Readings Newsletter
Become a Readings Member to make your shopping experience even easier.
Sign in or sign up for free!
You’re not far away from qualifying for FREE standard shipping within Australia
You’ve qualified for FREE standard shipping within Australia
The cart is loading…
… when we dance … amidst the twirling turmoil, sometimes we trip and fall. In The Witch of Clover Hill, there’s a great deal brewing in the witch’s cauldron. Gray Locke’s ten-year-old imagination shines through as he goes about trying to demystify luck, ghosts, and witches. The story begins at his home in Marlborough, Massachusetts. There, he shows his friends, Doug and Kevin, a four-leaf clover that he found. That sparks a competition between Gray and Doug over who can gain the most luck, using such charms as a stray eye-lash, rabbit’s foot, lucky penny, and lucky mibs. Then the story takes a turn when the boys meet the new kid, Mandy. Can they all be friends? When Mandy introduces her best friend, P.J., to the group, that question is put to the test. Then P.J. and the gang stumbled upon an old Ouija board game, and she convinces the others that they need the assistance of a witch to help make contact with someone from Gray’s past. While the witch’s cauldron is brewing with lucky charms and Ouija boards, Gray’s aunt brings him a gift. And that gift opened up an entire new universe for Gray. Using his spaceship of the imagination-Mox-he becomes an intergalactic ranger and soars off to compete in a championship Super Shooter tournament. But he soon discovers that he got a little more than he bargained for. In order for him to win the tournament, he has to face witches, monkey-boys, rats, a worm, and a host of other entities. Using his imagination and intuition, Gray finds creative solutions to the challenges that lie ahead of him, both in the universe of his imagination and in the real world. So, we pick ourselves back up and continue to dance.
$9.00 standard shipping within Australia
FREE standard shipping within Australia for orders over $100.00
Express & International shipping calculated at checkout
… when we dance … amidst the twirling turmoil, sometimes we trip and fall. In The Witch of Clover Hill, there’s a great deal brewing in the witch’s cauldron. Gray Locke’s ten-year-old imagination shines through as he goes about trying to demystify luck, ghosts, and witches. The story begins at his home in Marlborough, Massachusetts. There, he shows his friends, Doug and Kevin, a four-leaf clover that he found. That sparks a competition between Gray and Doug over who can gain the most luck, using such charms as a stray eye-lash, rabbit’s foot, lucky penny, and lucky mibs. Then the story takes a turn when the boys meet the new kid, Mandy. Can they all be friends? When Mandy introduces her best friend, P.J., to the group, that question is put to the test. Then P.J. and the gang stumbled upon an old Ouija board game, and she convinces the others that they need the assistance of a witch to help make contact with someone from Gray’s past. While the witch’s cauldron is brewing with lucky charms and Ouija boards, Gray’s aunt brings him a gift. And that gift opened up an entire new universe for Gray. Using his spaceship of the imagination-Mox-he becomes an intergalactic ranger and soars off to compete in a championship Super Shooter tournament. But he soon discovers that he got a little more than he bargained for. In order for him to win the tournament, he has to face witches, monkey-boys, rats, a worm, and a host of other entities. Using his imagination and intuition, Gray finds creative solutions to the challenges that lie ahead of him, both in the universe of his imagination and in the real world. So, we pick ourselves back up and continue to dance.