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Hikaru No Go

author: Hotta, Yumi
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:

Hikaru No Go

author: Hotta, Yumi
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:

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