Spellbinders: Break the Game
Paperback
Series: Spellbinders
Publisher Price: $8.99
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ISBN10: 0593482786
ISBN13: 9780593482780
Publisher: Random House Children's Books
Published: May 6 2025
Pages: 416
Weight: 0.60
Height: 1.10 Width: 5.20 Depth: 7.50
Language: English
ISBN13: 9780593482780
Publisher: Random House Children's Books
Published: May 6 2025
Pages: 416
Weight: 0.60
Height: 1.10 Width: 5.20 Depth: 7.50
Language: English
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?
--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?
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