Hikaru No Go
Hikaru Shindo, an ordinary sixth-grader in Japan, finds an old Go board in his grandfather's attic that holds the ghost of Fujiwara-no-Sai, an ancient Go master who once taught the game to the Emperor of Japan, and somehow Sai becomes part of Hikaru's consciousness, making them an unstoppable Go-playing team.
741.5
year: 2011
copies: 180
call number/section: 741.5
lexile:
subjects: go (game) [X], spirit possession, ghosts, cartoons and comics, go (game) players, spirits, ghost stories, boys, comic books, strips, etc, graphic novels, ghost stories, manga, graphic novels
Hikaru No Go
Hikaru teams up with a Shogi named Tetsuo in hopes of defeating Akira.
741.5
year: 2004
copies: 3
call number/section: 741.5
lexile:
subjects: comic books, strips, etc, ghost stories, spirits, go (game) [X], graphic novels, ghost stories