TY - BOOK AU - Wein,Elizabeth TI - The Enigma game SN - 9781368012584 PY - 2020/// CY - Los Angeles PB - Hyperion KW - Enigma cipher system KW - Fiction KW - Orphans KW - Code and cipher stories KW - Jamaicans KW - Scotland KW - World War, 1939-1945 KW - History KW - 20th century KW - Cryptologic fiction KW - lcgft KW - Historical fiction KW - War fiction KW - Young adult fiction N1 - Includes bibliographical references; Ages 12-18; Hyperion; Grades 10-12; Hyperion N2 - Told in multiple voices, fifteen-year-old Jamaican Louisa Adair uncovers an Enigma machine in the small Scottish village where she cares for an elderly German woman, and helps solve a puzzle that could turn the tide of World War II; A German soldier risks his life to drop off the sought-after Enigma Machine to British Intelligence, hiding it in a pub in a small town in northeast Scotland. Louisa Adair, a teen girl hired to look after the pub owner's elderly, German-born aunt, Jane Warner, finds it but doesn't report it. Flight-Lieutenant Jamie Beaufort-Stuart intercepts a signal but can't figure it out. Ellen McEwen, volunteer at the local airfield, acts as the go-between and messenger, after Louisa involves Jane in translating. The planes under Jamie's command seem charmed, and the four are loathe to give up the machine. Even after Elisabeth Lind from British Intelligence arrives, even after the Germans start bombing the tiny town. -- adapted from Goodreads info ER -