Catalog Search Results
Author
Series
Pub. Date
[2006]
Edition
Shonen Jump Graphic Novel edition.
Physical Desc
209 pages : chiefly illustrations ; 19 cm.
Language
English
Description
Hiraku manages to pass his insei test, but his new opponents are much stronger than he expected and he loses almost all of his games. Will he ever rank high enough to play against Akira Toya?
Author
Series
Hikaru no Go volume 7
Pub. Date
[2006]
Edition
Shonen Jump manga edition.
Physical Desc
200 pages : chiefly illustrations ; 19 cm
Language
English
Description
Hiraku struggles to turn his losing streak at the insei school around in time for the Young Lions Tournament, where he could have a chance to play against his rival, Go prodigy Akira Toya. But that's only three months away!
Author
Series
Pub. Date
[2005]
Edition
Shonen Jump Graphic Novel edition.
Physical Desc
198 pages : chiefly illustrations ; 19 cm.
Language
English
Description
Tension is high during a Go tournament between the Kaio Go Club and the Haze Go Club, particularly during the final match between Akira and Hikaru. Afterward, Hikaru and Kimihiro learn more about playing the game and Hikaru finds a way to let Sai play all the Go he desires without drawing attention.
Author
Series
Pub. Date
2008.
Edition
Shonen Jump manga edition.
Physical Desc
183 pages : chiefly illustrations ; 19 cm.
Language
English
Description
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.
Author
Series
Hikaru no Go volume 15
Pub. Date
2009.
Edition
Shonen jump manga edition.
Physical Desc
210 pages : illustrations ; 20 cm.
Language
English
Description
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?
Author
Series
Hikaru no Go volume 10
Pub. Date
[2007]
Edition
The Shonen Jump manga edition.
Physical Desc
200 pages : illustrations ; 19 cm
Language
English
Description
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!
Author
Series
Hikaru no Go volume 12
Pub. Date
2008.
Edition
Shonen jump manga edition.
Physical Desc
188 pages : chiefly illustrations ; 19 cm
Language
English
Description
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."
Author
Series
Hikaru no Go volume 8
Pub. Date
[2006]
Edition
Shonen Jump manga edition.
Physical Desc
205 pages : chiefly illustrations ; 19 cm
Language
English
Description
Hikaru faces the preliminary rounds of the pro test in which he must eliminate all opponents, including one who seems to know how to exploit Hikaru's weaknesses.
Author
Series
Hikaru no Go volume 9
Pub. Date
[2007]
Edition
Shonen Jump manga edition.
Physical Desc
206 pages : chiefly illustrations ; 19 cm
Language
English
Description
While practicing at Go salons, Hikaru mistakenly insults Suyong Hong, a twelve-year-old who is studying for the pro test in his native Korea. To settle their differences, they must play a grudge match.
Author
Series
Pub. Date
[2005]
Edition
Shonen Jump Graphic Novel edition.
Physical Desc
202 pages : chiefly illustrations ; 19 cm.
Language
English
Description
Sai's Internet Go games have people around the world guessing who he is. Akira, Hikaru's rival, suspects it's Hikaru himself. He even skips the first day of his pro exam for a re-match with "Sai."
Author
Series
Pub. Date
[2009]
Edition
Shonen Jump manga edition.
Physical Desc
189 pages : chiefly illustrations ; 20 cm.
Language
English
Description
"Since 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?" -- from publisher's web site.
Author
Series
Pub. Date
[2010]
Edition
Shonen Jump manga edition.
Physical Desc
183 pages : illustrations ; 19 cm.
Language
English
Description
"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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