
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.
year: 2004, 2007, 2005, 2006, 2008, 2009, 2010, 2011
call number/section: 741.5, 1000
subjects: go (game), fiction, spirit possession, ghosts, cartoons and comics, juvenile fiction, go (game) players, spirits, ghost stories, boys, japan, comic books, strips, etc, graphic novels, ghost stories, comic books, strips, etc, manga, graphic novels
Editions

Hotta, Yumi
Viz (2004)
Hikaru teams up with a Shogi named Tetsuo in hopes of defeating Akira.
Schools: 11

Hotta, Yumi
Viz Media (2007)
Isumi tries to pass the pro test for the third time and is put in an awkward position when he is matched up against his friend Hikaru.
Schools: 10

Hotta, Yumi
Viz (2005)
Akira proves his worth to his jealous Kaio Middle School classmates with the help of upperclassman Yuri Hidaka, and, struggling to find a third teammate over at Haze, Hikaru considers recruiting swindler Yuki Mitani.
Schools: 9

Hotta, Yumi
Viz Media (2006)
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.
Schools: 9

Hotta, Yumi
VIZ Media (2008)
Hikaru and Sai are both scheduled to fight their greatest rivals, and Hikaru must find a way to win the battle without revealing his secret identity.
Schools: 11

Hotta, Yumi
VIZ Media (2009)
Hikaru tries to handle the demands of being a professional Go player without his mentor's support while preparing to face the prodigy, Akira Toya.
Schools: 14

Hotta, Yumi
VIZ Media (2010)
Hikaru learns his rival, Akira, has landed a place on Japan's team for the Hokuto Cup and battles for one of the two remaining spots, while the Go world is shocked by Akira's father's retirement.
Schools: 14

Hotta, Yumi
VIZ Media (2011)
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.
Schools: 7
Hotta, Yumi
Schools: 0
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.
Schools: 7
Hotta, Yumi
Hikaru is in for some eye-opening revelations when his fledgling Haze Go Club faces the Kaio Go Club in a tournament, and he finds a way to let Sai play.
Schools: 6
Hotta, Yumi
Akira skips his pro test for an online Go rematch with "Sai, " determined to find out if Sai is really Hikaru.
Schools: 5
Hotta, Yumi
Hikaru Shindo, a schoolboy whose consciousness houses the spirit of a master Go player, struggles to turn his losing streak at the insei school around in time for the Young Lions Tournament, where he could have a chance to play against his rival, Go prodigy Akira Toya.
Schools: 5
Hotta, Yumi
The preliminary rounds of the pro test are approaching and Hikaru prepares to eliminate all of his opponents. Presented in graphic novel format.
Schools: 5
Hotta, Yumi
Hikaru accidentally insults Suyong Hong, a twelve-year-old studying for the pro test in his native Korea, and finds himself in a grudge match.
Schools: 5
Hotta, Yumi
Hikaru must face off against his friend Waya and against top-three player Ochi if he wants to pass the pro test.
Schools: 5
Hotta, Yumi
Hikaru launches his professional "Go" playing career with a game against veteran player Toya Meijin--the father of prodigy Akira Toya--which allows Hikaru's ghostly master, Sai, to seek some revenge on an old opponent.
Schools: 9