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Zilpha Keatley Snyder

    11 maggio 1927 – 8 ottobre 2014

    Zilpha Keatley Snyder ha iniziato a scrivere libri per bambini nel 1964, accumulando una produzione di 43 opere destinate in gran parte a lettori tra i 9 e i 13 anni. Le sue storie sono note per la capacità di catturare l'immaginazione dei giovani lettori, esplorando temi universali come l'amicizia e la famiglia. Snyder ha dimostrato una notevole versatilità nei generi, spaziando dalla fantasia alla narrativa realistica, sempre con uno stile coinvolgente.

    Zilpha Keatley Snyder
    The Trespassers
    The Witches of Worm
    Cat Running
    The Headless Cupid
    The Egypt Game
    Janie's Private Eyes
    • Janie's Private Eyes

      • 224pagine
      • 8 ore di lettura

      Back by popular demand, the Stanley family returns for its fourth adventure--this one involving some mysterious, and dangerous, happenings in their neighborhood.

      Janie's Private Eyes
      4,0
    • The Egypt Game

      • 240pagine
      • 9 ore di lettura

      The first time Melanie Ross meets April Hall, she’s not sure they have anything in common. But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard, Melanie and April decide it’s the perfect spot for the Egypt Game. Before long there are six Egyptians, and they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it’s just a game until strange things start happening. Has the Egypt Game gone too far?

      The Egypt Game
      4,0
    • The Headless Cupid

      • 203pagine
      • 8 ore di lettura

      Life is never quite the same again for eleven-year-old David after the arrival of his new stepsister, a student of the occult.

      The Headless Cupid
      3,8
    • Cat Running

      • 176pagine
      • 7 ore di lettura

      When 11-year-old Cat Kinsey builds a secret hideout to escape her unhappy home life, she gets to know a poor family who has come to California after losing their Texas home to the dust storms of the 1930s. "Appealing and informative". --School Library Journal, starred.

      Cat Running
      3,8
    • Jessica has read enough books to know that her cat Worm must be a witch’s cat. He’s cast a spell on her, but to whom can she turn? After all, no one will believe that Worm has bewitched her . . . or worse,

      The Witches of Worm
      3,7
    • The Trespassers

      • 208pagine
      • 8 ore di lettura

      It all starts the summer after Neely finishes fifth grade. She is trying to entertain her little brother, Grub, when they accidentally find a way to sneak into Halcyon House, a magnificent mansion that has been deserted for years. Inside they discover a wonderful surprise -- a playroom full of fabulous old-fashioned toys. Despite the spookiness of the house and the rumors about a ghost that haunts it -- and despite the fact that they don't belong there -- the playroom becomes their secret hideaway.Then the owners suddenly return to Halcyon House. Neely befriends Curtis, a boy her own age whose wild boasts and black moods make her uneasy. When Neely is warned to protect her little brother, she thinks first of the ghost -- or could there be a present-day evil lurking in Halcyon House?Zilpha Keatley Snyder's mesmerizing characters and vivid details will pull readers into an everyday world charged with mysterious menace in this suspenseful, haunting story.From the Hardcover edition.

      The Trespassers
      3,6
    • William S. and the Great Escape

      • 224pagine
      • 8 ore di lettura

      The story follows 12-year-old William S. Baggett, who feels suffocated by his difficult family life. Prompted by his sister, he decides to escape with his two youngest siblings. Their adventure quickly takes unexpected turns, leading to challenges that test their bond and resilience. As they navigate their journey, William discovers the complexities of family and the importance of facing problems rather than running away.

      William S. and the Great Escape
      3,6
    • The Gypsy Game

      • 240pagine
      • 9 ore di lettura

      The story follows familiar characters as they embark on a new adventure involving Gypsies. April is eager and enthusiastic, while Melanie feels hesitant as new information surfaces. Toby, claiming to be a real Gypsy, adds excitement by offering props from his grandmother. However, the fun takes a serious turn when Toby goes missing, prompting the group to confront the challenges of real-life Gypsy experiences. Their quest to find Toby reveals deeper issues, highlighting the contrast between imagination and reality.

      The Gypsy Game
      3,5
    • Der Irrwisch

      • 178pagine
      • 7 ore di lettura

      Ivy und Martha sind keine gewöhnlichen Freunde. Ivy ist ein Wechselbalg mit übernatürlichen Kräften – oder ist sie das? Martha ist unglaublich unbeliebt. Sie ist übergewichtig, hat eine Zahnlücke und ist schüchtern. Ivy ist ein Außenseiter. Ihre Familie lebt am Stadtrand inmitten eines Feldes von verwilderten Obstgärten. Doch ab der zweiten Klasse entwickeln die Mädchen eine Bindung, die es ihnen ermöglicht, ihr eigenes Leben in die Hand zu nehmen. Alles beginnt, als Ivy Martha erzählt, dass sie kein gewöhnliches Mädchen ist: Sie behauptet, ein Wechselbalg zu sein, der bei der Geburt mit dem echten Ivy getauscht wurde. Mit der Stärke von Ivys Freundschaft wird Martha selbstbewusster und sicherer. Und durch ihre Verbindung gewinnt Ivy die Normalität, die sie braucht, fernab von ihrem turbulenten Familienleben. Wenn die beiden Mädchen spielen, betreten sie eine ausgeklügelte Fantasiewelt, die nur ihnen gehört. Doch als die reale Welt droht, sie auseinanderzureißen, wird ihre Freundschaft wichtiger denn je.

      Der Irrwisch