The year Carly turns eleven, 1907, is filled with playing detective, watching condors, observing a fierce feud involving her family's Southern California ranch, and coping with unexpected tragedies.
The story of a wizard's unwieldy gift and a hero who becomes an "angel unaware.
The Stanley children try to hide Blair's dog, Nightmare, from their parents. When the dog disappears and Blair goes off to find him, their plan falls apart.
Carlos and his pals seek to retrieve a box of old coins they has buried earlier in the day.
Twelve-year-old Audrey Abbott dreams of becoming a writer, but with her father's failing health and the family's shaky finances, it seems there is no room for what her overworked mother would surely call a childish fantasy. So Audrey keeps her writing a secret. That is, until she meets a mysterious old woman who seems able to read her mind. Audrey is surprised at how readily she reveals her secret to the woman.
When eleven-year-old Cat Kinsey builds a secret hideout to escape her unhappy home life, she slowly gets to know a poor family who have come to California after losing their Texas home to the dust storms of the 1930s.
Ivy Carson belonged to the notorious Carson family, which lived in a run-down house in suburban Rosewood. But Ivy was not a typical Carson. There was something wonderful about her. Ivy explains it by saying that she's a changeling, a child of supernatural parents who had been exchanged for the real Ivy Carson at birth.
Introducing the Castle Court Kids from three-time Newbery Honor author Zilpha Keatley Snyder. Fast-paced and funny, with lots of dialogue, this is the first in a four-book series about a neighborhood group of ethnically-diverse kids that will also look at contemporary issues.
The first time Melanie Ross meets April Hall, she's not sure they'll have anything in common. But she soon discovers tht they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard behind the A-Z Antiques and Curio shop, Melanie and April decide it's the perfect spot for the Egypt Game. Before long there are six Egyptians instead of two. After school and on weekends they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it's just a game, until strange things begin happening to the players. Has the Egypt Game gone too far?
The first time Melanie Ross meets April Hall, she's not sure they have anything in common. But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard, Melanie and April decide it's the perfect spot for the Egypt Game. Before long there are six Egyptians, and they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it's just a game until strange things start happening. Has the Egypt Game gone too far?
Kidnappers in Italy have their hands full when the captive American children advise them on running a better kidnapping and on proper nutrition.
For as long as he can remember, people have warned Rudy and other kids in the neighborhood not to play in Pyramid Hill's abandoned gold mines. Even Rudy's best friend, Barney, a true daredevil, won't go near those cavernous deathtraps.
Eleven-year-old Matthew Hamilton -- a.k.a. The Hamster -- is new in town, and just about the first thing he does is get lost in the woods of Rathburn Park. It's a typical boneheaded thing to do, and Matt is trying to decide whether starvation is preferable to the embarrassment of a rescue party when a little dog trots past him. Matt senses that the dog wants him to follow, but as soon as they emerge from the trees, the dog vanishes. Matt keeps wondering about the dog as he starts to learn more about the town's strange past. Owned by a wealthy family named Rathburn, the whole town burned down decades ago and was rebuilt nearby. The old ruins are still hidden in the forest, too rickety and dangerous to go near. But they are also best avoided for another reason -- ghosts. Still, Matt can't resist looking for the dog, and as he's looking, he meets a girl dressed in antique clothes who calls herself Amelia Rathburn. Are she and the dog both ghosts? Or is there another explanation for the strange goings-on in Rathburn Park?
Gib Whittaker is leaving the Lovell House Orphanage for the second time in his young life. He's going back to live with the Thornton family, who are free to take him in again now that Mr. Thornton has died. Life has changed on the old ranch, and Gib can go to school. But he's still doing all the chores in the barn and stable. He's not exactly farmed-out labor anymore, but will he be adopted for real this time? Luckily Gib has his beloved horses to care for, especially the beautiful thoroughbred, Black Silk. Then one day a strange horse gallops in out of a snowstorm, a handsome dapple-gray who has been severely whipped and starved. He's frightened and dangerous. Gib knows he must find some way to save this magnificent horse -- and in the attempt, he finds one place where he will always belong.
Gib Whittaker's life at Lovell House Orphanage in the early 1900s is pretty bleak. But along with hours of chores, bad food, and paddlings, the boys do get some schooling, and reading and writing are better than scrubbing floors. Still, Gib's fondest dream is to have a real family. So when Georgie Olson is adopted, Gib can't help being jealous, even when he finds out that the "adoption" really means being farmed out to work as unpaid labor until the age of 18. Then one freezing January morning Gib finds Georgie hiding in the barn, his hands heavily bandaged. Constantly whipped by his master, then sent to work outside without mittens, Georgie ran away when they threatened to cut off his frostbitten hands. Is this the only kind of adoption there is? When Gib himself is farmed out, he arrives at the home he has always dreamed of. But he's soon aware of barely concealed tensions and secrets kept hidden from him. Will Gib end up like poor Georgie?
The kids from The Egypt Game are back. What game will they play next? The answer is Gypsies. While April plunges in with her usual enthusiasm, the more Melanie learns, the more something seems to be holding her back. But it's Toby who adds a really new wrinkle when he announces that he himself is a bona fide Gypsy. Plus he can get them some of his grandmother's things to use as real Gypsy props for the new game. What could be more thrilling? Then Toby suddenly and mysteriously disappears, and the kids discover that living as real-life Gypsies may not be as much fun as they thought. How will they find Toby and rescue him from the very real problems that are haunting his life?
When the four Stanley children meet Amanda, their new stepsister, they're amazed to learn that she studies witchcraft. They're stunned to see her dressed in a strange costume, carrying a pet crow and surrounded by a pile of books about the supernatural. It's not long before Amanda promises to give witchcraft lessons to David, Jamie, and the twins. But that's when strange things start happening in their old house. David suspects Amanda of causing mischief, until they learn that the house really was haunted long ago. Legend has it that a ghost cut the head off of a wooden cupid on the stairway. Has the ghost returned to strike again?
The Stanley kids have a new step-sister, Amanda, who studies witchcraft. When strange things start happening, David suspects Amanda of causing mischief until they learn their house really was haunted a long time ago. A Newbery Honor Book.
Intent on investigating a rash of dog disappearances, eight-year-old Janie forms a detective agency and involves her friends and unwilling family in tracing clues and suspects.
Libby is sent to public school to be "socialized" after years of being educated at home.From the Trade Paperback edition.
Abby O'Malley is a girl who likes things to make sense. School makes sense, and her best friend Paige makes sense (most of the time), but Abby's flighty mother never makes sense. Abby's mom seems to think that she and Abby are descended from a line of witches, and that they have special powers--psychic powers that don't make sense at all. The problem is, Abby knows that she can do certain things that other people can't. Sometimes, when she holds an object in her hand, she's overpowered by sounds and pictures that show where the owner is and what he or she is doing. Abby thinks of this as her "magic nation," because that is what her kindergarten teacher told her it was called. Now 11, Abby has an inkling that her teacher may have been saying it was her "imagination," which unfortunately, she knows it is not. Now some things are happening in her mother's detective agency--cases where Abby's magic nation thing might come in handy. But does Abby want to admit that such a sensible girl could have such an unsensible power?From the Hardcover edition.
Three unhappy kids who are stuck in the Nevada desert in 1951 think running away will solve their problems. Dani O'Donnell is stuck in the middle of the desert, in gruesome Rattler Springs. She knows the desert hates her, and she returns the favor in spades. All she wants to do is get back to California, but she and her mother are too broke to move. Just before her 13th birthday, Dani decides to run away. But before she can get anywhere, nine-year-old Stormy decides he's going, too. Now Dani must come up with money for two bus tickets. Dani and Stormy are busy earning money when Pixie moves to town. She is the strangest girl-- and the biggest liar-- Dani has ever met, but she's also rich. She wants to run away too, and she gets them the money they need. Now they each must face what running away will mean-- and why they're really doing it.
The day began as June days are supposed to, in a burst of sunshine; but before noon, dark clouds were sweeping across the sky. In the afternoon, rain fell in dull gray torrents; and just before nightfall, a strange swirling ground fog, heavy and white, swept through the valley. Afterward, Pamela heard Aunt Sarah say she'd never seen fog like that in the valley before.
A strange sound awakens thirteen-year-old Tymmonin the dead of night. In a blink of an eye his father, the court jester of Austerneve, is mysteriously kidnapped and the terrified boy must slip away secretly to avoid capture himself.
Hallie Meredith is angry at God and feeling sorry for herself. Her beloved father died in a car accident, and her whole life has turned upside down. Her mother has had to find a job, and they've moved to a cramped apartment in an old mansion, away from Hallie's old friends and her school. Looking for somewhere-anywhere-to hide from her lousy life, Hallie discovers the old mansion's mysterious attic, and a secret window where she can spy straight into another family's life. At first it's a game, sneaking up to the attic, forgetting her own troubles for a while as she watches the strange doings of this oddly dysfunctional family. But as the mystery of what is going on on the other side of the window deepens, Hallie becomes increasingly involved in the intimate lives of people she really doesn't know, and the game turns into a kind of addiction. When she sees signs of danger, Hallie tries to help, and that may be the best way she can help herself as well. "From the Hardcover edition. "
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