Knights club

Shuky

Book - 2018

Three brothers who dream of joining the Royal Order of Knights must solve riddles, learn combat techniques, and gather magical objects, in a book where the reader's decisions determine the end of the story.

Saved in:

Children's Room Show me where

jGRAPHIC NOVEL/Shuky/Knights v. 1
vol. 1: 1 / 2 copies available
vol. 2: 2 / 2 copies available
vol. 3: 2 / 2 copies available

Bookmobile Children's Show me where

jGRAPHIC NOVEL/Shuky/Knights v. 2
vol. 2: 0 / 1 copies available
Location Call Number   Status
Children's Room jGRAPHIC NOVEL/Shuky/Knights v. 1 v. 1 Checked In
Children's Room jGRAPHIC NOVEL/Shuky/Knights v. 1 v. 1 Due Oct 13, 2024
Children's Room jGRAPHIC NOVEL/Shuky/Knights v. 2 v. 2 Checked In
Children's Room jGRAPHIC NOVEL/Shuky/Knights v. 2 v. 2 Checked In
Children's Room jGRAPHIC NOVEL/Shuky/Knights v. 3 v. 3 Checked In
Children's Room jGRAPHIC NOVEL/Shuky/Knights v. 3 v. 3 Checked In
Bookmobile Children's jGRAPHIC NOVEL/Shuky/Knights v. 2 v. 2 Bookmobile Storage
Subjects
Genres
Choose-your-own stories
Action and adventure comics
Graphic novels
Comic books, strips, etc
Published
Philadelphia : Quirk Books 2018-
Language
English
French
Main Author
Shuky (author)
Other Authors
Waltch, 1984- (artist), Novy, 1984- (translator), Mélanie Strang-Hardy
Item Description
Description based on volume 1.
Physical Description
volumes : chiefly color illustrations ; 21 cm
ISBN
9781683690559
9781544421483
9781683690658
9781683691471
  • v. 1 The bands of bravery
  • v. 2. The message of destiny
  • v. 3. The buried city
Review by Kirkus Book Review

Translated from the French, this "choose your own adventure" graphic novel follows three boys on their way to knighthood.Sick of their boring lives, three hopeful boys set out on a journey to sign up for Knights School. King Louis the Little allows anyone to try for knighthood, but before the aspiring heroes earn the title of Knights of the Royal Order, they must first pass a test of courage. Within five days, each aspirant must collect the bracelets of bravery scattered throughout the kingdom. This reader-driven graphic novel takes readers on a dizzying quest through swamps, over a mountain, and across the countryside. Readers choose from three archetypes to play: a bookworm, a lumberjack, and an acrobat. Each has different starting ability scores, which determine how many items they can carry and what weapons they can use. All three of the character choices are white, but, then again, so is seemingly every other character in the kingdom. The book includes pages of blank quest trackers for recording character statistics, items, gold, knights, and bravery bracelets. Numbers mark the trail from panel to panel through the book. While many of the numbers appear in the background of the panel, sometimes characters instruct readers which panel to go to next, killing the story's immersion.Creative mechanics don't make up for characters without depth or diversity. (Graphic fantasy/novelty. 7-12) Copyright Kirkus Reviews, used with permission.

Copyright (c) Kirkus Reviews, used with permission.