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.

9780329447342
book

Holdings

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256459960748062364758642152920WIH511WIS0009181GN F HOT100016377825731736800991
270411461990522377758642152920DUS155DNS053344741.5 HOT741.516377825731736800991
278778262748582387758642152920GEH226GVS0081610741.5 HOT741.516377825731736800991
287188963522012394758642152920MAS296T 61564GRA HOT100016377825731736800991
350772668773252303758642152920ERHS168EROB014105GN HOT100016427897121736518457
367185369983562349758642152920WEWM495WEWM92130MANGA GRAPHIC HOT100016729293981736518457
398037872531792398758642152920NAS339NAS0025059GN 741.5 HOT741.517368009911736800991