But Hikaru, whose interest in the game has been awakened with Sai’s arrival, decides he wants Akira to recognize his Go, and begins down the path to become a Go player in his own right. Sai easily defeats Akira, which starts Akira chasing after Hikaru-Sai. Hikaru takes Sai to a Go parlor so he can play and meets another boy his age, the Go prodigy Akira Toya. Sai loves to play go and has the dream of making the “divine move,” a perfect move that Go players have been chasing for centuries. He is Fujiwara-no-Sai, a Go player from the Heian era, and he takes up residence in Hikaru’s consciousness. When he touches them, a spirit comes out of the board. On it are some blood stains that only he can see. He is your typical, goof-off kid, who, while exploring his grandfather’s attic finds a Go board. Hikaru no Go is a coming of age story about sixth-grader Hikaru Shindo. The writer-artist team of Yumi Hotta and Takeshi Obata created a series of well developed characters and games filled with so much excitement and tension that it was able to not only revive the game of Go among Japanese youth, but also here in America! But in the case of Hikaru no Go, you would be very wrong. You wouldn’t think a story about an ancient Japanese game that consists of placing stones on a board would be very exciting.
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