Arthur is having the WORST DAY EVER. So he runs away - nearly to the end of the garden.


But when it's time to go home, Arthur's journey back is full of surprises and he learns how to turn a stomp into a skip, a huff into a hoot and a roar into a song!

Maybe Arthur's day isn't so bad after all...

Find out in this joyful adventure from the brilliant Sophy Henn. A fantastic and imaginative take on how to get creative during even the most turbulent of tantrums - the perfect book for parents when their little people are having the Worst Day Ever!

Arthur is having a really bad dad and only feels like stomping, huffing and roaring so he decides to pack and run away. After being for while alone at the bottom of the garden, when it's time to go back home there is suddenly a big scary dark forest that he has to cross to reach home.

On his journey through the forest, he encounters a bear, an elephant and a lion; with their help, he learns how to turn stamping and stomping into skipping and wriggling, huffing and puffing into tooting and hooting and roaring into a yodel. The worst day ever doesn't seem that bad after all the singing and dancing. Once back home though, will his family be upset with him for running away? Or has he actually not been gone for that long? 

This is an adventure powered by imagination. A fun story around the many instances where little ones have 'big feelings' and how important it is to validate them first before finding a way of turning them around. A situation which both adults and children will experience plenty of times. 

The cute and fun illustrations are chracteristic of Sophy's artwork and the colour palette is so joyful. It is lovely to see how the trees colour changes with Arthur's mood - from dark and only green when he is angry to bright and colourful when he is happy. 

To add a little more fun, some of the story details are left as little clues; like the clock at the beginning and the end that reveals how long has Arthur actually been away or the items in his bedroom which leave the reader to decide if the adventure has been real or if it may have been a dream.