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336 pp.
| Random/RH Graphic
| December, 2021
|
Trade
ISBN 978-0-593-12541-0
$20.99
|
Library
ISBN 978-1-9848-9700-8
$23.99
|
Paper
ISBN 978-1-9848-9699-5
$12.99
|
Ebook
ISBN 978-1-9848-9701-5
$8.99
(
2)
4-6
Illustrated by
Veronica Agarwal.
In this graphic novel, sixth grader Maggie starts middle school with familiar worries: making friends, confronting bullies, navigating classes. She carries a many-sided die to roll whenever she's confused, worried, or otherwise at a crossroads, each number corresponding in her mind to an action she should or should not take. Maggie is a gamer and a sci-fi/fantasy and superhero fan, and she decides to join the school's RPG (that's role-playing game, for newbs) afterschool club. She grows comfortable with new like-minded friends--but she's still reliant on her die. At home, surrounded by her loving, supportive South Asian family, she's compelled to flick the lights, color-code her books, etc. What's more, there's a fierce white dragon in her head that second-guesses her thoughts and psyches her out: "That was all your fault...You can't do anything right, can you?" Maggie's compulsions and anxieties are important to the story, but this isn't a book solely about them. Throughout the tale, illustrated in easy-to-read panel art with bubbly character shapes and subdued hues, we meet engaging secondary characters and even tag along as Maggie and friends help solve a (somewhat unlikely) wildlife mystery. An appended note touches on the book creators' own experiences with mental illness.