Wander Lost
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- $6.99
Publisher Description
From the critically acclaimed author of Float and Glitch comes a new stand-alone middle grade adventure full of humor and heart, perfect for fans of Gordon Korman and Dan Gutman!
Rhett and his twin 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 an unbelievable family secret: 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 in this action and adventure story, 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.
Portal Fantasy Adventure: When their family’s secret ability to enter board games is revealed, Rhett and Nash must jump into unknown worlds to find their mom.Books About Brothers: For twelve years, twin brothers Rhett and Nash have followed their mom’s number one rule: no board games. Now, breaking that rule is the only way to save her.A Reluctant Hero: Rhett would rather be anywhere else, but when his mom is taken, he has to find the courage to face down dangers that are no longer just fun and games.Humorous and Heartfelt Story: Perfect for fans of Gordon Korman and Dan Gutman, this journey is packed with the signature humor and heart of author Laura Martin.
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.