Wander lost

Laura Martin

Book - 2024

Forbidden to play board games by their mother, who suddenly disappears, twins Rhett and Nash learn their family has the ability to enter the world of any game they want -- a gift that comes with a high price -- and must break their mom's most important rule to save her from a vengeful game character who has taken her hostage.

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Subjects
Genres
Action and adventure fiction
Thrillers (Fiction)
Novels
Published
New York, New York : Harper, an imprint of HarperCollins Publishers [2024]
Language
English
Corporate Author
HarperCollins (Firm)
Main Author
Laura Martin (author)
Corporate Author
HarperCollins (Firm) (-)
Edition
First edition
Physical Description
363 pages ; 22 cm
Audience
Ages 8-12.
ISBN
9780063326217
Contents unavailable.
Review by Publisher's Weekly Review

White-cued 12-year-old twins Rhett and Nash have always chafed at their mother's board game prohibition. It's only after she vanishes that they finally learn the truth. They're picked up by their estranged, taciturn grandfather, who takes them to stay at his home in remote Indiana woods, where he informs the siblings that members of their family can enter the worlds within board games by exchanging places with the game's inhabitants. But their mother did not go willingly. They discover that she's been kidnapped and stashed in one of myriad game worlds by pirate captain Ogden, a former enemy who escaped into the real world years ago. With their grandfather's mentorship and assistance from 13-year-old Cress, a brown-skinned board game character capable of bounding between worlds, the twins must hone their powers, search the games, and thwart Ogden's nefarious revenge plans, all to rescue their mother. Combining the mechanics of Jumanji with the interconnectedness of Wreck-It Ralph, Martin (Vanishing Act) spins a humorous and heartfelt homage to classic board games via fictional creations as real and evocative as any childhood favorite. Idiosyncratic characters, thoughtful worldbuilding, and a palpable sense of possibility permeate this fanciful adventure. Ages 8--12. Agent: Jodi Reamer, Writers House. (June)

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Review by Kirkus Book Review

Fun and games can be life or death. Life has been anything but usual for 12-year-old twins Rhett and Nash Benson. Their mother, Natalie, moves them around constantly, has unusually draconian rules (like banning board games), and keeps them estranged from their grandfather. The twins' lives become an unbelievable adventure when Natalie suddenly ends up in danger. Newly reunited with their grandpa, who goes by Ace, the brothers learn that they've inherited an ability to jump in and out of board games. Whenever they enter a game, however, a character changes places with them and enters our world--and now the ruthlessly evil Ogden, from the game The Pirate's Wrath, is here and determined to make trouble. Martin's rollicking novel is deftly paced and thoroughly entertaining. An easy crowd pleaser that reads like a clever mix of Jumanji meets Wreck-It-Ralph with a dash of the Mr. Lemoncello's Library series, this imaginative stand-alone title has something for everyone, from animal lovers (thanks to the lovable giant dog and wily guinea pig) to action aficionados, fairy-tale fanatics, and video game devotees. Martin's worldbuilding is carefully and intricately plotted, creating an immersive experience, much like gaming. A not-to-be-missed author's note explains her approach to board and video games--and may just inspire brave readers to pick up a board game for themselves. Rhett and Nash read white. Readers will never look at family game night the same way again. (Adventure. 8-12) Copyright (c) Kirkus Reviews, used with permission.

Copyright (c) Kirkus Reviews, used with permission.