Kimihiro Watanuki takes a welcome break from his grueling service to the time-space witch, Yūko Ishihara, only to find himself mixed up in the strangest parade of the Japanese magical world. But a slipup reveals that Kimihiro is a powerless human! How can he survive the festival without being eaten by its dangerous participants?
Then Kimihiro meets a woman who grieves for her lost son. Since Kimihiro is an orphan, the two form an immediate bond. But what will Kimihiro do when he realizes that his wonderful new friendship may very well kill him?
xxxHOLiC crosses over with Tsubasa, also by CLAMP. Don't miss it!
Hikaru no Go, Vol. 9: The Pro Test Begins continues the journey of Hikaru Shindo, a young schoolboy, who encounters a haunted go board, leading to the possession of his consciousness by the spirit of Fujiwara-no-Sai, a master go player from the Heian era. Sai's presence awakens a previously untapped genius for the game within Hikaru, propelling him to pursue his newfound dream.
Driven by the desire to conquer the go world, Hikaru's ultimate goal is to challenge and defeat the esteemed go prodigy, Akira Toya. As the story unfolds, readers are taken on a compelling journey through the intricate and strategic world of go, a classic Japanese board game, as well as the trials and growth Hikaru experiences along the way.
In Marvel 1602, award-winning writer Neil Gaiman presents a unique vision of the Marvel Universe set four hundred years in the past. Classic Marvel icons such as the X-Men, Spider-Man, the Fantastic Four, and Daredevil appear in this intriguing world of 17th-century science and sorcery, instantly familiar to readers, yet subtly different in this new time.
Marvel 1602 combines classic Marvel action and adventure with the historically accurate setting of Queen Elizabeth I's reign to create a unique series unlike any other published by Marvel Comics. This collection includes Marvel 1602 issues #1-8, penciled by Andy Kubert and digitally painted by Richard Isanove, with covers by Scott McKowen.
Kimihiro Watanuki is the indentured servant of Yūko, the beautiful but completely unpredictable Space-Time Witch. He must work at her bizarre wish-granting shop until he can pay off his own wish: to be free of the spirits that haunt him. Yūko's latest customer is a rain spirit who wants Kimihiro dispatched on a rescue mission. Little does Kimihiro know that this mission will take him to death's door!
Kimihiro has another problem. A cute spirit has given him a Valentine's Day present, which means he's obligated by Japanese custom to return the favor. What do you get a girl who may not even exist in this world?
Includes chapters 29-34.
It's Valentine's Day--and while Domeki is showered with chocolates and cards from girls, Watanuki receives none. To make matters worse, he must also do the usual chores for Yûko, which includes making chocolate cake for her and Mokona, as well as the treats his boss wants to give away as gifts. But when Watanuki discovers he has a shy and secret admirer who is not quite human, he finds that chocolates can be more than just sweets.
Then, after seeing identical twin sisters pass by in the street, Yûko makes a curious remark: that there are chains that only humans can use to bind others. Watanuki meets the sisters and senses that the relationship between them is not what it seems. . . .
xxxHOLiC crosses over with Tsubasa, also by CLAMP. Don't miss it!
Includes chapters 23-28.
Kimihiro Watanuki is haunted by spirits–and the only way to escape his curse is to become the indentured servant of the mysterious witch, Yûko Ichihara. But when his beloved, beautiful Himawari-chan, asks him for a favor, he and his eternal rival, the exorcist Dômeki, must go on a spirit-busting adventure without Yûko there to save them!
Meanwhile, Yûko gives a young woman a precious cylindrical box from her treasure room. There's just one caveat: She must never open it. Inside is a magical device with a terrifying reputation! Can Kimihiro save an ambitious young lady from her own overconfidence?
See a special appearance by the characters of Tsubasa in xxxHOLiC volume three! Don't miss it! Includes chapters 16-22.
WATCH OUT FOR WITCHES
Kimihiro Watanuki thought he had signed up with a bunch of weirdoes, and he was right! He became the unfortunate indentured servant of a woman known as Yūko Ichihara, who was widely rumored to be the time-space witch. Now his voyage through the worlds of the occult are off and running, as he and Yūko go visiting fortune tellers and horoscope readers. But can the future really be told?
Meanwhile, the romance is heating up between Kimihiro and cute Himawari-chan. Then fate throws Kimihiro's old rival back into his life. Now Yūko invites all three to a temple to tell scary stories throughout the night. Is it just for fun or is there some deeper reason?
See the other side of the Tsubasa story in xxxHOLiC volume two! Don't miss it!
Includes chapters 9-15
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!
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, the One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber—at the cost of never being able to swim again! Years later, Luffy sets off in search of the One Piece, said to be the greatest treasure in the world...
Sure, lots of people say they want to be the King of the Pirates, but how many have the guts to do what it takes? When Monkey D. Luffy first set out to sea in a leaky rowboat, he had no idea what might lie over the horizon. Now he's got a crew—sort of—in the form of swordsman Roronoa Zolo and treasure-hunting thief Nami. If he wants to prove himself on the high seas, Luffy will have to defeat the weird pirate lord Buggy the Clown. He'll have to find a map to the Grand Line, the sea route where the toughest pirates sail. And he'll have to face the Dread Captain Usopp, who claims to be a notorious pirate captain... but frankly, Usopp says a lot of things...
SAKURA AND SYAORAN RETURN! But they're not the people you know. Sakura is the princess of Clow—and possessor of a mysterious, misunderstood power that promises to change the world. Syaoran is her childhood friend and leader of the archaeological dig that took his father's life. They reside in an alternate reality...where whatever you least expect can happen—and does.
When Sakura ventures to the dig site to declare her love for Syaoran, a puzzling symbol is uncovered—which triggers a remarkable quest. Now Syaoran embarks upon a desperate journey through other worlds—all in the name of saving Sakura.
Watanuki Kimihiro is haunted by visions of ghosts and spirits. Seemingly by chance, he encounters a mysterious witch named Yuuko, who claims she can help. In desperation, he accepts, but realizes that he's just been tricked into working for Yuuko in order to pay off the cost of her services. Soon he's employed in her little shop—a job which turns out to be nothing like his previous work experience.
Most of Yuuko's customers live in Japan, but Yuuko and Watanuki are about to have some unusual visitors named Sakura and Syaoran from a land called Clow. xxxHolic volume one crosses over with Tsubasa volume one. Don't miss it!
Includes special extras after the story. Includes chapters 1-8.
A tale of loyalty and unlikely friendship featuring two of the most recognizable and popular super-heroes on the planet, SUPERMAN/BATMAN: PUBLIC ENEMIES pairs the Man of Steel with the Dark Knight. The iconic super-heroes unite when longtime Superman enemy Lex Luthor, now president of the United States, accuses Superman of a horrible act against mankind, and assembles a top-secret team of powerhouse heroes to bring Superman in — dead or alive. But after the Dark Knight Detective proves Luthor's accusations to be baseless, the "World's Finest" duo prepares to topple the corrupt president's reign once and for all.
Collects Superman/Batman #1-6.
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber—at the cost of never being able to swim again! Years later, Luffy sets off in search of the “One Piece,” said to be the greatest treasure in the world.
Now, with the help of a motley collection of pirate wannabes, Luffy is setting off in search of the legendary treasure. The enchanted Gum-Gum Fruit has given Luffy the power to stretch like rubber—and his new crewmate, the infamous pirate hunter Roronoa Zolo, strikes fear into the hearts of other buccaneers! But what chance does one rubber guy stand against Nami, a thief so tough she specializes in robbing pirates, or Captain Buggy, a fiendish pirate lord whose weird, clownish appearance conceals even weirder powers?
It's pirate vs. pirate in the second swashbuckling volume of One Piece.
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber…at the cost of never being able to swim again! Years later, Luffy sets off in search of the One Piece, said to be the greatest treasure in the world...
As a child, Monkey D. Luffy was inspired to become a pirate by listening to the tales of the buccaneer "Red-Haired" Shanks. But his life changed when Luffy accidentally ate the Gum-Gum Devil Fruit and gained the power to stretch like rubber...at the cost of never being able to swim again! Years later, still vowing to become the king of the pirates, Luffy sets out on his adventure...one guy alone in a rowboat, in search of the legendary One Piece, said to be the greatest treasure in the world.
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!
The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a grip on himself can he possibly make a showing, but that's far easier said than done!
Junichi Naruse is a 22-year-old ordinary engineer who, while searching for an apartment with his girlfriend Kei, accidentally becomes a victim of a robbery at a real estate agency. In an attempt to save a child from the robber, Junichi is shot in the head. Miraculously, he survives thanks to a cutting-edge medical procedure that involves a brain transplant.
However, Junichi soon realizes that he's not alone in his own head—there's another presence. As he recovers his memory, he discovers two brains encased in glass labeled 'Host JN' and 'Donor No. 2.' The second brain is the remainder of the donor's brain used to replace the parts destroyed by the gunshot.
Junichi's life seems to return to normal, with happy days with Kei, but small changes begin to occur within him, leading to growing discomfort and the mystery of the donor's identity.
This manga adaptation of Keigo Higashino's novel 'Metamorphosis' is a gripping mystery that explores the implications of a brain transplant and the quest for one's true self.
Y: The Last Man, Vol. 1: Unmanned is the gripping saga of Yorick Brown, the sole human survivor of a planet-wide plague that instantaneously kills every mammal with a Y chromosome. With his pet monkey Ampersand, Yorick embarks on a journey to find his lost love and discover why he has become the last man on Earth. This volume collects issues #1-5 and features the collaborative work of writer Brian K. Vaughan and artists Pia Guerra and Jose Marzan.
The narrative weaves a tale that is at once humorous, socially relevant, and full of surprises. As Yorick confronts a new world order dominated by women, including female Republicans now in charge of the government and Amazonian groups, he faces numerous threats and mysteries. His sister, seemingly brainwashed, is among the many challenges he must overcome in this post-apocalyptic world.
Award-winning and critically acclaimed, Y: The Last Man is a seminal work in the graphic novel genre, delivering a story that is as entertaining as it is thought-provoking.
Step aside from the main journey of Hikaru Shindo to explore intriguing side stories in Hikaru no Go, Vol. 18: Six Characters, Six Stories. This volume diverges from the central narrative to delve into the backgrounds and personal tales of six characters who have impacted Hikaru's journey in the world of Go. Readers will gain a deeper understanding of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata, and the enigmatic spirit Fujiwara-no-Sai.
In these stories, Hikaru Shindo might make an appearance, but the spotlight shines on the individual paths and challenges each character faces. The collection culminates with Hikaru taking a stand against a deceitful antique shop owner, engaging in a strategic battle of Go to reclaim a treasured heirloom vase for its rightful owner.
Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break--and without Sai...?
-- VIZ Media
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 ignores Sai's pleas to let him play go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...?
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 and Sai are both scheduled for matches with their greatest rivals--Akira Toya and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son? The suspense is getting unbearable!
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.
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 of defeating the famed Go prodigy Akira Toya!
In Hikaru no Go, Vol. 12: Sai's Day Out, Hikaru's career as a professional Go player begins. In his first game, he must face veteran player Toya Meijin, Akira's father. The match is not just a competition but also a personal challenge for Sai. As Sai attempts to teach a cheating Go player a lesson he'll never forget, the question arises: will Hikaru's ghostly master do him proud or make him look like an amateur?
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 is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time?
In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the world's most misunderstood art form. Now, McCloud takes comics to the next level, charting twelve different revolutions in how comics are created, read, and perceived today, and how they're poised to conquer the new millennium.
Part One of this fascinating and in-depth book includes:
Then in Part Two, McCloud paints a breathtaking picture of comics' digital revolutions, including:
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. This awakening ignites an untapped genius for the game within Hikaru, propelling him on a quest to defeat the renowned go prodigy Akira Toya.
As Akira turns professional, Hikaru realizes that reaching his rival's level will require immense dedication and effort. Before even considering the professional test, he must first conquer the challenges of the insei school and surpass all its students. With each step forward, Akira's shadow looms larger, and Hikaru must push himself to the limits to close the widening gap between them.
The armies of Persia -- a vast horde greater than any the world has ever known -- are poised to crush Greece, an island of reason and freedom in a sea of madness and tyranny. Standing between Greece and this tidal wave of destruction is a tiny detachment of but three hundred warriors. But these warriors are more than men -- they are Spartans!
Frank Miller's epic retelling of history's supreme moment of battlefield valor is finally collected in a glorious hardcover volume in its intended format -- each two-page spread from the original comics is presented as a single undivided page.
Collects: 300 #1-5
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!
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani--but will he join their club or continue to swindle old timers for their pocket change?
Hikaru Shindo is like any sixth-grader in Japan: a pretty normal schoolboy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic--and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the emperor of Japan many centuries ago.
In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.
The Complete Maus, a Pulitzer Prize-winning graphic novel by Art Spiegelman, is a profound narrative that recounts the chilling experiences of the author's father, Vladek Spiegelman, a Jewish survivor of Hitler's Europe. This volume includes both Maus I: A Survivor's Tale and Maus II, presenting the complete story.
Through the unique medium of cartoons—with Nazis depicted as cats and Jews as mice—Spiegelman captures the everyday reality of fear and survival during the Holocaust. This artistic choice not only shocks readers out of any sense of familiarity but also draws them closer to the harrowing heart of the Holocaust.
More than just a tale of survival, Maus is also an exploration of the author's complex relationship with his father. The narrative weaves together Vladek's harrowing story with the author's own struggles, framing a life of small arguments and unhappy visits against the backdrop of a larger historical atrocity. It is a story that extends beyond Vladek to all the children who bear the legacy of their parents' traumas.
Maus is not only a personal account of survival but also a broader examination of the impact of history on subsequent generations. It is an essential work that studies the traces of history and its enduring significance.
The Mad Titan Thanos has seized control of the Infinity Gauntlet, and with it, near-omnipotent power! Who can stop this deadly new overlord? All of Marvel's top heroes star in this epic of cosmic proportions.
Earth's superheroes, including Spider-Man, the Avengers, Captain America, the Fantastic Four, the Hulk, and the X-Men, join forces in a desperate attempt to thwart Thanos's insane plunge into galactic self-destruction. With the fate of existence itself hanging in the balance, they face a battle that will challenge them to their very core.
The Infinity Gauntlet is a true epic, a narrative on a cosmic scale that is packed with Marvel's most recognizable characters and unforgettable moments of heroism, sacrifice, and ultimate confrontation.
An American graphic novel first! The complete 1300 page epic from start to finish in one deluxe trade paperback.
Three modern cartoon cousins get lost in a pre-technological valley, spending a year there making new friends and out-running dangerous enemies. After being run out of Boneville, the three Bone cousins, Fone Bone, Phoney Bone, and Smiley Bone are separated and lost in a vast uncharted desert. One by one they find their way into a deep forested valley filled with wonderful and terrifying creatures. It will be the longest -- but funniest -- year of their lives.
Remember, remember the fifth of November...
A frightening and powerful tale of the loss of freedom and identity in a chillingly believable totalitarian world, V for Vendetta stands as one of the highest achievements of the comics medium and a defining work for creators Alan Moore and David Lloyd.
Set in an imagined future England that has given itself over to fascism, this groundbreaking story captures both the suffocating nature of life in an authoritarian police state and the redemptive power of the human spirit which rebels against it. Crafted with sterling clarity and intelligence, V for Vendetta brings an unequaled depth of characterization and verisimilitude to its unflinching account of oppression and resistance.
New York Times best-selling author Neil Gaiman's transcendent series SANDMAN is often hailed as the definitive Vertigo title and one of the finest achievements in graphic storytelling. Gaiman created an unforgettable tale of the forces that exist beyond life and death by weaving ancient mythology, folklore, and fairy tales with his own distinct narrative vision.
In PRELUDES & NOCTURNES, an occultist attempting to capture Death to bargain for eternal life traps her younger brother Dream instead. After his 70-year imprisonment and eventual escape, Dream, also known as Morpheus, goes on a quest for his lost objects of power. On his arduous journey, Morpheus encounters Lucifer, John Constantine, and an all-powerful madman.
This book also includes the story "The Sound of Her Wings," which introduces us to the pragmatic and perky goth girl Death.
Includes issues 1-8 of the original series.