Hikaru no Go

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When Hikaru Shindou stumbles upon an old go board in his grandfather's attic, he encounters the spirit of Fujiwara no Sai, a go master from ancient times. Sai, who once taught the game to an emperor during the Heian era, is now eager to share his passion with Hikaru. However, Hikaru initially shows little interest in board games. Undeterred, Sai persistently pushes Hikaru to pursue what he calls the "Divine Move." Under Sai's relentless guidance, Hikaru reluctantly starts playing go, executing moves as instructed by Sai. Gradually, inspired by the dedication of his peers, Hikaru begins to learn the basics of the game. As Hikaru delves deeper into the world of go, guided by his ethereal tutor and motivated by his rival, Akira Touya, he finds himself increasingly drawn to the intricate game. Determined to prove his own abilities, Hikaru grows more committed to mastering go. In this coming-of-age story centered around an ancient board game, *Hikaru no Go* chronicles the journey of a boy discovering and nurturing his newfound passion.

*Hikaru no Go* won the 45th Shogakukan Manga Award in the Shounen category in 2000. The series also received the Creative Award at the seventh Tezuka Osamu Cultural Prize in 2003.

The series was published in English by VIZ Media under the Shonen Jump imprint from May 19, 2004, to May 3, 2011. It was also released in Brazilian Portuguese by Editora JBC from January 2010 to July 2012.

Associated Names

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Japanese: ヒカルの碁
English: Hikaru no Go

Official Webtoon

  1. Wikipedia
Characters More characters
  • Sai Fujiwara no (藤原 佐為)

    Fujiwara No Sai

    Main

    A spirit from the Heian era of Japan and mentor of Hikaru Shindo. Sai continually plays Go in attempt to one day play the divine move (also known as the Hand of God). In the manga and anime, Sai had possessed the real-life figure Honinbo Shusaku and throu...

  • Hikaru Shindou (進藤 ヒカル)

    Shindou Hikaru

    Main

    Protagonist who is assisted by Sai. At the beginning of the series, Hikaru is a sixth grader in elementary school. An important factor in the development of Hikaru's passion for Go was an encounter early on where Hikaru becomes the rival of Akira Toya. At...

  • Akira Touya (塔矢 アキラ)

    Touya Akira

    Main

    Birthday: December 14Hikaru's biggest rival and Kaio Middle School student. The son of Koyo Touya, Akira is already a very strong Go player when Hikaru first begins playing and is amazed by Hikaru's seemingly impossible strength. Since his first game with...

  • Tae-seon Ahn

    Ahn Tae-seon

    Supporting

    A prominent Korean player who has defeated Kurata 6-dan in the quarter final of Korea's Samsung cup. Kurata, who is referred to as "Japanese Ahn Tae-seon" in Korea, holds a particular grudge with him due to him (well-intentionedly and rather bluntly) aski...

  • Akari Fujisaki (藤崎 あかり)

    Fujisaki Akari

    Supporting

    Hikaru's childhood friend. She begins to learn Go as well when Hikaru becomes interested and later joins the Haze Middle School Go club, serving as vice captain of the girls' team, despite her being a weak player. She also seems to have feelings for Hikar...

  • Yuta Fukui (福井 雄太)

    Fukui Yuta

    Supporting

    An insei and classmate of Waya who is known for his extremely fast-paced style of play. Although Waya is the stronger player, he cannot seem to defeat Fuku. Hikaru loses one game to him during the pro exam.(Source: Wikipedia)...

Rating(4.2 / 5.0, 25 votes)
5 stars
12(48%)
4 stars
7(28%)
3 stars
6(24%)
2 stars
0(0%)
1 stars
0(0%)
Popular Reviews All reviews
  1. PilinyTheYoungerrbA
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    I absolutely loved Hikaru no Go. (A little trivia for those who didn’t know: Hikaru no Go was drawn by the same artist who illustrated Death Note, Obata Takeshi-sensei.)

    I first heard of Hikago a long time ago, but I didn’t feel any urgency to read it. I knew it was good since I hadn’t come across any negative reviews, but as a primarily shoujo fan, I lacked enough interest to download or buy the manga. It wasn’t until I bought an issue of Shonen Jump containing some chapters of Hikago that I finally had a reason to start reading.

    This issue only contained a few chapters, but it generated enough interest for me to look for the earlier ones. The story and art simply hooked me from the start. One might think that a manga about a game you barely know would be boring and confusing. On the contrary, it was anything but. The manga focused more on the characters' development and their interactions with each other. Knowing a bit about the game of Go would help, but it wasn’t necessary. (I had no prior knowledge of Go.) This series truly felt like a coming-of-age story, witnessing the literal and metaphorical growth of the characters. The story, especially in the beginning when introducing characters, was very engaging. I literally couldn’t stop reading it, which is why I finished it in just three days.

    However, the story does become a bit boring in the second saga, which explains the 9 points in the Story and Enjoyment area.

    Now, let’s talk about the art. I cannot rave enough about Obata-sensei's work—it is simply wonderful. Given that he mentored mangaka such as Kentaro Yabuki (Black Cat), Nobuhiro Watsuki (Rurouni Kenshin), and Yusuke Murata (Eyeshield 21), this isn’t surprising. Another plus side to reading Hikago is witnessing the evolution of Obata-sensei's art style over the chapters. His drawing style changes as the story progresses, which is definitely a good reason to read the manga.

    Yumi Hotta did an excellent job creating the characters. There are many characters, and despite it seeming like a lot of work, she managed to shed light on their personalities, struggles, and victories. The character development is, quite simply, amazing. It’s for this reason (and the incredible art) that I have more than my share of favorite characters in the series.

    I thoroughly enjoyed this series and recommend it to anyone looking for a great, engaging read.

    Regarding the ending: I thought it was a bit disappointing. Nonetheless, I don’t regret reading this fantastic series. :)

  1. Sleeping_Scholar
    Sleeping_Scholar rated it
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    I truly enjoyed reading Hikaru No Go.

    However, my only complaint is that I found the ending disappointing.

    Besides that, I would recommend this to almost anyone! >w

  1. Sleeping_Scholar
    Sleeping_Scholar rated it
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    In 2008, I went to and returned from the lan house.

    Yes, that was my start with this manga. I probably found it after finishing Death Note in anime, though I don't remember for sure. As a penciller, I was amazed by the art of Death Note's manga, so I looked for more works by the same artist and stumbled upon HnG.

    The story is perfect from beginning to end, with the evolution of Hikaru and all the characters being fantastic. In a manga with so many characters, it would be normal not to focus on many, but in HnG, everyone has a focus. The story progresses wonderfully, making it outstanding!

    If you can, look for it and read it. I believe you'll also be eager to read the next chapter!

  1. DemonOfHopeless
    DemonOfHopeless rated it
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    So, I just binge-read this entire manga on the new Shonen Jump site, and I am upset. Extremely upset. So upset that I spent the entire day torturing myself with fan fiction and Pixiv fan art of this damn series.

    How can something so good just flat out end when none of the major climactic points that have been built up to have been reached? This manga is how.

    --Spoilers ahead--

    We were absolutely riveted by the story of Hikaru's growth as a Go player, his intense rivalry with Akira, and him learning to go on without Sai. Hikaru was doing so well, on an upward trajectory, and then... it just fricking ends.

    I get that this is not the fault of the creators. There were likely many extraneous reasons that the manga had to be canceled. What I take issue with are the people saying this is okay. That they liked how it ended. Let me tell you, THIS ENDING FREAKING SUCKS. Heck, it’s not even an ending. The story is straight-up incomplete.

    What about Hikaru actually beating Akira through his own skill? At the very least, bookend the story with a match against Akira for some sense of coming full circle.

    In other words, I am upset that what I wanted to happen didn’t happen. Okay, fine. We don’t need to see Hikaru beat Akira. But then what about the whole reason for this story in the first place? WHAT ABOUT THE DIVINE MOVE? This was the reason Sai remained as a spirit after he died. What even is a divine move? Who knows because it seemed like something that would be explained or reached later on, but then the manga got axed. Now it just seems like some BS thing brought up to make the plot happen.

    Hikaru reaching a divine move or whatever would give real meaning to Sai’s disappearance. Sai is gone, but Hikaru accomplishes his goal. He fulfills Sai’s desire and becomes at peace with Sai being gone, knowing that Sai’s existence led him to do this amazing thing. Knowing that Sai’s existence was incredibly important to the world of Go, the world Sai loved but was forced out of. Just give us some validation for Sai, damn it.

    At this point, all we can do is assume these things happen. Assume that Hikaru becomes this amazing Go player who beats his rival and eventually accomplishes a divine move. But our assumptions don't mean a darn thing. All that fan art we draw, the fan fics we write, the assumptions we make about what happens after the manga ends are just us trying to cope with the fact that the story is incomplete. Honestly, what else can we do?

    --Spoilers end--

    Do I regret reading this manga? No. It’s amazing. Sai’s mentor relationship with Hikaru and Hikaru’s rivalry with Akira are so good that it’s worth reading the manga just for those two things alone. I wouldn’t be so upset right now if I wasn’t deeply invested in the story and the characters.

    Yes, reading this is worth it. Yes, you will be very upset that it ends mid-story. But there is still a lot of quality content here to obsess over.

    Now it’s time to watch the anime and torture myself all over again.

  1. Lancqster
    Lancqster rated it
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    TL;DR: There is nothing quite as exciting as reading dramatic manga panels of guys putting down stones. For a fantastic shonen sports manga doing just that, look no further than Hikaru no Go. L;DR: Let me present to you what I’m going to call the “Hikaru NO Go challenge”. The rules are very simple. All you have to do is not buy a Go board. The longer you make it, the stronger you are. Oh? How many chapters did I last? Only five. I know, I’m about twenty years late on the Hikaru no Go train, but I absolutely fell in love with this manga from within the first few chapters. Every once in a while comes a manga that I can tell from its first pages will be a good one, and HNG is a perfect example. This is pure shonen "sport" fun. Only three chapters in, I was cheering for this board game I didn’t remotely understand how to play. Watching the Go battles, I was craving the feeling of the stones under my fingers. I could feel the tenseness in the air as different pros faced off. I felt like I was there, I was present. Each match had me holding my breath in anticipation. It’s just so damn satisfying to see people do what they’re good and passionate at. Hikaru stomping out his competition was an indescribable joy, and this passion translates really easily to the reader. The art is fantastic; I truly love how Takeshi Obata’s style combines reality and cartoon. Sai is always a pleasure to look at (of course) and his different expressions are great. Plus, he made placing down stones look and feel epic—so major props to that. Also, as time passes in the series, the characters very slowly age up. It’s so gradual that you don’t really notice until you blink and suddenly Hikaru’s a teenager and you feel like a proud mother watching her little boy grow up so fast. That’s how wonderful the art is—the aging of the characters is done so delicately and naturally you barely even realize it's happening. Seriously, whatever Obata was being paid is not enough. But if I had to complain about anything… it would be Akari! C’mon, Akari! I wish she had any sort of role in the story after the first handful of chapters. There’s not a ton of female characters in this series, which is actually fine by me—the male relationships were written naturally enough that I didn’t feel it lacked anything (and let’s be real, Akira and Sai both bring some femininity to the table)—but Akari was set up for no reason. Speaking of Akira, I think he's such a great counterpart to Hikaru. His rivalry—and respect—for Hikaru is a pleasure to follow, and Akira is just such a likable character. He would definitely be my favorite character, well, if it wasn't for... Sai… oh, Sai… I truly think Sai could create world peace. I freaking love that man. His presence perfectly combined the reality and the supernatural. I would like a mural of him. I would like to offer him my hand in marriage. The supernatural elements make HNG really stand out in the sports manga crowd. The only thing I have left to say is about the ending. Look, I get it. People don’t like it. I wasn’t really expecting it either. But not every story has a "perfect" ending, and to me, HNG’s conclusion is logical. It makes sense. Please don’t let bad press from this ending stop you from giving this series a shot. Oh, shoot, looks like I’ll have to cut this review short; the doorbell’s just rung. I have an inkling what might have arrived… the new Go set I ordered five chapters into HNG. If you need me, I guess you know where to find me...
  1. TylerHotker
    TylerHotker rated it
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    It's the best manga I've ever read. And I've read a lot of manga, from classics like Dragon Ball to those I only read for the steamy scenes at the end, like "Idol na kanojo to otaku na boku to." The fact that there hasn't been any good medium about Go since Hikaru no Go speaks volumes about how brilliantly the authors turned the seemingly boring game of Go (which is actually quite fascinating) into an award-winning manga that attracted a huge influx of new players to the game. Oh man, it's just so good. Thinking about it almost gives me goosebumps.

    Story: Perfection. Some might say it could have gone on a bit longer though.

    Art: It's by the artist of Death Note. He's really good.

    Character: I have to deduct one point here because of the lack of female characters. Even the two main females aren't as well-developed as the other characters.

  1. VainKiller
    VainKiller rated it
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    There's no need to pretend. Neither of us probably knows much about the game of Go. In fact, I've read the manga twice and can still only tell you the basics. If you already knew about Go, chances are you've probably already read this. So the real question is: for people who don't know or care about Go, is this worth reading? The answer is abso-friggin-lutely! The heart of Hikaru no Go lies in its characters. They all love the game of Go, yet they manage not to bore the audience with intricate strategy details. Unlike many sports manga where games can last for volumes, most Go games in this series only span a few pages, focusing on the internal monologues of the characters and making them look badass while placing their pieces. The longest game takes maybe four chapters, and even then, it’s not a step-by-step depiction but rather an exploration of the characters' thoughts and feelings. As a result, the pacing is just right, with lots happening and time passing meaningfully in the series. You don’t need to know Go to enjoy the manga; the characters’ passion links them to the game, but it doesn’t alienate the audience. One issue I have with many sports manga is that I’m a nerd who doesn’t care about sports. I don’t know the rules of baseball, so when something happens and all the characters react, I’m often confused. But in Hikaru no Go, it’s always clear why the characters are reacting the way they do. At the same time, it never feels repetitive or condescending. The use of Go games within the series is simply perfect. There are also end-of-chapter bonus pages explaining the basics of Go, which help clueless readers understand some fundamentals. And by the end of this manga, you’ll likely want to try Go at least once. As I mentioned, characters are the most important aspect. The cast is large and diverse. Hikaru meets many players of varying skill levels, each with distinct appearances. Even if they disappear for several volumes, you’ll immediately remember them. Moreover, the younger characters age throughout the series. Since this is a sports series, there’s no traditional villain. A game of Go against your best friend stirs up emotions and drives fantastic character development. There are no one-dimensional characters here; no pointless bad guys out to screw over others for no reason—just a lot of passion. Hikaru isn’t always the focus; other characters get their moments in the spotlight, sometimes for volumes at a time. Yet these characters are just as interesting, so you might not miss Hikaru during those times, and that’s not a bad thing. The characters and setting are also realistic. Yes, it starts with a kid getting possessed by a Go-obsessed ghost, but the supernatural aspect is hardly the focus. The story isn’t structured around “here’s the next bad guy, defeat him.” Many games are played, and there’s never just one adversary. It’s a game between two people, so even when they’re cheering for their friends, it’s every man for himself. Fortunately, this doesn’t make everyone a jerk like it could in a lesser series. They play seriously when it’s time and hang out together on weekends. The characters are friends, and it’s fun to see them whether they’re doing Go-related stuff or not. Anyone looking for a series with a strong focus on characters need look no further. People who crave lots of action scenes might not find what they’re looking for here, but that won’t stop it from being the best shonen I’ve ever read.
  1. Yuno_Jiro
    Yuno_Jiro rated it
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    Just like everything else in this manga, it's all faithful to the nuance and soul of the story, which is full of love for Go and a strong hope that this traditional game will survive, progress, and be passed on to future generations. With this in mind, I truly believe it has the most perfect ending and sequence of events. Often, when something reaches its pinnacle, it can only decline or disappear instead of progressing. Everyone, including Sai, had their own roles to play for the sake of Go, driven by their love for the game.

    I did shed some sad tears when you-know-what happened, bah. Oops, you don't know? Then nothing happened, really. Just go ahead and read this manga. I love this manga for its characters' strong passion for Go, especially Sai's and Akira's, and how they both ignited the same passion in Hikaru. The storytelling is powerful, and the art is simply wonderful. This manga is not overrated, just as it was not overdone—it's truly a fine piece of work, executed very well.

    It's easy to read and understand, requiring little brainpower or prior knowledge to enjoy. The fact that it's so easy to follow highlights the complexity and effort put into its creation. It's a beautiful, entertaining read. If you miss any of the 23 volumes, you're definitely missing something important. So, if you want to read it, make sure to read them all. I assure you that you won't be disappointed and will deeply appreciate this title.

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