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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? -- VIZ Media
"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."--Cover of v. 1.
An ancient ghost possesses Hikaru and unleashes his hidden genius! R to L (Japanese Style). After stumbling across a haunted Go board, irresponsible Hikaru Shindo discovers that the spirit of a master player has taken up residence in his consciousness. In his pursuit of the "Divine Move," Fujiwara-no-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!Six Characters, Six StoriesThe main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these but only takes center stage when, in the final tale, he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner. Six Characters, Six Stories The main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these but only takes center stage when, in the final tale, he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner.
Beet is gonna beat the odds, and bust those violent Vandels! The New Dark Age It's the Century of Darkness where monsters known as Vandels rule the world, and the Vandel Busters are the only ones who can fight them. When a group of Busters are killed in battle, they pass on their magic Saiga weapons to Beet, making him the strongest Buster ever. But Beet won't just fight the Vandels--he wants to destroy them and finally end the Century of Darkness. Practice Makes Perfect No matter what Beet tries, he can't ever fully defeat Beltorze. Worse yet, Beet learns that possessing the Zenon Army's five Saiga weapons isn't enough. he has to learn to use them properly. Using the Saigas improperly almost gets Beet and Poala busted by Beltorze. The two friends are saved at the last minute by Slade, an experienced Vandel Buster. Meanwhile, trouble is brewing among the Vandels. Grineed gets another star, making his rank as high as his rival, Beltorze. Will this lead to a Vandel showdown? How will Beet deal with two super-powerful enemies...?
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? -- VIZ Media
Reiji and friends go to the city for a major tournament, but along the way Chibi is kidnapped by the house of Darius Alga Winright.
Hikaru is in the toughest battle of his life when he faces Ko Yong Ha, Korea's top player in the Hokuto Cup tournament. The stakes, however, aren't for personal glory but for something far deeper, something that differentiates a mere game from a way of life. Hikaru knows what this means to him, but will he understand what it means to the new wave of go players and, indeed, the game of go itself? Final Volume! -- VIZ Media
Robot girl hijinks from the creator of Dragon Ball! When goofy inventor Senbei Norimaki creates a precocious robot named Arale, his masterpiece turns out to be more than he bargained for! Will an alien invasion of Earth hold Arale's attention? Will she ever be her loopy self again after a cricket shorts her brain functions and turns her into a normal girl? And what will the local police station do, now that she's started turning in lost-and-found items that nobody wants found--like poop?!
Light is chafing under L's extreme surveillance, but even 64 microphones and cameras hidden in his room aren't enough to stop Light. He steps up the game, but before the battle of wits can really begin, a family emergency distracts him. But even though Light isn't using the Death Note right now, someone else is! Who's the new "Kira" in town? -- VIZ Media
Hot on the heels of Ganette, a fellow Fusion Type on the same warpath to Opsquria's castle, Ral's ego leads him to make reckless mistakes. Alienated from his companions and racing ahead on his own, he heads straight into the enemy's sticky trap. Without the guidance of his tutor Mio, can he overcome his pride before it costs him everything--even his own life?! -- VIZ Media