Entry Nickname: Tag, You're Dead
Title: Tag, You’re Dead (originally The Game)
Word count: 80K
Genre: YA Thriller
Query:
When six teenagers play Tag in present-day Chicago, there’s a twist from the childhood version…if you get Tagged, you get Dead.
The three "Its" have their reasons for buying a place in the Game: surgically-enhanced Brandy is dying to destroy a naturally beautiful girl; untalented Robin desires his target's position on the school basketball team; and brainiac Charles craves a battle against an intellectual equal.
The three "Its" have their reasons for buying a place in the Game: surgically-enhanced Brandy is dying to destroy a naturally beautiful girl; untalented Robin desires his target's position on the school basketball team; and brainiac Charles craves a battle against an intellectual equal.
Three hand-picked innocents play as “Runners,” under threat to their loved ones should they refuse to participate: lovely, small-town Laura; superstar athlete William; and Amanda, gamer extraordinaire. These three want only one thing…to survive.
As soon as the Runners receive the “Go” on smart watches locked onto their wrists, the Game rockets them through the city, from the El to Michigan Avenue to the Lincoln Park Zoo. There is no time to rest; every thirty minutes the Runners’ coordinates are transmitted to the Its, which diminishes the Runners’ chances of ever reaching Home Base alive.
As soon as the Runners receive the “Go” on smart watches locked onto their wrists, the Game rockets them through the city, from the El to Michigan Avenue to the Lincoln Park Zoo. There is no time to rest; every thirty minutes the Runners’ coordinates are transmitted to the Its, which diminishes the Runners’ chances of ever reaching Home Base alive.
The Game will not end until someone is Tagged, so the Runners must choose how to play: will they accept death, murder their Its, or find a way to use their individual strengths to stop the Game before anyone dies?
TAG, YOU’RE DEAD alternates among the POVs of all six players in the Game – who will live to see it end?
TAG, YOU’RE DEAD alternates among the POVs of all six players in the Game – who will live to see it end?
First 250 words:
BRANDY
Friday, 8:00 PM
“I can’t choose,” Brandy Inkrott said. “I want to kill them all."
“Tag,” her mother said from her brocaded antique chair. “You want to Tag them all.”
“No. I don’t.”
“Either way,” her father said, “I’m afraid you have to pick one.”
Brandy studied the images of the teenage girls on the screen. Brunettes. Blondes. Asians. Hispanics. Light-skinned. Dark-skinned. Every one of them gorgeous. Every one of them middle-class. No-names. None of them like her. “They’re all so perfect. Can I pick more than one?"
A woman’s voice pierced the air, emanating from Surround Sound speakers. “The price for two would be extravagant, Ms. Inkrott. Plus, Tagging more than one Runner would be difficult. Almost impossible.”
“I don’t care. I can do it.”
Her father shrugged. “If that’s what you want.”
“I suggest this,” the woman said. “Play this time with one. If you are successful you may play again, and then you can go after two. I know it’s tempting when you see all those beautiful faces, but you’d be setting yourself up for disappointment.”
“What do you know?” Brandy said. “You’re probably some fat old lady in a trailer park somewhere. I could Tag you.”
Silence sizzled over the speaker.
“I’m sorry, Madame Referee,” Brandy’s father said. “She didn’t mean it.”
“Did so,” Brandy said.
“Bran, honey, please."
The girls’ faces on the television disappeared, replaced by only one, which took up the entire surface of the eighty-inch screen. The woman shown there was incredible.
VERSUS
Entry Nickname: Girl Destroys World
Title: MAGICK 7.0
Word count: 85,000
Genre: MG Fantasy
Query:
Title: MAGICK 7.0
Word count: 85,000
Genre: MG Fantasy
Query:
In fourteen-year-old Anne’s opinion, there are two kinds of quests: the kind that lead to unicorns and lollipops, and the kind that get you and everyone you love killed, horribly and painfully (possibly by zombie sharks). She knows this because her budding magick abilities have accidentally entangled her in a quest, and so far she hasn’t encountered any lollipops.
She could opt out, but then as per Paragraph 5 Subparagraph 3 of the Official Questing Regulations she’d be exiled forever and all of her friends would be tossed into a dungeon. She’d rather kiss a Steam Troll than let that happen.
Her task? Slay a silver dragon that doesn’t exist. In just three days. With only the guidance of a wizard with a platypus for an arm and a sassy holographic sparrow. It’s all pretty straightforward (“straightforward” being a relative term) until she meets Lord Oswald, a weirdo in a cryogenic chamber who wears a lab coat and comfortable loafers. As the duly licensed Antagonist, he should be trying to stop her. Instead, he swaps roles and steals her quest.
That’s when Anne learns she wasn’t on a mission to save the world, but to destroy it (so not exactly environmentally-friendly). And Lord Oswald seems more than happy to see it through to completion. With the atomic clock counting down, Anne must figure out why she’s suddenly the villain of her own quest and pray to all things platypus-related that her unstable magick can defeat Oswald’s ten-thousand-year-old “technology.”
If she stops him, she might yet become a HeroTM.
If she doesn’t, everyone dies (in which case, definitely no lollipops).
First 250 words:
At Saint Lupin’s Institute for Perpetually Wicked and Hideously Unattractive Children they didn’t play favorites. Each orphan was treated with the same amount of disdain and neglect. They were provided with one threadbare tunic, one pair of ill-fitting shoes, and one dusty and moth-eaten overcoat. They were given a daily ration of gruel, and they were bathed exactly once per month, just before going on duty in the coal mine. This, incidentally, was consistent with the advice given in the popular self-help guide, How to Raise Orphans and Make Money.
There were three ways to leave Saint Lupin’s. The first was to get adopted. Perhaps by a nice family who would whisk you away to your long dreamed-of castle on a hill—one surrounded by forests and glens, filled with interesting and friendly people, rich with history and bright with promise and hope. The board of governors was extremely pleased with its track record in this regard as it had managed to prevent all adoptions since the Institute’s foundation.
The second way was to reach the age of fourteen and be unceremoniously kicked out on your bottom.
The third way was to embark upon a quest. Although quests were heavily regulated (so they could then be heavily taxed), there were no restrictions regarding age or background and thus anyone could apply. The secret to a successful application was first to fulfill a prophecy (also heavily taxed). At Saint Lupin’s, both of these topics, that is, quests and prophecies, were considered particularly taboo subjects of inquiry.




