Yumi Hotta
Author
Series
Hikaru no Go volume 1
Pub. Date
[2004], c1998
Description
Hikaru Shindo is a normal twelve-year-old until the day he finds an old bloodstained Go board in his grandfather's attic. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who once taught the game of Go to the Emperor of Japan. Sai becomes a part of Hikaru's consciousness and together they make an unstoppable Go-playing team.
Author
Series
Hikaru no Go volume 4
Pub. Date
[2005]
Description
Hikaru is in for some eye-opening revelations when his fledgling Haze Go Club faces the Kaio Go Club in a tournament, and he finds a way to let Sai play.
3) First Battle
Author
Series
Hikaru no Go volume 2
Pub. Date
2004.
Description
Hikaru teams up with a Shogi named Tetsuo in hopes of defeating Akira.
Author
Series
Hikaru no Go volume 3
Pub. Date
[2005]
Description
Akira proves his worth to his jealous Kaio Middle School classmates with the help of upperclassman Yuri Hidaka, and, struggling to find a third teammate over at Haze, Hikaru considers recruiting swindler Yuki Mitani.
5) Start
Author
Series
Hikaru no Go volume 5
Pub. Date
[2005]
Description
Akira skips his pro test for an online Go rematch with "Sai," determined to find out if Sai is really Hikaru.
Author
Series
Hikaru no Go volume 9
Pub. Date
[2007]
Description
Hikaru accidentally insults Suyong Hong, a twelve-year-old studying for the pro test in his native Korea, and finds himself in a grudge match.
7) Lifeline
Author
Series
Hikaru no Go volume 10
Pub. Date
[2007], c1998
Description
Hikaru Shindo must compete against his friend, Isumi, in the main round of the pro test competition.
Author
Series
Hikaru no Go volume 12
Pub. Date
2008
Description
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."
Author
Series
Hikaru no Go volume 13
Pub. Date
2008
Description
Hikaru Shindo, a pretty normal Japanese sixth-grader, finds an old, bloodstained Go board in his grandfather's attic, and soon he discovers that Fujiwara-no-Sai, the ghost of an ancient Go master, is trapped inside the board, but when Sai becomes a part of Hikaru's consciousness, together they make an unstoppable Go-playing team.
10) A Fierce Battle
Author
Series
Hikaru no Go volume 11
Pub. Date
[2008], ♭1998
Description
"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?"--Page 4 of cover.
Author
Series
Hikaru no Go volume 8
Pub. Date
2006.
Description
The preliminary rounds of the pro test are approaching and Hikaru prepares to eliminate all of his opponents. Presented in graphic novel format.
Author
Series
Pub. Date
[2010]
Description
"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 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 competetiveness, pushing them to play with maximum intensity!"--From publisher's web site.
Author
Series
Hikaru no Go volume 7
Pub. Date
[2006]
Description
Hikaru Shindo, a schoolboy whose consciousness houses the spirit of a master Go player, struggles to turn his losing streak at the insei school around in time for the Young Lions Tournament, where he could have a chance to play against his rival, Go prodigy Akira Toya.
14) The Young Lions
Author
Series
Hikaru no Go volume 20
Pub. Date
20100803
Description
Go players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokutu 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 unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association?
Author
Series
Hikaru no Go volume 18
Pub. Date
[2010]
Description
"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"--From publisher's web site.
Author
Series
Hikaru no Go volume 16
Pub. Date
[2009]
Description
Isumi returns from his foreign training with unique methods of handling the stress and mental strain of competition, but when he challenges Hikaru to a rematch, his friends wonder how he will fare in battle after such a long break.
17) The Insei Exam
Author
Series
Hikaru no Go volume 6
Pub. Date
c1998
Description
Now that he has turned pro, it will take everything in Hikaru's power to beat his old rival, and before he can face Akira, Hikaru must defeat all the students at the insei school.
18) A Familiar Face
Author
Series
Hikaru no Go volume 17
Pub. Date
[2009]
Description
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 boys will compete against each other...
19) China vs. Japan
Author
Series
Pub. Date
[1998]
Description
The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a tight grip on himself can he possibly make a showing, but that's far easier said than done!
Author
Series
Hikaru no Go volume 14
Pub. Date
2009, c1998
Description
When Hikaru convinces go master Toya Meijin to play Sai online, the meijin raises the stakes: if he wins, "sai" must reveal his true identity; if he loses, he will quit the game forever! Then, Hikaru challenges himself by playing Kurata 6 dan. How do you win a game in which both players use the same color stones?!