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Why is playing games a universal human instinct? In this entertaining and thought-provoking look at games through the ages, Tim Clare explores the legal highs of a good dice roll, the thrills of a predatory race game and the tactile pleasures of the games that age with us through our lives to discover how, through play, we become fully ourselves. From Roman anti-cheating devices to organised crime card syndicates, from Pokémon’s world domination to the combative domestic bonding ritual of Monopoly, The Game Changers explains why games are more popular now than ever, and how playing them helps us learn to be better losers, make smarter decisions and become more human.
After a decade of living with panic attacks and anxiety, Tim Clare made a promise to himself - he would try everything he could to get better, every method and medicine. His year of treatments took him from anti-depressants to hypnosis, running to extreme diets, ice baths to faecal transplants. At the end of it he discovers what helps him (and what doesn't), and what might help others. Most of all, he comes to rethink anxiety and encourages all of us to do the same.
Tim Clare has suffered from anxiety and panic attacks for over a decade. At their worst, his attacks would see him curled on the floor, screaming to his wife for help. When they became more than he and his family could manage, Tim made a promise to himself - he would try everything he could to get better, every method and medicine. In Coward, Tim Clare explores all the possible treatments for anxiety, from SSRIs to hypnosis, running to extreme diets. He interviews experts and becomes a guinea pig, testing their methods on himself. At the end of a year of many ups and downs, Tim discovers what helps him (and what doesn't), and what might help others. Most of all, he comes to rethink anxiety and encourages all of us to do the same.
TRUE HONOUR IS ENDLESS. 1935. Norfolk. War is looming in Great Britain and the sprawling country estate of Alderberen Hall is shadowed by suspicion and paranoia. Alderberen's newest resident, Delphine Venner, is determined to uncover the secrets of the Hall's elite society, which has taken in her gullible mother and unstable father. As she explores the house and discovers the secret network of hidden passages that thread through the estate, Delphine unearths a world more dark and threatening than she ever imagined. With the help of head gamekeeper Mr Garforth, Delphine must learn the bloody lessons of war and find the soldier within herself in time to battle the deadly forces amassing in the woods . . .
War doesn't end. It sleeps. Delphine Venner remembers everything. She remembers what it is to be a child of war, and what the terrifying creatures from another world took from her all those years ago. And in that other world, Avalonia, someone waits for Delphine. Hagar, a centuries-old assassin, daily paying a terrible price for her unending youth, is planning one final death, the death that will cost her everything. The death which requires Delphine. In the battle to destroy an ageless evil, Delphine must remember who she is and be ready to fight once more, as war reawakens.
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