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The Assassin Game
by Kirsty Mckay


Overview -

T.A.G. You're It...

"It is 4 a.m. when they come for me. I am already awake, strung out on the fear that they will come, and fear that they won't. When I finally hear the click of the latch on the dormitory door, I have only a second to brace myself before-"

At Cate's isolated boarding school Killer is more than a game-it's an elite secret society.  Read more...


 
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More About The Assassin Game by Kirsty Mckay
 
 
 
Overview

T.A.G. You're It...

"It is 4 a.m. when they come for me. I am already awake, strung out on the fear that they will come, and fear that they won't. When I finally hear the click of the latch on the dormitory door, I have only a second to brace myself before-"

At Cate's isolated boarding school Killer is more than a game-it's an elite secret society. Members must avoid being "killed" during a series of thrilling pranks-and only the Game Master knows who the "killer" is. When Cate's finally invited to join The Guild of Assassins, she knows it's her ticket to finally feeling like she belongs.

But when the game becomes all too real, the school threatens to shut it down. Cate will do anything to keep playing and save The Guild. But can she find the real assassin-before she's the next target?


 
Details
  • ISBN-13: 9781492632757
  • ISBN-10: 1492632759
  • Publisher: Sourcebooks Fire
  • Publish Date: August 2016
  • Page Count: 336
  • Reading Level: Ages 12-17
  • Dimensions: 7.7 x 5.5 x 1 inches
  • Shipping Weight: 0.8 pounds


Related Categories

Books > > Mysteries & Detective Stories
Books > > Romance - Contemporary
Books > > School & Education - Boarding School & Prep School

 
Publishers Weekly Reviews

Publishers Weekly® Reviews

  • Reviewed in: Publishers Weekly, page .
  • Review Date: 2016-05-30
  • Reviewer: Staff

Umfraville Hall, an exclusive boarding school on the windswept Welsh island of Skola, is an ideal setting for a mystery that takes a few cues from Agatha Christie’s And Then There Were None. The Assassins’ Guild, a secret society, is ready to start its annual game of Killer, and the rules are simple: one Killer is chosen, who may “kill” other members using “wacky-but-child-friendly” methods (“Death by gassing with a stink bomb in the common room. Death by ‘suffocation’ with a duct-taped duvet”). Sixteen-year-old Cate, newly initiated into the Guild, can’t wait to play Killer, but when her childhood friend Vaughan insinuates himself into the game, and the “kills” start getting out of hand, what should be harmless fun turns deadly serious. McKay (Undead) pokes a bit of fun at teen angst, using Cate’s wry voice to tell this twisty whodunit. Her narrow viewpoint intensifies the tension as she tries to stay ahead of the Killer, and although readers may guess the culprit before the final revelation, they probably won’t care, since it’s so much fun getting there. Ages 12–up. Agent: Allison Hellegers, Rights People. (Aug.)

 
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