After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya
Another tournament is underway. Three members of the cutthroat Kaio Go Club face three members of the budding Haze Go Club. As tensions rise, the antagonism between both teams culminates in a telling match between Akira and Hikaru. Who will win? Which team will win? Even if the answer surprises you, the ensuing drama won't.
After the excitement of the tournament, there's nothing left for Hikaru and Kimihiro to do...except to learn more about Go In the process, Hikaru finds a way to let Sai play all the Go his fluttering heart desires without everybody and their mother pointing and staring at Hikaru. Find out what Hikaru discovers in this volume of Hikaru no GoAuthor:
7.53h x 5.00w x 0.65dISBN:
10-13Review Citation(s): Ingram Advance
06/01/2005 pg. 92
About the Author
Takeshi Obata was born in 1969 in Niigata, Japan, and first achieved international recognition as the artist of the wildly popular Shonen Jump title Hikaru no Go, which won the 2003 Tezuka Osamu Cultural Prize: Shinsei New Hope Award and the 2000 Shogakukan Manga Award. He went on to illustrate the smash hit Death Note as well as the hugely successful manga Bakuman and All You Need Is Kill.