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Game Of Sunken Places
  

Game Of Sunken Places (Turtleback)

by M. T. Anderson (Author)
3.0 out of 5 stars  See all reviews (2 customer reviews)

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From School Library Journal

Grade 5-9-When Gregory's weird Uncle Max invites him and a guest to stay at his mansion in Vermont, he chooses his best friend Brian to accompany him. Little does he know that what awaits them is more than Uncle Max's anachronistic ways, sweet cousin Prudence, and stuffy old knickerbockers. The mysterious mansion begs them to explore its rooms and acres of heavily-wooded backyard. They stumble upon a board game called The Game of Sunken Places and are sucked into an alternate reality where their surroundings are transformed into props and game pieces. Spaces reveal themselves one by one and their every move becomes critical to winning. With only five days left to play, can the boys come up with a strategy to overcome all of the obstacles before their time runs out? Evading a shady character named Jack Stimple becomes the least of their worries. Solving the riddle of all riddles is the real challenge-who are they playing against and what is the object of the game? Make way for Gelt the Winnower, Kalgrash the feisty troll, Snarth (an ogre with a sensitive nose), and an elf with an inferiority complex. Toss in some archaic Victorian language, runic dialogue, and alien tongues, and you have a multi-layered fantasy that's complex enough to baffle the average listener but deeply satisfying for those who are patient enough to finish it. M.T. Anderson's novel (Scholastic, 2004) transcends space, time, and reality. A mysterious mansion, ethereal beings, two kingdoms, and a secret game make fine ingredients for a gothic fantasy with a smidgen of mystery. Marc Cashman's seasoned voice sets the mood for the twists and turns that will intrigue listeners.-Ann Crewdson, King County Library System, Issaquah, WA
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.


From AudioFile

Take equal parts of JUMANJI and A SERIES OF UNFORTUNATE EVENTS; add in trolls, elves, automatons, and lost civilizations; remove all humor; and you get something like M.T. Anderson's offbeat adventure. Two boys from Boston take a trip to Vermont to stay with Uncle Max. They arrive at the strange mansion to find a Victorian lifestyle and an old wooden game board that leads them to ceremonial mounds, strange creatures, and an ancient battle between warring kingdoms. The story is purposefully off-kilter, with Marc Cashman's dry, precise, and percussive style complementing Anderson's writing. Anderson and Cashman are both skilled at their crafts, overall, the result is an unsettling and unsatisfying challenge. S.E.S. © AudioFile 2007, Portland, Maine-- Copyright © AudioFile, Portland, Maine --This text refers to an out of print or unavailable edition of this title.

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2 Reviews
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Average Customer Review
3.0 out of 5 stars (2 customer reviews)
 
 
 
 
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1.0 out of 5 stars "The Game of" SUCKS!!!!!!, Dec 7 2006
By Jayla Cartier (Ontario Canada) - See all my reviews
What a terrible book! Right off the bat it makes no sense that two boys have an "October school holiday" for TWO WEEKS!!! Get real.
But reality has no place whatsoever in this hodge-podge of crap!
Let's just make up a bunch of stupidity and pretend it's a deep story.
There are enough holes in the plot to strain spaghetti.
I don't know what to say without 'giving away' some of the 'surprises.'
How this book ever got published is a huge mystery to me. It seems like it was written by a precocious ten-year old.
Don't waste your money or time on this garbage.
I read the one favourable 'review' on amazon which is obviously written by someone who cares enough to know the exact ranking of this title. Does that sound like an unbiased reader? Not to me. But I am.
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5.0 out of 5 stars Dark, humorous, innovative, absolutely no cliches - flawless, Jun 24 2004
By T. Burger (Chicago) - See all my reviews
(REAL NAME)   
Don't trust anything or anyone! As much as I hate to use cliché's, in this book absolutely nothing is as it seems, and clues hide themselves in the strangest of places. Oftentimes, the solution that seems most obvious is not the solution. What a wonderful book of twists and turns!

I was won over immediately by the writing style. At once dark and flippantly humorous, the author has a fine eye for detail, and more than once I found myself laughing out loud, only to be silenced moments later due to a suspenseful turn of events. You'll find, in the beginning, that a dictionary will come in hand, and I urge you to look up any words you don't understand. More often than not, you'll find that the knowledge of the word enriches the reading experience, and the quirkiness of the "big word" is appropriate for the setting. For example, phthisis means pulmonary tuberculosis. And as it's used in the book, it's hysterical. Really.

The actual game described in the title is astonishingly innovative; I've never seen anything like it. To say anything about it gives too much away, so I'll hope only that you trust me.

The Booklist review, as well as the inside jacket flap, do a wonderful job of setting the scene, so I'll end by saying: this book NEEDS to have a broader reading audience. At the writing of this review, the book ranked 73,034 on Amazon's listing. That must change. I have a very difficult time imagining someone reading this book and not being highly entertained, for there is ample entertainment value, of myriad kinds, on every page. If you take my recommendation, you won't regret it.

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