When Brian and Gregory receive an invitation to stay at a distant relative’s strange mansion . . . well, they should know better than to go. Trips to distant relatives’ strange mansions rarely go well.
When Brian and Gregory receive an invitation to stay at a distant relative’s strange mansion . . . well, they should know better than to go. Trips to distant relatives’ strange mansions rarely go well. And this mansion is even stranger than most. Uncle Max doesn’t really know what century he’s in. The butler boils socks. And the attic houses the Game of Sunken Places. Is the Game of Sunken Places an ordinary board game? Hardly! The Game of Sunken Places looks like a board game. And most of the time it acts like a board game. But from the moment Brian and Gregory start playing, they are caught up in an adventure that goes far beyond the board. Soon the boys are dealing with attitudinal trolls, warring kingdoms, and some very starchy britches. Luckily, Brian and Gregory have wit, deadpan observation, and a keen sense of adventure on their side. In this fantastic, fun, and funny novel, M. T. Anderson takes both his characters and his readers to a small, obscure corner of Vermont that they’ll never, ever forget.
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