12-year-old Noah loves to play computer games. And he’s good at it.
One day, he wakes up in a place he doesn’t recognize.
He doesn’t remember how he got there, and he has no idea how to get back home.
The only thing guiding him is a watch that sends him messages.
In this book, the watch wants him to play an important match.
Is Noah up to the task?
And what happens if he fails?