Catalog Search Results
65) The red ghost
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After Jenna gives her little sister an old doll dressed in red velvet as a birthday present, the occurrence of some very disturbing events make Jenna suspect the doll might be possessed.
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"Hikaru's classmate Ochi has won enough games to guarantee his place among the top three players who will pass the pro test. Hikaru, on the other hand, still needs to win more games, and he'll soon face his friend Waya and Ochi himself, who has been preparing for their match with Akira's help! When the dust clears, who will be left standing?"--P. [4] of cover.
72) Spell disaster
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When elderly witch Enid Pettywood unwittingly summons a demon to Silver Hollow, it's up to Issy Quinn and her cousins to send it back before the committee finds out. Summoning a demon is a serious offense, and no one wants to see Enid suffer the punishment the committee is sure to hand down. But a simple plan of vanquishing the pesky demon before anyone notices goes awry when the demon makes the leap from wreaking havoc with the town's electrical...
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"Go players under the age of 18 in Japan, Korea, and China are getting ready to qualify for the Hokuto Cup. Hikaru and Akira are both in contention for the Japanese team, but the preliminaries prove to be tough going. Stung by a reality check, Hikaru focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association?"--P. [4] of cover.
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As his second Shaman Fight comes to an end, Yoh uses a last-ditch strategy--and his last mana--against Faust's army of skeletons. Recovering from his wounds in the hospital, Manta becomes separated from Yoh and makes a fateful decision to travel to Yoh's faraway home in Izumo, Japan--by motorcycle--with "Wooden Sword" Ryu for company. As Manta and Ryu travel across Japan, Yoh undergoes his own journey, descending into a pitch-black cave in search...
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"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 and takes center stage in the final tale when he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner" -- from publisher's web site.
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"Hikaru is determined to move carefully, step by step, up the ladder of professional go. He pours his energy into it, striving to get closer to his ultimate goal--playing the Divine Move. After many games he finally gets to play a 7-dan, who turns out to be someone he's confronted before, though not in competition. Their mutual animosity fires their competitiveness, pushing them to play with maximum intensity."--P. [4] of cover.