After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya 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?
Hikaru Shindo, upon discovering a possessed Go board, finds himself befriending the spirit of wronged Go master of the heian period. Sai's spirit has remained with the board until he can accomplish his life's work and play the ultimate Go move. Unfortunately for Sai, Hikaru discovers his own desire to master Go and in Volume 11, Hikaru has become a professional. Sai's dream is pushed aside to allow Hikaru develop his own abilities and pursue his own dream. The characters are likeable, the art is appealing and the level of intensity in the story is engaging. At the end of each volume of "Hikaru no Go" you *want* to know what will happen. This is a great Shounen Jump title, suitable for boys and girls alike.
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