Hikaru gets a phone call asking him to enter the preliminaries to try to earn one of the three seats for Japan in the Japan, China, and Korea Junior Tournament. While discussing this with Akira, he finds out that Akira has already been chosen for the tournament and will not be taking place in the preliminaries. Now Hikaru must compete for one of the two remaining seats. Hikaru decides not to visit Akira's Go Salon until he takes his place on the team with Akira. But can Hikaru overcome his friends and new challengers including a strong player from the Kansai Go Institute. Two seats remain, and only two players in Japan will join Akira...
| Name | |
|---|---|
| Michiko Yokote |
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Hikaru no Go (ヒカルの碁, lit. Hikaru's Go) is a Japanese manga series based on the board game Go, written by Yumi Hotta and illustrated by Takeshi Obata. The production of the series' Go games was supervised by Go professional Yukari Umezawa. It was serialized in Shueisha's Weekly Shōnen Jump from 1998 to 2003, with its chapters collected into 23 tankōbon volumes. The story follows Hikaru, who discovers a Go board in his grandfather's attic one day. The object turns out to be haunted by a ghost named Sai, the emperor's former Go teacher in the Heian era. Sai finds himself trapped in Hikaru's mind and tells him which moves to play against opponents, astonishing onlookers with the boy's apparent level of skill at the game.
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