Head Games: The Graphic Novel


Book Description

In this graphic novel adaptation of the Edgar-nominated novel Head Games, Craig McDonald blends history and legend to tell the tale of the classic hard-drinking, hard-living, and hard-boiled protagonist. Artist Kevin Singles brings this noir thriller to life with a style reminiscent of the golden age of dime-store paperbacks. It’s 1957, and aging novelist Hector Lassiter thought that his adventures were long behind him. But then he receives a treasure worth killing for: the skull of Mexican revolutionary Pancho Villa. With his partners in crime, brooding poet Bud Fiske and hard-as-nails beauty Alicia Vicente, Hector must make a mad dash across the American southwest. If the trio can survive long enough to sell the skull to the highest bidder, they'll score big. But in the meantime, Hector must dodge bullets from deranged fraternity members, aging soldiers of fortune, vicious warlords, and crooked feds.




M.O.D.O.K.


Book Description

Collects M.O.D.O.K.: Head Games (2020) #1-4, M.O.D.O.K: Reign Delay One-Shot (2009), Fall of the Hulks: MODOK (2010). A journey into the mind of one of the biggest heads in the Marvel Universe! M.O.D.O.K. is the ruthless and brilliant leader of the terrorist organization A.I.M., outsmarting heroes and outmaneuvering cutthroat colleagues gunning for his position. But haunting memories of a family he never had leave him unsure whether he’s losing his freakishly large mind or if there’s something more sinister behind these visions. M.O.D.O.K.’s quest to uncover the truth will find him teaming up with the most unlikely of allies: Iron Man! But can M.O.D.O.K. untangle the mystery before his many foes take advantage of his weakness — for good? From Patton Oswalt and Jordan Blum, showrunners of the upcoming animated series Marvel’s M.O.D.O.K.




Head Games


Book Description

Head Games is equal parts road novel, caper and historical fiction: a black comedy and wistful ballad of lost America rooted in borderland myth and history. Head Games' narrator is Hector Lassiter, now widowed and feeling his age. When Lassiter recovers Mexican General Pancho Villa's skull stolen from his grave by an American soldier-of-fortune, within hours of taking possession of it, Lassiter becomes a target of competing fraternities, Mexican bandits and U.S. intelligence services. The breakneck chase extends across 1957-1970 America - from the cantinas of old Mexico to the Venice, California set of Orson Welles' noir classic Touch of Evil, to the sanctum sanctorum of Yale's infamous Skull and Bones Society. The cast of characters includes Orson Welles, Marlene Dietrich, Jack Webb and a young gone-missing National Guardsman named "George W." "Strap in, hold on, enjoy the ride." -San Francisco Chronicle "HEAD GAMES is a gravel and mescal cocktail, a one-day burn, a novel of genuine piss and vinegar, the kind of book you thrust on people with the wild eyes and intent of a PCP freak." -Ray Banks




Head Games


Book Description

A mystery that is a wistful ballad of lost America




Head Games


Book Description

Taylor is calm, cool, collected, and ferocious on the basketball court. A total all-star. Not so much in real life. She may be tall, gorgeous, and an incredible catch, but just try telling her that! And lately, Taylor doesn't know which way to turn: The summer showcase game is almost here. Her BFF Hannah roped her into a fashion show (eek!). And she can't decide between Zach—the super-popular, super-tall, super-off-limits basketball dynamo—and Matt—the sweet boy from her math class (who may just be dating her BFF's older sister). It's enough to make any girl's head spin! Can Taylor strike a pose, land the boy of her dreams, and win the game?




Head Games


Book Description

Reality sucks! That's what fifteen-year-old Judith Ellis thinks, anyway. Reality is her former best friend not talking to her. Reality is her dad living three thousand miles away. Reality is what happened outside 158 West Seventy-first Street. As far as Judith is concerned, fantasy rules! Especially in the Game. In the gaming world it's strictly alternative identities, strangers known only as the Witch, the Drunken Warrior and Irgan the Head Case. No one knows who you are. No one gets too close. But that's about to change. Judith discovers that one player in the Game is coming after her - and he's a lot closer that she realises. Close enough to see her, close enough to talk with her. Close enough to like her...




Chartwell Manor


Book Description

No one asks for the childhood they get, and no child ever deserved to go to Chartwell Manor. For Glenn Head, his two years spent at the now-defunct Mendham, NJ, boarding school ― run by a serial sexual and emotional abuser of young boys in the early 1970s ― left emotional scars in ways that he continues to process. This graphic memoir ― a book almost 50 years in the making ― tells the story of that experience, and then delves with even greater detail into the reverberations of that experience in adulthood, including addiction and other self-destructive behavior. Head tells his story with unsparing honesty, depicting himself as a deeply flawed human struggling to make sense of the childhood he was given.




Bullet to the Head


Book Description

Jimmy Bobo, a hitman, and his partner, Blanchard, kill a corrupt policeman, but after his partner is mysteriously murdered, Bobo allies himself with the detective investigating the policeman's death, as together they uncover a complex web of corruption.




Death Head


Book Description

When Niles and Justine Burton go camping to get a break from their stressful lives, they expect to find peace . . . not an abandoned village hiding an ancient evil. After accidentally stealing the cursed mask of the murderous Plague Doctor, they’ll have to keep their family from falling apart as they solve an ancient mystery and struggle to survive. Collects the six-issue series. “A solid horror comic, that definitely deserves a big screen adaptation.”—Graphic Policy




Here


Book Description

SOON TO BE A MAJOR MOTION PICTURE • From one of the great comic innovators, the long-awaited fulfillment of a pioneering comic vision: the story of a corner of a room and of the events that have occurred in that space over the course of hundreds of thousands of years. “A book like this comes along once a decade, if not a century…. I guarantee that you’ll remember exactly where you are, or were, when you first read it.” —Chris Ware, The Guardian "In Here McGuire has introduced a third dimension to the flat page. He can poke holes in the space-time continuum simply by imposing frames that act as trans­temporal windows into the larger frame that stands for the provisional now. Here is the ­comic-book equivalent of a scientific breakthrough. It is also a lovely evocation of the spirit of place, a family drama under the gaze of eternity and a ghost story in which all of us are enlisted to haunt and be haunted in turn.” —The New York Times Book Review With full-color illustrations throughout.