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The Calder Game

Audiobook
1 of 1 copy available
1 of 1 copy available
Two Calders are missing.  
One is a sculpture.  
One is a boy.
When Calder Pillay travels with his father to a remote village in England, he finds a mix of mazes and mystery . . . including an unexpected Alexander Calder sculpture in the town square. Calder is strangely drawn to the sculpture, while other people have less-than-friendly feelings toward it. Both the boy and the sculpture seem to be out of place . . . and then, on the same night, they disappear!
Calder’s friends Petra and Tommy must fly to England to help his father find him. But this mystery has more twists and turns than a Calder mobile caught in a fierce wind . . . with more at stake than first meets the eye.
As she did in her bestselling Chasing Vermeer and The Wright 3, Blue Balliett has created an amazing novel that makes readers observe keenly, feel deeply, and see the world around them in a new and brilliant way.
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  • Reviews

    • AudioFile Magazine
      Deirdre Lovejoy's upbeat narration enhances the story of seventh-grader Calder's visit to Woodstock, England, with his father. After he admires a Calder sculpture, both he and it go missing. Lovejoy aptly conveys the personalities of his two feuding friends who travel with the elderly Miss Sharp to find him. As Tommy and Petra try to find their friend and the work of art, they work their way through the Blenheim maze as well as a labyrinth of word and visual clues. Though Lovejoy's crisp reading makes the plot clear and the characters are well drawn, young people who thrive on puzzles may want to reread the print version, so they can enjoy the book's detailed illustrations. S.W. (c) AudioFile 2008, Portland, Maine
    • Publisher's Weekly

      Starred review from May 19, 2008
      Acclaimed for her sophisticated juggling of art concepts, mystery, philosophy and storytelling, Balliett (Chasing Vermeer
      ) outdoes herself with this ambitious novel. Like its predecessors, it asks readers to consider big ideas, this time using the mobiles of Alexander Calder as a springboard. Now in seventh grade, series heroes Petra, Tommy and Calder first see Calder's mobiles at an exhibit at a Chicago museum. There they are introduced to the “Calder game,” which invites participants to join five ideas or things that move in relation to one another, while looking for “balance, beauty, and surprise.” Three weeks later, Calder accompanies his father to a tiny town near Blenheim Palace in England, where an anonymous donor has installed a Calder sculpture in the ancient town square, much to the villagers' dismay. Curiously, Calder's own presence seems to inspire dismay as well—until he, and the sculpture, simply vanish overnight. The mystery is crafted more solidly than in either of Balliett's previous titles, and the setting—enriched by the hedge maze of Blenheim and the possible proximity of the pseudonymous British artist Banksy—proves completely enticing. And once again Helquist encodes his b&w illustrations with puzzle pieces. Motivated readers will treasure this provocative title. Ages 9–12.

Formats

  • OverDrive Listen audiobook

Languages

  • English

Levels

  • ATOS Level:5.8
  • Lexile® Measure:830
  • Interest Level:4-8(MG)
  • Text Difficulty:4-5

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