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The Carl Barks Library#7
Cover: Carl Barks

The Carl Barks Library #7

Mar 1988 · Another Rainbow · 100.00 USD
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In "The Victory Garden," Carl Barks delivers a delightfully absurd tale of misplaced priorities and escalating paranoia. When Donald Duck’s worthless oil stock suddenly becomes worth a thousand dollars, his panic over neighborhood burglars leads him to lock away not just the shares, but also a jar of jam—only to forget the combination. With art, inks, letters, and story all by Carl Barks, and a cover by Barks as well, this 1988 issue from the Carl Barks Library is a masterclass in comedic timing and visual storytelling.

Contains 64 stories
The Victory Garden
10 pp · Anthropomorphic-Funny Animals
crows
The Rabbit's Foot
10 pp · Anthropomorphic-Funny Animals

In "The Rabbit's Foot," Donald Duck scoffs at the nephews' belief in their lucky rabbit foot—until his own misfortunes pile up while their luck seems unshakable. When he finally steals the charm to prove it’s fake, his luck takes a sharp turn for the worse, leaving him chasing a mystery he never meant to start.

Lifeguard Daze
10 pp · Anthropomorphic-Funny Animals
Good Deeds
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieNeighbor Jones (first appearance)pilotisland ducks

Donald Duck sets out to do a day’s worth of good deeds, starting with helping his new neighbor, Mr. Jones—only to find his efforts backfire in hilarious fashion. When a misfired attempt to turn off a passing plane’s engine sends Donald, Huey, Dewey, Louie, and the pilot soaring into the tropics, they’re quickly captured by island ducks with unexpected plans.

The Limber W Guest Ranch
10 pp · Anthropomorphic-Funny Animals

In "The Limber W Guest Ranch," Donald Duck and his nephews take a trip to a Western-style dude ranch, only to find themselves lost in the desert when their wayward adventure takes a wrong turn. As the boys try to navigate back to safety, Donald’s well-meaning but clumsy efforts keep making things worse—leading to a series of misadventures that test their patience and perseverance.

The Mighty Trapper
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieDaisy
Good Neighbors
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieNeighbor Jones (first appearance in his best-known form)
Salesman Donald
10 pp · Anthropomorphic-Funny Animals
Snow Fun
10 pp · Anthropomorphic-Funny Animals
The Duck in the Iron Pants
10 pp · Anthropomorphic-Funny Animals
Kite Weather
7 pp
Three Dirty Little Ducks
10 pp
BolivarHerbert
This Month the Mad Chemist
10 pp

In "This Month the Mad Chemist," Donald Duck, after a head injury, unexpectedly becomes a scientific genius and creates a revolutionary explosive called "duckmite"—a substance so potent it launches a rocket to the moon. The story follows his wild, high-stakes experiment as he pushes the limits of invention, turning his backyard into a laboratory of improbable possibilities.

Rival Boatmen
10 pp · Anthropomorphic-Funny Animals
Pete
Camera Crazy
10 pp

In "Camera Crazy," Donald Duck and his nephews go head-to-head in a photo contest to sell to the local newspaper, each armed with their own camera. While Donald relies on his elaborate, high-tech model, the nephews’ simple little box camera keeps outshining it—leaving Donald puzzled and determined to figure out why.

Farragut the Falcon
10 pp
The Purloined Putty
10 pp
Jones
High-wire Daredevils
10 pp
Ten Cent's Worth of Trouble
10 pp
Herbert
Donald's Bay Lot
10 pp
Thievery Afoot
10 pp
The Tramp Steamer
10 pp
The Long Race to Pumpkinburg
10 pp
Webfooted Wrangler
10 pp
The Icebox Robber
10 pp

In "The Icebox Robber," Donald Duck finds himself sleepwalking through the kitchen, raiding the icebox with no memory of it the next morning—only to blame the nephews for the missing snacks. His increasingly elaborate traps to catch the culprits end up tripping him up in the most humiliating ways.

Pecking Order
10 pp
Taming the Rapids
8 pp
Days at the Lazy K
8 pp
Eyes in the Dark
10 pp
Daisy
Thug Busters
8 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouiebank robberpolice officer
The Great Ski Race
10 pp
Ten-Dollar Dither
10 pp
Donald Tames His Temper
10 pp
Daisy
Singapore Joe
10 pp
Master Ice-Fisher
10 pp
Jet Rescue
10 pp

In "Jet Rescue," the nephews take a bold step with their savings, buying miniature jet engines despite Donald's objections—only to find their impulsive purchase becomes the key to saving Donald and a young woman stranded on a remote mountain peak. The story unfolds with the kind of heart and high-stakes charm that defines the best of the Carl Barks Library, blending youthful mischief with unexpected heroism.

Donald's Monster Kite
10 pp
Biceps Blues
10 pp · Animal
Donald DuckDaisy DuckHueyDeweyLouiesporting goods salesmanDeltoid BiceppaSusy Swan

Daisy’s sudden fascination with Deltoid Biceppa, Susy Swan’s impressively built boyfriend, sends Donald Duck on a desperate quest to match his rival’s physique—leading him to the sporting goods salesman’s shop and a series of increasingly comical weightlifting attempts. With help from Huey, Dewey, and Louie, who secretly try to boost Donald’s confidence in their own way, the duck’s journey into bodybuilding becomes a whirlwind of awkward lifts and unexpected mishaps.

The Smugsnorkle Squattie
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieSiwash [Grand Genius III of Old Siwash]HerbertTagalong (Herbert's puppy)

When Huey, Dewey, and Louie bring home a bright-eyed mongrel puppy, Donald insists on only one thing: a Smugsnorkle Squattie, the world’s smartest dog with a mile-long pedigree. But as the boys try to impress their uncle with their new pet, the real challenge begins—proving that brains aren’t the only measure of a good dog.

Swimming Swindlers
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieButch (punk kid)two other nameless punk kids

When Butch, a punk kid with a shady plan, convinces Huey, Dewey, and Louie to cheat in a swimming race against Donald Duck, the usual chaos of the nephews’ antics takes a dangerous turn. With the help of two other nameless punk kids, the boys’ shortcut leads to a perilous situation—only for Donald to step in, not just to win, but to pull them from a real-life crisis and teach them a hard lesson about loyalty, honesty, and the cost of bad company.

Playin' Hookey
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouiefreight train brakemantrain dispatchergoatslady in house
The Gold-Finder
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieDaisy Duckjeweler
The Bill Collectors
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouiemanager of Ajax Collection AgencyScarpuss McKnucksWild Woman of BorneoBassofoglio the Human Bat

In "The Bill Collectors," Donald Duck takes on a new role as a bill collector, dragging his nephews Huey, Dewey, and Louie into a job they never asked for. When Donald quits and leaves them to face the next name on the list, the boys are surprised—and delighted—to discover it’s Donald himself.

Turkey Turmoil
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieraffle drawing officialsRaffles (a turkey)runner of the Southside Good Joes' Turkey ShootSouthside Good Joes' turkeyDonald's neighbor (not Neighbor Jones)

When Huey, Dewey, and Louie win a Thanksgiving turkey in a raffle, Donald Duck is furious—until the nephews refuse to let him slaughter it. Determined to have his feast, Donald enters the Southside Good Joes' Turkey Shoot, a notoriously crooked competition, with a little help from his clever nephews. But when he wins a turkey of his own, he quickly learns that this one has a mind of its own—and a surprising fight in it. Just who’s going to end up on the dinner table this Thanksgiving?

The Cantankerous Cat
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieBolivar (dog)yowling catDaisy Duck (cameo, image in picture frame)
Going Buggy
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouiecostume shop proprietoreditor of Daily Gab newspapernewspaper photographermayor of Duckburgcrowd of excited citizensThrockmortonMrs. Throckmorton

In "Going Buggy," the nephews Huey, Dewey, and Louie pull a prank on Donald Duck by donning bug costumes, tricking him into thinking his homemade bug spray has made them giant. When Donald retaliates in a flamboyant black bird costume, his momentary triumph quickly turns into a messy, feathered fiasco—much to the delight of the crowd of excited citizens, the Daily Gab photographer, and even the mayor of Duckburg, while the Throckmortons watch from the sidelines.

Jam Robbers
10 pp · Anthropomorphic-Funny Animals
Donald DuckHueyDeweyLouieClipski the stockbroker (voice on phone only)delivery manJ. Pluto Cratt (oil tycoon)burglar

When Donald Duck learns a mysterious buyer is offering $1,000 for his worthless oil stocks, he panics—especially after a string of neighborhood burglaries. He rushes to buy a heavy safe, locks in the stocks, and in a fit of frustration over the nephews stealing jam, adds the jar to the safe too—only to forget the combination. Now, with the jam and the fortune trapped inside, Donald must figure out how to get it back before things get even messier.

Picnic Tricks
10 pp · Anthropomorphic-Funny Animals
Donald DuckDaisy DuckHueyDeweyLouie
Donald's Posy Patch
10 pp

In "Donald's Posy Patch," Donald Duck sets out to cultivate a prize-winning flower garden, only to find his plans disrupted by the persistent presence of the nephews, who refuse to stay out of his yard despite his protests. As the boys insist on playing there anyway, a battle of wills blooms between the grumpy uncle and his energetic young relatives.

Donald Mines His Own Business
10 pp
Magical Misery
10 pp
DaisyBolivar
Vacation Time
10 pp
The Waltz King
10 pp
Daisy
The Masters of Melody
10 pp
Grandma Duck
Fireman Donald
10 pp
The Terrible Turkey
10 pp
Wintertime Wager
10 pp
DaisyGladstone (first appearance)
Watching the Watchman
10 pp

In "Watching the Watchman," Donald Duck takes on a night watchman job guarding a fortune in silk, but his natural tendency to doze off puts the entire stash at risk—especially when the mischievous nephews are determined to keep him awake, no matter the chaos that ensues.

Wired
10 pp

In "Wired," Donald Duck and his nephews find themselves competing as telegram messengers in a high-stakes race across the city. When Donald sends the boys on a wild goose chase with a fake message, he hopes to claim the best deliveries and big tips for himself — but the chase might just catch up to him.

Going Ape
10 pp
Daisy
Spoil the Rod [Pulpheart Clabberhead
10 pp
Rocket Race to the Moon
10 pp
Donald of the Coast Guard
10 pp
Saves the Ship
51 pp · Anthropomorphic-Funny Animals

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Cast · 4 characters

Full credits

writer, artist, inker, letterer Carl Barks
cover pencils, inks Carl Barks

Reprints

↩ Reprints Large Feature Comic #7 (1942), Walt Disney's Comics and Stories #7 (31) (1943), Walt Disney's Comics and Stories #8 (32) (1943), Walt Disney's Comics and Stories #9 (33) (1943), Walt Disney's Comics and Stories #10 (34) (1943), Walt Disney's Comics and Stories #11 (35) (1943), Walt Disney's Comics and Stories #12 (36) (1943), Walt Disney's Comics and Stories #1 (37) (1943), Walt Disney's Comics and Stories #2 (38) (1943), Walt Disney's Comics and Stories #3 (39) (1943), Walt Disney's Comics and Stories #4 (40) (1944), Walt Disney's Comics and Stories #5 (41) (1944), Walt Disney's Comics and Stories #6 (42) (1944), Walt Disney's Comics and Stories #7 (43) (1944), Walt Disney's Comics and Stories #8 [44] (1944), Walt Disney's Comics and Stories #9 (45) (1944), Walt Disney's Comics and Stories #10 (46) (1944), Walt Disney's Comics and Stories #11 (47) (1944), Walt Disney's Comics and Stories #12 (48) (1944), Walt Disney's Comics and Stories #1 (49) (1944), Walt Disney's Comics and Stories #2 (50) (1944), Walt Disney's Comics and Stories #3 (51) (1944), Walt Disney's Comics and Stories #4 (52) (1945), Walt Disney's Comics and Stories #5 (53) (1945), Walt Disney's Comics and Stories #6 (54) (1945), Walt Disney's Comics and Stories #7 (55) (1945), Walt Disney's Comics and Stories #8 (56) (1945), Walt Disney's Comics and Stories #9 (57) (1945), Walt Disney's Comics and Stories #10 (58) (1945), Walt Disney's Comics and Stories #11 (59) (1945), Walt Disney's Comics and Stories #12 (60) (1945), Walt Disney's Comics and Stories #1 (61) (1945), Walt Disney's Comics and Stories #2 (62) (1945), Walt Disney's Comics and Stories #3 (63) (1945), Walt Disney's Comics and Stories #4 (64) (1946), Walt Disney's Comics and Stories #5 (65) (1946), Walt Disney's Comics and Stories #6 (66) (1946), Walt Disney's Comics and Stories #7 (67) (1946), Walt Disney's Comics and Stories #8 (68) (1946), Walt Disney's Comics and Stories #9 (69) (1946), Walt Disney's Comics and Stories #10 (70) (1946), Walt Disney's Comics and Stories #11 (71) (1946), Walt Disney's Comics and Stories #12 (72) (1946), Walt Disney's Comics and Stories #1 (73) (1946), Walt Disney's Comics and Stories #2 (74) (1946), Walt Disney's Comics and Stories #3 (75) (1946), Walt Disney's Comics and Stories #4 (76) (1947), Walt Disney's Comics and Stories #5 (77) (1947), Walt Disney's Comics and Stories #6 (78) (1947), Walt Disney's Comics and Stories #7 (79) (1947), Walt Disney's Comics and Stories #8 (80) (1947), Walt Disney's Comics and Stories #9 (81) (1947), Walt Disney's Comics and Stories #10 (82) (1947), Walt Disney's Comics and Stories #11 (83) (1947), Walt Disney's Comics and Stories #12 (84) (1947), Walt Disney's Comics and Stories #1 (85) (1947), Walt Disney's Comics and Stories #2 (86) (1947), Walt Disney's Comics and Stories #3 (87) (1947), Walt Disney's Comics and Stories #4 (88) (1948), Walt Disney's Comics and Stories #5 (89) (1948)

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