- Home
- Juvenile Fiction
- Historical
- The Good War - 9780593173671
The Good War - 9780593173671
List Price:
$8.99
- Availability: Confirm prior to ordering
- Branding: minimum 50 pieces (add’l costs below)
- Check Freight Rates (branded products only)
Branding Options (v), Availability & Lead Times
- 1-Color Imprint: $2.00 ea.
- Promo-Page Insert: $2.50 ea. (full-color printed, single-sided page)
- Belly-Band Wrap: $2.50 ea. (full-color printed)
- Set-Up Charge: $45 per decoration
- Availability: Product availability changes daily, so please confirm your quantity is available prior to placing an order.
- Branded Products: allow 10 business days from proof approval for production. Branding options may be limited or unavailable based on product design or cover artwork.
- Unbranded Products: allow 3-5 business days for shipping. All Unbranded items receive FREE ground shipping in the US. Inquire for international shipping.
- RETURNS/CANCELLATIONS: All orders, branded or unbranded, are NON-CANCELLABLE and NON-RETURNABLE once a purchase order has been received.
Product Details
Author:
Todd Strasser
Format:
Paperback
Pages:
192
Publisher:
Random House Children's Books (February 1, 2022)
Language:
English
Age Range:
10
Grade Level:
5th Grade
Lexile Measure:
750L
ISBN-13:
9780593173671
ISBN-10:
0593173678
Weight:
5.5oz
Dimensions:
5.19" x 7.63" x 0.48"
File:
RandomHouse-PRH_Book_Company_PRH_PRT_Onix_delta_active_D20260723T231252_157290496-20260723.xml
Folder:
RandomHouse
List Price:
$8.99
Case Pack:
64
As low as:
$6.92
Publisher Identifier:
P-RH
Discount Code:
A
QuickShip:
Yes
Audience:
Children/juvenile
Country of Origin:
United States
Pub Discount:
65
Imprint:
Yearling
Overview
From the author of The Wave comes a poignant and timely novel about a group of seventh graders who are brought together—and then torn apart—by an afterschool club that plays a video game based on WW2.
There's a new afterschool club at Ironville Middle School.
Ms. Peterson is starting a video game club where the students will playing The Good War, a new game based on World War II.
They are divided into two teams: Axis and Allies, and they will be simulating a war they know nothing about yet. Only one team will win. But what starts out as friendly competition, takes an unexpected turn for the worst when an one player takes the game too far.
Can an afterschool club change the way the students see eachother...and how they see the world?
"By using a gaming lens to explore the students’ entrée to prejudice and radicalization, he succeeds in lending immediacy and accessibility to his cautionary tale."—Kirkus Reviews
There's a new afterschool club at Ironville Middle School.
Ms. Peterson is starting a video game club where the students will playing The Good War, a new game based on World War II.
They are divided into two teams: Axis and Allies, and they will be simulating a war they know nothing about yet. Only one team will win. But what starts out as friendly competition, takes an unexpected turn for the worst when an one player takes the game too far.
Can an afterschool club change the way the students see eachother...and how they see the world?
"By using a gaming lens to explore the students’ entrée to prejudice and radicalization, he succeeds in lending immediacy and accessibility to his cautionary tale."—Kirkus Reviews








