of 1 At Location(s) Summary Note: Hikaru Shindo, an ordinary sixth-grader in Japan, finds an old Go board in his grandfather's attic that holds the ghost of Fujiwara-no-Sai, an ancient Go master who once taught the game to the Emperor of Japan, and somehow Sai becomes part of Hikaru's consciousness, making them an unstoppable Go-playing team.
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-- Divine illusions2005., Juvenile, Viz Call No: GR 741.5 HOTTA Edition: Shonen Jump graphic novel ed. Availability:1 of 1 At Location(s) Summary Note: Hikaru is in for some eye-opening revelations when his fledgling Haze Go Club faces the Kaio Go Club in a tournament, and he finds a way to let Sai play.
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-- First battle2004., Juvenile, Viz/Shonen Jump Graphic Novel Call No: GR 741.5 HOTTA Edition: Shonen Jump Graphic Novel ed. Availability:2 of 2 At Location(s) Summary Note: Hikaru teams up with a Shogi named Tetsuo in hopes of defeating Akira.
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-- Preliminary scrimmage2005., Juvenile, Viz Call No: GR 741.5 HOTTA Edition: Shonen Jump graphic novel ed. Availability:1 of 1 At Location(s) Summary Note: Akira proves his worth to his jealous Kaio Middle School classmates with the help of upperclassman Yuri Hidaka, and, struggling to find a third teammate over at Haze, Hikaru considers recruiting swindler Yuki Mitani.
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-- Start2005., Juvenile, Viz Media Call No: GR 741.5 HOTTA Edition: Shonen Jump graphic novel ed. Availability:1 of 1 At Location(s) Summary Note: Akira skips his pro test for an online Go rematch with "Sai," determined to find out if Sai is really Hikaru.