3.0

Ahoy there me mateys!  This is a sci-fi standalone that takes place in 1975 in Canberra, Australia.  Kim and his best friend Bennie are 12-years-old.  They both have "unusual" names and little sisters.  They spend their days riding their bikes and get drawn into playing a new game called Dungeons and Dragons.  Then one day they find a mysterious glowing orb that wants to connect with their minds.

Kim manages to fight it off and save his friend Bennie.  He does not manage to rescue his little sister Eila.  Kim knows the orb is dangerous.  Eila, the 10-year-old prodigy, knows she is always right.  The orb, Aster, is going to help her do great things.  How is Kim going to help free his sister and possibly save the world?

Though Kim is very worried, there is still school, daily chores, and errands to run for his parents.  The Dungeon and Dragons game is the only activity helping him get through the days while battling his anxiety and trying to come up with a solution. 

This was a cute middle grade novel even though the build up was rather slow.  Kim feels like a fleshed out character though the others are rather flimsily shown.  I loved that Kim had parents that he both respected and loved.  The climax was rather unbelievable due to the sailing elements.  However, I have to admit that the middle grade audience will likely love the climax and the rather mundane way Aster is dealt with.

This book is definitely geared toward younger kids.  The adult side of me was not super impressed but knows I would have loved this book when I was little.  If the younger reader likes aliens then they will likely enjoy this book.  Arrr!

I received a copy from the publisher in exchange for an honest review.