(W) Riku Misora (A/CA) Kotaro Yamada, Sacraneco
Taking down the local lord was child's play for the high school prodigies, and though they're well on their way to war with the empire, they're first going…to church?! The geniuses set their sights on religion in Freyjagard.
(W) Riku Misora (A) Kotaro Yamada, Sacraneco (CA) Sacraneco, Kotaro Yamada
After successfully garnering support for their religion, 'the Seven Luminaries,' the high school prodigies prepare to head into an all-out war with the empire. But when Gustav uses magic power to suddenly set everything ablaze in a fit of fury, its up to this dream team to use their superior abilities and technology to tilt the scales back in their favor! For Ages 18 And Up
(W) Riku Misora (A/CA) Kotaro Yamada, Sacraneco
Conquering a third domain, working toward a democratic nation, and gaining the will of the people-the high school prodigies are on a roll, winning one victory after another! But even they aren't entirely invincible, as Tsukasa and Ringo are ordered to take three days of bed rest due to overwork. And their downtime includes the two...going on a date?! Ages 18 And Up, Grades 13 to 17
(W) Riku Misori (A/CA) Kotaro Yamada, Sacraneko
The time has come for Sara to officially assume her role as heir to the throne of Mysidia, and with the barrier protecting the cathedral's gates being lifted for the ceremony, it's the perfect opportunity for the Magus Sisters to strike... For readers ages 18 and up.
(W) Riku Misora (A) Kotaro Yamada (CA) Sacraneko
With the successful establishment of the Elm Republic, the Freyjagard Empire is engulfed in civil war, and the Yamato Empire finds itself embroiled in the Resistance's battle. Now it's up to Tsukasa, Aoi, and Ringo to lead the charge using their resourcefulness, prowess in combat, and technological mastery!
(W) Riku Misora (A/CA) Kotaro Yamada, Sacraneko
As the day of the Goss Currency Exchange draws near, it's finally time for Masato Sanada, Earth's greatest businessman, to show this new world what he can really do. In order to ensure a future for the common people, the High School Prodigies are ready and able to overturn the entirety of this world's status quo. For readers ages 16 and up.
(W) Riku Misora (A/CA) Kotaro Yamada, Sacraneco
The high school prodigies have secured the Republic of Elm's place in the world by issuing their new currency, but before they can even catch their breath from dealing with the last international crisis, a new one arises in the form of the conquered Yamato Empire's Princess Kaguya. When she pleads for the salvation of her country from the Freyjagard Empire under the pretense of the Seven Luminaries' hallowed ideal of 'equality for all,' the prodigies may have no choice but to renew tensions with their former foe... For readers ages 18 and up.
(W) Riku Misora (A) Kotaro Yamada, Sacraneco (CA) Kotaro Yamada
After discovering what Princess Mayoi has done to the minds of the people of Yamato, Tsukasa decides to side with the Resistance to overthrow the Yamato government. Meanwhile, the Republic of Elm's national elections are coming to a close, but will a horrific incident at the last minute end up swaying its results...?!
(W) Riku Misora (A) Kotaro Yamada, Sacraneco
Someone is manipulating the Republic of Elm's first national elections from the shadows to fulfill their own selfish desires, and it's up to God Akatsuki to stop them! Meanwhile, Tsukasa and the Resistance carry out a shocking plan to overturn the immense difference in numbers between them and the Yamato Dominion and take down this inhumane government...
(W) Riku Misora (A) Kotaro Yamada
After turning the tables on the Yamato dominion's overwhelmingly more powerful forces, the high school prodigies press their advantage all the way to the inner defenses of their enemy's stronghold, Azuchi Castle. In a desperate, last-ditch effort to win a battle that appears all but already lost, the cornered Princess Mayoi unleashes her brainwashing magic once more. As the fighting spirals out of anyone's control, Mayoi's tragic past and the great, terrible secret of Yamato's history will be revealed...
(W) Riku Misora (A) Kotaro Yamada, Sacraneco (CA) Sacraneco, Kotaro Yamada
The curtain closes on the story of the high school prodigies' revolution in another world! Having put an end to the civil war in Yamato, Tsukasa and the others can finally head for the elf village and put what they learned from Adel's memoir to use. Just who or what exactly is the 'wicked dragon' Yggrda, and why did she summon them to this world? As their long journey comes to an end, it's finally time for them to learn the truth...
(W) Riku Misora (A/CA) Sacraneko
After crash landing in a foreign land filled with magic and monsters, most people would wonder what to do next. For seven of Japan's greatest high school geniuses, the real question is how much are they allowed to mess around? This world might not last long enough for these insane prodigies to go home... Ages 16 And Up
(W) Riku Misori (A/CA) Sacraneco
'Ladies and gentleman, this world's technology and culture are about to skyrocket!' With the end of the harsh winter season, comes the plan of the seven high school prodigies to overthrow an empire. Their first strategy? Make Prince Akatsuki, master magician, into a god. The people have long been under the heel of the despotic empirical rule, it's time for a revolution! For readers ages 16 and up.
(W) Riku Misora (A) Sacraneco
Conspiracies abound amidst Elm's attempts to establish their own currency. Masato, the Devil of Finance, is forced to step in. With the master businessman on the case, his opponents will be lucky to survive with a single coin to their names!
(W) Riku Misora (A) Sacraneco
The High School Prodigies have established the Republic of Elm and solidified its foundation by issuing currency. However, just as they are about to return rule over the country to its people via an election, Princess Kaguya of the ruined Yamato Kingdom makes her entrance! Invoking Elm's founding doctrine, 'Equality for All,' she begs the prodigies to deliver her people from the harsh yoke of the Empire. Tsukasa's decision to get involved instead of working to return home proves to be a device one, however...
(W) Riku Misora (A) Sacraneco
Despite Princess Kaguya's claims, everything in Yamato appears wonderful to Tsukasa and the other Prodigies. Could a nation living beneath the heel of the Freyjagard Empire truly be happy, or is there more to the seemingly idyllic situation than meets the eye? Meanwhile, the Republic of Elm's election has begun, and tensions between the Principlists and Reformists continue to escalate. To hold the nation together, Akatsuki will have to step up and make a tough call, but will it be the right one?
(W) Riku Misora (A) Sacraneco
As the Republic of Elm settles into a new normal after its first election, the Yamato resistance begins its war for independence against the Freyjagard Empire. At first, things appear to be going well thanks to help from Tsukasa, Aoi, and Ringo. However, Mayoi's brainwashing magic threatens to squash the fight for freedom beneath the imperial boot. Can the Prodigies from Earth free a nation dominated by mind control?
(W) Riku Misora (A) Sacraneco
After freeing Yamato from the Empire's grasp, the Prodigies head for the elf village where the answer to all their questions and more await them. If they're lucky, they might even discover who called them to this world and why! What will change if and when they finally learn the reason they ended up here? And who's moving in the shadows while they figure things out...?
(W) Ryukishi07 (A) Tomato Akase
June 1983. Rika swore she would follow her dreams and never return to the days of The Tragedy ever again. But the game was reset. The wheel of fate has begun to spin again. To beat the odds and obtain what she desires, Rika must identify the new boardmaster and take control of the world fragments. However, the path ahead leads only to a most poignant betrayal by the person she loves most...
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 ¾ 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. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the 'Divine Move' so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.
Volume 1 left off with Hikaru half-heartedly going to a school festival and finding a pick-up game of GO with Kimihiro Tsutsui. This sets off a chain of events that introduces Hikaru and Sai to a new world of people. Meet Tetsuo Kaga, a Shogi punk, the sophisticated members of the Kiao GO Club and the optimistic few of the Haze GO Club in this new volume of Hikaru No Go. As enticing as the GO games are, the upcoming tournaments and behind-the-scenes politics will also leave quite an impression.
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. 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 on the Haze Middle School Go Club. Then Akari, Kimihiro and Hikaru discover there is someone worthy enough to possibly help them win some Go tournaments.
Another tournament is underway. Three members of the cutthroat Kaio Go Club face three members of the budding Haze Go Club. As tensions rise, the antagonism between both teams culminates in a telling match between Akira and Hikaru. Who will win? Which team will win? Even if the answer surprises you, the ensuing drama won't. After the excitement of the tournament, there's nothing left for Hikaru and Kimihiro to do... except to learn more about Go! In the process, Hikaru finds a way to let Sai play all the Go his fluttering heart desires without everybody and their mother pointing and staring at Hikaru. Find out what Hikaru discovers in this volume of Hikaru no Go! A Rating
Sai's games on the Internet have Go players around the world guessing his true identify. Among them is Hikaru's rival, Akira, who suspects that Hikaru is hiding behind the screen name 'sai.' So intense is Akira's interest, in fact, that he skips the first day of his pro exam for a re-match. And on a rainy Sunday, the battle of wills begins anew... Rating: A
From the beginning, Go has been just fun and games for Hikaru. But now that Akira has turned pro, it's going to take everything in Hikaru's power to catch up to his old rival. Before Hikaru can even take the pro test, however, he must get into the insei school and defeat all the students. And by that time Akira may truly be out of reach! Rating: A
Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time? Rating: A
Hikaru faces the preliminary rounds of the pro test, during which he must eliminate not only his classmates at the insei school, but also any outsiders who want to take the test. One of them in particular appears to know how to exploit Hikaru's weaknesses, and poor Hikaru seems powerless to stop him. Rating: A
Practicing at Go salons is turning out to be more fun than Hikaru thought. But at one salon he meets his match in Suyong Hong, a sullen 12-year-old who is studying for the pro test in his native Korea. By mistake, Hikaru insults Suyong, and now the only way they can settle their differences is by playing a grudge match! Rating: A
The main round of the pro test has begun. Everyone's feeling the pressure - no one more so than Hikaru's friend Isumi - who has failed the test twice before! Fighting off his feelings of self-doubt, Isumi faces his next opponent, who turns out to be Hikaru. But a careless mistake lands the pair in an awkward position! Rating: A
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? Rating: A
Hikaru's career as a professional Go player begins! In his first game he must face veteran player Toya Meijin, none other than Akira's father. But to Sai, this round is personal. Then Sai attempts to teach a cheating Go player a lesson he'll never forget! Will Hikaru's ghostly master do him proud, or make him like an amateur? Rating: A
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! Rating: T
Hikaru ignores Sai's pleas to let him play Go, and then one day Sai vanishes! Where has he gone? Will he ever come back? Will Hikaru be able to play without Sai's coaching?
(W/A/CA) Meredith McClaren
New to the city of Cobble, Orio must depend on help wherever she can find it, but her assigned familiar Bauble has other interests. And as the two explore the walls of their city, they find that they are not the only new arrivals.
(W/A/CA) Meredith McClaren
Adrift without Bauble, Orio returns to the only comfort she has left in the city of Cobble. But dark days have visited the city in her absence. And the mechanizations of single-minded men will threaten them further unless Orio can find it within herself to stop it. HINGES, BOOK 3: MECHANICAL MEN will conclude this fantasy webcomic series.
(W) Takahiro (A) Strelka
To save the people from war, Hinowa decides to become a King herself. She approaches the wise sage Rugyou to become her strategist only to find he wants to live as an author! And meanwhile, Akame decides she must depart for Tenrou?
(W/A) Shou Harusono
Basketball players. Bad boys who aren't really bad boys. Roommates. Senpai-kouhai BL romance. It all started when Kagiura moved into the school dorms with what seemed to be a bad-boy upperclassman. But after he's left in the tender care of his mother hen of a roommate, Hirano, it's too much to ask for Kagiura not to fall in love?right?!
(W) Saiko Wadori (A/CA) Mika Kajiyama
Sakura's been kidnapped from the Demon Realm and sold to the Sacred See! But ever the paragon of positivity, Sakura settles into her new role of scrubbing sage faster than she can roll up her sleeves. That is, until a young woman named Jerica appears-and some people are convinced that she's the real Housekeeping Saint! When a stubborn stain stumps Sakura, her reputation and trustworthiness end up being smudged and tarnished. That distrust is leading to rebellion. Rebellion that may interfere with any rescue plans the Demon King might have!