Skip to content
Scan a barcode
Scan
Paperback Hikaru No Go, Volume 1: Descent of the Go Master Book

ISBN: 159116222X

ISBN13: 9781591162223

Hikaru No Go, Volume 1: Descent of the Go Master

(Book #1 in the Hikaru no Go Series)

Select Format

Select Condition ThriftBooks Help Icon

Recommended

Format: Paperback

Temporarily Unavailable

123 people are interested in this title.

We receive 16 copies every 6 months.

Book Overview

After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya

Hikaru Shindo is like any sixth-grader in Japan: a pretty normal schoolboy with a two-tone head of hair and a penchant for antics...

Customer Reviews

5 ratings

The kids love it.

I am amazed at how powerful an effect these books have had on my children. I mean that now that they have been reading these books they have developed an interest in playing go. They knew I played and have seen my go board but they never asked me to teach them until after they started reading these books. Within two weeks of the purchase of this book my 14 and 10 year old sons were playing go and I had never given any lessons to my 10 year old. They are continually asking me to get more of the series. It is great. I am very happy.

LOVE THIS MANGA!!!!

This manga is one of my all-time fave series! ^_^ its so intresting and unique and its all based on this ancient game from Asia called GO which is so much fun to play ^_^ i STRONGLY recomend this manga to all manga fans youll fall for the unique story and amazing drawings as well as the cool characters ^_^

The best manga about go you'll ever read!

I got hooked on Hikaru No Go a few years ago, back before it was licensed in the US. But, I've been following along with this translation of it in Shonen Jump, where it's currently being serialized. I have the entire series in Japanese, so I probably won't collect the English version. But, if you haven't tried this series yet, I highly recommend that you pick up this volume for yourself. This manga revolves around a game called go, an ancient strategy board game that originated in China, thrived in Japan for a time, and is played in Asia and all over the world today. Now before you walk away assuming that you have to be interested in go to enjoy this manga, let me assure you that you don't need to know much about go at all in order to enjoy this manga. The true strength of this manga lies in its characters. Almost all of them are quite likeable, and even the minor ones are well developed. Yes, most of them are a little obsessed with go, but that's to be expected. The main characters grow and mature as the series develops, but there's not much time for them to grow much in just the first volume. The other element that makes this manga one of my favorites is the story. As I said earlier, this manga revolves around the game of go. The title translates to Hikaru's Go. Hikaru is the main character, and just as the title suggests, this manga follows his development as a go player. The story begins as Hikaru reluctantly takes up go in order to appease a whiny ghost named Sai with amazing talent for the game and a couple lifetimes of experience. This, of course, leads to problems as Hikaru makes the moves that Sai tells him to make, playing well beyond the level someone who has never touched the game should be able to reach. When Hikaru starts wanting to play himself at his own level, things get even more complicated. I said earlier that you do not have to be a go player in order to enjoy this manga. You don't need to understand the game to tell who's winning or losing and what moves are good or bad. The character's reactions are enough. But I must say, a good number of people who play go started after reading this manga. There's something about the story that makes you want to learn more about the game and start playing yourself. Maybe that's just the way go is. Just like Hikaru, if you watch people play enough, you suddenly want to play yourself. Personally, I started this series because I already had some interest in go, but reading it really gave me the motivation to start improving my game. Of course this review wouldn't be complete if I didn't mention the art work. Unlike most manga, this manga has a separate author and illustrator. While the author, Hotta Yumi, weaves a great story, the illustrator, Obata Takeshi draws some great images to match. In this volume, while his work is very good, his style isn't quite as detailed and polished as it is by the end of the series. Although Hikaru No Go is my all time favorite

Ready, set, Go!

I have never seen the "Hikaru no Go" anime, and don't really know anything about the series beyond this one book, but it looks to be an interesting comic. The premise, basing an entire series around the game of Go, is different enough and captivating enough to make me want to keep reading. This first volume is a good introduction, demonstrating and explaining the Go game to those who are not familiar with it, as well as introducing some of Japan's Go culture, and the intensity behind the game. Hikaru is our tour guide through this strange world, as ignorant of Go as most of the readers. As Hikaru learns, we learn. Of course, there is more than just Go in the comic, with the supernatural elements brought in by the possessing spirit Fujiwara-no-Sai, doomed to haunt a Go board until he fulfills his goal of playing the "Divine Move." There is no love interest as yet, nor any particular crisis that happens other than the initial set-up. I get the feeling that "Hikaru no Go" is a patient comic, that will slowly unveil the plot over time. I definitely plan to keep reading.

Addictively exciting despite being about a board game!

As a long time fan of Hikaru no Go, I am excited that this excellent series is now being translated and that Americans can be introduced to this ancient and strategically complex game.Hikaru no Go is somewhat of a coming of age tale about young Shindo Hikaru, who unleashes the spirit of a long deceased Go master from the Heien era when he is able to spot a blood stain on a go board that is invisible to everyone else. This ghost, Fujiwara no Sai, occupies a part of Hikaru's mind, playing go through instructions given to Hikaru. Initially, Hikaru is an average child who likes sports, is failing his classes, and has little interest in playing go, but soon he has a fateful encounter with Touya Akira, another child his own age. Hikaru, playing as Sai completely beats Touya, a prodigy at go and the son of a Master. Hikary earns himself a rival when Touya learns that Hikaru has never played a game before in his life. Sai and Touya's passion for the game eventually begins to change Shindo's mind and he begins to wish to learn to play for himself. In the meantime, Sai's games played through Hikaru have begun to attract the attentions of some of the top professions of the game who suspect Shindo to be some sort of mysterious prodigy.Despite the prominence of the Character Sai, the subject of this manga is, as the title suggests, about Hikaru (Hikaru no Go means Hikaru's go). Through the course of this story, Hikaru will learn what it means to have meaning in his life, to be focused on something larger than himself, and to deal with both the joys of victory and the sorrows of defeat and loss, both in front of a go board and in his life. The manga is over 20 volumes in length, and over the course of two and a half years, we get to see him mature from a boy to a young man through Igo.This series is one of my favorites and I highly recommend it. If it were possible to give it a higer rating, I would. It was also quite popular in Japan as well, where it served to introduce a whole new generation of Japanese children and teens to a game that had become stereotyped as something their grandfathers played. There are many explanations in the story both by the author, and as commentary by the characters that explain the moves in a game so that one can follow it and understand the importance of each play relative to the story even if one has never touched a go stone in his life.
Copyright © 2024 Thriftbooks.com Terms of Use | Privacy Policy | Do Not Sell/Share My Personal Information | Cookie Policy | Cookie Preferences | Accessibility Statement
ThriftBooks® and the ThriftBooks® logo are registered trademarks of Thrift Books Global, LLC
GoDaddy Verified and Secured