Fourteen-year-old California girl Mackenzie, known as Mac, goes on a school trip to Paris where she meets up with an old musician friend of her dad’s, Rudee Daroo, who now makes a living as a cab driver. Rudee reveals that some of the greatest monuments in Paris are being either destroyed or stolen and that the city is slowly becoming darker.
Mac finds herself in league with a crew of crazy cabbies and their friends as she tries to right these wrongs. She encounters sinister, shadowy characters who live in the Paris underground, a philosopher gendarme, a gypsy who can dance people into dream states, and gargoyles come to life. From dodging her school group to a heart-stopping encounter atop Notre Dame Cathedral, Mac needs all the resources she can muster to help Paris remain the "City of Light."
For Sarah, Jago, Aisling, Maccabee, Shari, An, and Hilal, Endgame has reached its final phase. The third key, Sun Key, is all that stands between one Player saving their line—or perishing along with the rest of the world. And only one can win.
West Bengal, India: Maccabee is Playing to win. He has Earth Key and Sky Key and he is determined to find Sun Key. But in Endgame, fate can turn in the blink of an eye. He must Play carefully. He must watch his back.
Kolkata, India: An Liu is Playing for death. His goal: stop Endgame, and take the world down with him.
Sikkim, India: For Aisling, Sarah, Jago, Shari, and Hilal, their mission is to stop Endgame. Sun Key must not be found.
No matter what they’re Playing for, all of the remaining Players have one thing in common: they will end the game, but on their own terms.
Queens, New York. Aisling Kopp believes the unthinkable: that Endgame can be stopped. But before she can act on her own, she is approached by the CIA. And they have their own ideas about how Endgame should be Played.
Kingdom of Aksum, Ethiopia. Hilal ibn Isa al-Salt narrowly survived an attack that leaves him horribly disfigured. But the Aksumites have a secret that is unique to their line. A secret that could help redeem all of humanity.
London, England. Sarah Alopay has found the first key. But getting Earth Key has come at a great cost to Sarah. And the only thing that keeps the demons at bay is Playing. Playing to win.
With only two keys left to claim, the remaining Players will stop at nothing to find Sky Key—wherever it is, whatever it is—as the world begins to crumble.
Partnered with hulking cabbie Blag Lebouef, Mac manages to convince her parents that the road rally is more like a carefree drive in the French countryside than the death-defying cutthroat rivalry it's always been. Negotiating brutal weather, cryptic signage, outright sabotage, random flocks of sheep, and zigzagging back roads, Mac and Blag might be the perfect combination of cunning and brute strength.
On the road, she makes the startling discovery that the clues the drivers have been given during the rally could lead to the discovery of some valuable missing artwork. Is that worth losing the rally over?