Knights Club: The Comic Book You Can Play by Shuky, Waltch (Illustrations), Novy (Illustrations)


Goodreads: Knights Club: The Message of Destiny
Series: Knights Club
Source: Quirk Books (books #2 and #3 for review)
Published: 2019, 2020

Official Series Summary

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!

The Message of Destiny (Book #2) Summary

In the School of Knighthood, Captain Karinka trains her students to make them worthy of the elite royal guard, and you do pretty well! So the king entrusts you to carry a message of utmost importance to the leader of the neighboring country. But traps and enemies await! Forge your weapons, win points, be victorious in battle, and advance through the levels to become strong enough to see your mission to a successful end. 

Star Divider


Quirk Books sent me books #2 and #3 in the Knights Club series for review, which can easily be read/played without reading book #1 (which I have not, in fact, read).

I gave Iron Magicians: The Search for the Magic Crystal, another interactive comic book from Quirk Books, five stars, so Knights Club should have been easy to love for me. However, I found the game play more complicated and overwhelming than in the other book, and I didn’t have the patient to finish.

I love the premise of training for knighthood and being able to pick different skills and abilities, but this series is really involved in terms of keeping track of your different types of points, items, magic cards, etc. I wasn’t sure I was doing it correctly even after referencing the directions several times and had no idea whether I was giving myself too many points in certain areas or cheating myself out of having more. I eventually sort of gave up and decided I would just decree I had enough points to do whatever I wanted to do, so I could keep moving through the book.

I also think the series is very based on battles and determining whether you have the right schools and point numbers to defeat your enemies, and I’d rather have more choose-your-own path choices than fights. Rolling a dice or spinning a wheel to see how much “damage” I’ve given an enemy and how much “damage” they’ve given me has never particularly interested me in any type of game, so having to do that a lot in this book was not overly interesting to me.

I do think this is a good idea, but you need to be right audience for it, someone who wants a fairly complicated book/game that has more battles than riddles or random choices, and I just wasn’t that audience.


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