Shortcuts
Please wait while page loads.
X
PageMenu- Searching:-
Page content

Catalogue Display

The battle / by Karuna Riazi.

The battle / by Karuna Riazi.
battle /
Twelve-year-old Ahmad Mirza struggles to make friends at his new middle school, but when he's paired with his classmate Winnie for a project, he is determined to impress her and make his very first friend. At home while they're hard at work, a gift from big sister Farah who is away at her first year in college arrives. It's a high-tech game called The Battle of Blood and Iron, a cross between a video game and board game, complete with virtual reality goggles. He thinks his sister has solved his friend problem all kids love games. He convinces Winnie to play, but as soon as they unbox the game, time freezes all over New York City. With time standing still and people frozen, all of humankind is at stake as Ahmad and Winnie face off with the MasterMind and the Architect, hoping to beat them at their own game before the evil plotters expand Paheli and take over the entire world. Ages 8-12.

Item Information
Shelf Location Collection Volume Ref. Branch Status Due Date
JF/RIA
Junior Fiction   Port Macquarie . Available .  
. Catalogue Record 656010 ItemInfo Beginning of record . Catalogue Record 656010 ItemInfo Top of page .
Catalogue Information
Field name Details
Record Number 656010
ISBN 9781534428737 (paperback)
Author Riazi, Karuna
Title The battle / by Karuna Riazi.
Publication details New York : Salaam Reads, 2020.
Pagination etc. 295 pages ; 20 cm.
Summary Note Twelve-year-old Ahmad Mirza struggles to make friends at his new middle school, but when he's paired with his classmate Winnie for a project, he is determined to impress her and make his very first friend. At home while they're hard at work, a gift from big sister Farah who is away at her first year in college arrives. It's a high-tech game called The Battle of Blood and Iron, a cross between a video game and board game, complete with virtual reality goggles. He thinks his sister has solved his friend problem all kids love games. He convinces Winnie to play, but as soon as they unbox the game, time freezes all over New York City. With time standing still and people frozen, all of humankind is at stake as Ahmad and Winnie face off with the MasterMind and the Architect, hoping to beat them at their own game before the evil plotters expand Paheli and take over the entire world.
Target audience note Ages 8-12.
Subject Friendship -- Juvenile fiction
Action and adventure fiction -- Juvenile fiction
Video games -- Juvenile fiction
Science fiction -- Juvenile fiction
Muslims -- Juvenile fiction
Magic -- Juvenile fiction
Science Fiction
Children's stories
Links to Related Works
Subject References:
Authors:
Catalogue Information 656010 Beginning of record . Catalogue Information 656010 Top of page .