Traitors' Nest by Frances Hardinge (The Forest of a Thousand Eyes; Deeplight) is an enthralling, action-filled YA medieval fantasy about common folk who are mere pawns in a game played by godlike beings.
"In a place that is not a place, people who are no longer people play a game," a chesslike game in which castles (and those who live within them) are moved by unknowable superhumans called "Players." Fifteen-year-old Burr and his fellow villagers in a quiet valley in the kingdom of Thaletal have never experienced the "Great Game," as their brown castle always stays put--until it doesn't. In its place appears a red castle, then a gray one that "hated, with every chill inch of its stones." The gray castle's residents, who were at war when their castle moved, are "haggard, hungry... like feral dogs," and take some of the villagers hostage. Burr leads a group to infiltrate and capture the castle--only for it to jump to a new location. Now Burr and his "band of rebels" must figure out how to take charge of the Game so they can return home.
Hardinge once again delivers an outstandingly creative and unusual fantasy novel populated with sympathetic characters and powers beyond understanding. She deftly meditates on trust, community, and the fragility of life, as she builds a deeply textured world with immersive scenes of grandeur. Through Burr, Hardinge adeptly examines what it means to accept one's lot in life and also be intrigued by possibility. This medieval fantasy is a fully realized, spirited adventure and an excellent read-alike for teen fans of Garth Nix or Leigh Bardugo. --Lana Barnes, freelance reviewer and proofreader

