Hikaru no Go
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Synopsis
When Hikaru Shindou discovers an old go board in his grandfather's attic, he is greeted by the spirit of an ancient go master, Fujiwara no Sai. Sai spent his life teaching the techniques of the board game to an emperor during the Heian era, and now in his ghostly state, he is eager to share his passion with the unsuspecting Hikaru. The only problem is that Hikaru is not all that interested in board games. But Sai is not easily dissuaded. Pressured by Sai's unrelenting desire to pursue something he refers to as the "Divine Move," Hikaru begrudgingly consents to playing the game, executing moves as dictated by Sai. But slowly, intrigued by the dedication of his peers, he begins to learn the basics of the game. As Hikaru enters into the world of go, guided by his intangible tutor and inspired by his rival, Akira Touya, he cannot help but be drawn into the complex game as he grows determined to prove his own abilities. In a coming-of-age story centering around an ancient board game, Hikaru no Go tells the story of a boy maturing through the pursuit of his newfound passion. [Written by MAL Rewrite]
Background
Hikaru no Go won the 45th Shogakukan Manga Award in the Shounen category in 2000. The series also won 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.