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A Slow Cooker Cookbook for Flexible DietingHave you been struggling to start living a healthier lifestyle? What if I told you is was possible to eat whatever you want and still lose weight? When following If It Fits Your Marcos, (IIFYM) or flexible dieting, it can be achieved. With IIFYM, there are no food restrictions, it is easier for people to follow, and you can eat the foods you love while still losing weight. As long as the foods/meals fall under your given marcos, you are free to consume them! Sounds pretty awesome, right? To start cooking your way to a healthier you, scroll to the BUY NOW button and click away. Then read on any of your favorite devices.
Do You Struggle Getting Enough Protein?If so, you're not alone. This was a struggle for me at one point too.You see flexible dieting has been around for a while and usually, the recommended macro ratio is 40% protein, 40% carbs, and 20% fats during a cutting phase (aka weight loss phase). That ratio is standard and roughly equivalent to the 1.2 grams per pound of body weight recommendation for cutting.And some fitness gurus advise more than 1.2g/lb ...In this book you're going to learn: The research behind high protein intake for weight lossThe research behind low protein intake for weight lossAnd delicious protein recipesYou might be eating too little or too much protein! If it's too much, you'll be happy because now you'll have more room for carbs and fats!Get your copy of IIFYM Cookbook: Over 51 Delicious High Protein Recipes for a Flexible Diet today. Click the Buy button on this page to get started.
How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeon & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term "role-playing" is nowhere to be found; D&D was marketed as a war game. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games--and by doing so, established a new genre of games.
Do you have a desire to lose body fat in a way that is more effective than conventional dieting?Do you wish to learn how to practice intermittent fasting?Are you tired of reading books on intermittent fasting that are only tailored to suit men?Do you want to know the safest way to fast intermittently without any negative side effects?Do you want to know the best and safest intermittent fasting techniques for women?In this book, "Intermittent Fasting for Women: Faster Fat Loss," you will learn: The benefits of intermittent fastingHow fasting affects your hormones and reproductive cyclesThe different types of intermittent fasting techniquesSafety tips you need to followAnd much, much more!This book is based on the latest research and shares with you all the things you need to know about intermittent fasting. Women have been shortchanged for so long when it comes to books on intermittent fasting, but this book is clearly written to set the record straight. If you have been waiting for a book that can break it down for you, grab a copy of this book today!
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators.When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game''s fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies.Peterson describes Gygax and Arneson''s first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson''s acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR''s reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax''s losing battle to retain control over TSR and D&D.With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
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