Hikaru No Go, Vol. 03 by Yumi Hotta
My rating: 3 of 5 stars
Hikaru No Go, Volume 3 by Yumi Hotta and illustrated by Takeshi Obata (1998)
Graphic Book (Manga), 204 pages
In this third volume of the popular Hikaru No Go series, Hikaru Shindo is now in seventh grade and can officially join the Haze Middle School Go team and play the game, a complex Japanese board game using strategy to move glass chips to defeat opponents. Hikaru played in a tournament the year before for Haze Middle School and beat the champion Kaio Middle School team but got disqualified when it was learned that he was only in sixth grade. With the spirit of the Go master Fujiwara-no-Sai, still present within his consciousness from his encounter with his grandfather’s old Go board that the ghost haunted, Hikaru tries to find one more student to join Haze’s Go team so they can compete in the upcoming tournament. What he finds is cheating Yuki Mitani, a clever classmate who plays the game in Go salons and gambles to earn extra money. Yuki is Haze’s only chance to play in the tournament, so Hikaru and Sai do their best to convince Yuki to join the team and play ethically. Meanwhile, Akira Toya, son of the Go professional Toya Meijin, has joined the Kaio Middle School team to take on Hikaru, after he refused to play Akira previously. Akira’s teammates cannot understand why he has joined the team when he was meant to train with the Insei to go pro. Akira struggles with his teammates and his place on the team, but ultimately makes it to the tournament to challenge Hikaru. Hotta’s narrative is fairly easy to follow and with the competitive nature of Go and the teams, readers ages 9 and up with enjoy getting pulled into the fast pace of the storyline, personified by Obata’s captivating and slick illustrations. Manga lovers will appreciate this series’ dedication to traditional manga format reading (right to left) and will look forward to the next volume.