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  • av Andrew Dunkley
    159 - 259,-

  • av Andrew Dunkley
    253,-

    In the early 23rd Century time travel has become a reality. For years, the Infinity Generator remains unused as governments debate the ramifications of potential alterations to the past until one nation, Germany, proposes the correction of humanity's worst atrocity, The Holocaust.The United Nations agrees and a committee is formed to work up a plan. They decide that erasing Adolph Hitler from history is the best way to achieve their goal. They study his life, find his vulnerabilities and finally execute their attack. Like many before them, they fail and with that a new and terrible foe becomes aware of their intentions, hell bent on revenge. Now the U.N. must fight against time itself to achieve success before the future, the present and the past are controlled by the Fourth Reich.

  • av Andrew Dunkley
    195 - 246,-

  • av Andrew Dunkley
    218 - 253,-

  • av Andrew Dunkley
    176,-

    When The Borche invaded the seven worlds of the Andromeda Galaxy the people fought hard to defend their colonies but they were confronted by a disciplined and unwavering foe. The Borche proved overwhelming and without mercy, killing indiscriminately, their goal, extermination and slavery.When it was realised that the war was lost seven fleets were quickly launched to seven points in the Universe identified as having habitable worlds. Each fleet carried experimental jump drive technology that would enable them to travel vast distances in a very short time. The reliability of the neutron powered drive was in doubt but there was no choice, they had to flee.The First Andromedan Fleet under the command of Admiral Karlou Vardourn left its home world with a select crew and many thousands of military personnel and civilians on a quest to settle on one of these new worlds in a place far away from The Borche.During their final jump a cataclysmic failure saw the fleet scattered with many ships lost. Only the Admiral's ship, the ISS Titania arrived at the new world, severely damaged.The planet Terrania was beautiful; a watery blue ball with a single grey moon warmed by a medium sized yellow star but to the horror of the Andromendan's it was already occupied.Without anywhere else to go they now had to decide to either negotiate asylum or just take what they needed from people of this world, just like The Borche had taken from them or would something else jeopardise their hopes for the future.

  • av Andrew Dunkley
    227,-

  • av Andrew Dunkley
    195,-

    In the early 23rd Century, time travel has become a reality. For years, the Infinity Generator remains unused as governments debate the ramifications of potential alterations to the past until one nation, Germany, proposes the correction of humanity's worst atrocity, The Holocaust.The United Nations agrees and a committee is formed to work up a plan. They decide that erasing Adolph Hitler from history is the best way to achieve their goal. They study his life, find his vulnerabilities and finally execute their attack. Like many before them, they fail and with that a new and terrible foe becomes aware of their intentions, hell bent on revenge.Now the U.N. must fight against time itself to achieve success before the future, the present and the past are controlled by the Fourth Reich.

  • - Dealing with Anger on the Golf Course
    av Andrew Dunkley
    109,-

    Golf is a very hard game to play..."der" everyone knows that. It's also a very technical game and it produces more than its fair share of temper tantrums, self-abuse, expletives and a vast array of emotions. These things can dramatically impact of your game and ultimately your score. So, how do you deal with it? 5 Irons Don't Float is written from a golfer's perspective and looks at the more common elements of anger that severely interfere with the game. If you abuse yourself during play, yell, scream, swear like a trooper, throw clubs or allow emotion to spiral out of control, then how can you possibly play well? And, it's a habit...you let this happen, perhaps unknowingly but it was your choice to be a grumpy player. Andrew Dunkley is a journalist with 34 years experience. He's also played golf for over 40 years as an amateur. He 's spent years studying the non-physical aspects of golf and while not a pro golfer or a psychologist, he has interviewed sports doctors and elite sports people about how they choose to think and how they deal with anger. Many of those insights are contained in 5 Irons Don't Float. If you agree you have a problem and you want to do something about it AND, more importantly, want to enjoy the game you love, then this book is for you. Best of all, it's a short read. It's not designed to be a novel or sit there for weeks gathering dust. It's designed to be a quick reference point and perhaps giving some direction or revealing something you may not have considered. It's totally up to you of course but it might just be the catalyst for a very positive change in your game, so go for it. It won't break the bank but it might break some bad habits.

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