Greg Koren
Author
Language
English
Description
Henry Dunne is lonely, he's homesick, and now the twelve-year-old is being blamed for a series of increasingly mean-spirited pranks at his new school. To cope, he practices sleight of hand with playing cards and a technique for remembering things called the Memory Palace, an imaginary structure that, in Henry's case, looks just like his beloved old house.
When Principal George Pal's car disappears from inside a locked garage, he proposes a deal to...