When wise-cracking Gregory and brainy Brian go to Vermont to visit Gregory's "strange . . . [p]robably insane" Uncle Max, they "couldn't know what an adventure it would be." Once at Grendle Manor and properly clad in knickerbockers, the two boys find a mildewed game board—the eponymous Game of Sunken Places—that mirrors the local landscape and takes on a real and potentially lethal life of its own. A sinister stranger, a genial troll, a fussy, very non-human game coordinator, and numerous monsters variously aid and block their progress through the game, which, it seems, is central to a cosmic contest between two spirit races. Sound confusing? It is, and purposely so. Gregory and Brian bumble and puzzle their way along with the reader, gradually discovering the many overlaid constructs and realities that make up the game. As with so many games, the fun of the novel is not in the ending but in the getting there, and readers willing to suspend every ounce of disbelief will be rewarded by this smart, consciously complex offering that never panders to its middle-grade audience. (Fiction. 10-14) Read full book review >
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