Choose your own adventure

Compare Series: 
chooseyourownadventure

The computer takeover

1995
The reader's decisions control the course of an adventure involving a supercomputer determined to take over the world.

Beyond the great wall

1987
An eccentric collector of art has contacted you for an important mission. You must find an agent who has disappeared. You decide what to do next.

Terror on the Titanic

2006
Asks the reader to choose the path of the plot in a story about a ocean liner heading into an iceberg.

House of danger

2005
Asks the reader to choose the plot path of a story in which a young detective--the reader--receives an anonymous call for help from a scary glass house built on the site of a Civil War prison.

House of danger

2010
Asks the reader to choose the plot path of a story in which a young detective--the reader--receives an anonymous call for help from a scary glass house built on the site of a Civil War prison.

Secret of the ninja

2005
While in Japan to master the art of aikido, the curse from the ancient sword falls upon you and a friend. What will you do?.

The abominable snowman

2005
Asks the reader to choose the path of the plot in a story about a mountain climber's disappearance from an expedition searching for the Abominable Snowman.

Escape

2005

The island of time

2008
Readers are able to create their own adventure and participate in this story about a capsized boat, a stormy lake, and a dangerous situation.

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