You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Unemployed after high school in the highly robotic society of 2154, Lisse and seven friends resign themselves to a boring existence in their "Designated Area" until the government invites them to play The Game.
When the slaves rebel against the rigid social order imposed on the colony by the all-controlling computer, Tomi, the son of the colony Overlord manages to escape beyond the computer's reach and discovers what it is like to be free.
Cousins, Marg and Peggy, have a scary experience with a dollhouse shaped as a castle.
The Game is just the beginning… It’s the year 2154. Lisse and her friends have been deemed unemployable in the eyes of society. Now they must scavenge the disintegrating city for food and shelter, just to make ends meet. But their dismal existence starts to look up when Lisse and her friends are invited to participate in The Game, an experience highly regarded in their society. The Game is a virtual reality experience where they are challenged to survive. But as they spend more time in The Game, the line between reality and fantasy starts to blur. What started as a simple exercise quickly becomes a test of endurance, trust, and their will to live.
For Paula Herman, 11 going on 12, life is pretty straightforward - until the summer her mother decides to move to Edmonton. There Paula begins to unravel the mystery of her past and things begin to get complicated. Why does her mother refuse to talk about it? What has happened to the handsome man in the photograph - the man she knows must be her father? Why is his name Popowich when hers is Herman? The deeper Paula goes into solving the mystery, the more tangled her life becomes - until running away seems the only solution. Or is it?
In 2154, sixteen-year-old Alison, eight-year-old Gordie, and their dissident parents are arrested and taken to a sterile dome in a hostile environment, but Gordie escapes and Alison follows him to the place he calls Xanadu.
Sandwriter is published by Fitzhenry and Whiteside.
By the year 2136 AD the life of the settlers on Isis has regressed amd much technical knowledge lost due to the dictatorial rulings of the President who controls all of the population, except one.
Magnet Max loves experimenting with magnets. He knows all about how they work and loves using them to attract new types of things. But when he shows them to his friend Nick, the other boy is baffled. Will magnets stick to a paperclip? A refrigerator? A horse? How do they work, anyway? It must be magic! Join Max and Nick as they explore the science behind the magic. Discover which objects are attracted and why some are while others aren't. In Magnet Max, Monica Hughes uses her experience as an educator to explain scientific concepts in clear, easy-to-follow language. Catchy rhymes and the colorful illustrations of Holly Weinstein add to the fun. Watch your children's curiosity come to life as they explore the wonders of magnetism with Magnet Max!
"When Andrea is given a maze in a mysterious box, she is curious. A new fantasy adventure with plot twists and turns, from one of Canada's best-loved children's writers" Cf. Our choice, 2003.