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Roy Buchanan by Roy Buchanan
Roy Buchanan by Roy Buchanan
1990 | Blues, Pop, Rock
(0 Ratings)
Album Favorite

"He was a kind of blues/country artist from America - obviously Scottish lineage - and I remember, the first time I heard a bit of his music was a long time ago when I was very young. It was a cover of 'Sweet Dreams' by Patsy Cline; it was an instrumental version and I thought it sounded amazing. I'd just bought an acoustic guitar, and I heard it on the radio and remember thinking… I'm gonna preface this by saying we live in an age where I'm sick of seeing so many people saying, "I'm glad the guitar solo is dead, anybody can play like that" No they fucking can't! I see so many idiots in indie bands try to play solos and they can't fucking do it, because they haven't got the bravery to do it. They haven't got the fucking blood and guts to do it. You have to spill your guts if you want people to believe a guitar solo. That's why I always go for people like this; you can tell, if a Roy Buchanan song comes on, in any obscure station on the world, as soon as the solo comes you know it's him. And that's a really special gift to have. Not many people have that; as soon as he plays one note of a solo, you know it's him. It's beautiful. He always starts off a solo in a beautiful manner, almost slightly depressed, and then it just goes apeshit and he really loses it. It's almost like the guitar's having a fit. He goes from beautiful to really disturbed in one solo. I remember I went to see The Departed in the cinema and this song, his version of 'Sweet Dreams', came on in the end, and I was like, "Fuck me I forgot to buy a Roy Buchanan record!" I meant to buy one 20 years ago and I never did. I went out the next day and bought Roy Buchanan's entire back catalogue. The best one is just called Roy Buchanan. There's some beautiful stuff on it. There's one song called 'The Messiah Will Come Again', with a spoken word intro, and you can tell it's him doing it, and it's just beautiful. There's an old Phil Lynott and Gary Moore song called 'Parisienne Walkways', and you can see it was inspired by this song. I challenge somebody to listen to this song and not actually rethink their prejudice against expression on the guitar."

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King of the Castle
King of the Castle
2020 | Medieval
The King is dead! As the kingdom reels from this sudden turn of events, those eager for power see their opportunity to pounce. Amassing personal armies, the war for the throne begins! Storm the castle, collect potions, capture towers, and conquer your opponents to claim the throne for yourself. Which tactic will lead to success – brute strength or sly strategy? Only one way to find out!

Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L

King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!

On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).


In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.

Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.

All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.
  
The Widow's House
The Widow's House
Carol Goodman | 2017 | Fiction & Poetry, Thriller
8
6.7 (3 Ratings)
Book Rating
Jess and Clare Martin met at Bailey College, in the Hudson River valley, but have been living in New York for years. Jess wrote a successful first novel not long after graduation, but that money has long been spent. He's been working on his second book for ages; it's long overdue, and he needs a new muse. So the two decide to move back to the Hudson River area, where Jess can focus on the book without distractions. They take on duties as caretakers at Riven House, the home of their former college professor, Monty. They can live in a nearby cottage in exchange for helping the elderly Monty with chores. But the setup has its own issues: it's Monty, after all, who wrote a review of Jess' first book that torments him to this day. And as they settle in, Clare begins to hear a baby crying at night and see shadowy figures around the pond of Monty's property. As she investigates local history, she thinks what she sees may be tied to the house's tormented past. The locals say the place is haunted and destroys everyone who stays there. Are Clare and Jess next?

You know how sometimes you start a novel and immediately know, from the first page, that you'll enjoy it? THE WIDOW'S HOUSE was that way for me. It sucked me in immediately and kept me interested throughout; I read it in about 24 hours. The book is filled with complicated characters, starting with Clare. You start to realize she's the ultimate unreliable narrator, but are never able to tell exactly how much. She appears unhappy with her selfish author husband and her marriage. She had a rough childhood--growing up in the Hudson Valley not far from Monty's estate, which has clearly affected the way she sees the world. The entire story is told from her point of view, and we're stuck with all events being filtered through her lens. It's genius really, and it is a refreshing change from so many novels lately that change narrators and time periods. You find yourself working and guessing with Clare as she unravels local history and the events unfolding at Riven House.

The novel is certainly told in the Gothic tradition. I first fell for Goodman via her excellent novel, [b:The Lake of Dead Languages|120274|The Lake of Dead Languages|Carol Goodman|http://images.gr-assets.com/books/1320554718s/120274.jpg|3159707], and this book reminded me of that one in some ways. Unlike some Gothic novels, you do not have to suspend much disbelief as the creepy events unfold around Clare and Jess. There are parts of this book that are incredibly spooky, and it's quite well-done. I loved that I was frantically flipping the pages, constantly second guessing everything and wondering what was happening. There are some great twists that shock you, even as you're still trying to figure things out in you're head (much like Clare). This novel will leave you guessing. It's crazy and confusing, but fascinating and incredibly hard to put down. It's completely enjoyable and stays with you after you've finished it, going over various plot points. Highly recommend.

I received a copy of this novel from the publisher and Edelweiss (thank you!) in return for an unbiased review; it is available everywhere as of 03/07/2017.

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