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Wizards of The Game [Hardcover]

David Lubar (Author)
4.1 out of 5 stars  See all reviews (7 customer reviews)


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Book Description

April 14, 2003 10 and up5 and up
Mercer Dickenson lives for the battle. Along with his warrior-mage, Shath'dra, Mercer plans to dominate the world of Zule with wealth and power. But first, there is the little problem of Geography class. . . . Such is the real world for Mercer, an eighth grader who loves nothing more than the role-playing fantasy game Wizards of the Warrior World. Until, that is, a group of students protest the game for its simulated use of magic. The local press picks up on the story, and the next thing he knows, Mercer is being stalked by four real-life wizards who desperately need his help. Suddenly the role-playing has become all too real, and Mercer's own life is at stake.

David Lubar has written a funny, tongue-in-cheek fantasy very much in the tradition of Buffy the Vampire Slayer.

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Editorial Reviews

From School Library Journal

Grade 5-8-Mercer Dickensen's passion is a fantasy role-playing game called Wizards of the Warrior World. He and his friends play during free periods, after school, and on weekends. When he is asked to help organize the annual school fund-raiser to benefit a local homeless shelter, he suggests a gaming convention in the gym, with observation posts and all kinds of associated sale and swap tables featuring books and other paraphernalia. His idea is enthusiastically adopted by most of his classmates and teachers, as well as by Pastor Chuck, who runs the shelter. However, a dissenting article in the school paper by a student who links the game with Satanism and devil worship brings out a group of Bible-toting fundamentalists who halt the convention and game playing at school. After Pastor Chuck introduces Mercer to some of the residents of the shelter, these strange people start calling him Magus and beg that he help them return to their own world. It takes some time for Mercer to realize that they are real wizards, but eventually real magic and its related danger overshadow the game controversy. Short, often funny, and easy to read, the story combines wizardry and the real world of eighth grade in a way that is entirely believable and thought-provoking. Both sides of the issues are presented briefly but fairly, from different interpretations of the Bible to the pros and cons of wizardry, both fantasy and real. Help comes from an unexpected source, providing a surprise ending and more food for thought.
Susan L. Rogers, Chestnut Hill Academy, PA
Copyright 2003 Reed Business Information, Inc.

From Booklist

Gr. 6-8. Eighth-grader Mercer Dickensen loves the role-playing game Wizards of the Warrior World. After he convinces his school to sponsor a role-playing weekend tournament in order to raise money for a homeless shelter, he incurs the wrath of a local minister, who manages to get the tournament stopped by convincing the school board that the game is dangerous and evil. The story jarringly proceeds, with Mercer and his friends accidentally opening a portal to another world and finding themselves battling scary supernatural monsters that are released. This unexpected event seems to add credence to the minister's argument. After all, should kids be playing such a game if such supernatural beings can actually be invoked? Despite some awkwardness and confused plotting, the first-person narrative is breezy and funny, and the book will find an audience, especially among children who like role-playing games themselves. Todd Morning
Copyright © American Library Association. All rights reserved

Product Details

  • Reading level: Ages 10 and up
  • Hardcover: 176 pages
  • Publisher: Philomel; 1 edition (April 14, 2003)
  • Language: English
  • ISBN-10: 0399237062
  • ISBN-13: 978-0399237065
  • Product Dimensions: 8.4 x 6.4 x 0.7 inches
  • Shipping Weight: 12.2 ounces
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Best Sellers Rank: #2,776,415 in Books (See Top 100 in Books)

More About the Author

David Lubar is a genuinely funny guy who spent several years programming computer games. He has published several novels for young readers, including Flip, Wizards of the Game and Hidden Talents. Born in New Jersey, David now lives in Pennsylvania with his wife, his daughter, and three cats.

 

Customer Reviews

7 Reviews
5 star:
 (3)
4 star:
 (3)
3 star:    (0)
2 star:
 (1)
1 star:    (0)
 
 
 
 
 
Average Customer Review
4.1 out of 5 stars (7 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

6 of 6 people found the following review helpful:
4.0 out of 5 stars Imaginattion Flying Free -- a review by Emily, April 18, 2003
A Kid's Review
This review is from: Wizards of The Game (Hardcover)
Mercer is an ordinary boy, having fun, and letting his imagination go wild. But what happens when Ed, writer of "(h)E(a)D Lines" and Mercer's partner in geography class, figures out about Mercer's favorite wacky game, and what it's about? Then Ed thinks of an idea to end this game of so-called "madness." He decides to write negative comments about the game in the Cryer, the paper that everyone reads. Can Mercer think of a plan to make them understand? While he struggles with yet another problem? Or will his favorite activity lead to a disaster?

David Lubar lets his imagination fly free, just like his main character, Mercer. He made all of the facts seem exciting, though some were not quite tied up. But when I reached the end, all the bumps in my understanding smoothed and settled. David Lubar has a simple understanding of a child's desire for humor. He'll do anything to simplify the plot of the book. Yet nothing is perfect -- he has Mercer express his feelings by using bad language occasionally. I think the book could have lived without it. But David Lubar does have a wonderful book, in which he seems to express not just Mercer's mind, but also his own.

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5 of 5 people found the following review helpful:
5.0 out of 5 stars Richie's Picks: WIZARDS OF THE GAME, April 16, 2003
By 
This review is from: Wizards of The Game (Hardcover)
"They say that Cain caught Abel rollin' loaded dice
Ace of Spades behind his ear and him not thinkin' twice..."
--Grateful Dead

"What was wrong with these people? Did I go to their church and tell them which songs they could sing? What gave them the right to tell me which games I could play?"

Mercer is a kid who is seriously into Wizards of the Warrior World, one of those popular role-playing games. He's got a bookshelf full of spell casting books, chats for hours about it on message boards, and plays with his friends during study hall and on weekends. He comes up with a great plan to hold a gaming convention as the school's annual fundraiser, until all hell breaks loose when another student writes a newspaper article about the demonic qualities of the game and what it is doing to corrupt the participants.

"Well, you got trouble my friends..."
--Professor Harold Hill

In the hands of a lesser writer, this might have been just another somber, confrontational kids versus adults tale (à la Footloose), but when the four REAL--and really down on their luck--wizards show up (they hang out down at the soup kitchen that was to be the beneficiary before the fundraiser got nixed by the school board), things take a turn for the absurd.

(You might even say this book is "out of this world.")

" 'I destroy wall,' Tortwaller said, thumping himself on the chest. 'Turn bricks to water.' He started to wail and roll his head from side to side.

" 'That spell take forever. One hour each brick,' Nelda said. 'Don't be such a nickel head. We grow old, you grow dizzy, hole still not big enough.' "

There are some great topics for discussion--WIZARDS OF THE GAME will make a GREAT read for book groups--yet those issues never once get in the way of the fun and the excitement.

David Lubar, the former designer and programmer of popular video games, stirs magic, imagination, school board politics, and the First Amendment together into a potion that will turn middle school readers and players into David Lubar fans--as quick as you can say, "Albóndigas!"

Richie Partington...

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2 of 2 people found the following review helpful:
5.0 out of 5 stars This book is GREAT and I hate reading!, March 1, 2008
A Kid's Review
Wizards of the Game is very suspenseful and full of surprises. This exciting book is easy to read (I am in sixth grade) and you can get through it quickly. Even though it's a fast read, it's still really interesting and holds your attention. It is fantasy fiction with wizards and monsters, who are playing a super cool board game where they try to conquer each other. It doesn't teach you any lessons. It's just for fun.

If you are in grades 5 - 9, Read this book!
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Inside This Book (learn more)
First Sentence:
Shortly, if the ancient maps were correct, I'd face my sworn enemy. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
lava demon, real wizards, art room
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Pastor Chuck, Game Lord, Sharing Shepherd, Reverend Oakford, Comic Nook, Principal Calvert, Wizards of the Warrior World, Oscar Wilde Middle School, The Wilde Times
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