Yukari Umezawa
Author
Series
Hikaru no Go volume 1
Language
English
Description
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.
Author
Series
Hikaru no Go volume 2
Language
English
Description
"With sure and steady moves, Sai and Hikaru are making a name for Hikaru Shindo as the one who might possibly beat the venerable Akira Toya ... Principals, teachers and Go tournament kids alike are all wondering who this unruly bronco of a Go player is."--Cover.
Author
Series
Hikaru no Go volume 22
Language
English
Description
The Hokuto Cup, a new tournament for young players form Japan, China and Korea, is looming, and Hidaru'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.--Cover.
Author
Series
Hikaru no Go volume 17
Language
English
Description
Hikaru tries to handle the demands of being a professional Go player without his mentor's support while preparing to face the prodigy, Akira Toya.
Author
Series
Hikaru no Go volume 18
Language
English
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"--Publisher's web site.
Author
Series
Hikaru no Go volume 19
Language
English
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 finally 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 competitiveness, pushing them to play with maximum intensity."--P. [4] of cover.
Author
Series
Language
English
Description
"Go players under the age of 18 in Japan, Korea, and China are getting ready to qualify for the Hokuto Cup. Hikaru and Akira are both in contention for the Japanese team, but the preliminaries prove to be tough going. Stung by a reality check, Hikaru focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association?"--P. [4] of cover.
Author
Series
Language
English
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!
Author
Series
Language
English
Description
"Hikaru is in the toughest battle of his life when he faces Ko Yong Ha, Korea's top player in the Hokuto Cup tournament. The stakes, however, aren't for personal glory but for something far deeper, something that differentiates a mere game from a way of life. Hikaru knows what this means to him, but will he understand what it means to the new wave of go players and, indeed, the game of go itself?"--Amazon.com.