After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. 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! 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!
Yumi Hotta Book order
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.






- 2012
- 2011
Hikaru no Go, Vol. 22
- 185 pages
- 7 hours of reading
An ancient ghost possesses Hikaru and unleashes his hidden genius!
- 2011
Hikaru no Go, Vol. 23
- 174 pages
- 7 hours of reading
Hikaru is in the toughest battle of his life when he faces Ko Yong Ha, Korea's top player in the Hokuto Cup tournament.
- 2010
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.
- 2010
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!
- 2010
Hikaru no Go, Vol. 21
- 183 pages
- 7 hours of reading
An ancient ghost possesses Hikaru and unleashes his hidden genius!
- 2010
Hikaru no Go, Vol. 20
- 199 pages
- 7 hours of reading
An ancient ghost possesses Hikaru and unleashes his hidden genius!
- 2009
Hikaru Shindo discovers that the spirit of a player has taken up residence in his consciousness.
- 2009
Hikaru no Go, Vol. 15
- 210 pages
- 8 hours of reading
SayonaraHikaru ignores Sai's pleas to let him play go, and then one day Sai vanishes!
- 2009
An ancient ghost possesses Hikaru and unleashes his hidden genius!
