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Comic Quests Series

Found in Children’s Graphic Novels
This middle grade series offers a truly engaging reading experience, one that mixes full-color graphic novel storytelling with interactive pick-a-path gameplay. Each book invites readers to play through the storylines again and again, choosing a different path (and fate!) each time. Along the way, they will solve puzzles, discover treasures, encounter villains, help friends, and uncover secrets hiding in the richly detailed illustrations. The quest begins now!
Knights Club: The Bands of Bravery by Shuky; Illustrated by Waltch; Coloring by Novy
Knights Club: The Buried City by Shuky; Illustrated by Waltch; Coloring by Novy
Knights Club: The Alliance of Dragons by Shuky; Illustrated by Waltch; Coloring by Novy

Comic Quests Series : Titles in Order

Book 7
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!
Book 6
This middle-grade graphic novel series makes YOU the valiant hero of a fantasy quest—pick your panel, find items, gain abilities, solve puzzles, and play through new storylines again and again! 
 
After years of dedicated training and adventure, you are finally a full-fledged knight! You are sent on your first official mission by Elliot, a famous merchant. Impressed by your strength and skill, Elliot entrusts you with the search for a list of precious objects, all hidden on a distant island. Can you find all the objects and bring them back? Can you even return alive from this treacherous and mysterious island? 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!
Book 5
This middle-grade graphic novel series makes YOU the hero of a fantasy quest—pick your panel, find items, cast spells, defeat enemies, solve puzzles, and play through new storylines again and again!

Step inside a steampunk re-imagining of nineteenth-century Paris, where magic and machines exist in harmony. The Eiffel Tower—a secret weapon built with magic—is almost complete, but the crystals that power the structure are missing! Find the hidden crystals and survive your dangerous mission.

HERE’S HOW TO PLAY:
• Select your character and begin your quest.
• 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, cast spells, and defeat enemies in your quest for success. Only after you’ve collected all the crystals will your journey be complete.
• If you fail your mission, just start again from the beginning! You can play the book again and again, making different choices every time.

Remember, this is no ordinary comic book—what happens next is up to you!
Book 4
This middle grade graphic novel series makes YOU the valiant hero of a fantasy quest—pick your panel, find items, gain abilities, solve puzzles, and play through new storylines again and again!

In a medieval age of chivalry and sorcery, you’ve been training hard to become a knight. Now the king has a mission for you: carry a message of the utmost importance to the leader of a neighboring country. But traps and enemies will be numerous on your route! Forge your weapons to make them more powerful, win points collecting magical cards, be victorious in battle, and advance through the levels to become strong enough to bring your mission to a successful end.

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 you succeed, you may be knighted!
• 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!
Book 3
This new middle grade graphic novel series features an interactive pick-a-path storyline, full of puzzles, treasures, fantasy creatures, and gameplay you can enjoy again and again!

Cast spells, solve puzzles, rack up sparkling stars, and train your own magical pet in this chooseable-path comic book! In the story, Snow White is worried about her seven cousins, who work in the Heigh-Ho mine. They haven’t come home from work, and she wants you to find them. You’ll need a healthy appetite for adventure—and your magical pet—to track down the missing men and put a stop to the nefarious forces lurking in the forest. Each panel in the story offers one or more possibilities for your next move. Plus a handy Quest Tracker lets you record your victories, note your hard-won prizes, and take care of your pet, making this a book you play just like a game.

HERE’S HOW TO PLAY: 
• Select your character and magical pet and begin your quest.
• 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 win stars in your quest for success. The more good deeds you do, the more shining stars you will find. 
• You can play the book again and again, making different choices every time.

Remember, this is no ordinary comic book—what happens next is up to you!
Book 2
This middle grade graphic novel series makes YOU the valiant hero of a fantasy quest—pick your panel, find items, gain abilities, solve puzzles, and play through new storylines again and again!

Magic, adventure, and triumphant battles await you in this graphic novel that plays just like a role-playing game. Choose to play as one of three brothers eager to join the Royal Order of Knights, and keep track of your hit points, abilities, and inventory on a handy adventure tracker sheet—then set off on your quest! The road to knighthood is a long one: you will journey through snowy mountains, haunted lakes, and dark forests in search of the bracelets of bravery, facing down trolls, wizards, and fellow warriors along the way. You will solve riddles, discover hidden compartments, learn combat techniques, and gather magical objects. With the analog fun of a tabletop game and the classic elements of a fantasy video game, you’ll pick your own paths and forge your own knighthood in this irresistible comic book.

HERE’S HOW TO PLAY:
• Select your character and begin your quest.
• 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 and collect bravery bracelets in your quest for success. 
• If you fail your mission, just start again from the beginning! You can play the book again and again, making different choices every time. 

Remember, this is no ordinary comic book—what happens next is up to you!
Book 1
This middle grade graphic novel series features an interactive pick-a-path storyline, full of puzzles, treasures, fantasy creatures, and gameplay you can enjoy again and again!

Cast spells, solve puzzles, rack up sparkling stars, and train your own magical pet in this graphic novel that you can play just like a role-playing game. Enter a world inspired by favorite fairy tales, complete with gingerbread houses and a girl dressed in red. Readers can play as Hocus (a boy) or Pocus (a girl), choose a magic animal companion, and enter a colorful forest of brain-teasing riddles, magical objects, and unusual characters. Each panel has multiple paths to follow, and a handy tracking sheet helps you keep track of your victories and hard-won possessions, bringing together the classic analog adventure of a tabletop game and the fresh format of a comic book for hours of replayable fun. 

HERE’S HOW TO PLAY: 
• Select your character and magical pet and begin your quest.
• 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 win stars in your quest for success. The more good deeds you do, the more stars you will find. 
• You can play the book again and again, making different choices every time.

Remember, this is no ordinary comic book—what happens next is up to you!