The Complete Carl Barks Disney Library #26
☆ Be the first to review + Add to your collection — Join freeThis volume collects Carl Barks' complete 1950s Uncle Scrooge stories, including the title tale 'The Golden Nugget Boat,' as part of Fantagraphics' definitive series restoring Barks' original artwork and colors. It features Scrooge McDuck's adventures alongside Donald Duck, Huey, Dewey, and Louie, showcasing Barks' masterful storytelling and detailed art from his peak period at Dell Comics.
In "The Golden Nugget Boat," Gyro Gearloose finds himself roped into a bizarre royal ceremony when Gladstone Gander recruits him to tame a wild bear and earn the title "King of Luck" from the Royal Order of Horeshoe Kids. Though all Gyro really wants is to enjoy his long-awaited Gyroburger, he reluctantly devises a repellent to keep the bear at bay—only to find himself caught in a chain of unexpected complications. Written, drawn, and inked by the legendary Carl Barks, this classic tale from The Complete Carl Barks Disney Library #26 features vibrant colors by Digikore Studios and lettering by Garé Barks, with a cover by Carl Barks that captures the story’s playful spirit.
Uncle Scrooge, Donald Duck, and the nephews Huey, Dewey, and Louie head to Alaska in a high-stakes race against Gladstone Gander, each determined to strike it rich with golden nuggets—though the real treasure might just be the adventure itself.
In "That's No Fable!", Uncle Scrooge and the nephews recount a wild Florida adventure to Grandma Duck, where a mysterious fountain claimed to grant eternal youth led to a whirlwind of mistaken identities and mischievous mayhem—especially when J. Slick and the local trio of Pablo, Pedro, and Charley got tangled in the mix.
Uncle Scrooge’s latest scheme to avoid Daisy’s women’s club party hits a snag when he realizes he’ll need a proper suit to attend—something he’s never owned. With the help of Donald and the nephews, he sets out to find a formal outfit, only to find himself tangled in a series of increasingly absurd misadventures involving society ladies, a pack of dogs, zoo lions, and a whole lot of stolen tuxedos.
Uncle Scrooge demonstrates his atom subtracter to Donald and the nephews, unveiling a device capable of shrinking massive machines down to pocket size—just in time for a Beagle Boy posing as a janitor to eavesdrop. With the help of a jay bird, a ferret, and a swarm of ants, the Beagles seize the moment to shrink Scrooge’s money bin, turning his fortune into something far easier to steal.
Uncle Scrooge, ever the competitive spirit, watches a vintage car parade in Duckburg with mild amusement—until he sees Donald Duck not only driving one of the old beauties but actually making money from it. Determined to outdo his nephew, Scrooge dives into the world of antique car racing, only to find the competition far more chaotic than he expected. With a mix of cunning, grit, and a few questionable tactics, it’s a full-throttle showdown between Scrooge and Donald, where the finish line is just the beginning.
In "The Midas Touch," Uncle Scrooge’s prized Old Number One Dime is stolen by the mysterious sorceress Magica De Spell, who claims it’s essential for her amulet. When she refuses to return it, Scrooge, Donald, and the nephews—along with Scrooge’s detectives and a paper flower merchant—set off on a wild chase to her sorcery shop on the slopes of Mount Vesuvius, where magic and money collide in unexpected ways.
When Gyro Gearloose suggests a safe place to stash his fortune, Scrooge hides his savings bonds in the caves of the Aeolian Mountains—only to find the Beagle Boys are one step behind. With Gyro's Helper at his side and a trail of clues leading through wind-swept cliffs, Scrooge must outwit the thieves before they turn his savings into their next score.
When a heated rivalry between the Duckburg Northside and Southside Teams escalates into full-blown chaos, Gyro Gearloose finds himself caught in the crossfire—literally. With the help of his ever-loyal Helper, he devises a pair of wildly inventive baseball gadgets that turn the game into a spectacle of impossible pitches and unmissable swings.
Gladstone Gander enlists Gyro Gearloose to tame a wild bear for the Royal Order of Horeshoe Kids Club, hoping to earn the title "King of Luck." Though all Gyro wants is to enjoy his Gyroburger lunch, he reluctantly invents a repellent to keep the bear under control—only to find the situation spiraling in unexpected ways.
Gyro Gearloose is roped into a bizarre experiment by the picky busybodies of Duckburg, who demand he invent a serum to reshape trees—despite his only real wish being to escape to a quiet spot by the water. With his mind on fishing and his workshop overrun by meddling townsfolk, Gyro’s latest invention may be the last thing he ever wanted to build.
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Reprints
↩ Reprints Four Color #1095 (1960), Walt Disney's Uncle Scrooge #32 (1960), Walt Disney's Uncle Scrooge #33 (1961), Walt Disney's Uncle Scrooge #34 (1961), Walt Disney's Uncle Scrooge #35 (1961), Walt Disney's Uncle Scrooge #36 (1961), The Carl Barks Library #3 (1984)
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