

Hikaru no Go
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1 / 4
EP 1Hikaru Shindo discovers a possessed Go board and plays his first match with the spirit Fujiwara-no-Sai.
Oct 10, 2001Hikaru Shindo visits his grandfather Heihachi Shindo’s shed to find antiques for sale. He finds a Go board containing the spirit of Fujiwara-no-Sai, a Go Master from the past. Sai accompanies Hikaru but is disappointed when Hikaru refuses to play Go. Eventually, Hikaru agrees to play a game. His first opponent is Akira Toya, the son of the national champion. Guided by Sai’s instructions, Hikaru wins the match. This victory surprises Akira significantly. The story begins with this unexpected encounter between Hikaru, the spirit, and the young player. The possession of the board by Fujiwara-no-Sai sets the stage for Hikaru’s introduction to the game of Go through this ancient rivalry and mentorship dynamic.
EP 2Hikaru joins a Go class with Akari and faces a bully before the Children's Go Tournament while Akira seeks a rematch.
Oct 17, 2001Hikaru enrolls in a Go class to improve his skills, accompanied by his childhood friend Akari Fujisaki. A bully player arrives and insists on a challenge, but Sai takes over and gets them both kicked out. Consequently, Hikaru shifts his focus to the Children's Go Tournament. Meanwhile, Akira reflects on the issues arising from his first match with Hikaru. Upon hearing that Hikaru might be competing in the Children's Go Tournament, Akira decides to investigate the situation. He is driven by a strong desire to secure an opportunity for a rematch with Hikaru, hoping to resolve their previous conflicts through the game.
EP 3Akira reveals his competitive spirit during a rematch against Hikaru.
Oct 24, 2001Akira confronts Hikaru, feeling insulted by perceived disrespect for the game, and issues a challenge for a rematch. Sai observes that Akira is baring his fangs and must choose between holding back or playing aggressively. Akira ultimately resigns from the match upon realizing defeat. Later, Hikaru meets Toya Meijin, Akira's father, who challenges him to a game. This encounter allows Hikaru to finally comprehend the true intensity of Go.
EP 4Hikaru and Sai face Shogi Captain Kaga at the Haze Junior High Festival
Oct 31, 2001Akari invites Hikaru to the Haze Junior High Festival, where a Junior High Go Tournament is being held. Hikaru observes Kimihiro Tsutsui, head of the Haze Junior High Go Club, running the event. He learns the prize is a book titled Assorted Tsumego from Toya Mejin's Matches. Sai wants to win the book but must first defeat the shogi captain, Tetsuo Kaga. Their match mirrors The Famous Killing Game of 1926 between Honinbo Shusai and Karigane Junichi. During the game, Hikaru makes a fatal mistake, resulting in the capture of much of his stones.
EP 5Hikaru plays Go for the school team after losing to Kaga
Nov 7, 2001Following a loss to Kaga by half a point, Hikaru joins the school Go team. He successfully replays a game from memory, prompting Sai to recognize his potential as comparable to Akira's. Although Kaga defeats his opponent, Hikaru loses his match. Consequently, Kimihiro must step in to lead the team forward in the tournament.
EP 6Hikaru, Kimihiro, and Kaga reach the finals while hiding an ineligible player
Nov 14, 2001Hikaru, Kimihiro, and Kaga advance to the tournament finals, unaware that Akira is visiting their school. The team faces intense pressure while attempting to conceal an ineligible member from detection. Sai supports Hikaru during the matches. Although the trio wins the tournament, the Haze Go Club is eventually discovered. Consequently, they are forced to forfeit the trophy to the Kaio Go Club, ending their victory with a disqualification.
EP 7Hikaru Refuses Akira's Challenge While Akira Finds Motivation
Nov 21, 2001Hikaru attends Haze Middle School and attempts to establish a Go club there, whereas Akira studies at Kaio Middle School. Akira visits Hikaru to propose a match, but Hikaru declines the invitation. Meanwhile, Akari chooses to spend time with Hikaru at the Haze Go Club. At the Kaio Go Club, Akira plays a game against Yun Sensei. During this match, the mention of Hikaru’s name serves to remind Akira of his underlying motivation for playing Go.
EP 8Kaio Go club members envy Akira's dominance and devise a blindfold strategy.
Nov 28, 2001Akira demonstrates overwhelming skill against all opponents at the Kaio Go club, generating significant envy among the membership. A new student, Okumura, attempts to challenge this dominance using the Mirror Go technique but is forced to resign after several of his stones are captured. Following this defeat, Okumura collaborates with Kojima and Ito to formulate a plan to defeat Akira. Their strategy involves forcing him to play Blindfold Go, aiming to exploit his abilities in a format that may hinder his usual performance.
EP 9Doubts arise regarding a blindfold Go double match involving Akira in the Kaio Go Club.
Dec 5, 2001A proposed double match of Blindfold Go faces scrutiny because Akira remains unpopular within the Kaio Go Club. Yuri Hidaka intervenes to stop Akira from participating in a bizarre variation of the game. At the same time, the Haze Go Club continues its search for a third member to complete its roster. The narrative focuses on the social dynamics within the Kaio Go Club and the recruitment efforts of the Haze Go Club, highlighting the ongoing tension surrounding Akira's presence and the specific rules governing the Blindfold Go challenge.
EP 10Yuki Mitani Solves Haze Go Club Poster Problem for Team Recruitment
Dec 12, 2001Yuki Mitani successfully solves a difficult puzzle presented on posters by the Haze Go Club. Hikaru recognizes that the group desperately requires a third member to compete as a team and attempts to persuade Yuki to join their ranks. During this interaction, Hikaru uncovers Yuki's genuine ability, which is characterized by deception rather than straightforward skill. This revelation highlights the complex nature of Yuki's talents and the strategic challenges involved in recruiting him for the club's competitive endeavors.
EP 11Yuki cheats at Go and loses ten thousand yen to Dake before Hikaru challenges him.
Dec 19, 2001Yuki visits a Go salon to gamble on winning games, relying on her habit of cheating. The salon owner, Shu, hires Dake, a skilled player who feigns ignorance about the game to teach Yuki a lesson. Yuki falls for the deception and loses ten thousand yen in the process. Later, Hikaru challenges Dake to a match with the goal of winning back the ten thousand yen that Yuki lost. This sequence of events highlights the consequences of Yuki's dishonesty and sets up a direct confrontation between Hikaru and the skilled opponent hired by Shu.
EP 12Yuki joins the club while Akira seeks a specific tournament position against Hikaru.
Jan 2, 2002Yuki returns the money to Hikaru and agrees to join the club, though he declines to participate in the tournament. Kimihiro attempts to persuade Yuki to compete by describing the strength of the Kaio Go Club. In a separate development, Akira learns that Hikaru holds the third position in the tournament. Desperate to face Hikaru, Akira pleads with Yun Sensei to assign him that spot. However, Yun Sensei instead appoints Akira as captain and Kaoru Kishimoto as co-captain. This decision deeply disappoints Akira, who appears willing to sacrifice his pride and reputation solely for the chance to play against Hikaru.
EP 13Hikaru confronts Akira's strategic choice to secure the third spot for a match against Sai.
Jan 9, 2002Hikaru discovers that Akira deliberately requested the third position to ensure he could play against Sai. This revelation forces Hikaru to grapple with his internal feelings as he decides whether he or Sai will face Akira in the second round. Simultaneously, Yuki makes a decision to initiate his own rivalry with Kishimoto. The episode focuses on the emotional weight of these strategic moves and the resulting interpersonal dynamics among the players as they prepare for upcoming matches.
EP 14Sai faces Akira while Hikaru questions his own progress during the match.
Jan 16, 2002Sai starts the game against Akira, noting his opponent's growth. Midway through, Hikaru doubts his own skill level and takes over, eventually resigning despite playing sound moves. Akira departs resolved to become a professional and leave his past behind, prompting Hikaru to ponder how to make amends. Meanwhile, Kimihiro and Yuki both suffer defeats against members of the Kaio Go Club in their respective matches.
EP 15Hikaru discovers online Go to entertain Sai and defeat top amateurs
Jan 23, 2002Hikaru experiences guilt for disregarding Sai’s instructions during the previous Go match. To address this, he finds a new method to entertain Sai by learning that Go can be played via the Internet. Hikaru permits Sai to compete against opponents globally through this online platform. This arrangement allows Sai to challenge and defeat top amateur players, providing a fresh way for them to engage with the game and resolve Hikaru's prior remorse regarding their last encounter.
EP 16Internet fame follows Sai after defeating top players like Yoshitaka Waya
Jan 30, 2002Sai rapidly gains online notoriety by winning consecutive matches, shocking leading insei Yoshitaka Waya. Waya believes even his teacher, 9-dan professional Morishita, could not defeat Sai. Several top amateurs traveling to Japan for the International Amateur Go Tournament also seek to identify him. Waya attempts to locate Sai during the tournament but fails to find him.
EP 17Tournament players investigate Sai's identity while Akira recalls past matches with Hikaru.
Feb 6, 2002During the tournament, competitors notice others attempting to uncover Sai's true identity. Many assert that Sai surpasses all previous opponents in strength. A Korean participant reveals that his friend Yu, a 7-dan professional, was defeated by Sai, proving Sai is not an amateur. While Waya suspects Sai is a child, Seiji Ogata claims Sai is the spirit of legendary Go player Shusaku Honinbo, citing the consistent improvement in Sai's online performance. This widespread speculation draws Akira's attention. After playing an online game against Sai, Akira is vividly reminded of a prior match with Hikaru. Following Akira's resignation from the online match, Waya becomes irritated by the situation.
EP 18Akira skips Go exam to play internet game against Sai
Feb 13, 2002Akira skips his first match of the Go professional exam to play an internet game against Sai. Many people watch their game, and Akira wonders who Sai really is, suspecting that Hikaru might be him. Akira interrogates Hikaru about whether he is playing Go as Sai online. He is discouraged when Hikaru fails to reveal the truth.
EP 19Hikaru Persuades His Grandfather to Buy a Go Board for Practice
Feb 20, 2002After advising Sai against playing Internet Go, Hikaru successfully convinces his grandfather to purchase a physical Go board. The two then begin playing matches directly against each other, which causes significant frustration for Sai. As Hikaru's skills develop, he is increasingly perceived as a professional player in training. This reputation attracts attention from others who view him as a new challenge. Consequently, Kishimoto encounters Hikaru and issues a formal challenge for a match, marking a significant step in Hikaru's growing recognition within the Go community.
EP 20Hikaru sets professional goal after Kishimoto match and faces insei test with Ogata
Feb 27, 2002During a match against Kishimoto, the latter questions Hikaru's ability to rival Akira. This remark prompts Hikaru to resolve to become a professional Go player, a path requiring him to first become an insei. While applying for the insei test, Hikaru encounters Ogata and must manage a game record. He overlooks a critical rule: enrollment as an insei disqualifies him from participating in amateur tournaments with his club. This decision marks a significant shift in his competitive status as he pursues his new professional ambition.
EP 21Hikaru plays simultaneous matches against Kimihiro, Kaga, and Yuki to qualify as an insei
Mar 6, 2002Hikaru competes in simultaneous matches against Kimihiro, Kaga, and Yuki to determine his worthiness for insei enrollment and his departure from the Go club. He defeats both Kimihiro and Yuki, while Kaga wins his match. Despite the mixed results, all three opponents permit Hikaru to take the insei test. This series of games serves as the final evaluation for his status within the school's Go club and his potential professional path in the game.
EP 22Hikaru faces setbacks after revealing his rivalry with Akira during the insei test
Mar 13, 2002Hikaru is on the verge of passing the insei test, which would officially enroll him as an insei starting the following month. However, his prospects deteriorate when he carelessly informs his fellow candidates that he has rivaled Akira. This revelation leads to a difficult start, as Hikaru loses two consecutive matches on the first day at the insei institution. Later, he learns from Shinichiro Isumi that his opponent, Kishimoto, was a former B-league insei, a fact that surprises Hikaru significantly.
EP 23Akira urges Hikaru to go pro while Hikaru trains and Akira faces the Oza title-holder.
Mar 20, 2002Akira discovers that Hikaru has achieved insei status, prompting him to advise Hikaru to become a professional permanently to demonstrate his undefeated abilities. Concurrently, Hikaru is tasked with advancing through the insei ranks, despite lacking experience in strategic play. In a separate development, Akira is scheduled to compete against the current Oza title-holder within the championship room. This narrative highlights the diverging paths of the two characters as they navigate their respective challenges in the professional Go world, with Akira preparing for a high-stakes match against an established champion while Hikaru focuses on overcoming his inexperience to secure his standing among the insei.
EP 24Akira attempts to prove his future dominance against the Oza through restless moves.
Mar 27, 2002Akira initiates a series of agitated moves during his game against the Oza, aiming to demonstrate to Hikaru that he is on the path to becoming an undefeated player. While the match unfolds, Waya and Isumi review the game footage for Hikaru, who becomes fascinated by the specific strategies Akira employs. However, Akira's calculated plan appears to have failed as the game progresses, ultimately resulting in him losing the victory to the Oza despite his efforts to assert his superiority.
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Frequently asked questions
- How many episodes does Hikaru no Go have?
- Hikaru no Go has 75 episodes.
- When did Hikaru no Go come out?
- Hikaru no Go came out in 2001.
- Which studio made Hikaru no Go?
- Hikaru no Go was produced by Studio Pierrot.
- Who directed Hikaru no Go?
- Hikaru no Go was directed by Jun Kamiya.
- Is Hikaru no Go finished?
- Current status of Hikaru no Go: Finished.












