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2022 Wyoming Whiskey Outryder Whiskey Review

2022 Wyoming Whiskey Outryder Whiskey Review
Reader Rating9784 Votes
9.7
10

Wyoming Whiskey Outryder (2022)

Nose

Apple caramel, cigar leaf, Lipton tea, seasoned oak, and a slightly grassy and floral base coalesce to create an intriguing nose.

Palate

The palate of Wyoming Whiskey Outryder follows suit, boasting bootstrap molasses, burnt toast, brown butter, and cola.

Finish

The finish culminates with cigar box notes, fig, black currant, and pure maple syrup. There’s also a touch of tannic shine to round out a medium length finish.

Overall

Outryder continues to showcase the more unique side of Wyoming Whiskey with its unordinary collection of flavors. Although it’s deviated from the company’s traditional flavor profile, Wyoming Whiskey Outryder makes a strong case for its ongoing inclusion in their brand portfolio due to uniqueness it brings to each sip.

Value

Considering its uniqueness, Wyoming Whiskey Outryder is well worth the price.

2022 Wyoming Whiskey Outryder Whiskey Review
2022 Wyoming Whiskey Outryder Whiskey Review
Bottle Info

Classification: Straight Whiskey

Company: Wyoming Whiskey

Distillery: Wyoming Whiskey

Release Date: November 2022

Proof: 100

Age: NAS (Company states minimum 5 years)

Mashbill: Blend of an almost rye whiskey, and a high-rye bourbon

Color: Copper

MSRP: $75 (2023)

Official Website

Reader Rating9784 Votes
9.7
10

4 Comments

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  1. QGFileImage.m
    QGame

    Created by Mac003 on 14-3-14.

    #include “QGFileImage.h”

    USING_NS_CC;

    QGFileImage::QGFileImage()
    {

    }

    QGFileImage::~QGFileImage()
    {

    }

    float QGFileImage::boundingWidth()
    {
    auto frameCacheInstance = SpriteFrameCache::getInstance();
    sprite->initWithSpriteFrameName(frameName);

    auto size = sprite->getContentSize();

    if (size.width == 0)
    {
    auto frame = frameCacheInstance->getSpriteFrameByName(frameName);

    size = frame->getOriginalSize();
    }

    return size.width;
    }

    float QGFileImage::boundingHeight()
    {
    auto frameCacheInstance = SpriteFrameCache::getInstance();
    sprite->initWithSpriteFrameName(frameName);

    auto size = sprite->getContentSize();

    if (size.height == 0)
    {
    auto frame = frameCacheInstance->getSpriteFrameByName(frameName);

    size = frame->getOriginalSize();
    }

    return size.height;
    }

    void QGFileImage::rendering()
    {
    auto frameCacheInstance = SpriteFrameCache::getInstance();

    Point pos = {0, 0};
    Size size = {0, 0};

    if (sprite->getParent())
    {
    sprite->removeFromParentAndCleanup(true);
    }

    sprite->setAnchorPoint(Point(0.5, 0.5));
    sprite->setCascadeOpacityEnabled(true);

    auto frame = frameCacheInstance->getSpriteFrameByName(frameName);

    sprite->initWithSpriteFrame(frame);
    size = sprite->getContentSize();

    auto scale = (1.0 / Director::getInstance()->getContentScaleFactor());
    sprite->setScale(scale);

    _back = Sprite::createWithSpriteFrame(frame);
    _back->retain();

    float scaleX = frameItem->scaleX;
    float scaleY = frameItem->scaleY;
    sprite->setScaleX(scaleX);
    sprite->setScaleY(scaleY);

    sprite->setRotation(rotation);
    sprite->setPosition(pos);

    auto blend = BlendFunc();
    blend.src = GL_ONE;
    blend.dst = GL_ONE_MINUS_SRC_ALPHA;
    sprite->setBlendFunc(blend);

    auto contentNode = Director::getInstance()->getRunningScene();

    sprite->retain();
    contentNode->addChild(sprite, 1000);
    _content = contentNode;

    sprite->release();
    sprite->setFlippedX(flippedX);
    sprite->setFlippedY(!flippedY);

    for (auto iter = _children.begin(); iter != _children.end(); ++ iter)
    {
    auto child = *iter;

    auto node = child->rendering(_content);

    float cx = child->getPositionX();
    float cy = child->getPositionY();

    cx *= scaleX;
    cy *= scaleY;

    auto nodeSize = node->boundingBox().size;

    node->setScaleX(nodeSize.width / size.width);
    node->setScaleY(nodeSize.height / size.height);

    node->setPosition(cx, cy);
    }
    }

    void QGFileImage::onClick(Point position)
    {
    auto node = Director::getInstance()->getRunningScene();

    Point localPoint = node->convertToNodeSpace(position);
    auto size = _sprite->boundingBox().size;
    size = this->convertToNodeSpace(size);

    CCLog(“x: %f, y: %f”, localPoint.x, localPoint.y);
    CCLog(“width: %f, height: %f”, size.width, size.height);

    localPoint.x /= size.width;
    localPoint.y /= size.height;
    CCLog(“x: %f, y: %f”, localPoint.x, localPoint.y);

    GameNPCSystem::sharedInstance()->onClickNPC(_frameName, localPoint);
    }

    void QGFileImage::initWithImageName(const char *frameName)
    {
    this->frameName = frameName;
    sprite = Sprite::createWithSpriteFrameName(frameName);
    }

  2. To embed this object, paste this HTML in website

    Description

    Black-and-white photograph of the Bell Road formation, part of the Ash Hollow Member of the Morrison Formation, Wyoming. The Ash Hollow Member is typical of the Morrison Formation in that it represents a near shore, coastal deposition environment. The almost level, mottled rocks on top of the Bell Road are an ancient soil that is the result of water action. This “peds” scenery is characteristic of flood plain conditions, much as one sees in level areas of the Mississippi River Valley.

  3. Package club.bweakfast.foodora.db.dao

    import android.arch.persistence.room.*
    import club.bweakfast.foodora.recipe.Ingredient

    @Dao
    interface IngredientDAO {
    @Query(“SELECT * FROM ingredients WHERE recipe_id = :recipeID”)
    fun getIngredientsForRecipe(recipeID: Int): List

    @Query(“SELECT * FROM ingredients WHERE recipe_id = :recipeID ORDER BY name”)
    fun getIngredientsSorted(recipeID: Int): List

    @Query(“SELECT * FROM ingredients WHERE barcode_number = :barcodeNumber”)
    fun getMatchingIngredients(barcodeNumber: String): List

    @Insert(onConflict = OnConflictStrategy.REPLACE)
    fun insertIngredients(ingredients: List)

    @Insert(onConflict = OnConflictStrategy.REPLACE)
    fun insertIngredient(ingredient: Ingredient)

    @Delete
    fun deleteIngredients(ingredients: List)

    @Delete
    fun deleteIngredients(vararg ingredients: Ingredient)

    @Query(“DELETE FROM ingredients WHERE recipe_id = :recipeID”)
    fun deleteIngredientsForRecipe(recipeID: Int)
    }

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Written by Dustin Gandoff

Dustin Gandoff is a news reporter and bourbon enthusiast. He has been writing about bourbon for the past five years, and has become an expert in the field. He has traveled to distilleries all over the world to learn more about the craft and to sample some of the finest bourbons available. He is passionate about sharing his knowledge and experience with others, and is always looking for new ways to explore the world of bourbon.

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