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Hikaru no Go, Vol. 1: Descent of the Go…
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Hikaru no Go, Vol. 1: Descent of the Go Master (edition 2012)

by Yumi Hotta (Author), Takeshi Obata (Illustrator)

Series: Hikaru no Go (1)

MembersReviewsPopularityAverage ratingMentions
6181537,671 (3.99)13
"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 things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago."--Cover of v. 1.… (more)
Member:BookstoogeLT
Title:Hikaru no Go, Vol. 1: Descent of the Go Master
Authors:Yumi Hotta (Author)
Other authors:Takeshi Obata (Illustrator)
Info:VIZ Media: SHONEN JUMP (2012), Edition: 1st, 192 pages
Collections:Your library
Rating:
Tags:read, 2008, manga

Work Information

Hikaru no Go Kanzenban, Volume 01 by Yumi Hotta (Text)

  1. 00
    The Prince of Tennis, Volume 1 by Takeshi Konomi (2below)
    2below: Both are about kids who aim to become the best at their respective game/sport, growing and improving as they overcome new challenges. Hikaru no Go has a little more variety than Prince of Tennis when it comes to those trials: with over 30 volumes, PoT begins to feel a little redundant but if you like either one of these, it's worth exploring the other.… (more)
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» See also 13 mentions

English (13)  French (1)  Italian (1)  All languages (15)
Showing 1-5 of 13 (next | show all)
Story: 9 / 10
Characters: 9
Setting: 9
Prose: 8

This was the 1st anime TV series I ever watched. That show started me on my journey in pursuit of the best stories in the world 20 years ago. Now I'm a ghostwriter... ( )
  MXMLLN | Jan 12, 2024 |
Classical "coming of age" theme-manga executed in the most intelligent and interesting form. Shame it ended too abruptly without proper tied ending. ( )
  WorkLastDay | Dec 17, 2023 |
What a throwback. I loved manga as a teen, and I really like revisiting these classics. I mean, Hikaru no go? A 6th grader being lowkey possessed by a ghost and becoming a wicked go player, I love it. ( )
  ACLopez6 | Feb 25, 2023 |
This Japanese Manga series is based on the game of Go, a two-player territorial board game played with black and white circular stones on a 19x19 board. Invented in China over 2,500 years ago, it is believed that this is the oldest board game that is still played to this day. Hikaru Shindo is a young boy who one day stumbles onto his grandfather's old Go board which is haunted by Sai Fujiwara, a ghost who was a professional Go player in his past. Sai possesses Hikaru, who does not have any experience with Go at all. But Sai wants to play, after centuries of being trapped in that Go board. Reluctant, Hikaru agrees to play a game against a kid the same age as he, not knowing that his opponent is Akira Toya, already a professional player. Hikaru, with Sai directing his moves, absolutely destroys Akira, and there begins his journey towards becoming a professional Go player himself, with the help of Sai. I loved this book/series. It is what introduced me to Go and got me hooked to the game. The characters are well written, and the illustrations are great. Overall, a wonderful reading experience. This is the first volume of 23.
  DYangg | Jul 28, 2022 |
I actually read all the volumes (there's a lot), but I'm adding only the first one. Great for learning a bit about the character or philosophy of Go, and it apparently was the reason behind a huge revival in the game in Japan. ( )
  rendier | Dec 20, 2020 |
Showing 1-5 of 13 (next | show all)
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» Add other authors (22 possible)

Author nameRoleType of authorWork?Status
Hotta, YumiTextprimary authorall editionsconfirmed
Obata, TakeshiIllustratormain authorall editionsconfirmed
Hartwig, CoraÜbersetzersecondary authorsome editionsconfirmed

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"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 things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago."--Cover of v. 1.

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Book description
While exploring his grandfather's shed, Hikaru stumbles across a Go board haunted by the spirit of Fujiwara-no-Sai, a fictional Go player from the Heian era. Sai wishes to play Go again, having not been able to since the late Edo period, when his ghost appeared to Honinbō Shūsaku, an actual Go player of that period. Sai's greatest desire is to attain the Kami-no-Itte (神の一手) – "Divine Move", or the "Hand of God" – a perfect game. Because Hikaru is apparently the only person who can perceive him, Sai inhabits a part of Hikaru's mind as a separate personality, coexisting, although not always comfortably, with the child.

Urged by Sai, Hikaru begins playing Go despite an initial lack of interest in the game. He begins by mimicking the moves Sai dictates to him, but Sai tells him to try to understand each move. In a Go salon, Hikaru defeats Akira Toya twice, a boy his age who plays Go at professional level, by following Sai's instruction. Akira subsequently begins a quest to discover the source of Hikaru's strength, an obsession which will come to dominate his life.

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