The story begins when Eric, Charles, and Andreas come upon the video store of their dreams, featuring a vast array of war games they’ve never even heard of (and they’ve heard of, and mastered, all of them). But there, amid the stacks of lurid boxes and scenes of cyber-carnage, is the most remarkable game of all, one pressed on them by the store’s elderly proprietor, a clever sample of computer warfare called “The Ultimate Experience.” Contained in a single diskette, without even a label, the unassuming game surpasses their wildest fantasies: the graphics are better than a movie, the simulated battlefields are historically and geologically perfect, and the action seems to put you right inside the screen. The feeling of “reality” is uncanny.But soon the three friends realize that the Game has a will of its own, and that far from being a dream, it has drawn each of them into his own personal nightmare one that they enter and exit without any control. For Charles, it means suddenly finding himself at the head of a doomed French battalion in the darkest days of World War I, forced to choose which men to send to their deaths. Eric, meanwhile, is a resistance fighter in Guernica during the Spanish Civil War, on the very day in 1937 that German bombers reduced the town and its people to ashes. And Andreas, the oldest and most troubled and most vicious of the three, must face up to his own demons, discovering that, far from being terrified of the carnage around him, he revels in it. Little by little, the Game takes over their lives, leaving Eric, Charles, and their loved ones at its mercy while an increasingly violent Andreas plunges ever deeper into its seductive and deadly power. As the final showdown looms on the stage of virtual history, the three boys are inexorably drawn toward a memorable and horrifying conclusion.
Intermediate (ages 9-14)
Material appropriate for intermediate age groups
Call It Courage
Mafatu has been afraid of the sea for as long as he can remember. Though his father is the Great Chief of Hikueru – an island whose seafaring people worship courage – Mafatu feels like an outsider. All his life he has been teased, taunted, and even blamed for storms on the sea.
Then at age fifteen, no longer willing to put up with the ridicule and jibes, Mafatu decides to take his fate into his own hands. With his dog, Uri, as his companion, Mafatu paddles out to sea, ready to face his fears. What he learns on his lonesome adventure will change him forever and make him a hero in the eyes of his people.
Crutches
Strawberry Girl 60th Anniversary Edition (Trophy Newbery)
The land was theirs, but so were its hardships
Strawberries — big, ripe, and juicy. Ten-year-old Birdie Boyer can hardly wait to start picking them. But her family has just moved to the Florida backwoods, and they haven’t even begun their planting. “Don’t count your biddies ‘fore they’re hatched, gal young un!” her father tells her.
Making the new farm prosper is not easy. There is heat to suffer through, and droughts, and cold snaps. And, perhaps most worrisome of all for the Boyers, there are rowdy neighbors, just itching to start a feud.
Days Of Jubilee (Days Of Jubilee)
Uses slave narratives, letters, diaries, military orders, and other documents to chronicle the various stages leading to the emancipation of slaves in the United States.
The Dark-Thirty: Southern Tales Of The Supernatural: (Newbery Honor Book, Coretta Scott King Author Award, Ala Notable Children’s Book) (Coretta Scott King Author Award Winner)
A collection of ghost stories with African American themes, designed to be told during the Dark Thirty–the half hour before sunset–when ghosts seem all too believable. With an extraordinary gift for suspense, McKissack brings us ten original spine-tingling tales inspired by African-American history and the mystery of that eerie half-hour before nightfall–the dark thirty. “The atmosphere of each selection is skillfully developed and sustained to the very end. Pinkney’s stark scratchboard illustrations evoke an eerie mood, which heightens the suspense of each tale. This is a stellar collection for both public and school libraries looking for absorbing books to hook young readers. Storytellers will also find it a goldmine.”
M.C. Higgins, The Great
The Wheel on the School
Why do the storks no longer come to the little Dutch fishing village of Shora to nest? It was Lina, one of the six schoolchildren who first asked the question, and she set the others to wondering. And sometimes when you begin to wonder, you begin to make things happen. So the children set out to bring the storks back to Shora.
The Trumpeter Of Krakow
A Polish family in the Middle Ages guards a great secret treasure and a boy’s memory of an earlier trumpeter of Krakow makes it possible for him to save his father.
A Gathering Of Days
The journal of a fourteen-year-old girl, kept the last year she lived on the family farm, records daily events in her small New Hampshire town, her father’s remarriage, and the death of her best friend.

