Gr 4–7—Readers will need a musket, some multivitamins, a tricorn hat, and a Time Corp Time Machine if they're going to go on the rough-and-tumble adventure described in this volume. Kids experience the roughness of battle and 18th century life thanks to the second-person narrative. Rather than a textbook account, readers learn about the Revolutionary War as if they were there, courtesy of a fictional travel company, Time Corp. The illusion falls apart slightly whenever the narrator interjects the quirky habits and toxic management style of Time Corp founder, Finn Greenquill. Educators looking to shake up their staid lectures on U.S. independence will benefit most from this book. While excellent for grabbing the attention of reluctant readers or those fond of Penguin's "Who Is?" series, the book would also work well as a read-aloud in a classroom environment. However, some of the cooler callout boxes do require closer examination. Stokes's practice as a screenwriter is evident; readers will feel like they're in a blockbuster film.
VERDICT A high interest video game—like exploration of the American Revolution. Consider for classrooms or as browsing fodder.
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