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Hikaru no Go, Vol. 23

Yumi Hotta

Cover of Hikaru no Go, Vol. 23

Hikaru no Go, Vol. 23

Age Rating, Reading Level & Content Guide

Endgame. 23

by Yumi Hotta

Reading Level 4-5 9LE Ages 9-12 Balanced Read

The text is written at a 4th grade reading level, the subject matter is intended for middle graders (ages 9–12), and the content is mild with minimal sensitive material.

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About This Book

Hikaru's hand trembles as he places a stone on the ancient Go board, but suddenly, a chilling wind sweeps through the room. The ghostly figure of Sai appears, eyes locked on the game, and the stakes have never been higher. What secret move will change everything?

Themes

Spirit possessionGo (Game)GhostsFriendshipCompetition

Quick Assessment

This volume continues the adventures of Hikaru, a sixth grader who encounters the spirit of a legendary Go master. The story combines elements of friendship, competition, and supernatural themes, making it suitable for middle-grade readers aged 9 to 12. Parents should note the presence of mild ghostly imagery and themes of spirit possession.

Why we rated Hikaru no Go, Vol. 23 9LE

Hikaru no Go, Vol. 23 is written at a Level 4-5 reading level across 174 pages. Strong independent readers around grade 5.5 can typically handle this book on their own; with parent or teacher support, Hikaru no Go, Vol. 23 works for readers up to grade 6.5.

We rate Hikaru no Go, Vol. 23 as 9LE ("Light — Emotional") because the content sits in the "Mild" range — mild conflict — the kind a child encounters in normal play and sibling life. Across our four dimensions (emotional, physical, social, thematic) the book reads as evenly mild; no single dimension stands out as a concern.

No specific content flags were raised by community reviewers, which is consistent with the mild intensity score.

Thematically, Hikaru no Go, Vol. 23 explores spirit possession, go (game), ghosts, friendship, and competition — these threads give the book room to mean different things to different readers.

Good fit for

  • Children in the Ages 9-12 range — the maturity and attention span match the story's pacing.
  • Patient readers who enjoy slower, character-driven stories.
  • Kids drawn to stories about spirit possession, go (game), ghosts.

Maybe not for

  • ! Reluctant readers who need a fast hook — the pacing here rewards patience.

For Parents

Content Intensity

9LE — Light — Emotional
Emotional
Light
Physical
Clear
Social
Clear
Thematic
Light

Light conflict or tension. Mild peril resolved quickly.

Data confidence: standard

Was our "Mild" content intensity rating accurate for this book?

Reading Insights

Hook Factor

1/10

A steady, thoughtful read that rewards patient readers.

Discussion Potential

1/10

A lighter read — great for independent enjoyment.

Book DNA

Multi-dimensional content fingerprint

Vocabulary Level
4
Emotional Weight
4
Theme Richness
5
World Scope
1
Data Confidence
7

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Details

Book Length

174 pages
ISBN
9781421528281
Pages
174
Publisher
Viz
Published
2011
Type
Fiction

Genres

Subjects

Spirit PossessionGoplayersCartoons and ComicsGoGhostsComic Books, StripsComics & Graphic Novels, Manga, General