ヒカルの碁 [Hikaru no Go] #16

ヒカルの碁 16、中国棋院

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前回のプロ試験で合格を逃した伊角が、親善試合のため中国へ。彼はその地で、中国棋院の猛者達を相手に修行を開始する。一方、佐為が消えてから囲碁を避けていたヒカルが、帰国した伊角の願いで久々の対局に臨み…!?

191 pages, Paperback

First published March 4,2002

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, 38 votes)
5 stars
17(45%)
4 stars
9(24%)
3 stars
12(32%)
2 stars
0(0%)
1 stars
0(0%)
38 reviews All reviews
July 15,2025
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This was a solid volume that truly shone a spotlight on several of the supporting cast members.

Particularly, Isumi took center stage in this entire volume as it was his arc. It had the potential to be absolute perfection, but unfortunately, it was lacking one crucial element: Sai isn't around anymore.

It was truly a pain to witness Hikaru without any direction or guidance. However, at least we had the pleasure of seeing the middle school gang once again.

Akari, in particular, has been a somewhat neglected character. It's quite remarkable to think that she was there from the very beginning. She was with Hikaru when he discovered Sai and the haunted go board. Her character really presented a missed opportunity.

Overall, this volume was actually rather good, but for some reason, I didn't enjoy it as much as I perhaps could have. I would rate it 3 stars.

July 15,2025
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SPOILER

In this volume, Hikaru is extremely inactive as he is mourning.


Consequently, we follow Isumi to China. There, he delves deeper into the world of Go and gains more knowledge. He returns to Japan just a few days prior to the pro test.


He engages in a game with Hikaru. When Hikaru realizes that he is playing Sai's moves, it dawns on him that Sai has been with him all along.


This revelation is so powerful that it brings tears to my eyes. The connection between Hikaru and Sai is truly touching and this moment in the story is one that will stay with me. It shows how deeply Sai's presence has affected Hikaru and how their bond through Go is unbreakable.


The way the story unfolds and this realization occurs is both heartwarming and emotional. It makes me appreciate the beauty and depth of the Go world and the relationships that can be formed within it.

July 15,2025
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This is not my favorite volume.

There is just too much Isumi in it.

Isumi's presence seems to overshadow other aspects that I might have otherwise enjoyed.

It feels as if the focus is too heavily placed on this particular character, leaving less room for the development and exploration of other elements.

I was hoping for a more balanced and diverse narrative, but unfortunately, this volume did not meet my expectations in that regard.

Perhaps in future volumes, the author will be able to find a better equilibrium and offer a more engaging and satisfying reading experience.

Until then, I will continue to read with the hope that things will improve.

July 15,2025
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This tankobon should have been subtitled "Isumi no Wéiqí" or something similar. After failing the Pro Examination, Shinichiro Isumi aged out of the Insei Program and left the Go Cram School to gather his thoughts. He was invited to the Chinese Go Association in Beijing for a couple of weeks of friendly games. When it was time to leave, Isumi stayed with Yang Hai for the remaining two months of summer.

Through Yang Hai, Isumi realizes that he overthinks before and during matches and learns how to handle the stress of competition and compartmentalize his concerns. Another beloved character from the Chinese Go Association is Le Ping, a bratty kid who resembles a miniature Yoshitaka Waya.

Meanwhile, back in Japan, everyone is worried about Hikaru Shindo. His mother is concerned about his future and visits his homeroom teacher. His former Go Club members confront him about his forfeits. Waya pays him a surprise visit. The patrons of his favorite Go Salon and Toshiro Tsubaki, also known as the Gorilla Man, are angry. However, throughout it all, Shindo remains firm, believing that he will find Sai if he stops playing Go and endures enough suffering.

It is Isumi who manages to make Shindo play Go when he visits him. During their game at the Pro Exam, Isumi cheats by moving a stone after releasing it. He quickly resigns, but the temptation to say nothing weighs on his heart. In order to enter the upcoming Pro Exam with a clear mind and heart, he needs to play Shindo.

Reluctantly, Shindo plays Isumi, justifying it as not being for a selfish purpose but to help his friend. After dusting off his goban, they begin to play seriously, and that's when it occurs. Shindo discovers Sai, not anywhere in the world but within his Go – Sai was within his Go all along – a revelation that brings tears to Shindo's eyes. One Go game clears the conscience of one and restores the faith of the other.

Overall, this is a wonderful tankobon centered around one of the most popular minor characters in the series. I really appreciate how everything comes full circle in the end, with Isumi and Shindo playing a game to restore themselves from whatever was bothering them. I look forward to Shindo's return to the Professional Go World in the next tankobon.
July 15,2025
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I had deep-seated fears that with Sai's departure, the series was bound to embark on a path of inevitable decline.

That fear seemed to be validated in this volume, as the story took a tangent with a side plot that revolved around Izumi's training in China. It felt like a diversion from the main narrative and left me worried about the future direction of the series.

However, all my apprehensions were set aside once the story cleverly utilized Sai's absence to create some intense drama. The aftereffects of Sai's departure and Hikaru's reaction to this new change in his life added a layer of depth and emotion that was truly captivating.

With Hikaru now alone, this volume also raised the crucial question of "What is Hikaru's motivation with Go now that Sai is no longer around?" The answer we received at the end was particularly satisfying, as it not only provided closure but also hinted at new possibilities and growth for Hikaru's character.

Overall, this volume managed to turn my initial fears into a sense of excitement and anticipation for what lies ahead in the series.
July 15,2025
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This story is like comfort food for me.

I can't precisely figure out what it is that makes me keep rereading or rewatching it and the anime.

However, my interest in Go definitely plays a significant role.

The game of Go has always fascinated me with its complexity and strategic depth.

Moreover, I really like that this story is generally a positive one about the process of getting good at something.

It shows the determination, hard work, and growth of the characters as they strive to improve their skills in Go.

It's inspiring to see how they overcome challenges and setbacks along the way.

The story also has a certain charm and warmth that draws me in and makes me want to experience it again and again.

Whether it's the beautiful art in the anime or the engaging narrative in the story, there's something about it that just clicks with me and provides a sense of comfort and enjoyment.

It's a story that I can always turn to when I need a pick-me-up or just want to lose myself in a captivating world.
July 15,2025
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3.25★ This is mainly about Mr. Igaku, so it's a bit different from other volumes. I was especially excited about the final chapter!

Anime-manga match-up:

Episode 65 corresponds to volume 16 up to page 59 (matches 131-133.5).

Episode 67 corresponds to volume 16 pages 60-110 (matches 133.5-135).

Episode 68 corresponds to volume 16 pages 111-149 (matches 136-137.9).

Episode 69 corresponds to volume 16 pages 150-175 (matches 137.9-139.1).

The first half of episode 70 corresponds to volume 16 pages 175 to the end (from match 139.1 onwards).

Overall, this volume offers a unique perspective with its focus on Mr. Igaku. The detailed match-ups between the anime and manga episodes help fans better understand the story progression and how the two mediums align. It's always interesting to see how the anime adapts the manga and vice versa. Whether you're a die-hard fan of the manga or just getting into the anime, this volume has something to offer.
July 15,2025
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While the American comic book companies are toiling away, seemingly making super hero comics increasingly dull and uninteresting,

the Japanese, on the other hand, are achieving remarkable success in creating comic books centered around Go, a game that involves everyone sitting down.

Surprisingly, they have managed to make this topic interesting and exciting.

I, for one, don't even play Go, yet I found myself reading this particular comic book in one sitting.

It truly serves as a prime example of how comics should be crafted.

The Japanese approach to comic book creation, as demonstrated by this Go-themed comic, shows that even the most seemingly mundane or niche topics can be transformed into engaging and captivating reads.

It makes one wonder why the American comic book companies haven't taken a similar cue and explored new and different subject matters to breathe new life into their offerings.

Perhaps it's time for them to look beyond the tired old superhero tropes and embrace the creativity and innovation that the Japanese have shown in their comic book industry.

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