The Enigma Game
Louisa Adair, a mixed-race (Black Jamaican, British white) teen, has a job caring for Jane, a retired German opera singer and widow of a British man, in Windyedge, Scotland, during World War II. Louisa and Jane live in rooms at the same pub as Ellen McEwan, volunteer driver for the RAF. Ellen keeps her identity as a Traveller under wraps, given the prejudice and scorn Traveller’s face, much like Jane downplays her German roots. Louisa, who cannot hide her heritage, must contend with racism, but not from Ellen and Jane, nor from Jamie Stuart, an old friend of Ellen’s. Jamie is an RAF unit leader stationed at Windyedge. When a lone German pilot lands at Windyedge with a white flag, it thrusts Louisa, Jane, Ellen, and Jamie into a tense intelligence game. The German pilot has risked his life to deliver an enigma machine to the British to decode German messages. When he must leave again before his contact in British intelligence can get to Scotland, he hides the machine at the pub. Louisa finds it; soon she’s decoding German messages, which Jane translates. Jamie uses the information to give his squad an advantage on their flights. An author’s note at the end of this tightly plotted, fast-paced work expounds why the events of this story might have been possible, if not probable. The story’s richly developed characters includes some recognizable from other novels, including Code Name Verity, in this story set several years before that one. ©2021 Cooperative Children’s Book Center
CCBC Age Recommendation: Age 12 and older
Age Range:
Grades 6-8 (Ages 11-13)
Grades 9-12 (Age 14 and older)
Format:
Novel
Subjects:
20th Century
British and British Americans
Codes and Ciphers
Discrimination and Prejudice
Flight/Aviation
Historical Fiction
Jamaicans and Jamaican Americans
Multiracial Characters/Families
Racism
Spies and Intrigue
World War II
Xenophobia
Diversity subjects:
Black/African
Latine
Publishers:
Disney, Hyperion
Publish Year: 2020
Pages: 437
ISBN: 9781368012584
CCBC Location: Fiction, Wein