Member Reviews
I really wanted to enjoy this book which had such a promising premise. In this world, quite similar to our own, the Benson family has the ability to hop into any board game they want. The problem for twins, Rhett and Nash, is that they have no idea thanks to their matter's hyper-vigilance around keeping them away from any boardgame and even close proximity to them. Their world turns completely upside down when they get called into the office at school to learn that their mother has been in an accident and their estranged grandfather will be picking them up. From there, the grandfather plunges the twins into his world of boardgame hopping in an attempt to save their mother who has somehow been kidnapped into one. While the grandfather starts by saying he's going to trian them, it quickly devolves as he becomes stuck in a dangerous game and now the twins have to save both him and their mom who turns out to be trapped in a video game version of a destroyed board game. If this plot has started to sound a bit absurd, that just scratches the surface of the profound absurdity of this book. While I can conceive of the possibility of a board game world existing for some, mainly deck-building games, my mind struggle dto conceive of how this conceit would actually work. Video games make much more sense for this concept which is why the author's note - in which Martin derides the "addictive" nature of video games- explains why she had to go to such lengths to try to make a scrap of an idea work for a full length novel. Spoiler alert: it did not. On top of that, the author appeared to shun all, or most, transitions between scenes as if she had a few already framed in her mind, wrote those, and then went back and tried to make them fit together. One time I went back and read through the pages twice before realizing that , no, I did not miss anything. She simply plunged the reader into a completely different environment for a couple pages before explaining how we got there. I wish I could recommend this book, especially since it centers a male protagonist, not as common for middle grade novels, in an adventerous setting, that many of my middle schoolers would enjoy. Unfortunately, I think many of them would end up confused about what actually happened and a bit unsatisfied by the ending. I know I was.
Laura Martin continues what she does best, ask "What If" She has the ability to tap into the mind of a curious children who longs for adventure. Anyone who is a fan of Jumanji and Inkheart will LOVE this novel.
A fun adventure for children and adults alike. I read this book to my 11 year old and 8 year old and they had so much fun listening to me read this one. They couldn't wait to read every night.
Thanks to Netgalley and Harper Collins for the advance Kindle copy of this 6.25.24 release. All opinions are my own.
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⭐️⭐️⭐️⭐️/5 for this adventure. Twins Rhett and Nash have been forbidden from playing board games their entire lives. It seems weird, but they rarely question it. But on their first day at Harrison Middle School, they are told to wait inside at the end of the day: their mother is unable to get them and their estranged grandfather, Ace, will be collecting them instead. What they find out seems crazy: their bloodline allows them to enter board games as characters. Their mom is stuck in one and may be in danger. The world building takes a while, but kids who enjoy the author and like a good adventure will love it. Recommended for grades 4-6.
I think that this is a book that so many children will find engaging and fun. I loved the aspects of the board games being a part of the magic. I think that this story will appeal to all children and would be a great read-a-loud book for families.
Thank you to the publisher and NetGalley for the e-ARC of this middle grade novel.
A middle grade Jumanji on steroids, this book is the perfect mix of adventure and fantasy. Many kids will love this one!
Thanks to the publisher and NetGalley for letting me review this book. This was a fun read. Rhett and Nash have never been allowed to play board games because their mom forbade it. They’ve tried several times over the years yet their mom always finds out and puts a stop to it. Their mom ends up missing and that’s when they get thrown into a crazy and wild adventure.
Amazing cover, (I'm reading an advance copy, and can't wait to see it as a physical book). I am a big fan of Laura Martin's Edge of Extinction duology. This one is as adventurous and fun. Twin boys Rhett and Nash have been kept away from board games all their lives. Their mother forbids it, but not for usual reasons. They are from a family who holds a secret regarding using board games as portals. I love Cress, I was always excited to see her appear in a chapter. Visiting the different games is fun, and how they deal with the villain is well done. The boys learn so much about their family and mother. Their dialogues are always fun and filled with their personality. They even get to meet Snow White from the Lost Lore game. It's fun to recognize some of the classic games and I'm glad the author made an homage to boardgames because I agree they make a different type of relationship, presence, and connection that is different from video games, although I always play co-op and I love the time spent in my video games as well.
Thank you Publisher and Netgalley for this e-arc.