When Cacofonix the bard is taken to Rome as a present for Julius Caesar, Asterix and Obelix set out to rescue him, sailing with master salesman Ekonomikrisis, the Phoenician merchant. How do our Gaulish friends come to end up training as gladiators? The next Games in the Circus Maximus are not quite what Caesar and the Roman public expect...
It's a disaster - the druid Getafix has broken his golden sickle. Asterix and Obelix go to Lutetia (now Paris) to buy him a new one. Soon they are tangling with the criminal underworld of the big city - can they outwit Navishtrix, Clovogarlix and the sickle-trafficking gang? Will Getafix ever be able to brew magic potion again?
Asterix and Obelix escort Getafix to the druids' annual conference in the Forest of the Carnutes. Little do they know that the Goths are lying in ambush, ready to kidnap the Druid of the Year - who of course is Getafix! But what with Gauls, Goths and Romans all at odds, it's hard to tell friend from foe...until Goths begin fighting Goths in the Asterixian...
A Norman invasion of the Gaulish village! But only trendy teenager Justforkix, visiting from Lutetia, fears them, for the Gauls have their magic potion. But the Normas themselves want to learn the meaning of fear: can Asterix and his friends teach them? Another secret weapon is brought into play...and at long last the bard Cacofonix wins the appreciation...
The brave Iberians are holding out against Julius Caesar, like Asterix and his friends. So when Chief Huevos y Bacon's son is taken hostage, who better to recuse him than the Gauls? Taking him home to Hispania, now Spain, they tangle with the tourist industry and flamenco, and face a wild aurochs in the arena - or bullring. And can it be true? Cacofonix...
Why not infiltrate the little Gaulish village by building a modern housing estate? That's the plan thought up by trendy Roman architect Squaronthehypotenus to help Caesar crush the indomitable Gauls. Will the villagers be tempted by the chance of making money when the first Roman tenants move in? And what about the Gauls' secret weapon. Roll up to see the...
The classic graphic novel. Tintin stumbles across a model ship at the Old Street Market. Only it isn't just any model ship-it's the Unicorn, carved by one of Haddock's ancestors, and it holds a clue to finding pirate treasure!
The classic graphic novel. On their way to Sydney, Tintin and Captain Haddock run into an old friend, a pilot who offers them a ride on a private jet. But when the plane gets hijacked, Tintin and the Captain find themselves prisoners on a deserted volcanic island!
The classic graphic novel. Seven explorers return from an expedition in the Andes, where they unearthed the tomb of an Incan priest. One by one, they fall into a coma. Can Tintin figure out what is causing the mysterious illness?
The classic graphic novel. Professor Calculus is building a rocket, but Tintin quickly realizes that there are spies around every corner trying to steal the professor's design! When Professor Calculus' rocket finally takes off for the moon, Tintin and his dog Snowy are on board.
Herge's classic comic book creation Tintin is one of the most iconic characters in children's books. These highly collectible editions of the original 24 adventures will delight Tintin fans old and new. Perfect for lovers of graphic novels, mysteries and historical adventures.
The classic graphic novel. A sacred tribal statue has been stolen from the museum! Tintin and Snowy are on the case! Clues lead them straight into the heart of the jungle.
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