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The Curie Society, Volume 3: Game of Code

by Heather Einhorn

Science, code, and divided loyalties

Regular price $20.78 USD
Regular price $34.64 USD Sale price $20.78 USD
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AlbakiReads Editorial

Science, code, and divided loyalties

A Madrid technology conference brings the Curie Society team into contact with two competing demands on Taj: helping the local chapter and reconnecting with high-school friends at an international esports tournament. Meanwhile, the criminal organization Eris deploys an AI translator to inflame tensions, turning a work trip into an investigation with global stakes. The volume combines teen science-prodigy adventure with questions about how technology can be used to manipulate communication, and how a team responds when one member is distracted. Its science-fiction conflict is rooted in a conference setting where cooperation and interpretation become central to the threat.

Good fit for readers who enjoy

  • Teens and young adults interested in science-fiction graphic novels
  • Readers who enjoy stories about young scientists, secret organizations, and technology-driven threats
  • Readers interested in plots involving esports and international conference settings

Themes

Science and technologyAI and communicationTeamwork and divided attentionManipulation and global conflict

Based on publisher information and book metadata.

Book overview

The brainy young heroes of the Curie Society discover a mind-bending plot that will test the limits of their abilities, and of science itself, to save the world from another scientist's megalomania.


Our heroic teen science prodigies are back for a new mission with the Curie Society, an elite secret organization within which brilliant women can pursue the furthest reaches of their intellect. This time, Eris has returned as well, with startling new tech to wield in its sinister plans!

There's a world of possibilities awaiting the brilliant young scientists of the Curie Society--but what if the designs of their criminally brilliant one-time partner threaten that world? Taj, Maya, and Simone are off to Madrid to help the local Curie Society chapter at a big technology conference, and this sunny working vacation is about to go haywire! Taj's high school friends are also in town for an international E-sports tournament, and she is torn between work and play. With a key member of the team distracted, the nefarious Eris organization sees a golden opportunity to step in and seize the advantage. They're using an AI translator to stoke tensions at the conference, but to what end?

When the plot is uncovered, the Curie Society must use every weapon in their intellectual arsenal--and every member will need to be in play--to defuse a global catastrophe!
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