Wander Lost
Wander Lost
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Publisher's Hardcover ©2024--
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HarperCollins
Annotation: From the critically acclaimed author of Float and Glitch comes a new stand-alone adventure full of humor and heart, perf... more
 
Reviews: 2
Catalog Number: #381737
Format: Publisher's Hardcover
Publisher: HarperCollins
Copyright Date: 2024
Edition Date: 2024 Release Date: 06/25/24
Pages: 363 pages
ISBN: 0-06-332621-3
ISBN 13: 978-0-06-332621-7
Dewey: Fic
LCCN: 2023919954
Dimensions: 22 cm
Language: English
Reviews:
Kirkus Reviews

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)

School Library Journal (Wed May 01 00:00:00 CDT 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

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Kirkus Reviews
School Library Journal (Wed May 01 00:00:00 CDT 2024)
Reading Level: 5.0
Interest Level: 4-7

From the critically acclaimed author of Float and Glitch comes a new stand-alone adventure full of humor and heart, perfect for fans of Gordon Korman and Dan Gutman!

Rhett and his brother, Nash, have never been allowed to play board games. It's their mom's most important rule; the twins don't know why, but they know not to push her on it.

When their mom suddenly disappears, they're reunited with Ace, their long-lost grandfather, who reveals that their family is descended from a board game character who escaped his game and lived in the real world. Their family now has the ability to enter the world of any game they want—but this gift also comes with a price. A game character who’s wanted revenge against their mom for decades has finally caught her and is holding her hostage in the world of a game. Which game? That’s up to Rhett and Nash to figure out, even if it means breaking Mom’s most important rule.

But as they learn to use their newly discovered ability, exploring new worlds and facing new challenges and risks, the brothers quickly realize that saving Mom won't be all fun and games. It’s game on… or game over.


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