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Dirt Road
Dirt Road
James Kelman | 2016 | Fiction & Poetry
10
9.3 (3 Ratings)
Book Rating
Kelman's best novel yet. Gets to the heart of human emotion. (0 more)
Nothing (0 more)
Kelman is an expert in understanding people
Kelman’s new novel Dirt Road is story that takes both characters and reader on a journey right from the outset, but the journey is more than it seems. The novel begins in the West coast of Scotland where we learn that Murdo - a sixteen-year-old boy - and his father Tom are mourning the death of their mother/wife and sister/daughter. Searching for solace, they embark on a journey to Alabama, U.S.A to spend time with Uncle John and Aunt Maureen. For Murdo, family is just a happy memory, a moment in time captured in a photograph, ‘The family was four and not just him and Dad’, whilst for Tom, family is the bond that holds them together. Throughout the journey, Tom strives to guide his son and keep him on ‘the right path’, yet Murdo, as we will learn, has a path of his own to find. Stifled by the fathers influence, the boy has a tendency to stray, thus when they reach Allentown Mississippi, Murdo stumbles upon a family of musicians led by Zydeco performer Queen Monzee-ay. Murdo is as drawn to music as his father is to family, the boy himself is an accomplished accordion player, and when he is offered an opportunity to play a set with Queen Monzee-ay in two weeks’ time, we watch as the road between father and son diverges and choice and risk becomes the key plot in the story.
While this may appear a simple story line, Kelman’s exploration into the fragmented relationship between father and son gives the reader an honest analysis of family and grief. The third person narrator, with bursts of free indirect discourse from Murdo, allows the reader both an internal and external insight into the constraints of family. This parallel leaves the reader feeling uncomfortable, yet with a conflicting heart. This is Kelman’s unique writing style at its best.
Dirt Road is more than a novel of grief and family relationships though; it is a novel of risk, of following new paths with uncertainties, about leaving behind the familiarities and safety of the past and following the heart. It is about deep connections; for Murdo this is through music and the feeling of freedom that he associates with music, whilst for the other characters it is about cultural connections and Scottish ancestry. Kelman’s clever use of parallels shows the reader the intensity of human connections whilst suggesting that change and progression is possible. This great novel will linger in your thoughts for weeks after you put it down, and it brings to mind a poem by Robert Frost, The Road Not Taken
I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference.

For the full poem visit (https://www.poetryfoundation.org).

Dirt Road by James Kelman
Canongate Books (14 July 2016)
  
Carcassonne
Carcassonne
2000 | City Building, Medieval, Territory Building
Easy to learn (2 more)
Quick To Play
Plays well for all age groups and player counts
Not Much Variety (1 more)
Hardcore gamers might see this as too simple.
The Perfect Gateway Euro
Carcassonne is probably one of the most recognised tile games in the world today, and it's easy to see why so many people have enjoyed it, as it is super easy to teach and pick up, and works well no matter the age group you're playing with.

The rules of Carcassonne are very simple. Each player will pick a random tile from a stack, and starting with the first player (who always starts with the same beginning tile) will place their tile, so that it connects to one or more adjacent tiles. Each tile will have a road, city or church on it. Roads can only connect with roads, cities with cities, and churches around either of these.

Once a tile is placed, the player can then choose to place one of their meeples on it, either on a road, city, church, or surrounding field. Once that particular area is completed (a road connects to a town, city or church on either end or a city is completely walled around) then that meeple scores you points. 1 point for each section of road per tile, 2 points for each city piece per tile (double if that city tile has a shield on it) and you will score 9 points if you manage to completely surround a church with 8 other tiles. Once the meeple scores, the player removes it from the tile, and can be used again on another tile.

Play continues like this until the tile stack is depleted, then some endgame scoring occurs, where unfinished roads, churches and cities score 1 point per tile in the area. If farmers were used (laying a meeple face down on a field) then 3 points are scored per completed city in that field area. If ever two meeples share the same city, road or field through future tile placements, then each player will get the same points, and whoever has the most points at the end, is the winner.

Carcassone plays between 2 to 5 players, and having played with all player counts, I can say that it plays well, no matter how many players are there. The components are great. The tiles are colourful, and one the game is over, you can build some pretty impressive landscapes. Each player will have different coloured meeples, so it's easy to tell whose is whose, and the score tracker is a handy addition.

My only criticisms I can find is that, after playing a few games, you find that there's not much in the way of variety when it comes to placement of the tiles, and some more hardcore gamers could class this game as too simple. But these are very minor niggles.

Personally, I think Carcassonne is a fantastic first step for people who may not have played many board or tile games before, and if you do get tired if it, there are tonnes of expansions for it, which can add more variety to the game.
  
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