Invitation to the Game


Monica Hughes - 1991
    Lisse and her friends are unemployable after graduation, but the government gives them an abandoned warehouse in a bleak neighborhood to live in. Anxious to escape their dreary lives, the friends embrace The Game, which takes them to paradise. But is this world real or only a computer simulation?

The Secret of Platform 13


Eva Ibbotson - 1994
    Carefully hidden from the world, the Island is only accessible when the door opens for nine days every nine years. A lot can go wrong in nine days. When the beastly Mrs. Trottle kidnaps the prince of the Island, it's up to a strange band of rescuers to save him. But can an ogre, a hag, a wizard, and a fey really troop around London unnoticed?

Holes


Louis Sachar - 1998
    A curse that began with his no-good-dirty-rotten-pig-stealing-great-great-grandfather and has since followed generations of Yelnats. Now Stanley has been unjustly sent to a boys’ detention center, Camp Green Lake, where the boys build character by spending all day, every day digging holes exactly five feet wide and five feet deep. There is no lake at Camp Green Lake. But there are an awful lot of holes.It doesn’t take long for Stanley to realize there’s more than character improvement going on at Camp Green Lake. The boys are digging holes because the warden is looking for something. But what could be buried under a dried-up lake? Stanley tries to dig up the truth in this inventive and darkly humorous tale of crime and punishment—and redemption.

The Supernaturalist


Eoin Colfer - 2004
    He's sent to the Clarissa Frayne Institute for Parentally Challenged Boys, Freight class. At Clarissa Frayne, the boys are put to work by the state, testing highly dangerous products. At the end of most days, they are covered with burns, bruises, and sores. Cosmo realizes that if he doesn't escape, he will die at this so-called orphanage. When the moment finally comes, Cosmo seizes his chance and breaks out with the help of the Supernaturalists, a motley crew of kids who all have the same special ability as Cosmo-they can see supernatural Parasites, creatures that feed on the life force of humans. The Supernaturalists patrol the city at night, hunting the Parasites in hopes of saving what's left of humanity in Satellite City. Or so they think. The Supernaturalist soon find themselves caught in a web far more complicated than they'd imagined, when they discover a horrifying secret that will force them to question everything they believe in. Eoin Colfer has created an eerie and captivating world-part Blade Runner, part futuristic Dickens-replete with non-stop action

Demons of the Ocean


Justin Somper - 2005
    Connor, aboard a pirate ship, learns to swordfight. For Grace, aboard a ship of vampire pirates, danger is great. What will it take for them to find each other?

My Side of the Mountain


Jean Craighead George - 1959
    Young Sam Gribley gets to the end of the block and keeps going--all the way to the Catskill Mountains of upstate New York. There he sets up house in a huge hollowed-out tree, with a falcon and a weasel for companions and his wits as his tool for survival. In a spellbinding, touching, funny account, Sam learns to live off the land, and grows up a little in the process. Blizzards, hunters, loneliness, and fear all battle to drive Sam back to city life. But his desire for freedom, independence, and adventure is stronger. No reader will be immune to the compulsion to go right out and start whittling fishhooks and befriending raccoons. Jean Craighead George, author of more than 80 children's books, including the Newbery Medal-winning Julie of the Wolves, created another prizewinner with My Side of the Mountain--a Newbery Honor Book, an ALA Notable Book, and a Hans Christian Andersen Award Honor Book. Astonishingly, she wrote its sequel, On the Far Side of the Mountain, 30 years later, and a decade after that penned the final book in the trilogy, Frightful's Mountain, told from the falcon's point of view. George has no doubt shaped generations of young readers with her outdoor adventures of the mind and spirit. (Ages 9 to 12) --Emilie Coulter

Chasing Redbird


Sharon Creech - 1997
    So when she finds a long-forgotten trail in the wild woods near her home, she resolves to follow it. It's a journey that leads her to unravel the dark secrets of her aunt's life - and her own. And while Zinny chases ghosts in the woods, gorgeous Jake Boone is determined to chase her . . .

Eight Cousins


Louisa May Alcott - 1874
    How could such a delicate young lady, used to the quiet hallways of a girls' boarding school, exist in such a spirited home? It is the arrival of Uncle Alec that changes everything. Much to the horror of her aunts, Rose's forward-thinking uncle insists that the child get out of the parlor and into the sunshine. And with a little courage and lots of adventures with her mischievous but loving cousins, Rose begins to bloom.Written by the beloved author of Little Women, Eight Cousins is a masterpiece of children's literature. This endearing novel offers readers of all ages an inspiring story about growing up, making friends, and facing life with strength and kindness.

Bury Me Deep


Christopher Pike - 1991
    But the vacation gets off to a gruesome start. The boy beside her on the plane chokes and dies. Jean tries to push the incident out of her mind when she arrives on the island, but find it impossible. Part of the reason is because Mike keeps coming back to her in dreams. Horrible dreams filled with blood.Two of Jean's friends are awaiting her in Hawaii—Mandy and Michele. They have already made friends with two young men who teach scuba diving at the hotel—Dave and Johnny. Jean and Johnny quickly become friends. But there are problems in paradise. Besides Jean's continuing nightmares, Dave and Johnny have recently lost a partner in the ocean. No one knows how he died. No one can find his body. But then Jean finds Mike's body. It isn't where it's supposed to be and seems to have some life in it.

The Egypt Game


Zilpha Keatley Snyder - 1967
    But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard behind the A-Z Antiques and Curio Shop, Melanie and April decide it's the perfect spot for the Egypt Game.Before long there are six Egyptians instead of two. After school and on weekends they all meet to wear costumes, hold ceremonies, and work on their secret code.Everyone thinks it's just a game, until strange things begin happening to the players. Has the Egypt Game gone too far?

Bunnicula


Deborah Howe - 1979
    and fangs!

The Merchant of Death


D.J. MacHale - 2002
    He has a family, a home, and even Marley, his beloved dog. But there is something very special about Bobby.He is going to save the world.And not just Earth as we know it. Bobby is slowly starting to realize that life in the cosmos isn't quite what he thought it was. And before he can object, he is swept off to an alternate dimension known as Denduron, a territory inhabited by strange beings, ruled by a magical tyrant, and plagued by dangerous revolution.If Bobby wants to see his family again, he's going to have to accept his role as savior, and accept it wholeheartedly. Because, as he is about to discover, Denduron is only the beginning....Cover illustration by Victor Lee

Castaways of the Flying Dutchman


Brian Jacques - 2001
    Their travels lead them to Chapelvale, a sleepy nineteenth century village whose existence is at stake. Only by discovering the buried secrets and solving the dust-laden riddles of the ancient village can it be saved.

Underground to Canada


Barbara Smucker - 1978
    Every day that she spends huddled in the slave trader’s wagon travelling south or working on the brutal new plantation, she thinks about the land where it is possible to be free, a land she and her friend Liza may reach someday. So when workers from the Underground Railroad offer to help the two girls escape, they are ready. But the slave catchers and their dogs will soon be after them…

Tunnels


Roderick Gordon - 2007
    In fact, the only bond he shares with his eccentric father is a passion for archaeological excavation. So when his dad mysteriously vanishes, Will is compelled to dig up the truth behind his disappearance. He unearths the unbelievable: a subterranean society that time forgot. "The Colony" has existed unchanged for a century, but it's no benign time capsule of a bygone era. Because the Colony is ruled by a merciless overclass, the Styx. Will must free his father--is he also about to ignite a revolution?