Catalog Search Results
1) Start
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Description
Akira skips his pro test for an online Go rematch with "Sai," determined to find out if Sai is really Hikaru.
Author
Description
When Hikaru convinces go master Toya Meijin to play Sai online, the meijin raises the stakes: if he wins, "sai" must reveal his true identity; if he loses, he will quit the game forever! Then, Hikaru challenges himself by playing Kurata 6 dan. How do you win a game in which both players use the same color stones?!
Author
Description
Hikaru Shindo is a normal twelve-year-old until the day he finds an old bloodstained Go board in his grandfather's attic. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who once taught the game of Go to the Emperor of Japan. Sai becomes a part of Hikaru's consciousness and together they make an unstoppable Go-playing team.
10) China vs. Japan
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Description
The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a tight grip on himself can he possibly make a showing, but that's far easier said than done!
11) Sayonara
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Hikaru ignores Sai's pleas to let him play go, and then Sai vanishes! Where has he gone? Will he come back? Can Hiraku play with Sai's coaching?
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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!"--Amazon.com.
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Description
"Hikaru is determined to move carefully, step by step, up the ladder of professional Go. He pours his energy into it, striving to get closer to his ultimate goal - playing the Divine Move. After many games he gets to play a 7-dan, who turns out to be someone he's confronted before, though not in competition. Their mutual animosity fires their competetiveness, pushing them to play with maximum intensity!"--From publisher's web site.
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Description
"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 and takes center stage in the final tale when he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner"--From publisher's web site.
16) A Familiar Face
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Description
From the moment he began playing go, Hikaru relied on Sai's supernatural support. Now that his mentor has vanished into thin air, will he be able to handle the demands of life as a pro? Meanwhile, Hikaru's archrival Akira is playing so well even veteran players tremble at the mention of his name. And now, at long last, the boys will compete against each other...
18) Endgame
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Description
Hikaru faces Korea's top Go player, Ko Yong Ha, in the Hokuto Cup tournament. The outcome will affect a new generation of Go players and may even change the game itself.