A normal sixth grader who finds himself dealing with a centuries-old ghost and a board game that's even older.
Yumi Hotta Livres
Yumi Hotta est une auteure de manga japonaise, célèbre pour sa série à succès Hikaru no Go. Ce manga, centré sur le jeu de go, est largement crédité pour le récent essor de ce jeu traditionnel au Japon. Hotta a commencé son travail après avoir saisi le potentiel du jeu de go pour le manga, inspirée par des expériences personnelles. Son œuvre offre une exploration captivante de la stratégie et de la profonde connexion mentale que requiert le go.






Hikaru no Go, Vol. 11
- 194pages
- 7 heures de lecture
When the dust clears, who will be left standing?
Hikaru Shindo finds an old bloodstained Go board possessed by the ghost of an ancient Go master. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together they make an unstoppable Go-playing team.
Hikaru no Go, Vol. 4
- 200pages
- 7 heures de lecture
Hikaru Shindo finds an old bloodstained Go board possessed by the ghost of an ancient Go master. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together they make an unstoppable Go-playing team.
Hikaru Shindo finds an old bloodstained Go board possessed by the ghost of an ancient Go master. In one fateful moment, Sai becomes a part of Hikaru's consciousness, and together they make an unstoppable Go-playing team.
Practicing at Go salons is turning out to be more fun than Hikaru thought. But at one salon he meets his match in Suyong Hong, a sullen 12-year-old who is studying for the pro test in his native Korea. By mistake, Hikaru insults Suyong, and now the only way they can settle their differences is by playing a grudge match. Young Adult.
Hikaru's career as a professional Go player begins!
An ancient ghost possesses Hikaru and unleashes his hidden genius! R to L (Japanese Style). An ancient ghost possesses Hikaru and unleashes his hidden genius! One Step Forward! 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 across a board. Their mutual animosity fires their competitiveness, pushing them to play with maximum intensity!
With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates at Kaio Middle School.
Hikaru Shindo discovers that the spirit of a player has taken up residence in his consciousness.