
Genres
Comedy Aims to entertain and amuse through humor, often using witty dialogue, slapstick, or exaggerated situations to provoke laughter.Drama Focuses on realistic portrayals of human emotions and conflicts, often dealing with serious themes and interpersonal relationships.Sports Focuses on competitive sports, the dedication of athletes, and the challenges and triumphs associated with athletic pursuits.Supernatural Involves events or beings that defy natural laws, often including ghosts, demons, vampires, or other paranormal phenomena.Tags
School Partly or completely set in a primary or secondary educational institution.School Club Partly or completely set in a school club scene.Super Power Prominently features characters with special abilities that allow them to do what would normally be physically or logically impossible.Tomboy Features a girl who exhibits characteristics or behaviors considered in many cultures to be typical of boys.Primarily Teen Cast Main cast is mostly composed of teen characters.Always Misora
Finishedいつも美空
During a third-grade field trip, six children and a cat save a sacred artifact from a burning temple. As a reward, the temple's god grants each of them a unique supernatural power, set to awaken on their 13th birthday.
Years later, reunited by chance in junior high, the six friends find themselves forced to join the school's peculiar Sports Rental Club. The club provides temporary members to other teams whenever regulars are unavailable. As they navigate this unusual school life, each teen begins to discover and grapple with their newly activated, often inconvenient, psychic abilities.
Their straightforward and athletic friend Misora often finds herself at the center of their misadventures. However, the group soon realizes they must learn to control their powers quickly, as they are not the only ones who received such a gift from the god.
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7.9 Hikaru no Go
Hikaru Shindo is an ordinary sixth-grader with little interest in board games. While searching his grandfather's attic, he comes across an old go board stained with blood. The moment he touches it, the spirit of Fujiwara-no-Sai, a master go player from the Heian era, awakens and takes up residence in his consciousness. Sai once taught the game to an emperor and still longs to achieve the perfect play he calls the "Divine Move." Pressured by Sai's persistent passion, Hikaru reluctantly begins playing go, moving the stones as the ghost instructs him. His encounters with dedicated young players, especially the prodigy Akira Toya, gradually spark a genuine interest in the game. What starts as a
Hikaru no Go
Manga · 1998