In Dantessa, where people’s Great Game rankings determine their status, Pia accepts a deadly challenge to save her grandfather.
Three hundred years ago, the prince of Dantessa challenged Death to a game and won. Now, magically arbitrated gaming drives the island’s culture, and 12-year-old Pia Paro is finally old enough to participate. Then her grandfather loses his status, and an arbiter of the game’s magical constructs disappears him to labor as a pawn. Desperate for the money that can save Gramps, Pia joins the Seafoxes, a team comprising four other impoverished players who are attempting the deadly game of noctis. The Seafoxes’ chances against wealthy teams (who can buy magical “boons” and cheat) are slim, though. Even harder is competing against a team that includes Renzo, Pia’s former best friend, whose actions lost Gramps his job and home. Perhaps the Seafoxes’ only chance is to change the rules. Dantessa’s Venetian-inspired world of canals and palazzos is intricately built, lush with sensory detail, and a vividly imagined magical gaming culture. Pia is a resilient, brave, and empathetic character. Struggling with the Great Game’s innate unfairness and Renzo’s inexplicable betrayal, she wants to follow her grandfather’s advice to play safe but risks it all for a chance at greater change. Both the lead and supporting characters are distinct and intriguing, and the action is expertly paced. Diversity in skin tone and sexuality is casually woven into the story.
A richly creative magical adventure about challenging an unfair status quo.
(Fantasy. 10-13)