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ヒカルの碁 [Hikaru no Go] #14

ヒカルの碁 14、sai vs toya koyo

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碁を極めんとする者同士、佐為と塔矢名人によるネット碁がいよいよ決着の時を迎える。神の一手に近づいたのは、果たしてどちらの天才棋士か!? ヒカルと倉田六段が同色の碁石を使って対局する白熱の一色碁も収録!!

189 pages, コミック

First published October 4, 2001

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About the author

Yumi Hotta

103 books101 followers
Yumi Hotta (堀田 由美 Hotta Yumi, most often written as ほった ゆみ) is a Japanese mangaka, best known as the author of the best-selling manga and anime series Hikaru no Go, about the game of go that is widely credited for the recent boom of the game in Japan. The idea behind Hikaru no Go began when Yumi Hotta played a pick-up game of go with her father-in-law. She thought that it might be fun to create a manga based on this traditional board game, and began the work under the title of Nine Stars (九つの星 Kokonotsu no Hoshi), named for the nine "star points" on a go board. She later worked with Takeshi Obata (the illustrator) and Yukari Umezawa (5-Dan, the supervisor) in the creation of Hikaru no Go. She won the 2000 Shogakukan Manga Award and the 2003 Tezuka Osamu Cultural Prize for Hikaru no Go.

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5 stars
402 (46%)
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313 (35%)
3 stars
137 (15%)
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Displaying 1 - 30 of 32 reviews
Profile Image for Nicolo.
3,518 reviews209 followers
September 10, 2020
The conclusion and aftermath of sai vs. toya koyo was the best. Looking back, this and the last volume were the absolute peak of this series. It will never summit these heights again. Especially with what came after this volume.
Profile Image for David.
Author 20 books405 followers
January 26, 2012
So, this volume didn't jump the shark, but I am definitely seeing signs of wear in the series. The resolution of the Sai vs. Toya Meijin game was satisfying, with a few little twists thrown in, but the results seem mostly intended to remove a character as an active complication in the series. Fujiwara no Sai now senses that his entire purpose in being a ghost for a thousand years was to lead Hikaru to "the divine move." Really? Those are some pretty shitty go gods he believes in if they make him linger for a thousand years just to act as mentor for some kid in another era.

Once the Sai/Toya Meijin game was over, the rest of the volume was taken up by the "B" plot, which seems to be a recurring pattern: resolve a major twist in the main plot arc, then have a tricky go game between Hikaru and someone else. In this case, it's the newly-introduced character Kuwabata 6-dan, who plays "one color go" with Hikaru. While this made for an interesting game, it smacked of trickery, i.e., a stunt to make an excuse for an otherwise unimportant game to take up so much page space. And the filler at the end with Waya and his little friend was pure fluff.

So, where is the series going? Obviously, we still have the climactic confrontation between Hikaru and Akira Toya, and Sai is hinting that he may not be long for this world. So is it going to end with Hikaru playing "the divine move" against Akira in their final game? I do hope Hotta manages not to just drag this out for another eight volumes.

This was still fun and a good read, but quite mediocre for the series, and it wouldn't have made me a fan if it was my first volume. 3.5 stars.
5,870 reviews146 followers
July 7, 2021
The first half of the tankobon deals with the continuing online game of Koyo Toya and Sai and the world observing the game. It is a tension filled game against two geniuses and only one could come out the winner – Fujiwara-no-Sai. However, it seems that whoever won the game wasn't important. Apparently, Hikaru Shindo saw a move – a move that Sai or the Meijin didn't think of or seen – a move if the Meijin had taken would have secured his victory.

The day after, Shindo visits the Meijin wanting to make sure that he wasn't going to retire because he lost. However, the Meijin is a man of his word and really doesn't see retiring such a terrible prospect despite Shindo's frantic response. Apparently, the game with Sai changed the Meijin, although he lost his Judan title to Ogata prior to his retirement, his game seem rejuvenated and young again.

The second half of the tankobon has Shindo tricked Atsushi Kurata into playing Go with him by appealing to his vanity. Apparently, Kurata is very wary of Akira Toya below him trying to catch up to him and after hearing that Shindo had to find out how he compared with him. After a game of one-color Go, Kurata was really impressed with Shindo. Desptie his loss, Kurata became wary of Shindo too and relayed as much to Akira Toya when he visited his father.

All in all, the tankobon was really good. Although there is a dark foreshadowing of Fujiwara-no-Sai that I fear will come to pass, which I don't want to happen. However, it makes sense in a literary context for it to happen. I just wonder, if this comes to pass, how Shindo react? I'm hesitantly looking forward to find out in the next tankobon.
Profile Image for 寿理 宮本.
2,502 reviews17 followers
February 10, 2026
This one's a pretty significant volume in two ways:
- Toya Meijin (Toya Koyo)* plays against Sai—online—and LITERALLY EVERYBODY finds out about it AND sees Sai absolutely decimate Toya, leading to Toya's retirement
- Hikaru sees a game-changing move that neither Toya nor Sai did, which startles Sai into Disappearance Onset

The rest of the book is reaction to those, and set-up for the series-shifting next book, with its complete upset of the status quo. I mean, sure, Toya's retirement is a game-changer (haha), but he also admits that he won't stop playing—instead, he will be free to focus on playing how and when he wants to play, vs. having to travel around everywhere.

Admittedly, it's weird to me having people paid THAT MUCH to be professional board game players (100 million yen per year, which at current would be almost $645,000 USD!), but I'm hardly part of the community that puts a monetary value on that. Heck, I don't get esports earnings, but SOMEBODY values it, so they accordingly get paid for it.

(Except artists, because screw the people who do things that LITERALLY NOBODY ELSE can do exactly the same way, right? HARUMPH)

Actually, I guess there's also the one-colour go demonstration with Kurata, but if you ALREADY can't follow go, it's definitely impenetrable... haha.

Still a good series, though also still pretty niche. Yet I appreciate that stories about off-the-wall careers exist, if only to help keep them alive (and generate interest in them...?). I can't imagine this volume in specific is a good jumping-off point, though. Newcomers should DEFINITELY start with book 1 to get why this weird guy in old-fashioned get-up is following Hikaru around.

*The Meijin is the only one whose name is in correct Japanese order: Family name, then personal name. Everyone else is Akira Toya or Hikaru Shindo, etc., which seems like a weird oversight. At least be consistent about it?
Profile Image for Larissa Modean.
154 reviews
September 10, 2025
4.5/5 (Review is for the series as a whole and does not contain spoilers)

12-year-old Hikaru finds an old Go board in his grandfather’s attic and accidentally frees the ghost spirit of a young Go teacher from medieval Japan, named Fujiwara-no-Sai. Sai has a strong passion for Go and wants to achieve the “Divine Move,” but unfortunately for him, Hikaru knows nothing about Go and has little interest in learning the game. When Sai finally convinces Hikaru to play, they defeat fellow middle school student, Akira, who has been training relentlessly with his father, Go master Toya Meijin. Akira, who is good enough to go pro, is shocked at his defeat and declares that Hikaru is his rival. This rivalry sparks a passion in Hikaru, who decides to learn the game and soon becomes a good enough player in his own right.

This series is appropriate for the middle grade age group, and may inspire readers to want to learn how to play the game of Go. The author consulted with actual Go players to make the manga moves more authentic, and throughout the series there are tidbits and instructions on how to play and resources for learning more about the game. In addition, this series teaches valuable lessons about friendship and explores some of the challenges in coming-of-age, especially as we grow up and move away from some people. This series is also likely to appeal to fans of sports manga, as it features similar story telling devices, and works to build tension in the Go games that the players play. Overall, this series is a fun, low stakes story that makes me want to learn a bit more about the game of Go.
962 reviews4 followers
May 21, 2022
Sai Versus Toya Koyo; Hikaru Plays One Color Go!

by Barbara Kelley

Another great read! It nicely coincides with the anime version. This episode concludes the Internet game between Sai and Toya Koyo, with Sai winning by a half point; however, Hikaru tells Sai that if Toya Koyo would have put a stone in a different particular space, then Toya would have won by that half point! Everybody from around the globe was watching the game online: the professor from the Netherlands; the Chinese GO winner, Mr. Lee; the guy from New York; Ogata 9 Dan; the journalists in Japan: Waya, one of the fellow pros who became a pro with Hikaru; Akira Toya and his fellow buddies from his GO study group; as well as many others.

After that game, Hikaru played one color GO with Kurata 6 Dan. Kurata told Akira that Akira should be on the lookout for Hikaru being equal to him; that Akira shouldn't worry about winning against those above him, but of those below him, especially Hikaru Shindo.

This was an excellent volume and I just can't get enough of this manga! I guess I'll just have to read Volume 15 next. I read several books at the same time, kind of like watching several television series at the same time. I gave this volume 5 stars!
Profile Image for Scott Lee.
2,182 reviews8 followers
October 17, 2018
A solid continuation--13 saw Shindo arrange for an internet Go game between Sai and Toya Meijin, and this volume has the game actually play out. The most interesting moment for me comes when Shindo has a startling moment of growth in the wake of that internet game.

Also, Shindo plays Kanata-san in a "friendly" match--i.e. not a tournament--and when they discover that both sets of stones left by the board are white they play "colorless go." The game shifts back and forth, and if accepted as being played at the level the story wants the reader to believe is especially impressive, because--how? How do you track all that? Keep it straight in your head? Score it? I don't know. But then...I haven't figured out Go yet despite reading this manga. Ah well.
Profile Image for Denny B..
182 reviews7 followers
October 24, 2023
Ecco, il 14esimo volume di Hikaru no Go forse rappresenterà uno spartiacque perché non solo la partita tra Sai-Toya si conclude con la sconfitta di quest’ultimo, ma Sai si rende conto che il suo tempo sulla terra sta per finire perché la sua missione è compiuta: ha insegnato tutto quello che poteva a Hikaru e questi, riuscendo a leggere il goban della loro partita, mostrando come Toya avrebbe potuto vincere se avesse fatto un’altra mossa, si è rivelato il degno erede di Sai.
Che il destino di Hikaru sia quello di raggiungere la mano di Dio?
Profile Image for Joseph B.
418 reviews5 followers
November 5, 2023
The epic conclusion to Sai and Toyo Meijin and its shocking aftermath are explored in Hikaru no Go's fourteenth volume. There isn't much to say without big spoilers; but the resolution feels earned and satisfying. Sai comes to some realizations about his purpose following the match. I do like the direction the series is heading in, with a focus on the "next generation" of go players as previous volumes have highlighted. Overall Vol. 14 is another great entry into a series that continues to hold a high bar for itself.
Profile Image for Stephen.
1,537 reviews3 followers
April 8, 2025
What a Go Battle! I was sure, no positive that this volume would be a letdown from the previous two…but nope! This was just as good and just as intense! Great praise should be heaped on Hotta, Obata and Umezawa! As weird as it is to say, if the series ended with this volume, there would have been some feelings of incompletion but still satisfying. But volumes 12-14 (this one) leave me with such a beautiful feeling of the series and I think years from now, I will still enjoy this part above other portions of the series.
Profile Image for Novels and Neckties -  Kira Murasaki.
355 reviews4 followers
January 21, 2022
SPOILER
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In this Volume the titans clash! FINALLY !! Sai gets his epic scene and combat. But after that he analyses the game with Hikaru and Hikaru learns something great. Sai understands that his whole purpose was, to take Hikaru that far. A few chapters later he vanishes. I am so sad.
It´s been really long since I last was all ruined for a fictional character. I cried when Hikaru went looking for him. I felt so lonely.
Profile Image for Alex C..
179 reviews
October 17, 2020
I don't even know how many times I've reread this series.

千年の答 (Ch. 116) had me balling my eyes out. I wonder how Sai felt when he realized he was existing all this time for Hikaru. Burn but also so beautiful Jesus Christ I'm about to cry again....
Profile Image for Khari.
3,130 reviews77 followers
November 11, 2017
緒方先生怖いい!!!

もうすぐさいの正体がばれそう。。。

一色碁本当にやるの?難しいそう!まいい練習かもしれない。私には絶対無理。私のビスアール記憶はそこまで強くない。
Profile Image for Kurtis Burkhardt.
6,001 reviews51 followers
April 8, 2019
Pretty great board game manga, Really liked the story and the art was really nice😁😻👌♟♟📖💕
Profile Image for Ken Yuen.
1,028 reviews8 followers
March 23, 2021
The Sai vs Meijin arc ends. I think this is my second favorite storyline in this series. The fight with Kurata at the end was good too.
Profile Image for Shin Donghae.
2,256 reviews8 followers
November 24, 2021
Ogata sensei menakutkan hha.

Pertandingan go satu warna dengan Kurata pro adalah salah satu hal menarik pada volume ini.
Profile Image for Nente.
512 reviews67 followers
August 19, 2025
The titular match concludes and changes the lives of both opponents.
Sai's premonitions intensify, but he was always emotional anyway, and Hikaru fails to understand how serious Sai is this time. The artist and the writer know, of course, and this volume, more and more often, omits to show Sai looking over Hikaru's shoulder, commenting on his games, or in general participating in his life.
Another tricky type of Go is shown off, but I don't know if it's all that important at this point. Not really invested in it.
Profile Image for Robert Beveridge.
2,402 reviews201 followers
August 8, 2011
Yumi Hotta, Hikaru no Go, vol. 14: Sai vs. Toya Koyo (ViZ, 1998)

Hotta once again makes the playing of a go match into a nail-biting experience as Sai and Toya finally face off. (Come on, admit it, THIS is the match you've been waiting to see the whole series.) While the outcome isn't exactly a surprise, it opens up some interesting new avenues for Hotta to take this series. Also, Hikau challenges himself to a game with Kurata (nice to see him becoming a more important character), who introduces him to a new variation: one-color Go. Which, if you think about it, is kind of terrifying. Some really good stuff here, can't wait to see where Hotta takes it. ****
Profile Image for Brandon.
2,858 reviews40 followers
August 3, 2025
This volume is all about the long-awaited game between Sai and Toya Koyo! It's not the game itself that takes up the wholle volume, but the aftermath. There's a definite change in both players, as well as Hikaru, and the rest of the professional go world. Everyone was watching, and the ripples are starting to show. Hikaru isn't just an observer to this game, he's someone who's finally beginning to understand that level of play- and as this series continues there's sure to be a big change in how he carries himself. After all, his first professional match ended in a no-show/forfeit, and now he's got an actual career ahead of him that he needs to face down.
Profile Image for Melissa.
204 reviews4 followers
July 29, 2011
3.5★ Another growth spurt! それはいいけど、佐為がどうして自分の不安をヒカルに直接に言わないのですか。私達の読者には苦しいんですよ。T_T 佐為の運命について読みたくないけど、やっぱり続きましょう~

Anime-manga match-up:
ep 56 = vol 14 up to pg 71 (第114~116局)
ep 57 = vol 14 pgs 75-115 (第117~118局)
ep 58 = vol 14 pgs 118-161 (第119~120局)
1st half of ep 59 = vol 14 pgs 163-end (第121局)
Profile Image for Ellen.
723 reviews7 followers
October 7, 2016
THE FORESHADOWING

one-color go was fun & a cool way to see Hikaru progressing, but also, what a terrible game that would be. what a nightmare.

& I TOTALLY FORGOT Sai got to play Toya Meijin. Such a climactic battle
Profile Image for Timothy.
419 reviews10 followers
June 1, 2011
Probably the highlight/climax of the series as the 'ultimate' showdown occurs between Sai and Toya Meijin.
Displaying 1 - 30 of 32 reviews

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