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|Game masters of Garden Place|
Author: Markell, Denis
When five sixth-graders accidentally summon warriors from their favorite role-playing game to Brooklyn, they are taken on a wild adventure that tests their wits and their friendships.
|Accelerated Reader Information:|
Interest Level: MG
Reading Level: 4.90
Points: 9.0 Quiz: 501265
Kirkus Reviews (-) (05/01/18)
The Bulletin of the Center for Children's Books (00/07/18)
Full Text Reviews:
School Library Journal - 04/01/2018 Gr 4–6—Ralph and his best friends have been playing the tabletop role-playing game, Reign of Dragons, for years. They all enjoy it but none so much as Ralph, who as the GM (Game Master) takes pride in each and every one of their quests. As the friends enter into sixth grade, outside interests begin to take a toll on their weekly get-togethers. Ralph is desperate to keep it going and has even won a spot in a Reign of Dragons convention. At perhaps their last game night ever, he uses his special 20-sided die, which turns out to be magical; it brings the characters from the game to life. An epic adventure begins and the friends need to utilize their gaming skills to help the characters return home. Amusing misunderstandings abound as the tweens try to orient the group of barbarians, thieves, and wizards to 21st-century Brooklyn. Markell (Click Here to Start) also throws in a fair amount of social commentary on gay rights, homelessness, and gender identity. Too much backstory leading up to the action may lose some readers early on. VERDICT An optional purchase for young fans of Stranger Things and those already familiar with the gaming world of Dungeons and Dragons.—Amy Nolan, St. Joseph Public Library, MI - Copyright 2018 Publishers Weekly, Library Journal and/or School Library Journal used with permission.
Booklist - 06/01/2018 In his sophomore novel, Markell (Click Here to Start, 2016) creates an exciting new adventure exploring friendship and the world of RPG. Ralph and his friends discover the enticing game Reign of Dragons and are sucked into adventures they never expected. When Ralph’s friends start to pull away, a portal opens up and brings their characters into the real world. The five friends must keep their characters out of trouble while trying to get to the bottom of how to send them back. Each of the friends has a unique personality and life separate from the group that realistically ties into how they start growing apart. The game represents a personal journey for Ralph as he’s faced with the reality of growing up and the fear of his friendships breaking up. This fear takes on a personified metaphor as the friends have to work together to solve this fantastical mystery. The characters from the game allow for an often humorous commentary on social issues. Markell explores the trials and changes that come with growing up through a fantasy adventure rooted in friendship. - Copyright 2018 Booklist.