The Gambit
Twenty years ago, a trading card game called Imaginary Friends changed the world forever-turning fiction into reality. The creatures that once existed only in decks and tournaments were unleashed into the world, and civilization crumbled under their power. Cities fell, governments collapsed, and the old rules of society were replaced with one law: survival.Now, Raven, a sixteen-year-old fighter, wanders the ruins, using her worn gauntlet to summon creatures and fight in the brutal circuits that control what's left of civilization. Factions have risen from the ashes, each with their own vision for the future-some seeking control, others chaos. But when Raven faces an enemy with power beyond anything she's encountered, she realizes that survival isn't enough.To rebuild, she must understand the past, challenge the present, and decide what future is worth fighting for. Because in a world ruled by monsters-both human and otherwise-winning the game might be the only way to change it.[67. A trading card game company creates real-life versions of their cratures. What started as fun and games quickly spirals into something far more dangerous.]…