A normal sixth grader who finds himself dealing with a centuries-old ghost and a board game that's even older.
Yumi Hotta Books
Yumi Hotta is a Japanese manga author celebrated for her bestselling series, Hikaru no Go. This manga, centered around the game of go, is widely credited for the game's recent surge in popularity in Japan. Hotta's creative journey began with the idea of adapting the traditional board game into a manga, inspired by personal experience. Her work offers a compelling exploration of strategy, dedication, and the profound mental engagement that go demands.






Hikaru no Go, Vol. 11
- 194 pages
- 7 hours of reading
When the dust clears, who will be left standing?
Hikaru Shindo finds an old bloodstained Go board possessed by the ghost of an ancient Go master. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together they make an unstoppable Go-playing team.
Hikaru no Go, Vol. 4
- 200 pages
- 7 hours of reading
Hikaru Shindo finds an old bloodstained Go board possessed by the ghost of an ancient Go master. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together they make an unstoppable Go-playing team.
Hikaru Shindo finds an old bloodstained Go board possessed by the ghost of an ancient Go master. In one fateful moment, Sai becomes a part of Hikaru's consciousness, and together they make an unstoppable Go-playing team.
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. Young Adult.
Hikaru's career as a professional Go player begins!
An ancient ghost possesses Hikaru and unleashes his hidden genius! R to L (Japanese Style). An ancient ghost possesses Hikaru and unleashes his hidden genius! One Step Forward! 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 across a board. Their mutual animosity fires their competitiveness, pushing them to play with maximum intensity!
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 at Kaio Middle School.
Hikaru Shindo discovers that the spirit of a player has taken up residence in his consciousness.