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Pawn
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J. C. Ahern
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J. C. Ahern
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J. C. Ahern

Pawn

language (J. C. Ahern Sept. 3, 2015)
The outcome of the match is a matter of life or death.

17-year-old Rogue has always classified herself as socially awkward, preferring video games over a trip to the mall. When she wakes up in a forest, she finds that life as she knew it has changed forever, and she cannot remember how. In fact, she can’t remember the last 6 months at all. As she navigates this new world she soon discovers a talent for combat and survival she’d never had before. A handy ability in a world where humans compete in a game governed by rules she can’t remember.

Ronin, a talented 19-year-old, was wrenched from his Midwest home and forced to compete with a Skaki set. Despite the set’s repeated losses, Ronin has proven himself a powerful player, his sights set on surviving each match—no matter the cost. When a new pawn is added to his set to replace one they lost, Ronin begins to break out of the shell he built around himself and reexamines what he and the other humans have become.
Pages
416