Yumi Hotta
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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.
3) First Battle
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Hikaru teams up with a Shogi named Tetsuo in hopes of defeating Akira.
5) Start
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Akira skips his pro test for an online Go rematch with "Sai," determined to find out if Sai is really Hikaru.
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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...
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Go players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokutu 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 unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association?
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"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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"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.
13) The Insei Exam
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Now that he has turned pro, it will take everything in Hikaru's power to beat his old rival, and before he can face Akira, Hikaru must defeat all the students at the insei school.
15) 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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Hikaru Shindo, a pretty normal Japanese sixth-grader, finds an old, bloodstained Go board in his grandfather's attic, and soon he discovers that Fujiwara-no-Sai, the ghost of an ancient Go master, is trapped inside the board, but when Sai becomes a part of Hikaru's consciousness, together they make an unstoppable Go-playing team.
17) Endgame
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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.
18) A Fierce Battle
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"Hikaru's classmate Ochi has won enough games to guarantee his place among the top three players who will pass the pro test. Hikaru, on the other hand, still needs to win more games, and he'll soon face his friend Waya and Ochi himself, who has been preparing for their match with Akira's help! When the dust clears, who will be left standing?"--Page 4 of cover.
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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.
20) Lifeline
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Hikaru Shindo must compete against his friend, Isumi, in the main round of the pro test competition.