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Hikaru no Go

Manga · PG-12 · 23 volumes · 4 minutes · Fall 1998

Finished Publishing

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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]

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Information

Type

Manga

Comic strips of Japanese origin.

Source

Original

Series and film produced in-house.

Genres

Comedy, Drama, Shounen, Supernatural and Award Winning

Themes

Strategy Game

Duration

4 minutes

With a total of 1 week 2 days 21 hours 36 minutes.

Publication

Monday at 02:00 GMT+0400

Published

🚀 Dec 8, 1998

Jul 14, 2003 🏁

Rating

PG-12

Parental Guidance Suggested.

Languages

English and Japanese

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Private Notes