Hikaru no Go, Volume 6

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. 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.

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Hikaru no Go, Volume 6

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. 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.

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Hikaru no Go, Volume 6

Hikaru no Go, Volume 6

Hikaru no Go, Volume 6

Hikaru no Go, Volume 6

Paperback(1st Edition)

$9.99 
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Overview

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. 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.


Product Details

ISBN-13: 9781421502755
Publisher: VIZ Media LLC
Publication date: 02/14/2006
Series: Hikaru No Go Series , #6
Edition description: 1st Edition
Pages: 208
Product dimensions: 5.00(w) x 7.50(h) x 0.60(d)
Age Range: 10 - 13 Years

About the Author

Yumi Hotta received the runner-up award for the 2nd Annual Story King Awards for Best Storyboard. Her winning story, KOKONOTSU NO HOSHI was changed to HIKARU NO GO. In 1999, she teamed up with Takeshi Obata and the series began. Artist, Takeshi Obata made his debut in 1989 with CYBORG JI-CHAN G. The runner-up recipient of the 30th Annual Tezuka Award, Obata's major works include HIKARABITO DENSETSU and MASHIN BOUKENTAN LAMP-LAMP.

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