🏁 The Magical Makers Club: The Innovation Games

When Invention Becomes Competition — And the Stakes Grow Very Real!

Book 2 of 4: The Magical Makers Club Series

Hey creators, challengers, and curious minds

Welcome back to the Makers’ world!

The Maker’s Box is glowing again, and this time it beckons Riley, Mateo, June, and Theo into something bigger than they’ve ever faced: a daring STEM competition called The Innovation Games.

It’s not just about building gadgets or solving puzzles anymore — it's about inventing under pressure, outsmarting rivals, and proving that ideas can win.

As the team travels across cities, decodes secret missions, and builds high-stakes challenges, they’ll discover that discovery isn’t always easy — especially when unexpected threats loom.

⚙️ What It’s About


When the Makers receive an invitation to the Innovation Games — a global STEM showdown of robot battles, mystery missions, and invention challenges — they leap into action.

But as they progress through each round, they realize that competition brings risks: sabotage, secrets, and moral choices they never expected.

Across tense deadlines, surprise setbacks, and intense rivalries, the team must band together, trust their strengths, and stay true to what they believe. Innovation is powerful — but so is integrity.

🧩 Meet the Makers — Stronger and Sharper

Riley Sparks – Still the big-idea leader, but now weighting risk and reward.

Mateo Cruz – Brings sharper logic as coding missions grow more complex.

Juniper “June” Lin – Crafts with flair, even when pressure’s on.

Theo Banks – Builds steadier than ever — the backbone when chaos hits.

🔍 What Readers Will Discover:

The thrill of high-stakes STEM challenges and engineering under pressure

How inventive teamwork and smart strategy can trump raw talent

Moral dilemmas in competition: when do you push hard, when do you stay fair?

Game-like missions and project ideas readers can adapt at home

🔥 Why This Book Stands Out:

Combines STEM, suspense, and heartfelt stakes

Appeals to fans of The Questioneers, The Wild Robot, Spy School

Encourages readers to blend creativity with ethics

Ideal for kids ages 8–14, classrooms, STEM clubs, or book fans who love action-packed good stories

Are You Ready to Play the Innovation Games?