Spellbinders: Break the Game


Book Description

It takes more than magic to make a hero, in the next installment of this hilarious and epic illustrated series. One not-so-chosen champion and his mystical friends must cross the multiverse and harness a dangerous power to defeat a mysterious new enemy. "My favorite new fantasy series.” —Max Brallier, #1 New York Times bestselling author of the Last Kids on Earth series After leveling up from basement roleplaying games to saving an entire magical realm, 12-year-old Ben isn’t happy returning to his ordinary life of homework and chores. So when his very un-magical LARP session is crashed by monstrous frog-men from another dimension, he can't wait to get back into hero mode. Someone is after all the Spellbinder’s books, which grant the users — including Ben — epic reality-shifting powers. Ben, Niara, Merv, Drake, and their new friend Agnes must embark on an epic quest to save the books and their owners. But while hopping across different realms may be Ben’s idea of a totally awesome spring break, it’s tough to be an ordinary kid among extraordinary heroes. Especially when fighting for the fate of the universe seems to consist mostly of finding fun new ways to get them all killed, from zombie rats to pool noodle squids, to a mysterious Big Bad controlling everything from behind the scenes. How do you win the game when someone else is rolling the dice?




Spellbinders: The Not-So-Chosen One


Book Description

"Ben may only be pretending to be the 'Chosen One'—but I’ve definitely chosen this one as my favorite new fantasy series.” —Max Brallier, #1 New York Times bestselling author of the Last Kids on Earth series How far would you go to play the hero? One seventh grader gets way more than he bargained for when he is swept into the fantasy quest of his gaming dreams in this funny illustrated series full of adventure and twists. It’s not so easy being the Chosen One (or in Ben Whitlock’s case, pretending to be the Chosen One). Sure, when you’ve been mistaken for a long-prophesied hero by a teenage girl/mysterious assassin and transported to a fantasy realm you're supposedly destined to save, you don’t have to worry about things like math homework. But when flying narwhals are trying to blast you into oblivion (gulp) and a bunch of old mystics in flip-flops want you to enter something called the Gullet of Eternal Torment (double gulp), suddenly a C in algebra doesn’t seem like such a big deal. Back in the real world, Ben preferred to escape into fictional adventures and role-playing games. But the more he learns about his true quest, the more he realizes that being a hero goes way beyond rolling a few dice. . . .




Spellbinders


Book Description




Spellbinders: Break the Game


Book Description

It takes more than magic to make a hero, in the next installment of this hilarious and epic illustrated series. One not-so-chosen champion and his mystical friends must cross the multiverse and harness a dangerous power to defeat a mysterious new enemy. "My favorite new fantasy series.” —Max Brallier, #1 New York Times bestselling author of the Last Kids on Earth series After leveling up from basement roleplaying games to saving an entire magical realm, 12-year-old Ben isn’t happy returning to his ordinary life of homework and chores. So when his very un-magical LARP session is crashed by monstrous frog-men from another dimension, he can't wait to get back into hero mode. Someone is after all the Spellbinder’s books, which grant the users — including Ben — epic reality-shifting powers. Ben, Niara, Merv, Drake, and their new friend Agnes must embark on an epic quest to save the books and their owners. But while hopping across different realms may be Ben’s idea of a totally awesome spring break, it’s tough to be an ordinary kid among extraordinary heroes. Especially when fighting for the fate of the universe seems to consist mostly of finding fun new ways to get them all killed, from zombie rats to pool noodle squids, to a mysterious Big Bad controlling everything from behind the scenes. How do you win the game when someone else is rolling the dice?




Alienated


Book Description

Aliens are among us, and eighth-graders Gene and Vince regularly report on their existence via the Globe, their weekly tabloid. Most readers don’t take the articles seriously, but when the pair outs the school guidance counselor as a closet alien, their story gets a lot of attention—of the wrong kind. Gene and Vince are suddenly at the center of an intergalactic conflict, one that could be the death of their friendship—and of the boys themselves. Ample humor and inventive storytelling make for a hilarious, surprising adventure that will keep readers glued to every page.




TINKLE DOUBLE DIGEST 167


Book Description

Tinkle Double Digest is a bumper collection of everything that is loved in the immensely popular Tinkle comics magazine. Action-packed stories, rib-tickling jokes, thought-provoking features, challenging puzzles and activities—all this and more in one digest! Enjoy the adventures of such iconic characters as Suppandi, Shikari Shambu, Tantri the Mantri, and Kalia the Crow. At 176 pages, this mega digest is perfect for long train journeys, lazy Sundays and rainy weekends! The stories and fun just go on and on and on...!




Motorboating - ND


Book Description




The Economic Consequences of the Peace


Book Description

John Maynard Keynes, then a rising young economist, participated in the Paris Peace Conference in 1919 as chief representative of the British Treasury and advisor to Prime Minister David Lloyd George. He resigned after desperately trying and failing to reduce the huge demands for reparations being made on Germany. The Economic Consequences of the Peace is Keynes' brilliant and prophetic analysis of the effects that the peace treaty would have both on Germany and, even more fatefully, the world.




Speed Up


Book Description




Grayling's Song


Book Description

Grayling doesn't want to be a hero, but to save her mother from a dark enchantment, she seeks out the few second-string magic makers who haven't been immobilized by the spell and goes off in search of her mother's grimoire, or book of magic. Obstacles both natural and supernatural block their way, and friction within the group delays the journey. Surprising herself, Grayling finds the strength and decisiveness to move the group forward and reach her goal. Eccentric witches and wizards plus a shape-shifting mouse provide moments of high comedy, as do odd practices that date back to the Middle Ages, such as divination with cheese.