Gaming Unplugged: Board Games, Card Games, and Party Games to use in Teen Programs

Gaming Unplugged

I’ve talked before about ready-made craft programs on the blog in what I call Maker Kits–pre-bundled supplies for programs ideal to use for passive programming or (in pandemic life) to repurpose for grab and go programming.

Today I have some quick ideas for low-tech gaming (with minimal set up and generally quick game play) if you want to do an “unplugged” game program”

  • Card Games: It’s pretty old school but I like having some standard decks of playing cards on hand for game programs. You can also have a book of solitaire games (and shock everyone when you reveal that yes, we used to play with real cards!) and books with basic card games (there’s The Card Game Bible and Hoyle’s Modern Encyclopedia of Card Games if you’re looking for where to start). There are also novelty decks for specific games like Old Maid or Crazy Eights and more. You can also explain card counting with Black Jack. Then, of course, there’s the classic: Uno. If none of the games appeal, you can always have everyone try to build card houses.
  • 1,000 Blank White Cards: This game is about as low tech as it gets. All you need to start are some pens and note cards. Players make the deck as they go so teens can create cards in addition to some you made ahead of time (maybe with help from volunteers). The game can take any form depending on what cards are created. Most involve some kind of point value, an action, and an illustration. Want to know more before you get started? There’s a wiki for that.
  • Charades: I am on a crusade to make sure teens know how to play charades and let me tell you it’s been uphill at my library. Charades has players draw a word/phrase of some kind and pantomime the action or words within to get others to guess the answer. It can be played either individually or in teams. I suggest using a word generator or other strategy to create prompts ahead of time because when I had teens write them up it devolved into a lot of obscure video game characters. You may also have to explain the concept with some examples. I had prompts in one game for “Little Women” and “The Hunger Games” and teens tried to act out the entire story instead of just the title.
  • Codenames: This game has a couple of version. I’ve been using the Codenames Pictures version. The game can work with 2-8 players (or more in teams) so it’s great for larger groups as well. Codenames is a cross between “Guess Who?” and “Battleship” with Spymaster players who lay out the board and know the location of their own spies on the board. Spymasters then use clues based on picture tiles in the game to reveal those locations to the rest of their team (example: “1, game” would tell the other players to look for the one tile on the board that refers to a game, possibly a dice or a billiard ball) to uncover the spies. Whoever collects all of their spies off the board first wins.
  • Coup: Easily one of my favorite games, Coup is a bluffing game where players compete to wield the most influence and win the game. The game includes a deck of cards, coins, and some how-to/role cards and works with 2 to 6 players (or more if you do teams. I think of this game as extreme “Go Fish.” Every player starts with two hidden cards which can take on various roles. Players then have to take actions to draw currency and gather enough money to either assassinate the competition or unseat them in a coup (forcing them to reveal a card). Whoever ends the game with more influence (one or two cards still hidden) wins. I love it for programs because it can be as easy or as hard as teens want to make it.
  • Dominoes: Dominoes is about as basic as it gets for low-tech games. There are a variety of ways to play but essentially you are matching pips (dots) to remove them from your hand of dominoes. Winning can either be done by using all dominoes in your hand or by determining points at the end of the game depending on what works for your crowd. Dominoes come in a range of sets including Double 6 (the highest domino has 6 pips on each side) up to double 18. I would suggest going with at least a double 12 set if you are playing with teens to make the game more complex. Having a larger set also means there will also be more dominoes to play so it will work better for larger groups. There is also a variant called Squaremino if you’re into that.
  • Grifters: This game is a from the people behind Coup but a bit more complicated. In this deck building game, players are all in charge of a group of criminals with various skills in brain, speed, or brawn. Players build their deck of grifters to complete different jobs and earn coins. Whoever has earned the most after all jobs are completed wins. Grifters works for 2-4 players (or teams therein) and it’s a bit more complicated so play runs longer but if you have the time it’s a blast.
  • Jenga: Does this need any explanation? Probably not.
  • Mafia: I only heard about this game while searching for information to put in this post. It sounds a little complicated at first but I think with the right group of teens it could be a lot of fun. It seems like it could be a good ongoing game for a program with regular attendance like an advisory group or some kind of club.
  • Sushi Go: This pick and pass game works for 2 to 5 players and involves building various sets of sushi. Go Fish but with fish that you eat.
  • Who Wins?: You might have seen this book on YALSA’s 2017 Quick Picks for Reluctant Young Adult Readers list. Who Wins? is an interactive book that pits various historical figures ranging from Nicola Tesla to Harriet Tubman in head-to-head competitions in everything from The Hunger Games to ping pong. If you act as moderator and raise questions about the various merits of each figure (“Would George Washington’s wealth–rated 10/10–be any help to catch Jack the Ripper?”) it can lead to some interesting discussions. Teens also had a great time setting up various competitions. I brought this along with several other games to a program but the book kept everyone occupied for the entire hour.
  • Yahtzee or Dice: Yahtzee is a counting game but instead of cards you’re working with dice to build various sequences. You can buy a kit or just get some dice and make your own scoring. You can also up the stakes with double dice.

It All Comes Back to You: A Review

It All Comes Back to You by Farah Naz RishiKiran Noorani has life after high school all mapped out. She’ll stay close to home in Philadelphia for college so she can be near her dad. Being a premed freshman at UPenn will be challenging, of course, but Kiran she and her sister Amira will be able to make up for lost time when they move into an apartment together near campus. It won’t be perfect because Kiran’s mother will still be dead. But it will be close.

Except Amira has been dating someone for months without telling Kiran. Someone she might want to move all the way to California with even though she barely knows him. Kiran wants the best for her sister and she’s already certain this mystery man is not it.

Deen Malik couldn’t be happier when he hears that his older brother, Faisal, has a great girlfriend. It’s no less than Faisal deserves–especially after everything he’s given up for Deen.

Deen is less enthusiastic when he realizes that Amira’s sister is Deen’s secret ex. No one knew when Deen and Kiran dated three years ago. Which is fine. It’s long over between them. But Deen is determined to make sure Faisal’s own romance doesn’t meet the same fate.

While Kiran does everything she can to sabotage this relationship, Deen is just as determined to keep the romance on course. With the two of them so busy obsessing over their siblings’ relationship, will they miss their own chance at closure and maybe something more in It All Comes Back to You (2021) by Farah Naz Rishi.

Find it on Bookshop.

It All Comes Back to You alternates between Kiran and Deen’s first person narrations in the weeks leading up to Amira and Faisal’s wedding. Chats from the MMORPG that Kiran and Deen both play and text messages help flesh out the backstory that broke up their secret relationship three years ago. Kiran and Deen (and their relatives) are Pakistani American and Muslim.

Rishi packs a lot into this story that centers around the whirlwind wedding preparations. Kiran is still grieving her mother’s death the year before while trying to reconcile her premed plans with her love for dance Deen, meanwhile, is struggling to care about his freshman coursework and determined to self-destruct before anyone can expect better of him.

Although the two couldn’t be farther apart in real life, anonymous chats in their MMORPG game Cambria are a touchstone for both protagonists as they pursue their singular goals. Kiran and Deen both mean well and want the best for their siblings. They also both make some really terrible decisions to accomplish what they think is best. Kiran, in particular, is hard to cheer on while she works so hard to sabotage the wedding, expose secrets that aren’t hers to tell, and otherwise make sure Amira stays on the path that Kiran wants her to follow.

It All Comes Back to You is a fast-paced contemporary romance that is as focused on family as it is on second chances. Recommended for readers looking for a new hate-to-love romance and two main characters who have a lot of room to grow throughout the story.

Possible Pairings: Alex, Approximately by Jenn Bennett, Seoulmates by Susan Lee, Tweet Cute by Emma Lord, Save the Date by Morgan Matson, Analee in Real Life by Janelle Milanes, Don’t Hate the Player by Alexis Nedd, Charming As a Verb by Ben Philippe, Drizzle, Dreams, and Lovestruck Things by Maya Prasad, Last Chance Books by Kelsey Rodkey

*An advance copy of this title was provided by the publisher for review consideration*

Don’t Hate the Player: A Chick Lit Wednesday Review

Don't Hate the Player by Alexis NeddEmilia Romero is the star of her high school field hockey team, a straight A student, and a world class secret keeper. It’s the only way she’s found to keep her double life as a player on a competitive esports team in Guardians League Online (GLO) on the down low. Emilia isn’t ashamed of her gaming–she knows she’s great at it. But she also knows that the gaming community is very white and very male and not a great place for a Puerto Rican teen girl to be honest about who she is.

When her team qualifies for a local eSports tournament, Emilia knows she can’t miss this opportunity. Keeping her gaming life separate from her real life, gets a lot more complicated when Emilia recognizes one of the competitors.

Jake has had a crush on Emilia since they met as kids at an arcade birthday party. His underdog team qualifying for the tournament is exciting enough. Seeing Emilia and being thrown back into her orbit? That’s a whole other level.

Competing in the tournament should be as simple as letting the best player win. But when the stakes rise Emilia and Jake both realize they have a lot to gain–and potentially lose–depending on the tournament’s outcome. Growing closer as gamers is great but it will take more than the perfect hidden combo to make sure they can stay close in real life too in Don’t Hate the Player (2021) by Alexis Nedd.

Find it on Bookshop.

Don’t Hate the Player is Nedd’s debut novel. Most of the story is narrated by Emilia with some chapters in third person following Jake.

Nedd knows her stuff and delivers a story entrenched in online gaming that remains approachable to non-gamer readers. The high stakes of the tournament contrast well with the tension as, with Jake’s help, Emilia tries to keep her identity a secret to avoid harassment from the gaming community. Jake has been a gamer all of his life and is aware of the harassment faced by non-male/non-white players from the experiences of his own GLO teammates who include BIPOC players who are queer and trans.

Emilia’s efforts to balance her parents’ expectations with her own desires adds a lot of dimension to the story. Both Jake and Emilia’s friends offer a strong support system as the competition at the tournament amps up and add a lot of humor to the story.

Don’t Hate the Player is a funny, romantic story that shines a light on the joys (and hazards) of the gaming community while proving that sometimes a little competition can bring people together. Recommended for gamers, romantics, and readers looking for books with a healthy dose of humor.

Possible Pairings: Emergency Contact by Mary H. K. Choi, Chaotic Good by Whitney Gardner, In Real Life by Jessica Love, Analee in Real Life by Janelle Milanes, It All Comes Back to You by Farah Naz Rishi, Don’t Read the Comments by Eric Smith, Follow Your Arrow by Jessica Verdi

*An advance copy of this title was provided by the publisher for review consideration*

Wildcard: A Review

*Wildcard is the conclusion of Marie Lu’s Warcross trilogy. To avoid spoilers start at the beginning with Warcross.*

cover art for Wildcard by Marie LuEmika Chen was a bounty hunter and a hacker. Now, she’s a fugitive.

Emika’s tried to hack the Warcross Championship and stop Hideo’s NeuroLink algorithm from going online. She failed.

Now Hideo is using the algorithm to prevent crimes and force criminals to turn themselves in. But with Hideo controlling almost everyone in the world, how long before he becomes corrupt himself?

Still determined to stop him, Emika enlists the help of her former teammates, the Phoenix Riders, to find a way to shut the algorithm down before its too late. But Hideo isn’t the only threat anymore.

With a bounty on her head, Emika becomes entangled with mysterious hacker Zero and the Blackcoats–a ruthless crew of vigilantes. The Blackcoats want to stop Hideo too. But they don’t care about any extra bloodshed along the way.

With nowhere to hide and no one to trust, Emika will have to decide for herself how far she’s willing to go to stop the Neurolink–especially if stopping the algorithm means sacrificing Hideo in Wildcard (2018) by Marie Lu.

Find it on Bookshop.

Wildcard is the conclusion to Lu’s high tech sci-fi duology that started in Warcross.

Wildcard picks up right where Warcross left off. With days left before the Warcross Closing ceremony and the launch of the algorithm to all Neurolink users, Emika and her friends are at a loss for how to stop what seems inevitable. Emika’s efforts to stop the algorithm are further complicated by her continued attraction to Hideo and her hope that he might be still be saved from himself.

Despite the ostensibly higher stakes, it’s hard to feel invested in Wildcard‘s plot. Even the imminence of the algorithm’s worldwide launch and Emika having to literally fight for her life at every turn failed to add any sense of urgency to the story. The shift in focus as Emika’s challenges become more internal (Should she work with Zero? Can she save Hideo?) combined with much more time spent in the Neurolink’s virtual world make the story feel that much more abstract.

Warcross had a plot that could have easily been resolved with a few honest conversations. This flaw is amplified in Wildcard and much harder to ignore. Most of the plot revolves around a fundamental, and baffling, lack of communication between characters right until a deus ex machina ending brings everything to a quick (if sometimes messy) resolution.

This duology introduces readers to a fantastic world filled with surprisingly plausible technology and a truly memorable group of characters. Despite shortcomings in the plot, Wildcard offers fans a satisfying and appropriate conclusion for a favorite cast of characters.

Possible Pairings: Empress of a Thousand Skies by Rhoda Belleza, A Crown of Wishes by Roshani Chokshi, For the Win by Cory Doctorow, Ready Player One by Ernest Cline, Defy the Stars by Claudia Gray, Unearthed by Amie Kaufman and Meagan Spooner, Rebel Seoul by Axie Oh, Strange Exit by Parker Peevyhouse, The Light at the Bottom of the World by London Shah, Heir Apparent by Vivian Vande Velde, Partials by Dan Wells

*An advance copy of this title was provided by the publisher for review consideration at BookExpo 2018*

Warcross: A Review

“Everything’s science fiction until someone makes it science fact.”

cover art for Warcross by Marie LuEmika Chen’s life is a constant struggle. Since her father’s death she’s been drowning in debt as she tries to pay off the medical expenses and gambling debts he left behind. Emika is a stellar hacker but thanks to the arrest on her record she can’t get any jobs near a computer. Instead she works as a bounty hunter tracking down petty criminals who do stupid things like gamble on Warcross and hustling to stay ahead of the competition.

Warcross is the one place where Emika can relax. The virtual reality game is a diversion, a competition, and place where Emika can remember what she loves: coding. With an eviction notice hanging over her head it’s also a place where she can take a big risk and hack into the opening game of the Warcross Championship to try and steal an item and erase her debt.

When the hack goes spectacularly wrong Emika thinks she’s heading for a swift arrest and jail. But instead she is whisked to Tokyo where she meets Warcross’s creator–eccentric young millionaire Hideo Tanaka–and is hired to work as a spy and bounty hunter tracking down a hacker who is threatening the Warcross world.

To cover for her real mission Emika is placed in the Wardraft and becomes part of the Championship. Winning the Championship and finding the hacker could change Emika’s life. Getting too close to the truth could change the world of Warcross and beyond forever in Warcross (2017) by Marie Lu.

 Find it on Bookshop.

Warcross is the first book in Lu’s Warcross duology.

Lu has once again created a well-realized and fascinating world where virtual reality and augmented reality are plausibly integrated into everyday life. This plot-driven story is fast-paced and full of action as Emika’s investigation brings her into Tokyo as well as the virtual worlds of Warcross and the Dark World typically inhabited by criminals and hackers.

The coding and gameplay aspects of Warcross can feel convenient while more than one twist will leave readers wondering if a few frank conversations between characters could have avoided many of the novel’s main conflicts. The tension of the championship and the urgency of Emika’s investigation to track down the Warcross hacker, known only as Zero, raise the stakes enough to detract from these holes in the plot.

Warcross is filled with distinct characters from a variety of backgrounds ranging from poor Hammie, a champion Thief in Warcross who uses her winnings to support her family to DJ Ren–a champion Warcross player/French DJ sensation–and Phoenix Rider team captain Asher who is American and flies through Warcross games in virtual reality while navigating the real world in a high tech wheelchair. While Emika is immediately drawn into the camaraderie and competition surrounding Warcross (not to mention drawn to enticing and mysterious Hideo) she knows she can’t let her guard down if she wants to identify Zero and beat the other bounty hunters to the prize.

The high stakes of the Warcross championship blend well with the larger mystery of finding Zero.The excitement and twists, particularly in the second half of the novel, work well to draw readers in and help them ignore the fact that a few frank conversations could solve most if not all of Emika and Hideo’s problems.

This duology starter is filled with inventive world building, top notch characters, and provocative questions about who (if anyone) deserves a redemption arc. Warcross draws readers in with action and gaming, but where it really shines is with the thoughtful meditation on what separates heroes from villains in a world that is anything but black and white. Recommended.

Possible Pairings: Empress of a Thousand Skies by Rhoda Belleza, A Crown of Wishes by Roshani Chokshi, For the Win by Cory Doctorow, Ready Player One by Ernest Cline, Defy the Stars by Claudia Gray, Unearthed by Amie Kaufman and Meagan Spooner, Rebel Seoul by Axie Oh, Strange Exit by Parker Peevyhouse, The Light at the Bottom of the World by London Shah, Heir Apparent by Vivian Vande Velde, Partials by Dan Wells

*An advance copy of this title was provided by the publisher for review consideration at BookExpo 2017*

Deadly Pink: A Chick Lit Wednesday Review

Deadly Pink by Vivian Vande VeldeWhen Grace’s mother pulls her out of class Grace knows something is wrong. What she never would have guessed is that it’s Grace’s smart, talented, generally better sister Emily who is in trouble.

After working at Rassmussem as a game programmer for college credit, Emily has inexplicably decided to go into the game she was building. According to the note she left behind, Emily doesn’t plan to come out. Ever.

With time running out before the immersive reality game equipment does permanent damage to Emily, Rassmussem is running out of options to get Emily out of a game she clearly doesn’t want to leave. They hope Grace might be able to help.

But inside the game is nothing Grace expected. Her sister has taken refuge inside a game designed for little girls complete with frilly dresses and unicorns. Worse Emily wants nothing to do with Grace and she definitely doesn’t want to leave.

Grace always considered herself the average sister compared to Emily. But with her sister in real danger, this average girl will have to think her way out of this problem before it’s too late in Deadly Pink (2012) by Vivian Vande Velde.

Find it on Bookshop.

Deadly Pink is Vande Velde’s third novel featuring Rassmussem games with the first and second being Heir Apparent and User Unfriendly respectively.

Fourteen-year-old Grace is an authentic narrator with equal parts sarcasm and (especially later in the novel) ingenuity. While the game itself is not the most interesting, or well-developed, setting Vande Velde does an excellent job presenting Grace’s complicated relationship with her older sister.

Unlike Heir Apparent the focus of this book is more on the characters than the game play. With most of the non-playing characters playing minor roles in the plot, most of the story deals with Grace trying to convince Emily to leave the game.

While both sisters are well-rounded characters, the lack of setting and secondary characters for the majority of the novel is a major weakness. The game is never explained to Grace or the reader giving the effect of Grace running blindly through the game with little understanding of where she is supposed to go or how she is going to save Emily. Grace’s constant plodding through the game while never asking advice from anyone makes for a plodding plot that drags.

The story picks up in the last third of Deadly Pink as Grace comes into her own. Finally embracing her strengths andalso using the limitations of the game’s play to her own advantage, Grace proves at last that she is a heroine worth reading about. If the entire book had been like this small part, it would have been a definite winner.

Unfortunately the story falters once again with a rushed ending to explain Emily’s motivations to go into the game as well as a hurried explanation of what happens after the game is over.

If there are more Rassmussem stories to be told, one can only hope they will return to the style of Vande Velde’s earlier novels.

Possible Pairings: Boy Proof by Cecil Castellucci, Dramacon by Svetlana Chmakova, Alter Ego by Robbie Cooper, Missing Abby by Lee Weatherly, Princeless Book One: Save Yourself by Jeremy Whitley and M. Goodwin

Alter Ego: Avatars and Their Creators (a non-fiction review)

Alter Ego coverAt first glance, Robbie Cooper’s Alter Ego: Avatar and Their Creators (2007) is fundamentally a coffee table book: large, non-standard size, glossy photos, high quality paper, and a really interesting topic. But it’s also more than that.

With the unprecedented popularity of massively multiplayer online role-playing games (MMORPG) like Second Life and World of Warcraft, avatars–the customized, computerized virtual characters that move around a computer game when you move your mouse or type on the keyboard–are a big deal. They’re not only how a player interacts with a given game interface, they are also how a player presents themselves to that game.

For that reason, avatars also become a part of a player’s life–sometimes simply to enable gameplay but also often in very meaningful ways unrelated to the game per se. The chosen title of this book, Alter Ego, points out that fact very well. These are characters that players alter for various reasons. Some to adopt a persona more accurate than a physical appearance could ever be. Others to create a virtual version of themselves down to the smallest detail. At the same time, avatars also can become an alternative personality.

In this book Cooper has collected photographs of real people and the avatars they have created for themselves. The book also provides vital statistics (who they are, where they live, game played, etc.). Each person interviewed also explains, in their own words, the thought process that went into making their avatar and what it (and online role play gaming in general) means to their lives.

The book and its range of subjects is fascinating. Senior citizens in a nursing home, a disabled young man, teens, drag queens, actors, entrepreneurs, and regular people are all represented in this book. And they all have an avatar.

No one really knows what the implications of increased online socialization will be yet. But in a time where more and more time is spent online, Alter Ego shows that there is a lot more to gaming than mashing a few buttons.

(Also, the cover looks cool here but it’s even cooler in person because it’s holographic!)

Possible Pairings: Boy Proof by Cecil Castellucci, Dramacon by Svetlana Chmakova, Freak Show by James St. James, Heir Apparent by Vivian Vande Velde, Missing Abby by Lee Weatherly
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Sound good? Find it on Amazon: Alter Ego

Heir Apparent: A Chick Lit Wednesday review

Heir Apparent by Vivian Vande VeldeVivian Vande Velde is one of the best fantasy writers out there (and one of my favorites if you couldn’t tell already). Her stories are believable and populated with characters you’ll remember long after the book is closed. They are also surprisingly believable given that they are fantasies. Such is the case with Heir Apparent (2004), which takes place in some undisclosed future time.

Find it on Bookshop.

Despite the short amount of time spent in the story’s “present,” Vande Velde manages to describe enough of the the environment to make it feel real. The problems start for the narrator, Giannine, when the automated bus won’t let her off at her chosen stop (a game store). Like all good characters, fourteen-year-old Giannine easily circumvents the computer and makes her way back to the Rasmussem Gaming Center.

The story gets into gear when Giannine enters a full-immersion virtual reality game (by the same name as the title of the book) to compete to rule a kingdom. Giannine is just getting the hang of the game when she receives some bad news from the owner of the gaming center: Protesters outside of the gaming center (from Citizens to Protect Our Children ironically enough) stormed the entrance and damaged the equipment. Giannine can’t get out of the game unless she wins. The problem? If Giannine loses she might not be able to leave the game environment at all–because she’ll be dead.

As you might have guessed by that little summary, most of this story revolves around Giannine playing the game over and over as she tries to win. This creates a lot of repetition–as we watch Giannine go through the same scenarios repeatedly with varying levels of success. (If this sounds similar to the premise of “Groundhog Day” that’s because it is.)

Happily, instead of seeming redundant, the story/plot remains interesting. Vande Velde artfully describes the gameplay so that readers won’t get bored. This makes the book go by really fast. Even though Vande Velde covers the same territory multiple times, she never gets redundant. Each run through reads slightly differently and covers a different part of the story. Similarly, since Giannine also loses the game several times, Vande Velde creates pseudo-alternative endings for the story by showing Giannine pitfalls as she works her way towards a win.

The characters are extremely interesting and the premise–while not totally new–is unique, as is the author’s handling of it. The story features Vande Velde’s usual humor throughout. What it doesn’t feature is her usual ambiguous ending. The story is still open-ended but it has more closure than are found in A Well-Timed Enchantment or Companions of the Night (both also by Vande Velde and also highly recommended), which makes for a nice change. Heir Apparent also lacks the typical romantic subplot, making the novel’s appeal stronger for boys and placing a heavier focus on the action and relations between all of the characters (instead of the main character and her romantic interest).

Heir Apparent is a timely book looking forward to what video games might one day be while also reminding readers that there’s no harm in a good game–as long as overzealous protesters don’t get in the way at least.

Possible Pairings: Boy Proof by Cecil Castellucci, Dramacon by Svetlana Chmakova, Alter Ego by Robbie Cooper, Warcross by Marie Lu, Missing Abby by Lee Weatherly, So Yesterday by Scott Westerfeld, Princeless Book One: Save Yourself by Jeremy Whitley and M. Goodwin, Audrey’s Magic Nine by Michelle Wright, illustrated by Courtney Huddleston and Tracy Bailey

Missing Abby: A Chick Lit Wednesday Review

Missing Abby by Lee WeatherlyAbby is missing long before she disappears at the beginning of Missing Abby (2006) by Lee Weatherly. Narrated by Abby’s former-best-friend, Emma, the plot examines how their friendship deteriorated in the past while looking at the events surrounding Abby’s disappearance in the present.

This novel, Weatherly’s second, uses Abby’s disappearance to tell Emma’s story. The novel is told in chapters, one for each day after Abby is reported missing. As the story moves farther away from that day, the focus shifts from wondering what happened to Abby as readers begin to wonder what happened between the two girls. Because at thirteen, they are still girls–a fact that is not always obvious from the narration that seems to sound more like the voice of a seventeen-year-old.

Through a strange coincidence, Emma is the last person to see Abby before she gets off a local bus and vanishes. When Emma has to report everything she remembers about that day to the police she also starts to remember their old friendship. Anger often flares up through the worry Emma shows for Abby. Weatherly handles these conflicting emotions well, her narration making it clear that Abby is missed even while Emma is still angry with her.

Just why Emma is so angry at Abby is not clear until the last half of the story. Her reasons for ending the friendship are revealed in dribs and drabs that interrupt the regular narrative: “Freak. The word slithered into my mind, breaking the spell.” Through these fragments readers can piece the girls’ back-story together before Emma reveals the finer details.

Weatherly maintains a level of suspense throughout the story as Emma and Abby’s friends try to learn what happened to her. Emma’s cryptic references to “Balden” and “Karen Stipp” also draw readers further into Emma and Abby’s past. At the same time, the plot remains necessarily one-sided as Abby never gets the chance to tell her experiences.

I really like the message of this story. How, interestingly, it is only after Abby goes missing that Emma is able to realize how precious Abby was as a friend and subsequently find herself again. The writing only falters at the end, where Weatherly seems desperate to neatly tie up the loose ends of a story that was never clear-cut or neat.

As readers my have guessed, this book doesn’t end on an entirely up note. But if you can handle a slightly sad read, give it a try. Also, on a totally shallow level, I absolutely love the cover art on the hardcover edition of this book. The illustration is beautiful and is the main reason I became interested enough in this book to pick it up.

Possible Pairings: The Alison Rules by Catherine Clark, Alter Ego by Robbie Cooper, Boy Proof by Cecil Castellucci, Dramacon by Svetlana Chmakova, The Night She Disappeared by April Henry, This Raging Light by Estelle Laure, I Am Princess X by Cherie Priest, Heir Apparent by Vivian Vande Velde