Queens, New York. Aisling Kopp believes the unthinkable: that Endgame can be stopped. But before she can act on her own, she is approached by the CIA. And they have their own ideas about how Endgame should be Played.
Kingdom of Aksum, Ethiopia. Hilal ibn Isa al-Salt narrowly survived an attack that leaves him horribly disfigured. But the Aksumites have a secret that is unique to their line. A secret that could help redeem all of humanity.
London, England. Sarah Alopay has found the first key. But getting Earth Key has come at a great cost to Sarah. And the only thing that keeps the demons at bay is Playing. Playing to win.
With only two keys left to claim, the remaining Players will stop at nothing to find Sky Key—wherever it is, whatever it is—as the world begins to crumble.
James Frey is originally from Cleveland. All four of his books, A Million Little Pieces, My Friend Leonard, Bright Shiny Morning, and The Final Testament of the Holy Bible, were international bestsellers.
Nils Johnson-Shelton is the coauthor of the international bestseller No Angel: My Harrowing Undercover Journey to the Inner Circle of the Hells Angels. He is also the author of the Full Fathom Five series for tweens Otherworld Chronicles.
For Sarah, Jago, Aisling, Maccabee, Shari, An, and Hilal, Endgame has reached its final phase. The third key, Sun Key, is all that stands between one Player saving their line—or perishing along with the rest of the world. And only one can win.
West Bengal, India: Maccabee is Playing to win. He has Earth Key and Sky Key and he is determined to find Sun Key. But in Endgame, fate can turn in the blink of an eye. He must Play carefully. He must watch his back.
Kolkata, India: An Liu is Playing for death. His goal: stop Endgame, and take the world down with him.
Sikkim, India: For Aisling, Sarah, Jago, Shari, and Hilal, their mission is to stop Endgame. Sun Key must not be found.
No matter what they’re Playing for, all of the remaining Players have one thing in common: they will end the game, but on their own terms.
John is on the front lines in New York City. The odds may be stacked against him, but his best friend, Sam, has inexplicably developed a Legacy despite being human—and he isn’t the only one. As the pair tracks down Five and Nine amidst the chaos, they encounter another teen with powers. Whether she is a friend or a foe, however, remains to be seen.
Meanwhile, Six, Marina, and Adam are trapped in Mexico. They fought their way into the Sanctuary and were able to awaken the force hidden within, but they don’t have any way to reach the others…and the Mogs are coming for them in full force.
The Garde are stretched thin. Their only shot at saving the world is to eliminate the Mogadorian leader once and for all—but his fate is now irrevocably tied with Ella’s. The Garde can’t destroy one without the other. And if they can’t find another way to stop the Mogs, humanity will suffer the same fate as the Loric: annihilation.
This epic, action-packed science fiction series is perfect for fans of the Fifth Wave series by Rick Yancey, the Maze Runner series by James Dashner, and Orson Scott Card’s Ender’s Game.
Humanity rests on the shoulders of twelve Players. But when the lives of a Cahokian Player and a Minoan Player intertwine over the search for an ancient weapon in post-World War II Berlin, the last thing they expect is to let their guard down, and fall in love. Now the success of their lines—and the fate of the world—is threatened.
But this is Endgame. And only one can win.
This heart-stopping novella arc takes place prior to the events in the New York Times bestseller Endgame: The Calling.
The first stones have begun to crumble.
In Artie Kingfisher’s world, wizards named Merlin, fire-breathing dragons, and swords called Excalibur exist only in legends and lore—until the day his video game Otherworld springs to life.
You are special, Arthur,
Says the mysterious message in his game.
In one week’s time you will come to me at the it.
Cryptic clues lead Artie to a strange place called the Invisible Tower, where he discovers that nothing in his life is as it seems. Artie is none other than King Arthur, brought to life in the twenty-first century. Artie has won the battle in the virtual Otherworld—now the key to saving the real Otherworld lies in his hands as well.
Green dragons, hungry wolves, powerful sorcerers—suddenly Artie must battle them all as he wields Excalibur and embarks on a quest worthy of the Knights of the Round Table. With his sister, Kay, by his side, Artie steps into the Otherworld—straight toward his destiny.
It has been over a year since the invasion of Earth was thwarted in Pittacus Lore’s United as One. But in order to win, our alien allies known as the Garde unleashed their Loric energy that spread throughout the globe. Now human teenagers have begun to develop incredible powers of their own, known as Legacies.
To help these incredible and potentially dangerous individuals—and put the world at ease—the Garde have created an academy where they can train this new generation to control their powers and hopefully one day help mankind. But not everyone thinks that’s the best use of their talents. And the teens may need to use their Legacies sooner than they ever imagined.
Perfect for fans of Marvel’s X-Men and Rick Yancey’s The 5th Wave, this epic new series follows a diverse cast of teens as they struggle to hone their abilities and decide what, if anything, they should do with them. As a spin-off of the bestselling I Am Number Four series, those familiar with the original books and newcomers alike will devour this fast-paced, action-packed sci-fi adventure.