The Ten Word Game
Mystery writing doesn't get any better than Gash's Lovejoy series, in which a clever rogue, whose morals and antics are straight out of Restoration comedy, makes his way as an expert and sometime forger in the British antiques world. As Lovejoy explains in numerous asides to the reader, this world is crawling with crooks who prey upon the gullible public. This makes a perfect setup for a series (this is the twenty-second Lovejoy novel) in which the hero repeatedly outcons the cons, relying always on his expertise and rare gift of "divvying," i.e., experiencing the physical sensation of dizziness or queasiness (or both) in the presence of genuine antiques. The title here refers to Gash's mental habit of trying to reduce complex situations to a precis of 10 words. The situation he finds himself in this time, however, defies any sense-making formula (also making it a fantastic, nonformulaic read). Lovejoy is on the lam (for stealing his own Rembrandt forgery from a stately home) when he is lured aboard a cruise ship. Lovejoy's kidnappers want him, as the only surviving "divvy," to sniff out and steal priceless treasures from St. Petersburg's Hermitage Museum. Lovejoy, lover of art and antiques and hater of art thieves (forgery is tolerable), has his hands full trying to escape and outwit his captors. As always in this series, readers will learn much about art and antiques along the way. A beautifully written, riveting mystery romp.Connie FletcherCopyright © American Library Association. All rights reserved--This text refers to theHardcoveredition.