Margins
ヒカルの碁 [Hikaru no Go] book cover 1
ヒカルの碁 [Hikaru no Go] book cover 2
ヒカルの碁 [Hikaru no Go] book cover 3
ヒカルの碁 [Hikaru no Go]
Series · 23
books · 1999-2003

Books in series

Hikaru no Go, Vol. 1 book cover
#1

Hikaru no Go, Vol. 1

Descent of the Go Master

1999

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.
Hikaru no Go, Vol. 2 book cover
#2

Hikaru no Go, Vol. 2

First Battle

1999

FIRST BATTLE With sure and steady moves, Sai and Hikaru are making a name Hikaru Shindo as the one who might possibly beat the venerable Akira Toya. Wait. Who are we kidding? Hikaru: sure and steady...? Yeah, right! In between all the shenanigans Hikaru gets himself into during school and after, and dealing with Sai's unhappy sobs when Hikaru tries to run away from playing Go, his fame is growing. Principals, teachers and Go tournament kids alike are all wondering who this unruly bronco of a Go player is. Tetsuo, a Shogi punk who has a beef of his own with Akira, harasses poor Hikaru at first - then later puts him on his own Go team! Meanwhile, Akira, looking for a rematch with Hikaru, is surprised to find Hikaru playing with a third-rate Go club. You won't be disappointed with the further adventures of this dynamic Go duo!
Hikaru no Go, Vol. 3 book cover
#3

Hikaru no Go, Vol. 3

Preliminary Scrimmage

1999

PRELIMINARY SCRIMMAGE Akira is beginning a new school year at Kaio Middle School. 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. And with the help of upper-classman Yuri Hidaka, Akira finds the confidence to preserve in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani - but will he join their club or continue to swindle old timers for their pocket change?
Hikaru no Go, Vol. 4 book cover
#4

Hikaru no Go, Vol. 4

Divine Illusions

1999

DIVINE ILLUSIONS Another tournament is underway. Three members of the cutthroat Kaio Go Club face three members of the budding Haze Go Club. As tensions rise, the antagonism between both teams culminates in a telling match between Akira and Hikaru. Who will win? Which team will win? Even if the answer surprises you, the ensuing drama won't. After the excitement of the tournament, there's nothing left for Hikaru and Kimihiro to do...except learn how to play more Go! In the process, Hikaru finds a way to let Sai play all the Go his fluttering heart desires without everybody and their mother pointing and staring at Hikaru. Find out what Hikaru discovers in this volume of Hikaru no Go!
Hikaru no Go, Vol. 5 book cover
#5

Hikaru no Go, Vol. 5

Start

2000

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 scoolboy is chasing his own dream - defeating the famed Go prodigy Akira Toya! START Sai's games on the Internet have Go players around the world guessing his true identity. Among them is Hikaru's rival, Akira, who suspects that Hikaru is hiding behind the screen name "sai". So intense is Akira's interest, in fact, that he skips the first day of his pro exam for a re-match. And on a rainy Sunday, the battle of wills begins anew...
Hikaru no Go, Vol. 6 book cover
#6

Hikaru no Go, Vol. 6

The Insei Exam

2000

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!
Hikaru no Go, Vol. 7 book cover
#7

Hikaru no Go, Vol. 7

The Young Lions Tournament

2000

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! Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time?
Hikaru no Go, Vol. 8 book cover
#8

Hikaru no Go, Vol. 8

The Pro Test Preliminaries: Day Four

2000

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! Hikaru faces the preliminary rounds of the pro test, during which he must eliminate not only his classmates at the insei school but also any outsiders who want to take the test. One of them in particular appears to know how to exploit Hikaru's weaknesses, and poor Hikaru seems powerless to stop him.
Hikaru no Go, Vol. 9 book cover
#9

Hikaru no Go, Vol. 9

The Pro Test Begins

2000

THE PRO TEST BEGINS 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!
Hikaru no Go, Vol. 10 book cover
#10

Hikaru no Go, Vol. 10

Lifeline

2000

The main round of the pro test has begun. Everyone's feeling the pressure, no one more so than Hikaru's friend Isumi, who has failed the test twice before. Fighting off his feelings of self-doubt, Isumi faces his next opponent, who turns out to be Hikaru. But a careless mistake lands the pair in an awkward position!
Hikaru no Go, Vol. 11 book cover
#11

Hikaru no Go, Vol. 11

Fierce Battle

2001

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! Hikaru's classmate Ochi has won enough games to guarantee his place among the top three players who will pass the pro test. Hikaru, on the other hand, still needs to win more games, and he'll soon face his friend Waya and Ochi himself, who has been preparing for their match with Akira's help! When the dust clears, who will be left standing?
Hikaru no Go, Vol. 12 book cover
#12

Hikaru no Go, Vol. 12

Sai's Day Out

2001

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! Hikaru's career as a professional Go player begins! In his first game, he must face veteran player Toya Meijin, none other than Akira's father. But to Sai, this round is personal . Then Sai attempts to teach a cheating Go player a lesson he'll never forget... Will Hikaru's ghostly master do him proud, or make him like an amateur?
Hikaru no Go, Vol. 13 book cover
#13

Hikaru no Go, Vol. 13

First Professional Match

2001

A normal sixth grader who finds himself dealing with a centuries-old ghost and a board game that's even older. Hikaru and Sai are both scheduled for matches with their greatest rivals—Akira Toya and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son...? The suspense is getting unbearable! 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!
ヒカルの碁 14、sai vs toya koyo book cover
#14

ヒカルの碁 14、sai vs toya koyo

2001

碁を極めんとする者同士、佐為と塔矢名人によるネット碁がいよいよ決着の時を迎える。神の一手に近づいたのは、果たしてどちらの天才棋士か!? ヒカルと倉田六段が同色の碁石を使って対局する白熱の一色碁も収録!!
Hikaru no Go, Vol. 15 book cover
#15

Hikaru no Go, Vol. 15

Sayonara

2001

Sayonara Hikaru ignores Sai's pleas to let him play go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...?
Hikaru no Go, Vol. 16 book cover
#16

Hikaru no Go, Vol. 16

Chinese Go Association

2002

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! Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break—and without Sai...?
Hikaru no Go, Vol. 17 book cover
#17

Hikaru no Go, Vol. 17

A Familiar Face

2002

A Familiar Face = From the moment he began playing go, Hikaru relied on Sai's supernatural support. Now that his mentor has vanished into thin air, will he be able to handle the demands of life as a pro? Meanwhile, Hikaru's archrival Akira is playing so well even veteran players tremble at the mention of his name. And now, at long last, the two boys will play each other...
Hikaru no Go, Vol. 18 book cover
#18

Hikaru no Go, Vol. 18

Six Characters, Six Stories

2002

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 and takes center stage in the final tale when he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner.
Hikaru no Go, Vol. 19 book cover
#19

Hikaru no Go, Vol. 19

One Step Forward!

2002

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! 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 in competition. Their mutual animosity fires their competitiveness, pushing them to play with maximum intensity!
Hikaru no Go, Vol. 20 book cover
#20

Hikaru no Go, Vol. 20

The Young Lions!

2003

The Young Lions Go players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokuto Cup. Hikaru and Akira are both in contention for the Japanese team, but the preliminaries prove to be tough going. Stung by a reality check, Hikaru focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association?
Hikaru no Go, Vol. 21 book cover
#21

Hikaru no Go, Vol. 21

Great Expectations

2003

Great Expectations The Hokuto Cup, a new tournament for young players from Japan, China and Korea, is looming, and Hikaru's rival Akira has already secured one of the coveted three places on Japan's team. While Hikaru battles his way to one of the two remaining spots, Akira's father baffles the go world with his unexpected retirement!
ヒカルの碁 22、打倒高永夏 book cover
#22

ヒカルの碁 22、打倒高永夏

2003

北斗杯レセプションで高永夏が放った「本因坊秀策など敵じゃない」との発言にヒカルが激怒。副将のヒカルは韓国代表の大将である彼との対戦を切望する。日本代表の団長・倉田は初戦の中国戦を見て決めると言うが…!?
Hikaru no Go, Vol. 23 book cover
#23

Hikaru no Go, Vol. 23

Endgame

2003

Endgame: Hikaru is in the toughest battle of his life when he faces Ko Yong Ha, Korea's top player in the Hokuto Cup tournament. The stakes, however, aren't for personal glory but for something far deeper, something that differentiates a mere game from a way of life. Hikaru knows what this means to him, but will he understand what it means to the new wave of go players and, indeed, the game of go itself? Final Volume!

Authors

Takeshi Obata
Takeshi Obata
Author · 17 books

aka 小畑 健 (Obata Takeshi). Japanese mangaka and illustrator.

Yumi Hotta
Yumi Hotta
Author · 23 books
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.
548 Market St PMB 65688, San Francisco California 94104-5401 USA
© 2025 Paratext Inc. All rights reserved