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http://worldcat.org/entity/work/id/307632577

Hikaru no Go. 13, Professional match

Hikaru and Sai are both scheduled to fight their greatest rivals, and Hikaru must find a way to win the battle without revealing his secret identity.

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http://schema.org/alternateName

  • "Shinshodan series"
  • "Professional match"@en
  • "Professional match"

http://schema.org/description

  • "Sixth-grade Hikaru Shindo's discovery of a bloodstained game board leads to an encounter with the ghost of Go master Fujiwara-no-Sai and the formation of an unbeatable Go team."
  • "Hikaru Shindo is like any sixth-grader in Japan: a pretty normal school boy 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."
  • "Hikaru and Sai are both scheduled to fight their greatest rivals, and Hikaru must find a way to win the battle without revealing his secret identity."@en

http://schema.org/genre

  • "Graphic novels"@en
  • "Fiction"@en
  • "Comic books, strips, etc"@en
  • "Comic books, strips, etc"
  • "Ghost stories"@en

http://schema.org/name

  • "Hikaru no Go. Volume 13, Professional match"
  • "Hikaru no Go. 13, Professional match"@en
  • "Hikaru no Go. 13, Professional match"
  • "Hikaru no go. V.13: Professional match"
  • "Hikaru no Go. [Vol.] 13, Professional match"
  • "Hikaru no Go. vol. 13, Professional match"@en