Wander Lost
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- $6.99
Publisher Description
From the critically acclaimed author of Float and Glitch comes a new stand-alone adventure full of humor and heart, perfect for fans of Gordon Korman and Dan Gutman!
Rhett and his brother, Nash, have never been allowed to play board games. It's their mom's most important rule; the twins don't know why, but they know not to push her on it.
When their mom suddenly disappears, they're reunited with Ace, their long-lost grandfather, who reveals that their family is descended from a board game character who escaped his game and lived in the real world. Their family now has the ability to enter the world of any game they want—but this gift also comes with a price. A game character who’s wanted revenge against their mom for decades has finally caught her and is holding her hostage in the world of a game. Which game? That’s up to Rhett and Nash to figure out, even if it means breaking Mom’s most important rule.
But as they learn to use their newly discovered ability, exploring new worlds and facing new challenges and risks, the brothers quickly realize that saving Mom won't be all fun and games. It’s game on… or game over.
PUBLISHERS WEEKLY
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.