Tengen Uzui, el Pilar del Sonido, recluta a Tanjiro, Zenitsu e Inosuke para infiltrarse en el distrito rojo de Yoshiwara y encontrar inteligencia sobre los demonios que ahà acechan. Cada uno es asignado a un establecimiento de la vida alegre, donde circulan rumores e historias de chicas desaparecidas.
Tanjiro y los demás se van acercando a descubrir la verdad, pero es posible que el culpable de esas desapariciones sea alguien que ellos no puedan manejar.
Hikaru no Go follows the story of a young boy named Hikaru who encounters an ancient ghost that possesses him and unleashes his hidden genius for the game of Go. In this volume, Go players under the age of 18 from Japan, Korea, and China are preparing to qualify for the prestigious Hokuto Cup. Among them are Hikaru and Akira, both vying for a spot on the Japanese team.
The journey to the Hokuto Cup is fraught with intense competition, and the preliminaries are especially challenging. Hikaru, after being struck by a harsh reality check, dedicates himself to the game with newfound focus. Yet, he faces the daunting task of overcoming the unique and powerful Go techniques of Kiyoharu Yashiro from the Kansai Go Association.
Will Hikaru's intense dedication be enough to conquer the obstacles ahead and secure his place in the tournament? Vol. 20: The Young Lions! explores the high-stakes world of competitive Go with a blend of drama and strategy that will captivate readers.
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!
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.
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!
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?
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?!