Find items, encounter foes, and solve puzzles in this middle-grade graphic novel that you can play just like a role-playing game.
You’ve been training to be a valiant knight, and now the prince of Nekashu needs your help—the princess of the Orcs has been taken by a band of Vikings! Solve riddles, traverse mountains, and fight giants and dragons to reach the princess and bring her home safely. Your success depends on your choices alone, because the hero is you!
HERE’S HOW TO PLAY: • To begin your quest, select your character. • Numbers are hidden in every panel. Decide where you want to go next, and then flip to the panel with the matching number. • Solve puzzles, collect supplies, and defeat enemies in your quest for success. • If your mission fails, just start again at the beginning! You can play the book over and over again, making different choices every time.
Remember, this is no ordinary comic book—what happens next is up to you!
About the Author
Shuky is the co-founder of Makaka Editions, a comics and graphic novel publisher in France. He is the author of nine interactive comics as well as several traditional comics.
Waltch is a comics artist who contributes to several fanzines, including Ribozine. His clients include Vents d’Ouest and Ankama.
Novy is a comics author, letterer, and illustrator living in France.
“The Alliance of Dragons definitely continues the series' tradition of providing my son and I a memorable cooperative afternoon adventure.”—Dad Suggests
“A creative experience that encourages young adults to engage their imagination and problem-solving skills, and also makes an excellent gift! Highly recommended.”—Midwest Book Review Praise for Knights Club!
“In this innovative middle-grade graphic novel, readers choose their own path through a series of riddles and hidden passages as they craft an adventure that's unique to them.”—Game Informer, on Knights Club: The Bands of Bravery
“Wonderfully fun and entertaining.”—Midwest Book Review, on Knights Club:The Buried City
“An immersive reading experience full of adventure and fun. The book series really can be enjoyed by all ages since its beautiful storytelling manages to capture its audience young & old alike.”—BioGamer Girl, on Knights Club: The Bands of Bravery
“It’s choose your own adventure for the modern generation of kids! As engaging and fun as a video game. And better for development.”—Sussan N., Librarian at Alsip-Merrionette Park Public Library, on Knights Club: The Bands of Bravery
“All good fun and it kept my son highly entertained...Knights Club would make an excellent and unexpected pick-up idea for a reader who may want a bit more input into their latest read.”—Grab This Book, on Knights Club: The Bands of Bravery
Everyone loves the Comic Quests series!
“Kid approved.”—The Dice Tower, on Hocus & Pocus: The Legend of Grimm’s Woods
“For kids just diving into the genre, [Comic Quests is] a fantastic gateway and springboard to those more involved types of [role-playing] games.”—The Roarbots
“If you love reading, gaming, and magical animals, you’re going to fall head over heels for this brand new graphic novel series.”—YAYOMG!, on Hocus & Pocus: The Legend of Grimm’s Woods
“An interactive series that will appeal to reluctant readers and anyone who enjoys making a fun story.”—School Library Journal, on Hocus & Pocus: The Legend of Grimm’s Woods “An exciting and adventurous way to encourage young people to read, as well as hone their critical thinking and problem-solving skills.”—Midwest Book Review, on Iron Magicians “Great for commutes, waiting in long lines, or any instance where you're stuck without anything to do or anyone to talk to. Or, you know, simply because you want to play an RPG by yourself!.”—Sequential Tart, on Iron Magicians
“Fun for kids of all ages.”—Really Into This, on Hocus & Pocus: The Legend of Grimm’s Woods