Book summaryOn vacation from school, and without much to keep them occupied at home, teenagers Gregory Buchanan and Brian Thatz accept an invitation from Gregory's Uncle Max to come and visit him in Vermont. Actually, Gregory's not that close to his Uncle Max who, it turns out, is not really his uncle, but rather the adoptive father of Gregory's orphaned cousin Prudence. Once the boys arrive in Vermont, they quickly discover that Uncle Max is even more eccentric than Gregory remembered. In fact, Uncle Max, Prudence, and their servants live and act as if they are in Victorian-era England, which means no cars, no electricity, and no modern-style clothing. Left on their own, Gregory and Brian uncover an odd-looking board game called the Game of Sunken Places, and their innocent act of setting the game's timer literally brings the game to life--complete with trolls, ogres, and warring kingdoms. Now caught up in a confusing, seemingly supernatural adventure, Gregory and Brian struggle to understand their roles in a game that will determine the fates of two very different kingdoms. Media reviews"[S]mart, consciously complex offering that never panders to its middle-grade audience." |
THE GAME OF SUNKEN PLACESby Anderson, M TFirst Printing
Book description: NY: Scholastic, 2004 2 boys are given an invitation to stay at a distant relative's strange mansion who proves to be as strange as his home. In the attic, the boys find what they think is a board game but is much more, leading them to fantasic adventures. An exciting tale by the multi-honored author.. First Printing. Cloth-backed Boards. Fine/Fine Dj. Illus. by David Frankland, Dj. 8vo.
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