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Hikaru No Go, Vol. 14, 14
by Yumi Hotta and Takeshi Obata




Overview -
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

When Hikaru convinces go master Toya Meijin to play Sai online, the meijin raises the stakes: if he wins, sai must reveal his true identity; if he loses, he will quit the game forever Then, Hikaru challenges himself by playing Kurata 6 dan. How do you win a game in which both players use the same color stones?

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More About Hikaru No Go, Vol. 14, 14 by Yumi Hotta; Takeshi Obata

 
 
 

Overview

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

When Hikaru convinces go master Toya Meijin to play Sai online, the meijin raises the stakes: if he wins, sai must reveal his true identity; if he loses, he will quit the game forever Then, Hikaru challenges himself by playing Kurata 6 dan. How do you win a game in which both players use the same color stones?


This item is Non-Returnable.

 

Details

  • ISBN-13: 9781421515106
  • ISBN-10: 1421515105
  • Publisher: Viz Media
  • Publish Date: February 2009
  • Page Count: 192
  • Reading Level: Ages 10-13
  • Dimensions: 7.4 x 4.9 x 0.7 inches
  • Shipping Weight: 0.39 pounds

Series: Hikaru No Go #14

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