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Cameron Winters is a freak, a mind reader who can hear the thoughts of those around her. Although her life has been far from ideal, she has finally found peace on a Caribbean island far away from her troubles. But her troubles are about to find her in the form of a gorgeous government agent named Maddox.
Cameron Winters is a freak. Fortunately, no one but her family knows the truth …that Cameron can read minds. For years Cameron has hidden behind a facade of normalcy, warned that there are those who would do her harm. When gorgeous and mysterious Lewis Douglas arrives he destroys everything Cameron has ever believed and tempts her with possibilities of freedom. Determined to embrace her hidden talents, Cameron heads to a secret haven with Lewis; a place where she meets others like her, Mind Readers. But as Cameron soon finds out some things are too good to be true. When the Mind Readers realize the extent of Cameron’s abilities, they want to use her powers for their own needs. Cameron suddenly finds herself involved in a war in which her idea of what is right and wrong is greatly tested. In the end she’ll be forced to make a choice that will not only threaten her relationship with Lewis, but her very life. This young adult book is best for ages 14 and over. Book 1: The Mind Readers Book 2: The Mind Thieves Book 3: The Mind Games
This thrilling YA fantasy debut follows seventeen-year-old Etta Lark as she navigates the underworld of Craewick to pull off the heist of a lifetime. A YALSA (The Young Adult Library Services Association) Teens' Top Ten Book for 2020, Mansy crafts a grim reality where memories are worth their weight in gold. In the city of Craewick, memories reign. The power-obsessed ruler of the city, Madame, has cultivated a society in which memories are currency, citizens are divided by ability, and Gifted individuals can take memories from others through touch as they please. Seventeen-year-old Etta Lark is desperate to live outside of the corrupt culture, but she grapples with the guilt of an accident that has left her mother bedridden in the city's asylum. When Madame threatens to put her mother up for auction, a Craewick practice in which a "criminal's" memories are sold to the highest bidder before being killed, Etta will do whatever it takes to save her. Even if it means rejoining the Shadows, the rebel group she swore off in the wake of the accident years earlier. To rescue her mother, Etta must prove her allegiance to the Shadows by stealing a memorized map of the Maze, a formidable prison created by the bloodthirsty ruler of a neighboring Realm. Etta faces startling attacks, unexpected romance, and, above all, her own past as she uncovers a conspiracy that challenges everything she knew about herself and the world around her. In a place where nothing is what it seems, can Etta ever become more than a memory thief? Perfect for fans of high-stakemagical heists such as: Leigh Bardugo (Six of Crows) Victoria Aveyard (Red Queen) Roshani Chokshi (The Gilded Wolves) "Mansy's debut will delight fantasy readers who revel in fully developed settings and unusual powers."- Booklist "A welcome addition to the YA fantasy canon, The Memory Thief is a suspenseful page-turner, delightfully chock full of unexpected twists and turns."- Shelf Awareness
JUSTINE KNOWS SHE’S GOING TO DIE. ANY SECOND NOW. Justine Jones has a secret. A hardcore hypochondriac, she’s convinced a blood vessel is about to burst in her brain. Then, out of the blue, a startlingly handsome man named Packard peers into Justine’s soul and invites her to join his private crime-fighting team. It’s a once-in-a-lifetime deal. With a little of Packard’s hands-on training, Justine can weaponize her neurosis, turning it outward on Midcity’s worst criminals, and finally get the freedom from fear she’s always craved. End of problem. Or is it? In Midcity, a dashing police chief is fighting a unique breed of outlaw with more than human powers. And while Justine’s first missions, including one against a nymphomaniac husband-killer, are thrilling successes, there is more to Packard than meets the eye. Soon, while battling her attraction to two very different men, Justine is plunging deeper into a world of wizardry, eroticism, and cosmic secrets. With Packard’s help, Justine has freed herself from her madness—only to discover a reality more frightening than anyone’s worst fears. From the Paperback edition.
A mysterious invention causes mayhem in a coastal English village—from “my very favourite of the four Queens of Crime” (J. K. Rowling). The ancient hamlet of Saltey, once the haunt of smugglers, now hides a secret rich and mysterious enough to trap all who enter . . . and someone in town is willing to terrorize, murder, and raise the very devil to keep that secret to themselves. When a transistor thought to be the key to telepathic communication is found, Albert Campion is called to sort fact from fiction. But the device at the center of the mystery is in the possession of two schoolboys, and whether they stole it or invented it, there are others who will kill to get hold of it. “Allingham has a strong, well controlled sense of humour, a power of suggesting character with a few touches and an excellent English style. She has a sense of the fantastic, and is never dull” —Times Literary Supplement
A New York Times NOTABLE BOOK OF THE YEAR An NPR BEST BOOK OF THE YEAR A Publishers Weekly BEST BOOK OF THE YEAR A globetrotting, time-bending, wildly entertaining masterpiece hailed by the New York Times Book Review as "Audaciously well written … the book I was raving about to my friends before I'd even finished it." Set in three different eras, and in three different locations—all, coincidentally, named Venice—this “startling, beautiful gem of a book” (NPR) calls to mind David Mitchell and Umberto Eco in its mix of entertainment and literary bravado. The core story is set in sixteenth-century Venice, where, on the island of Murano, the famed makers of Venetian glass were perfecting one of the old world's most wondrous inventions: the mirror. An object of glittering yet fearful fascination—was it reflecting simple reality, or something more spiritually revealing?—the Venetian mirrors were state-of-the-art technology, subject to industrial espionage by desirous sultans and royals world-wide. Thus, for the skilled craftsmen that made them, any attempt to leave the island—to steal the technology—was a crime punishable by death. One man, however—a world-weary war hero with nothing to lose—has a scheme he thinks will allow him to outwit the city's terrifying enforcers of the edict, the ominous Council of Ten . . . Meanwhile, in two other Venices—Venice Beach, California, circa 1958, and the Venice casino in Las Vegas, circa today—two other schemers launch similarly dangerous plans to get away with a secret . . . All three stories weave together into a spell-binding tour de force that is impossible to put down—an old-fashioned, stay-up-all-night novel that, in the end, returns the reader to a stunning conclusion in the original Venice . . . and the bedazzled sense of having read a truly original and thrilling work of art.
Nothing is overdone and not a word is out of place in this auspicious debut," wrote Kirkus in a starred review of Instead of Three Wishes, the first book by Megan Whalen Turner. Her second book more than fulfills that promise. The king's scholar, the magus, believes he knows the site of an ancient treasure. To attain it for his king, he needs a skillful thief, and he selects Gen from the king's prison. The magus is interested only in the theif's abilities. What Gen is interested in is anyone's guess. Their journey toward the treasure is both dangerous and difficult, lightened only imperceptibly by the tales they tell of the old gods and goddesses. Megan Whalen Turner weaves Gen's stories and Gen's story together with style and verve in a novel that is filled with intrigue, adventure, and surprise.
Twin brother and sister Benji and Kelly wander off at the local county fair after witnessing their parents argue. When Benji runs into a group of bullies, he escapes into a tent called The Memory Emporium, where he meets a strange old man inside named Louis. The old man shows him a magically vivid memory of a fighter pilot, in the hopes of getting Benji to pay to see other memories Louis has collected from people over the years.Benji quickly realizes the ability to take memories could help his parents stop fighting with each other, and he asks Louis to teach him how to become a "memory thief." But Louis isn't the only person with the ability to show and manipulate memories. There's also the mysterious Genevieve, a Memory Thief with much more nefarious motives.Benji learns how to manipulate memories himself, but having that power comes at a cost to his family, and possibly to his own mind as well. Genevieve's powers get out of control as she steals more and more memories from people in town--including Benji's sister, Kelly. Benji must learn to use this newfound power, as he is the only one able to stop Genevieve.
The Thieves Guild is renowned for their ability to steal anything. Its elite members have robbed nobles of wealth, reputation, and even their honor. The Guildmaster rules them with brutality and fear, yet his name and past are a mystery. From the depths of the Evermist swamp he seeks a master thief, one who can help him reclaim his lost power.Young and brash, Jack Myst has drawn the Guildmaster's attention. His feats mark his potential, but his audacity and cunning make him dangerous. After years of preparation an invitation from the guild is exactly what he desires. When he gets it his hunt begins, and there is nothing he cannot steal.Even the Guildmaster's secret.