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Description
The members of the Werewolf Club, transported to 1890 London by Uncle H. G. Talbot's time-and-space machine, assume their werewolf forms in order to help legendary detective Sherlock Holmes stop the theft of England's crown jewels.
Quick Summary
If you're looking for a quick, silly adventure that will make kids laugh out loud, this one's for you. The Werewolf Club kids get zapped back to Victorian London where they turn into werewolves (don't worry, it's played for laughs, not horror) to help Sherlock Holmes crack a crown jewel heist. Daniel Pinkwater has that weird, dry humor that kids either immediately love or take a little while to get into it's definitely an acquired taste, but kids who like Roald Dahl or Lemony Snicket tend to dig it. At under 10,000 words, this is perfect for reluctant readers who want something short and funny rather than a heavy commitment. Parents will appreciate that there's actually some historical stuff woven in (Victorian London, Holmes references) without it feeling educational or preachy. The whole Werewolf Club series has this strange, charming quality like your weird uncle wrote a kids' book on purpose and this installment is a good starting point if you haven't tried it yet.