Books with category 💥 Manga
Displaying books 145-166 of 166 in total

Naruto, Vol. 01: Uzumaki Naruto

Naruto is a ninja-in-training with an incorrigible knack for mischief. His wild antics amuse his teammates, but Naruto is completely serious about one thing: becoming the world's greatest ninja!

UZUMAKI NARUTO Twelve years ago the Village Hidden in the Leaves was attacked by a fearsome threat. A nine-tailed fox spirit claimed the life of the village leader, the Hokage, and many others. Today, the village is at peace, and a troublemaking kid named Naruto is struggling to graduate from Ninja Academy. His goal may be to become Hokage, but his true destiny will be much more complicated. The adventure begins now!

One Piece, Volume 1: Romance Dawn

2003

by Eiichiro Oda

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.

Hikaru no Go, Vol. 22

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!

Heads

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.

Hikaru no Go, Vol. 18

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.

Hikaru no Go, Vol. 16

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

Hikaru no Go, Vol. 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!

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...?

Hikaru no Go, Vol. 13

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!

Hikaru no Go, Vol. 4: Divine Illusions

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 no Go, Vol. 12

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?

Hikaru no Go, Vol. 7

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?

Hikaru no Go, Vol. 6

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.

Hikaru no Go, Vol. 3

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 no Go, Vol. 1

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.

InuYasha: Turning Back Time

Transported back to Japan's feudal era, high school student Kagome accidentally releases the feral half-demon dog boy Inu-Yasha from his imprisonment. He was imprisoned for stealing the Jewel of Four Souls.


Join them on an adventurous journey as they seek to reclaim the scattered shards of the Jewel and prevent it from falling into the wrong hands. With each shard, the power to fulfill the greatest dreams or the darkest nightmares grows stronger!

Tombs

1994

by Junji Ito

Countless tombstones stand in rows throughout a small community, forming a bizarre tableau. What fate awaits a brother and sister after a traffic accident in this town of the dead? In another tale, a girl falls silent, her tongue transformed into a slug. Can a friend save her? Then, when a young man moves to a new town, he finds the house next door has only a single window. What does his grotesque neighbor want, calling out to him every evening from that lone window?

Fresh nightmares brought to you by horror master Junji Ito.

Rurouni Kenshin, Volume 01

Rurouni Kenshin is one of the most beloved and popular manga series worldwide. Set against the backdrop of the Meiji Restoration, it tells the saga of Himura Kenshin, once an assassin of ferocious power, now a humble rurouni, a wandering swordsman fighting to protect the honor of those in need.

A hundred and fifty years ago in Kyoto, amid the flames of revolution, there arose a warrior, an assassin of such ferocious power he was given the title Hitokiri: Manslayer. With his bloodstained blade, Hitokiri Battosai helped close the turbulent Bakumatsu period and end the reign of the shoguns, slashing open the way toward the progressive Meiji Era. Then he vanished, and with the flow of years became legend.

In the 11th year of Meiji, in the middle of Tokyo, the tale begins. Himura Kenshin, a humble rurouni, or wandering swordsman, comes to the aid of Kamiya Kaoru, a young woman struggling to defend her father's school of swordsmanship against attacks by the infamous Hitokiri Battosai. But neither Kenshin nor Battosai are quite what they seem...

JoJo's Bizarre Adventure

The conclusion of the Phantom Blood Arc! Jonathan Joestar and his mentor Zeppelli continue their pursuit of the villainous vampire, Dio! But to get to him, they must first face down his murderous henchmen! In battle after bloody battle, JoJo and Zeppelli are pushed to their limits and beyond!

JoJo's Bizarre Adventure

As if Dio wasn't diabolical enough, now he's an immortal vampire with incredible strength! But Jonathan Joestar's not one to back down, even when it seems like victory is impossible! It's a classic battle! Good versus evil! Grit and determination against power and arrogance! Who will win?!

JoJo's Bizarre Adventure

Young Jonathan Joestar's life is forever changed when he meets his new adopted brother, Dio. For some reason, Dio has a smoldering grudge against him and derives pleasure from seeing him suffer. But every man has his limits, as Dio finds out. This is the beginning of a long and hateful relationship!

鬼滅の刃 8 [Kimetsu no Yaiba 8]

眠り鬼・魘夢にヒノカミ神楽「碧羅の天」を放った炭治郎の戦いの顛末は!? さらに、炭治郎一行の下に現れたものの正体とは!? そしてついに炎柱・煉獄杏寿郎が動く。その強き者の口から語られる言葉の先に炭治郎が見たものとは!?

約束のネバーランド 7 [Yakusoku no Neverland 7]

目的地・B06-32の地下で子供達を待ち構えていた謎の男──。彼の正体とは一体!? エマ達の冒険は次なる局面へと移る。「ミネルヴァ探訪編」新展開突入!! 永遠の子供達よ、絶望に立ち向かえ! 衝撃の脱獄ファンタジー!!

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