List of Hikaru no Go chapters

Hikaru no Go (ヒカルの碁?, lit. "Hikaru's Go") is a coming of age story manga, based on the board game Go, written by Yumi Hotta and illustrated by Takeshi Obata. The series was published Shueisha in its Weekly Shōnen Jump magazine from 1998 to 2003 and the 189 serialized chapters were collected in 23 tankōbon volumes.

The series has been adapted by Studio Pierrot as a 75-episode anime television series, with a broadcast between 2001 and 2003 on TV Tokyo.

Contents


Chapters and volumes

No. Title Japanese release English release
01 Descent of the Go Master April 30, 1999[1]
ISBN 978-4-08-872717-2
June 16, 2004[2][3]
ISBN 978-1-59116-222-3
  • Game 1: "Descent of the Go Master" (棋聖降臨 "kiseikōrin"?)
  • Game 2: "From a Level Beyond"
  • Game 3: "Matters of Life and Death"
  • Game 4: "Inexcusable"
  • Game 5: "Akira Bares His Fangs"
  • Game 6: "A Decisive Blow"
  • Game 7: "Three Problems of Life and Death"
Hikaru Shindo is like any sixth-grader in Japan: a pretty normal boy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic -- and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.
02 First Battle August 4, 1999[4]
ISBN 978-4-08-872751-6
October 12, 2004[5]
ISBN 978-1-59116-496-8
  • Game 8: "Want Me to Lose?"
  • Game 9: "First, Second, and Third"
  • Game 10: "Debut Match"
  • Game 11: "An Inkling of an Awakening"
  • Game 12: "Gem"
  • Game 13: "I'm Not Going to Play You"
  • Game 14: "Better Than The Best"
  • Game 15: "Mirror Go"
  • Game 16: "Conspiracy on a Rainy Day"
With sure and steady moves, Sai and Hikaru are making a name for Hikaru Shindo as the one who might possibly beat the venerable Akira Toya. Wait. Who are we kidding? Hikaru: sure and steady...? Yeah, right! In between all the shenanigans Hikaru gets himself into during school and after, and dealing with Sai's unhappy sobs when Hikaru tries to run away from playing Go, his fame is growing. Principals, teachers and Go tournament kids alike are all wondering who this unruly bronco of a Go player is. Tetsuo, a Shogi punk who has a beef of his own with Akira, harasses poor Hikaru at first - then later puts him on his own Go team! Meanwhile, Akira, looking for a rematch with Hikaru, is surprised to find Hikaru playing with a third-rate Go club. You won't be disappointed with the further adventures of this dynamic Go duo!
03 Preliminary Scrimmage October 4, 1999[6]
ISBN 978-4-08-872777-6
February 1, 2005[7]
ISBN 978-1-59116-687-0
  • Game 17: "Leave the Go Club!"
  • Game 18: "If Only You Weren't Here"
  • Game 19: "¥1,000 a Game"
  • Game 20: "The Third Member"
  • Game 21: "A Very Despicable Act"
  • Game 22: "Hon'inbo Shusaku"
  • Game 23: "Kimihiro's Concern"
  • Game 24: "Kaio's Third"
  • Game 25: "Preliminary Scrimmage"
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani - but will he join their club or continue to swindle old timers for their pocket change?
04 Divine Illusions December 2, 1999[8]
ISBN 978-4-08-872800-1
May 31, 2005[9]
ISBN 978-1-59116-688-7
  • Game 26: "You Play Him"
  • Game 27: "Third Face-off"
  • Game 28: "Divine Vision"
  • Game 29: "Zelda"
  • Game 30: "Sai"
  • Game 31: "Who is Sai?"
  • Game 32: "He Is Not Sai"
  • Game 33: "Akira"
  • Game 34: "A Memorable Game"
Another tournament is underway. Three members of the cutthroat Kaio Go Club face three members of the budding Haze Go Club. As tensions rise, the antagonism between both teams culminates in a telling match between Akira and Hikaru. Who will win? Which team will win? Even if the answer surprises you, the ensuing drama won't. After the excitement of the tournament, there's nothing left for Hikaru and Kimihiro to do... except learn how to play more Go! In the process, Hikaru finds a way to let Sai play all the Go his fluttering heart desires without everybody and their mother pointing and staring at Hikaru. Find out what Hikaru discovers in this volume of Hikaru no Go!
05 Start February 2, 2000[10]
ISBN 978-4-08-872826-1
October 10, 2005[11]
ISBN 978-1-59116-689-4
  • Game 35: "Sai vs. Akira"
  • Game 36: "Sai's True Identity"
  • Game 37: "Second Semester"
  • Game 38: "A Thousand Years of Selfishness"
  • Game 39: "I Want to Know How Strong You Are"
  • Game 40: "Start"
  • Game 41: "The Go Club Is Heating Up!"
  • Game 42: "Resolutions"
  • Game 43: "Yet Another Step Forward"
Sai's games on the Internet have Go players around the world guessing his true identity. Among them is Hikaru's rival, Akira, who suspects that Hikaru is hiding behind the screen name "sai." So intense is Akira's interest, in fact, that he ships the first day of his pro exam for a re-match. And on a rainy Sunday, the battle of wills begins anew...
06 The Insei Exam April 4, 2000[12]
ISBN 978-4-08-872849-0
February 7, 2006[13]
ISBN 978-1-4215-0275-5
  • Game 44: "The Insei Exam"
  • Game 45: "Black Coffee"
  • Game 46: "Catalyst"
  • Game 47: "Yugen no Ma"
  • Game 48: "Oza vs. Akira - Part 1"
  • Game 49: "Oza vs. Akira - Part 2"
  • Game 50: "Oza vs. Akira - Part 3"
  • Game 51: "A Place to Return"
  • Special Bonus: "the Haze Middle School Actors present 'Assassination at Honnoji Temple'"
From the beginning, Go has been just fun and games for Hikaru. But now that Akira has turned pro, it's going to take everything in Hikaru's power to catch up to his old rival. Before Hikaru can even take the pro test, however, he must get into the insei school and defeat all the students. And by that time Akira may truly be out of reach!
07 The Young Lions Tournament June 2, 2000[14]
ISBN 978-4-08-872873-5
July 5, 2006[15]
ISBN 978-1-4215-0641-8
  • Game 52: "Two Study Groups"
  • Game 53: "Cause for Concern"
  • Game 54: "Tomorrow is Anyone's Game"
  • Game 55: "Welcome to A League"
  • Game 56: "Sai's Student"
  • Game 57: "And Then..."
  • Game 58: "The Young Lions Tournament"
  • Game 59: "Toya Looks Back"
  • Game 60: "The Pro Test Approaches!"
Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time?
08 The Pro Test Preliminaries: Day Four August 4, 2000[16]
ISBN 978-4-08-872894-0
November 7, 2006[17]
ISBN 978-1-4215-0642-5
  • Game 61: "Kuwabara Hon'inbo"
  • Game 62: "A Chance to Play"
  • Game 63: "Look How Far I've Come"
  • Game 64: "Pro Test Prelims, Day One: The Man with the Beard"
  • Game 65: "Aim for Three Wins"
  • Game 66: "The Pro Test Preliminaries: Day Two"
  • Game 67: "The Pro Test Preliminaries: Day Three"
  • Game 68: "The Pro Test Preliminaries: Day Four... and Then..."
  • Game 69: "The Team"
  • Special Bonus: "The Haze Middle School Actors Present the Rehearsal of 'Assassination at Honnoji Temple'"
Hikaru faces the preliminary rounds of the pro test, during which he must eliminate not only his classmates at the insei school but also any outsiders who want to take the test. One of them in particular appears to know how to exploit Hikaru's weaknesses, and poor Hikaru seems powerless to stop him.
09 The Pro Test Begins October 4, 2000[18]
ISBN 978-4-08-873022-6
April 3, 2007[19]
ISBN 978-1-4215-1066-8
  • Game 70: "Training Is Fun!!"
  • Game 71: "You Mustn't Beat Him"
  • Game 72: "A Four-way Challenge"
  • Game 73: "Sheer Luck"
  • Game 74: "Suyong Hong"
  • Game 75: "There Can Be Only One"
  • Game 76: "My Name Is..."
  • Game 77: "The Pro Test Begins"
  • Game 78: "Winning Streak"
Practicing at Go salons is turning out to be more fun than Hikaru thought. But at one salon he meets his match in Suyong Hong, a sullen 12-year-old who is studying for the pro test in his native Korea. By mistake, Hikaru insults Suyong, and now the only way they can settle their differences is by playing a grudge match!
10 Lifeline December 4, 2000[20]
ISBN 978-4-08-873047-9
August 7, 2007[21]
ISBN 978-1-4215-1067-5
  • Game 79: "Hikaru vs. Tsubaki"
  • Game 80: "A Stand-in"
  • Game 81: "An Important Game"
  • Game 82: "An Ill-Fated Moment"
  • Game 83: "The Elusive Win"
  • Game 84: "Waya vs. Ochi"
  • Game 85: "Lifeline"
  • Game 86: "You Never Know"
  • Game 87: "Who Played Black?"
The main round of the pro test has begun. Everyone's feeling the pressure, no one more so than Hikaru's friend Isumi, who has failed the test twice before. Fighting off his feelings of self-doubt, Isumi faces his next opponent, who turns out to be Hikaru. But a careless mistake lands the pair in an awkward position!
11 Fierce Battle March 2, 2001[22]
ISBN 978-4-08-873086-8
January 1, 2008[23]
ISBN 978-1-4215-1068-2
  • Game 88: "First to Make the Grade"
  • Game 89: "Together Always"
  • Game 90: "Become One of Us"
  • Game 91: "I Resign"
  • Game 92: "Beat Shindo!"
  • Game 93: "The Final Match of the Pro Test"
  • Game 94: "A Fierce Battle"
  • Game 95: "The Second Player to Pass"
  • Game 96: "Finally!"
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?
12 Sai's Day Out May 1, 2001[24]
ISBN 978-4-08-873110-0
May 6, 2008[25]
ISBN 978-1-4215-1508-3
  • Game 97: "The Awaiting Pros"
  • Game 98: "The Shinshodan Series"
  • Game 99: "I'll Play"
  • Game 100: "Hikaru Takes His Time"
  • Game 101: "A Game Most Transparent"
  • Game 102: "Rematch"
  • Game 103: "Forgery"
  • Game 104: "Kurata 6-Dan"
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. Then Sai attempts to teach a cheating Go player a lesson he'll never forget... Will Hikaru's ghostly master do him proud or make him look like an amateur?
13 First Professional Match August 3, 2001[26]
ISBN 978-4-08-873144-5
October 7, 2008[27]
ISBN 978-1-4215-1509-0
  • Game 105: "First Professional Match"
  • Game 106: "Pressure"
  • Game 107: "Confession"
  • Game 108: "Alone Together in the Hospital Room"
  • Game 109: "Toya Koyo"
  • Game 110: "Mounting Excitement"
  • Game 111: "The Return of Sai"
  • Game 112: "Sai vs. Toya Koyo: Part I"
  • Game 113: "Sai vs. Toya Koyo: Part II"
Hikaru and Sai are both scheduled for matches with their greatest rivals -- Akira and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son...? The suspense is getting unbearable!
14 Sai vs. Toya Koyo October 4, 2001[28]
ISBN 978-4-08-873169-8
February 3, 2009[29]
ISBN 978-1-4215-1510-6
  • Game 114: "Sai vs. Toya Koyo: Part III"
  • Game 115: "Sai vs. Toya Koyo: Part IV"
  • Game 116: "One Thousand Years"
  • Game 117: "Discovered"
  • Game 118: "Pursued"
  • Game 119: "A Test of Strength"
  • Game 120: "One-Color Go"
  • Game 121: "Toya Koyo Retires!"
  • Bonus Story: "Your Treat, Waya!"
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?!
15 Sayonara December 24, 2001[30]
ISBN 978-4-08-873215-2
May 5, 2009[31]
ISBN 978-1-4215-2192-3
  • Game 122: "Stupid Hikaru"
  • Game 123: "I Do Not Wish to Disappear!!!"
  • Game 124: "Sayonara"
  • Game 125: "Sai Disappears"
  • Game 126: "Searching for Sai"
  • Game 127: "Hiroshima's Top Go Player"
  • Game 128: "The Last Clue"
  • Game 129: "Come Back!"
  • Game 130: "I Will Stop Playing"
Hikaru ignores Sai's pleas to let him play Go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...?
16 Chinese Go Association March 4, 2002[32]
ISBN 978-4-08-873232-9
August 4, 2009[33]
ISBN 978-1-4215-2584-6
  • Game 131: "Chinese Go Institute"
  • Game 132: "Le Ping"
  • Game 133: "Isumi Tested"
  • Game 134: "Yang Hai's Advice"
  • Game 135: "Isumi vs. Le Ping"
  • Game 136: "Forfeit, Forfeit..."
  • Game 137: "The Final Tournament"
  • Game 138: "The Visitor"
  • Game 139: "From This Game"
Since Sai's disappearance, Hikaru has given up Go! Meanwhile, undefeated by his failure to pass the Pro Test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break -- and without Sai...?
17 A Familiar Face June 4, 2002[34]
ISBN 978-4-08-873268-8
November 3, 2009[35]
ISBN 978-1-4215-2585-3
  • Game 140: "Resolution"
  • Game 141: "First Return Game"
  • Game 142: "The Sprinting Two"
  • Game 143: "Go World Rumblings"
  • Game 144: "Finally This Day"
  • Game 145: "Hikaru vs. Akira"
  • Game 146: "Hikaru's Go"
  • Game 147: "Only I Know"
  • Game 148: "The Nostalgic Smile"
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 two boys will compete against each other...
18 Six Characters, Six Stories August 2, 2002[36]
ISBN 978-4-08-873289-3
February 2, 2010[37]
ISBN 978-1-4215-2823-6
  • Sidestory 1: "Toya Akira"
  • Sidestory 2: "Kaga Tetsuo"
  • Sidestory 3: "Nase Asumi"
  • Sidestory 4: "Mitani Yuki"
  • Sidestory 5: "Kurata Atsushi"
  • Sidestory 6: "Fujiwara no Sai"
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.
19 One Step Forward! October 4, 2002[38]
ISBN 978-4-08-873332-6
May 4, 2010[39]
ISBN 978-1-4215-2824-3
  • Game 149: The Strongest Beginner Dan Ever
  • Game 150: A New Stage
  • Game 151: Me Too!
  • Game 152: The Opponent is 7-Dan
  • Game 153: One Step Forward!
  • Game 154: The Arrival of Ueshima!
  • Game 155: The Two That Don't Come
  • Game 156: Hikaru vs. Kadowaki
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 finally 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 competitiveness, pushing them to play with maximum intensity!
20 The Young Lions! January 6, 2003[40]
ISBN 978-4-08-873365-4
August 3, 2010[41]
ISBN 978-1-4215-2825-0
  • Game 157: "Memories"
  • Game 158: "First Hand, Tengen"
  • Game 159: "Kansai Go Institute"
  • Game 160: "A Moment's Timidness"
  • Game 161: "The Young Lions"
  • Game 162: "Graduation"
  • Game 163: "The Members Will Be...?"
  • Game 164: "Yashiro vs. Hikaru"
  • Game 165: "Second Hand, Tengen"
Go players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokuto 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 the unconventional yet formidable Go of Kiyoharu Yashiro of the Kansai Go Association?
21 Great Expectations April 4, 2003[42]
ISBN 978-4-08-873408-8
November 2, 2010[43]
ISBN 978-1-4215-2826-7
  • Game 166: "Yashiro's Loss"
  • Game 167: "The Youngsters"
  • Game 168: "A Month Before The Hokuto Cup"
  • Game 169: "The Burden Of Expectations"
  • Game 170: "The Korean Go Association"
  • Game 171: "Proof Of Existence"
  • Game 172: "Toya's Home"
  • Game 173: "First Board Is Toya"
  • Game 174: "Hokuto Cup Gathering"
The Hokuto Cup, a new tournament for young players from Japan, China and Korea, is looming, and Hikaru's rival Akira has already secured one of the coveted three places on Japan's team. While Hikaru battles his way to one of the two remaining spots, Akira's father baffles the go world with his unexpected retirement!
22 China vs. Japan June 4, 2003[44]
ISBN 978-4-08-873432-3
January 4, 2011[45]
ISBN 978-1-4215-2827-4
  • Game 175: "Suyon And Yongha"
  • Game 176: "Fighting Words"
  • Game 177: "Let Me Be First Board!"
  • Game 178: "China Vs Japan: part I"
  • Game 179: "China Vs Japan: part II"
  • Game 180: "China Vs Japan: part III"
  • Game 181: "China Vs Japan: part IV"
  • Game 182: "Defeat Ko Yongha"
  • Game 183: "Ko Yongha's Big Question"
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!
23 Endgame September 4, 2003[46]
ISBN 978-4-08-873504-7
May 3, 2011[47]
ISBN 978-1-4215-2828-1
  • Game 184: "Japan Vs Korea: part I"
  • Game 185: "Japan Vs Korea: part II"
  • Game 186: "Japan Vs Korea: part III"
  • Game 187: "Japan Vs Korea: part IV"
  • Game 188: "End Game"
  • Game 189: "I Call Out To You"
  • Extra Chapter 1: "Fujiwara no Sai Vs Toya Akira"
  • Extra Chapter 2: "Oka And Shoji"
Hikaru is in the toughest battle of his life when he faces Ko Yong Ha, Korea's top player in the Hokuto Cup tournament. The stakes, however, aren't for personal glory but for something far deeper, something that differentiates a mere game from a way of life. Hikaru knows what this means to him, but will he understand what it means to the new wave of go players and, indeed, the game of go itself?

References

  1. ^ "ヒカルの碁 1 [Hikaru no Go, Vol. 1]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-872717-7&mode=1. Retrieved June 25, 2009. 
  2. ^ "Hikaru no Go, Vol. 1". Viz Media. http://www.viz.com/products/products.php?product_id=2320. Retrieved June 25, 2009. 
  3. ^ "Hikaru no Go, Vol. 1". Amazon.com. http://www.amazon.com/dp/159116222X. Retrieved June 25, 2009. 
  4. ^ "ヒカルの碁 2 [Hikaru no Go, Vol. 2]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-872751-7&mode=1. Retrieved June 25, 2009. 
  5. ^ "Hikaru no Go, Vol. 2". Viz Media. http://www.viz.com/products/products.php?product_id=1458. Retrieved June 25, 2009. 
  6. ^ "ヒカルの碁 3 [Hikaru no Go, Vol. 3]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-872777-0&mode=1. Retrieved June 25, 2009. 
  7. ^ "Hikaru no Go, Vol. 3". Viz Media. http://www.viz.com/products/products.php?product_id=1459. Retrieved June 25, 2009. 
  8. ^ "ヒカルの碁 4 [Hikaru no Go, Vol. 4]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-872800-9&mode=1. Retrieved June 25, 2009. 
  9. ^ "Hikaru no Go, Vol. 4". Viz Media. http://www.viz.com/products/products.php?product_id=5042. Retrieved June 25, 2009. 
  10. ^ "ヒカルの碁 5 [Hikaru no Go, Vol. 5]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-872826-2&mode=1. Retrieved June 25, 2009. 
  11. ^ "Hikaru no Go, Vol. 5". Viz Media. http://www.viz.com/products/products.php?product_id=5242. Retrieved June 25, 2009. 
  12. ^ "ヒカルの碁 6 [Hikaru no Go, Vol. 6]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-872849-1&mode=1. Retrieved June 25, 2009. 
  13. ^ "Hikaru no Go, Vol. 6". Viz Media. http://www.viz.com/products/products.php?product_id=5495. Retrieved June 25, 2009. 
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  15. ^ "Hikaru no Go, Vol. 7". Viz Media. http://www.viz.com/products/products.php?product_id=5903. Retrieved June 25, 2009. 
  16. ^ "ヒカルの碁 8 [Hikaru no Go, Vol. 8]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-872894-7&mode=1. Retrieved June 25, 2009. 
  17. ^ "Hikaru no Go, Vol. 8". Viz Media. http://www.viz.com/products/products.php?product_id=5904. Retrieved June 25, 2009. 
  18. ^ "ヒカルの碁 9 [Hikaru no Go, Vol. 9]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873022-4&mode=1. Retrieved June 25, 2009. 
  19. ^ "Hikaru no Go, Vol. 9". Viz Media. http://www.viz.com/products/products.php?product_id=6372. Retrieved June 25, 2009. 
  20. ^ "ヒカルの碁 10 [Hikaru no Go, Vol. 10]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873047-X&mode=1. Retrieved June 25, 2009. 
  21. ^ "Hikaru no Go, Vol. 10". Viz Media. http://www.viz.com/products/products.php?product_id=6373. Retrieved June 25, 2009. 
  22. ^ "ヒカルの碁 11 [Hikaru no Go, Vol. 11]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873086-0&mode=1. Retrieved June 25, 2009. 
  23. ^ "Hikaru no Go, Vol. 11". Viz Media. http://www.viz.com/products/products.php?product_id=6374. Retrieved June 25, 2009. 
  24. ^ "ヒカルの碁 12 [Hikaru no Go, Vol. 12]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873110-7&mode=1. Retrieved June 25, 2009. 
  25. ^ "Hikaru no Go, Vol. 12". Viz Media. http://www.viz.com/products/products.php?product_id=6778. Retrieved June 25, 2009. 
  26. ^ "ヒカルの碁 13 [Hikaru no Go, Vol. 13]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873144-1&mode=1. Retrieved June 25, 2009. 
  27. ^ "Hikaru no Go, Vol. 13". Viz Media. http://www.viz.com/products/products.php?product_id=6779. Retrieved June 25, 2009. 
  28. ^ "ヒカルの碁 14 [Hikaru no Go, Vol. 14]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873169-7&mode=1. Retrieved June 25, 2009. 
  29. ^ "Hikaru no Go, Vol. 14". Viz Media. http://www.viz.com/products/products.php?product_id=6780. Retrieved June 25, 2009. 
  30. ^ "ヒカルの碁 15 [Hikaru no Go, Vol. 15]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873215-4&mode=1. Retrieved June 25, 2009. 
  31. ^ "Hikaru no Go, Vol. 15". Viz Media. http://www.viz.com/products/products.php?product_id=7545. Retrieved June 25, 2009. 
  32. ^ "ヒカルの碁 16 [Hikaru no Go, Vol. 16]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873232-4&mode=1. Retrieved June 25, 2009. 
  33. ^ "Hikaru no Go, Vol. 16". Viz Media. http://www.viz.com/products/products.php?product_id=7970. Retrieved June 25, 2009. 
  34. ^ "ヒカルの碁 17 [Hikaru no Go, Vol. 17]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873268-5&mode=1. Retrieved June 25, 2009. 
  35. ^ "Hikaru no Go, Vol. 17". Viz Media. http://www.viz.com/products/products.php?product_id=7971. Retrieved January 9, 2010. 
  36. ^ "ヒカルの碁 18 [Hikaru no Go, Vol. 18]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873289-8&mode=1. Retrieved June 25, 2009. 
  37. ^ "Hikaru no Go, Vol. 18". Viz Media. http://www.viz.com/products/products.php?product_id=8222. Retrieved May 4, 2010. 
  38. ^ "ヒカルの碁 19 [Hikaru no Go, Vol. 19]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873332-0&mode=1. Retrieved June 25, 2009. 
  39. ^ "Hikaru no Go, Vol. 19". Viz Media. http://www.viz.com/products/products.php?product_id=8223. Retrieved May 4, 2010. 
  40. ^ "ヒカルの碁 20 [Hikaru no Go, Vol. 20]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873365-7&mode=1. Retrieved June 25, 2009. 
  41. ^ "Hikaru no Go, Vol. 20". Viz Media. http://www.viz.com/products/products.php?product_id=8224. Retrieved May 4, 2010. 
  42. ^ "ヒカルの碁 21 [Hikaru no Go, Vol. 21]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873408-4&mode=1. Retrieved June 25, 2009. 
  43. ^ "Hikaru no Go, Vol. 21". Amazon.com. http://www.amazon.com/dp/1421528266. Retrieved August 3, 2010. 
  44. ^ "ヒカルの碁 22 [Hikaru no Go, Vol. 22]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873432-7&mode=1. Retrieved June 25, 2009. 
  45. ^ "Hikaru no Go, Vol. 22". Amazon.com. http://www.amazon.com/dp/1421528274. Retrieved August 3, 2010. 
  46. ^ "ヒカルの碁 23 [Hikaru no Go, Vol. 23]" (in Japanese). Shueisha. http://books.shueisha.co.jp/CGI/search/syousai_put.cgi?isbn_cd=4-08-873504-8&mode=1. Retrieved June 25, 2009. 
  47. ^ "Hikaru no Go, Vol. 23". Amazon.com. http://www.amazon.com/dp/1421528282. Retrieved October 8, 2010.