Publishers Weekly
04/01/2024
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)
From the Publisher
"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. Martin’s worldbuilding is carefully and intricately plotted, creating an immersive experience. Readers will never look at family game night the same way again." — Kirkus Reviews
"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." — Publishers Weekly
School Library Journal
05/31/2024
Gr 3–7—Twin brothers Nash and Rhett have always been forbidden by their mom to play board games. They never knew why—until the day their grandfather, Ace, picks them up from school after receiving a frantic voicemail from the twins' mom. They learn that their family are bounders—people who can go in and out of board games. Now their mother is trapped in a game, and it's up to the twins to bring her home. The pacing at the novel's beginning is bogged down by all the exposition readers need to understand how the world works. For those who make it through the setup, the second half is a nonstop adventure through many worlds. It's fun to explore the variety of original board games. Though readers may get confused keeping up with the different roles (bounder, Wanderer, and Wander Lost), the heart of the story lies in the twins' relationship. The siblings share a deep bond, and Rhett has a satisfying individual character arc as well. Snow White brings something comfortable and familiar to a setting where all the worlds are unfamiliar; she also provides some comic relief and a surprisingly essential assist to the twins. The story has a good resolution and a satisfying, though slightly abrupt, ending. The book itself reads like a board game: it may take some time to understand the rules, but once you get into it, it's a lot of fun. VERDICT Hand this fun-filled adventure to patient readers who love puzzles and board games.—Florence Simmons
Kirkus Reviews
2024-03-23
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)