ヒカルの碁 [Hikaru no Go] #1

Hikaru no Go, Vol. 1: Descent of the Go Master

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DESCENT OF THE GO MASTER

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 - and that's when thing get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex bpard 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.

187 pages, Paperback

First published April 30,1999

About the author

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Yumi Hotta (堀田 由美 Hotta Yumi, most often written as ほった ゆみ) is a Japanese mangaka, best known as the author of the best-selling manga and anime series Hikaru no Go, about the game of go that is widely credited for the recent boom of the game in Japan. The idea behind Hikaru no Go began when Yumi Hotta played a pick-up game of go with her father-in-law. She thought that it might be fun to create a manga based on this traditional board game, and began the work under the title of Nine Stars (九つの星 Kokonotsu no Hoshi), named for the nine "star points" on a go board. She later worked with Takeshi Obata (the illustrator) and Yukari Umezawa (5-Dan, the supervisor) in the creation of Hikaru no Go. She won the 2000 Shogakukan Manga Award and the 2003 Tezuka Osamu Cultural Prize for Hikaru no Go.

Community Reviews

Rating(4.1 / 5.0, 100 votes)
5 stars
40(40%)
4 stars
28(28%)
3 stars
32(32%)
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0(0%)
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100 reviews All reviews
July 15,2025
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At the beginning of the volume, Hikaru bursts out just as Sai experiences a hint of sadness.

At the end of the volume, there is a fairy tale even though Sai cries bitterly.

Aside from this, for now it is very charming. I have the desire to better understand the rules of Go. So I play a few games and then move on to the second volume.

This story seems to have a special charm that attracts me deeply. The relationship between Hikaru and Sai is full of twists and turns and emotions.

I am eager to explore more about their story and the wonderful world of Go.

As I read, I can't help but imagine myself on the Go board, strategizing and competing.

The author's description is so vivid that it makes me feel as if I am really there.

I believe that the second volume will bring more surprises and adventures.

I can't wait to continue reading and see what will happen next.
July 15,2025
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July 15,2025
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I have recently embarked on the journey of studying Go, and I had heard numerous wonderful things about this particular series.

I had already watched several of the animated episodes and became intrigued to discover what the book itself had to offer.

From what I can gather in the first book, the book and the animated series are closely intertwined.

Throughout the book, there are some delightful little sidebars that focus on the game of Go, which I found quite interesting.

I am hopeful that the future volumes will explore the subject matter in greater depth.

I can clearly understand why this series has kindled a great deal of interest among youths regarding the game of Go.

Now, if only they could create a similar series for Chess, it would be truly amazing.

It would be great to see a series that could capture the essence and complexity of Chess in the same engaging way as this Go series has done.

Perhaps such a series could inspire a new generation of Chess enthusiasts and bring the game to a wider audience.

Who knows, maybe it could even lead to a resurgence in the popularity of Chess.

July 15,2025
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It has been quite a while since I last read a good and cute shonen. Well, this one definitely fits the bill.

The concept of a kid being compelled to play Go by a ghost who was unjustly treated as a Go adviser is so quintessentially Japanese that it almost stings.

The art in this is *extremely* strong. The characters are depicted with sharp features, they are right on point, and there is also a great use of greyscale and depth.

It's a hidden gem that I'm truly glad I managed to get around to reading. I am very much looking forward to volume 2 and seeing where this story will lead.

I can't wait to see how the relationship between the kid and the ghost develops, and how their adventures in the world of Go unfold.

Overall, this has been a great read so far, and I have high hopes for the next volume.
July 15,2025
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I find myself wavering between giving this a 3 or 4-star rating.

On one hand, I do like the extras and the character of Hikaru. However, the premise that an ancient Go player, Sai, is inhabiting bodies simply because he's super moody and desires to play the Divine Move is rather annoying.

In fact, Sai even causes Hikaru to vomit when the ghost gets depressed because Hikaru doesn't initially want to play Go.

Moreover, I was very confused at first due to the way Sai is drawn. He appears to have lipstick and very feminine features, which threw me off.

I'm still undecided as to whether I'll continue reading or not. Sai really is incredibly annoying, but there are also some aspects that keep me somewhat interested.

Only time will tell if I'll be able to overlook Sai's flaws and enjoy the story further.
July 15,2025
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This is the third time I've read this manga series. Every time I reach volume 15, my eyes get so blurry
July 15,2025
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Hikaru is a middle school student. One day, while exploring the attic, he discovers a go board. Little does he know that this board has the spirit of a great Heian period go player attached to it. At first, Hikaru is extremely reluctant to start playing the game. It's an understatement to say he's not interested. However, through various circumstances, he is eventually persuaded to give it a try.

Soon, Hikaru finds himself in a rather challenging situation. He is facing more experienced players even though he hasn't truly learned to play properly. Fortunately for him, he has his ghostly companion to offer guidance and assistance. And this is just the beginning of his journey into the world of go.

I really liked this story. Although I don't have the intention of reading more volumes of it at the moment, I appreciate the unique charm it holds. The art style is truly captivating and it lightens the mood of the story. There are both funny and very serious moments that keep the reader engaged. Who knows? Maybe one day I'll have a go at playing go myself. But for now, I'm content to simply enjoy this story. It's a great read for anyone who is interested in the game of go or just enjoys a good manga.
July 15,2025
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Re-read for IRCB Book vs Book #2 Hikaru No Go vol 1 vs Mockingbird vol 1


The last time I delved into this was when it was being released in the old US Shonen Jump magazine. Oh, what a delightful blast from the past it was! Hikaru, the protagonist, is the quintessential slightly mischievous Shonen teen. His transformation from thinking that Go is a game only for old people to exclaiming “I wanna learn that move!” is truly entertaining to witness. It's fascinating to follow his journey as he discovers the allure and complexity of the game. The story unfolds in a way that keeps the reader engaged and eager to see what Hikaru will do next. It's not just about the game of Go; it's about Hikaru's personal growth and development. This first volume sets the stage for what promises to be an exciting adventure.

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