Displaying books 97-144 of 174 in total

Dracula

2012

by Bram Stoker

A thirst for blood, nocturnal debauchery, hypnotic trances ... this is Dracula. Jonathan Harker is travelling to Castle Dracula to see the Transylvanian noble, Count Dracula. He is begged by locals not to go there, because on the eve of St. George's Day, when the clock strikes midnight, all the evil things in the world will come full sway. But business must be done, so Jonathan makes his way to the Castle - and then his nightmare begins. His beloved wife Meena and other lost souls have fallen under the Count's horrifying spell. Dracula must be destroyed.

Bakuman, Vol. 14: Mind Games and Catchphrases

Is Moritaka and Akito's newest rival also their greatest fan? The duo is asked to judge a manga contest and the best entry reminds them of their own creations. But who is this mysterious new artist and what are his controversial methods of creating manga?

Bakuman, Vol. 12: Artist and Manga Artist

Bakuman, Vol. 12: Artist and Manga Artist continues the journey of Moritaka and Akito as they navigate the challenges of the manga industry. With their new series Perfect Crime Party performing well in Weekly Shonen Jump, the duo is determined to outdo their competitors. However, just as their aspirations appear to be within reach, an unforeseen piece of news delivers a blow to their plans.

Bakuman, Vol. 7: Gag and Serious

Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world?

Cuentos de Amor de Locura y de Muerte

2011

by Horacio Quiroga

Cuentos de Amor de Locura y de Muerte is a collection of short stories by Horacio Quiroga that delves into the themes of illness, family tragedy, personal despair, geographical exile, and the often brutal nature of humanity. This anthology, selected by the author himself, showcases Quiroga's mastery of the short story form, often drawing comparisons to the works of Edgar Allan Poe, Rudyard Kipling, and Jack London.

The stories explore the humanization of animals, with rational thought guiding the narratives, yet ultimately succumbing to the brute force of man. Another prevalent theme is the dehumanization of individuals who surrender to their most primitive instincts, leading to conflict and the unfolding of various plots. The element of appearance also plays a significant role, as Quiroga invites readers to question their initial perceptions, culminating in the author's own revelations.

Bakuman, Vol. 9: Talent and Pride

Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world? Moritaka is hesitant to commit because he understands the challenges that lie ahead.

Bakuman, Vol. 8: Panty Shot and Savior

With Aiko Iwase teaming up with Eiji to get a series in Shonen Jump, Moritaka and Akito face a new major rival. The duo is determined to have their series serialized and to find success in Jump. However, when Akito must ask for permission to marry Kaya, he is confronted with her father, a master of Karate, adding another layer of challenge to their journey.

Leviathan Wakes

Leviathan Wakes is the explosive first book in The Expanse series by James S.A. Corey, a pseudonym for authors Daniel Abraham and Ty Franck. Set in a future where humanity has colonized the solar system, the novel introduces us to James Holden, the executive officer of an ice mining ship, and Detective Miller, who is on the hunt for a missing girl.

When Holden and his crew discover a derelict ship, The Scopuli, they are thrust into a dangerous conspiracy that threatens to destabilize the fragile balance of power in the system. Miller's investigation into the girl's disappearance leads him to Holden and the secrets hidden aboard The Scopuli. Together, they must navigate the tensions between Earth's government, outer planet revolutionaries, and secretive corporations. Amidst political intrigue and looming war, Holden and Miller's actions could alter the course of human history.

Bakuman, Vol. 4: Phone Call and The Night Before

When Akito is unable to come up with a storyboard within the time frame he promised, Moritaka decides to break up their partnership! As they go their separate ways to create manga, it may turn out that they're actually headed in the same direction…

Bakuman, Vol. 6: Recklessness and Guts

Moritaka and Akito's hard work is paying off, and they start challenging their rival Eiji's popularity in Shonen Jump. But just as they plan to take the next step, the team is hit with a surprising setback. Moritaka and Akito will need the help of their manga artist friends to overcome this hurdle!

Bakuman, Vol. 10: Visualization and Imagination

Moritaka and Akito will need to come up with an amazing new manga idea if they ever hope to get back into Weekly Jump magazine, and they only have six months to do it! But with Hattori, their former editor, helping behind the scenes, the duo might have everything in place to create the perfect story.

The Big Short: Inside the Doomsday Machine

2011

by Michael Lewis

The Big Short: Inside the Doomsday Machine is a #1 New York Times bestseller and a major motion picture from Paramount Pictures. Michael Lewis, the author of The Blind Side and Moneyball, tells the compelling story of four outsiders in the high-finance world who predicted the credit and housing bubble collapse before anyone else.

The narrative starts with the silent crash that took place in the obscure markets of bonds and real estate derivatives. These are the places where complex securities are created to profit from the financial struggles of lower- and middle-class Americans. Lewis provides a character-driven narrative filled with indignation and dark humor, presenting a group of unlikely heroes whose stories are as compelling as they are improbable, establishing him yet again as an exceptional and witty chronicler of our times.

Bakuman, Vol. 5: Yearbook and Photobook

Big changes are in store now that Moritaka and Akito have their very own series in Shonen Jump. Hanging out with their favorite manga creators, hiring assistants, keeping track of the weekly reader surveys—life as a professional manga artist is tough! Can these two survive the pressure?

Bakuman, Vol. 2

By the creators of Death Note! The mystery behind manga-making revealed! Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world?

After Moritaka and Akito collaborate on a manga together, they venture to publishing house Shueisha in hopes of capturing an editor's interest. As much potential as these two rookies have, will their story impress the pros and actually get printed?

Bakuman, Vol. 3: Debut and Impatience

After losing to manga genius Eiji Nizuma, Moritaka and Akito make it their mission to beat this rival--even going so far as to ignore their editor's wishes! But will this decision ultimately help or harm their cause?

Hikaru no Go

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.

Shiver

For years, Grace has watched the wolves in the woods behind her house. One yellow-eyed wolf—her wolf—is a chilling presence she can't seem to live without.

Meanwhile, Sam has lived two lives: In winter, the frozen woods, the protection of the pack, and the silent company of a fearless girl. In summer, a few precious months of being human… until the cold makes him shift back again.

Now, Grace meets a yellow-eyed boy whose familiarity takes her breath away. It's her wolf. It has to be. But as winter nears, Sam must fight to stay human—or risk losing himself, and Grace, forever.

Black Paradox

2009

by Junji Ito

Three-time Eisner Award winner Junji Ito's legendary sci-fi thriller Black Paradox is now available in English.

Four people intent on killing themselves meet through the suicide website Black Paradox: Maruso, a nurse who despairs about the future; Taburo, a man who is tortured by his doppelganger; Pii-tan, an engineer with his own robot clone; and Baracchi, a girl who agonizes about the birthmark on her face.

They wander together in search of the perfect death, fatefully opening a door that leads them to a rather bizarre destiny...

Hikaru no Go, Vol. 10: Lifeline

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!

Cracking the Coding Interview

Cracking the Coding Interview is here to help you through the process of getting a top software developer job. The author, a software engineer herself, understands the challenges of being asked to create brilliant algorithms on the spot and write flawless code on a whiteboard. Having experienced these interviews from both sides of the table, she shares her knowledge in this deeply technical book.

The book includes 189 real programming interview questions, which reflect what is truly being asked at the top companies, ensuring that you can be as prepared as possible. It walks you through how to derive each solution, so you can learn how to get there yourself. It provides hints on how to solve each question, similar to what you would receive in a real interview, and outlines five proven strategies to tackle algorithm questions, helping you to solve problems you haven't seen before.

In addition to core computer science concepts, the book offers insight into the hiring practices of top companies like Google and Facebook, including how to prepare for the soft side of the interview and the behavioral questions. Whether you're an interviewer looking for great questions or a candidate preparing to ace your interviews, this book is an invaluable tool for success.

Bakuman, Vol. 1: Dreams and Reality

Moritaka is hesitant to seriously consider Akito's proposal because he knows how difficult reaching the professional level can be. Still, encouragement from persistent Akito and motivation from his crush push Moritaka to test his limits!

Hikaru no Go, Vol. 19: One Step Forward!

Hikaru no Go, Vol. 19: One Step Forward! follows the journey of Hikaru Shindo who, after discovering a haunted go board, is possessed by the spirit of a master player named Fujiwara-no-Sai. This encounter awakens an untapped genius for the game within Hikaru, propelling him to pursue his dream of defeating Akira Toya, a famed go prodigy.

Minority Report

2008

by Philip K. Dick

In the world of The Minority Report, Commissioner John Anderton is credited for the absence of crime. He is the creator of the Precrime System, which employs "precogs"—individuals with the ability to see into the future—to pinpoint criminals before they can act. Tragically for Anderton, he is identified by the precogs as the next perpetrator. Despite knowing he has never considered such an act, this premonition suggests the precogs can err. Caught in a dire situation, Anderton's fate seems sealed unless he can uncover the precogs's "minority report"—the singular dissenting opinion that might allow him to unearth the truth and save himself from the very system he designed.

A motion picture adaptation of The Minority Report, directed by Steven Spielberg and featuring Tom Cruise, has been released, signifying the lasting influence of Philip K. Dick's imaginative literature.

Do Androids Dream of Electric Sheep?

2008

by Philip K. Dick

It was January 2021, and Rick Deckard had a license to kill. Somewhere among the hordes of humans out there, lurked several rogue androids. Deckard's assignment--find them and then retire them. Trouble was, the androids all looked exactly like humans, and they didn't want to be found!

By 2021, the World War has killed millions, driving entire species into extinction and sending mankind off-planet. Those who remain covet any living creature, and for people who can't afford one, companies built incredibly realistic simulacra: horses, birds, cats, sheep. They've even built humans. Immigrants to Mars receive androids so sophisticated they are indistinguishable from true men or women. Fearful of the havoc these artificial humans can wreak, the government bans them from Earth. Driven into hiding, unauthorized androids live among human beings, undetected.

Rick Deckard, an officially sanctioned bounty hunter, is commissioned to find rogue androids and retire them. But when cornered, androids fight back--with lethal force.

Hikaru no Go, Vol. 21: Great Expectations

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 Boy in the Striped Pajamas

2007

by John Boyne

If you start to read this book, you will go on a journey with a nine-year-old boy named Bruno. (Though this isn't a book for nine-year-olds.) And sooner or later you will arrive with Bruno at a fence.

Fences like this exist all over the world. We hope you never have to encounter one.

Berlin, 1942: When Bruno returns home from school one day, he discovers that his belongings are being packed in crates. His father has received a promotion and the family must move to a new house far, far away, where there is no one to play with and nothing to do. A tall fence stretches as far as the eye can see and cuts him off from the strange people in the distance.

But Bruno longs to be an explorer and decides that there must be more to this desolate new place than meets the eye. While exploring his new environment, he meets another boy whose life and circumstances are very different from his own, and their meeting results in a friendship that has devastating consequences.

Beautiful Code

Beautiful Code: Leading Programmers Explain How They Think offers a unique and insightful look into the minds of leading computer scientists. Through case studies, readers have the opportunity to observe how experts tackle difficult problems in software development, revealing the carefully crafted solutions to high-profile projects. You'll be able to look over the shoulder of major coding and design experts, gaining insight into their thought processes as they navigate through the architecture of their projects, the tradeoffs involved, and the occasions when breaking the rules is necessary.

This book is not your typical design patterns manual or a rigid software engineering doctrine. Instead, it presents a series of narratives that showcase how master coders approach their work. All author royalties from this book will be donated to Amnesty International, making it not just an educational read, but also one that contributes to a global cause.

Hikaru no Go, Vol. 14

Hikaru no Go, Vol. 14: Sai vs. Toya Koyo unravels the continuing journey of Hikaru Shindo, a young schoolboy, who encounters a haunted Go board. Through this board, Hikaru meets the spirit of a master player, Fujiwara-no-Sai, who occupies his consciousness.

Sai's presence ignites an untapped genius for the game within Hikaru, propelling him to pursue his newfound dream. His goal is not a simple one, as he aspires to defeat the renowned Go prodigy, Akira Toya.

As the series progresses, readers witness Hikaru's personal growth and his thrilling encounters in the world of Go, where strategic battles of wit and skill unfold.

Blindsight

2006

by Peter Watts

Two months since sixty-five thousand alien objects clenched around the Earth like a luminous fist, screaming to the heavens as the atmosphere burned them to ash. Two months of silence while a world holds its breath.

Now some half-derelict space probe, sparking fitfully past Neptune's orbit, hears a whisper from the edge of the solar system: a faint signal sweeping the cosmos like a lighthouse beam. Whatever's out there isn't talking to us. It's talking to some distant star, perhaps. Or perhaps to something closer, something en route.

So who do you send to force introductions on an intelligence with motives unknown, maybe unknowable? Who do you send to meet the alien when the alien doesn't want to meet?

You send a linguist with multiple personalities, her brain surgically partitioned into separate, sentient processing cores. You send a biologist so radically interfaced with machinery that he sees X-rays and tastes ultrasound, so compromised by grafts and splices that he no longer feels his own flesh. You send a pacifist warrior in the faint hope she won't be needed, and a fainter hope that she'll do any good if she is needed. You send a monster to command them all, an extinct hominid predator once called "vampire," recalled from the grave with the voodoo of recombinant genetics and the blood of sociopaths. And you send a synthesist—an informational topologist with half his mind gone—as an interface between here and there, a conduit through which the Dead Center might hope to understand the Bleeding Edge.

You send them all to the edge of interstellar space, praying you can trust such freaks and retrofits with the fate of a world. You fear they may be more alien than the thing they've been sent to find.

The Road

2006

by Cormac McCarthy

A searing, post-apocalyptic novel destined to become Cormac McCarthy's masterpiece.

A father and his son walk alone through burned America. Nothing moves in the ravaged landscape save the ash on the wind. It is cold enough to crack stones, and when the snow falls it is gray. The sky is dark. Their destination is the coast, although they don't know what, if anything, awaits them there. They have nothing; just a pistol to defend themselves against the lawless bands that stalk the road, the clothes they are wearing, a cart of scavenged food—and each other.

The Road is the profoundly moving story of a journey. It boldly imagines a future in which no hope remains, but in which the father and his son, "each the other's world entire," are sustained by love. Awesome in the totality of its vision, it is an unflinching meditation on the worst and the best that we are capable of: ultimate destructiveness, desperate tenacity, and the tenderness that keeps two people alive in the face of total devastation.

Hikaru no Go, Vol. 17: A Familiar Face

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 Three-Body Problem

2006

by Cixin Liu

The Three-Body Problem is the first chance for English-speaking readers to experience the Hugo Award-winning phenomenon from China's most beloved science fiction author, Liu Cixin.

After a spate of apparent suicides among elite scientists, nanotech engineer Wang Miao is asked to infiltrate a secretive cabal. During his investigation, Wang is inducted into a mysterious online game that is the key to humanity's place in the cosmos and the key to the extinction-level threat it now faces.

Hikaru no Go, Vol. 11: A Fierce Battle

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. 8: The Pro Test Preliminaries: Day Four

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.

Twilight

2005

by Stephenie Meyer

Twilight unfolds the story of Bella Swan and Edward Cullen, a pair of star-crossed lovers whose forbidden relationship ripens amidst the small-town suspicion and the enigmatic presence of a mysterious coven of vampires. Isabella Swan's move to Forks, a small, perpetually rainy town in Washington, was expected to be the dullest chapter of her life. But when she meets the intriguing and seductive Edward Cullen, her life takes a thrilling and terrifying leap.

Edward has so far managed to conceal his true vampire nature in the quiet community he inhabits, but now, no one is safe, particularly Isabella, the one he cherishes above all. The lovers find themselves on the razor's edge, torn between the urge to resist their primal instincts and the temptation to fulfill their desires. Twilight is a tale that captures the essence of romance and the dilemma of the heart with a touch of the supernatural, making it a love story that bites deep.

Hikaru no Go, Vol. 9: The Pro Test Begins

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.

H. P. Lovecraft: Tales

A twentieth-century successor to Edgar Allan Poe as the master of "weird fiction," Howard Philips Lovecraft once wrote, "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." In the novellas and stories he published in such pulp magazines as Weird Tales and Astounding Stories—and in the work that remained unpublished until after his death, including some of his best writing—H. P. Lovecraft adapted the conventions of horror stories and science fiction to express an intensely personal vision, cosmic in its ramifications and fearsome in its shuddering view of human destiny.

In this Library of America volume, the best-selling novelist Peter Straub brings together the very best of Lovecraft's fiction in a treasury guaranteed to bring fright and delight both to longtime fans and to readers new to his work. Early stories such as The Outsider, The Music of Erich Zann, Herbert West–Reanimator, and The Lurking Fear demonstrate Lovecraft's uncanny ability to blur the distinction between reality and nightmare, sanity and madness, the human and non-human. The Horror at Red Hook and He reveal the fascination and revulsion Lovecraft felt for New York City; Pickman's Model uncovers the frightening secret behind an artist's work; The Rats in the Walls is a terrifying descent into atavistic horror; and The Colour Out of Space explores the eerie impact of a meteorite on a remote Massachusetts valley.

In such later works as The Call of Cthulhu, The Whisperer in Darkness, At the Mountains of Madness, The Shadow Over Innsmouth, and The Shadow Out of Time, Lovecraft developed his own nightmarish mythology in which encounters with ancient, pitiless extraterrestrial intelligences wreak havoc on hapless humans who only gradually begin to glimpse "terrifying vistas of reality, and our frightful position therein." Moving from old New England towns haunted by occult pasts to Antarctic wastes that disclose appalling secrets, Lovecraft's tales continue to exert a dread fascination.

Hikaru no Go, Vol. 5: Start

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. 2: First Battle

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. 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!

The City of Ember

2003

by Jeanne DuPrau

The City of Ember was built as a last refuge for the human race. Two hundred years later, the great lamps that light the city are beginning to dim. Lina and her friend Doon must race to figure out the clues to keep the lights on.

If they succeed, they will have to convince everyone to follow them into danger. But if they fail, the lights will burn out and the darkness will close in forever. They discover fragments of an ancient parchment and begin to wonder if there could be a way out of Ember. Can they decipher the words from long ago and find a new future for everyone? Will the people of Ember listen to them?

The Da Vinci Code

2003

by Dan Brown

While in Paris on business, Harvard symbologist Robert Langdon receives an urgent late-night phone call: the elderly curator of the Louvre has been murdered inside the museum. Near the body, police have found a baffling cipher. While working to solve the enigmatic riddle, Langdon is stunned to discover it leads to a trail of clues hidden in the works of Da Vinci — clues visible for all to see — yet ingeniously disguised by the painter.

Langdon joins forces with a gifted French cryptologist, Sophie Neveu, and learns the late curator was involved in the Priory of Sion — an actual secret society whose members included Sir Isaac Newton, Botticelli, Victor Hugo, and Da Vinci, among others.

In a breathless race through Paris, London, and beyond, Langdon and Neveu match wits with a faceless powerbroker who seems to anticipate their every move. Unless Langdon and Neveu can decipher the labyrinthine puzzle in time, the Priory’s ancient secret — and an explosive historical truth — will be lost forever.

The Analyst

2003

by John Katzenbach

Happy fifty-third birthday, Doctor. Welcome to the first day of your death. Dr. Frederick Starks, a New York psychoanalyst, has just received a mysterious, threatening letter. Now he finds himself in the middle of a horrific game designed by a man who calls himself Rumplestiltskin. The rules: in two weeks, Starks must guess his tormentor's identity. If Starks succeeds, he goes free. If he fails, Rumplestiltskin will destroy, one by one, fifty-two of Dr. Starks' loved ones—unless the good doctor agrees to kill himself.

In a blistering race against time, Starks is at the mercy of a psychopath's devious game of vengeance. He must find a way to stop the madman—before he himself is driven mad.

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.

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