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This is the main Board Game Geek (BGG) Glossary (aka Glossary) which defines terms used with the BGG website's software and BGG's.
For other definitions see also:
adj. Generally means simplified instead of detailed. In the context of games, it is an overloaded term which usually means "without theme or story" or "not highly detailed; simple, elegant rules without lots of chrome" but "abstract" also sometimes used to mean "pure strategy (no randomness)" Often used as opposite of thematic. See the term abstract strategy game and article Abstract Strategy.
1) A game generally limited to two players and perfect information (i.e. no randomness) often with incidental or irrelevant theme. (Chess does have a theme, but it can be ignored. A bishop is just the name of a piece that moves diagonally.)
2) A game with no theme.
(BGG usage) Accessories are items that are used in games, but do not add rules or change game play. For example, a collection of upgraded components is an accessory. An accessory must be specific to a game to receive an entry. Accessories not specific to a game can be found in Miscellaneous Game Accessory, Miscellaneous Card Game Accessory, and Miscellaneous Miniatures Game Accessory.
n. A game where players must represent another/perform theatrically.
Players get a certain number of action points each turn to spend on executing actions of their choosing, where actions have varying action point costs.
A game mechanic where a player selects an action to perform from a menu (possibly changing) of possible choices.
Also called, "Quarterbacking" and "leader effect." In a derogatory sense, it is where one player tends to take the lead and may boss others around, telling them how to play. This has been a common complaint to Cooperative games in general. In a positive sense, it can also refer to a true leader who would listen to the group and guide them to consensus, share insights, teach others to see the angles and develop a team mentality.
n. A catchphrase for "American style boardgames". In general, this means games that emphasize a highly developed theme, player to player conflict, and usually feature a moderate to high level of luck. Examples of classic Ameritrash games include Axis & Allies, Dune, Cosmic Encounter, Talisman, and Twilight Imperium. See the Ameritrash page for more information.
n. When overanalysis and mini/maxing increase the downtime in a game beyond a desirable level. Sometimes abbreviated as ap in the forums. (See also overanalyze)
n. A type of game where players score for having the most pieces in particular areas of the board. Examples: El Grande, San Marco, Louis XIV. See majority control game.
This term refers to the mechanism that has a player attempting to surround or fence off an area - usually in order to control it, cause it to score, or eliminate it from play.
Area-impulse is a game mechanism. Each impulse, players activate map areas and move units in those areas to accomplish movement and combat. Used in Avalon Hill titles such as Storm over Arnhem, Thunder at Cassino, Turning Point: Stalingrad and Breakout: Normandy.
A mechanism used chiefly for war games, movement traverses irregular areas rather than a grid.
n. Acronym for alternate reality game. A definition of an ARG may be found in Wikipedia here: http://en.wikipedia.org/wiki/Alternate_reality_game
n. A game that features players bidding on resources as the main mechanism. Also called a bidding game. Examples: Modern Art, Ra
n. A common error made when referring to this website BoardGameGeek - should be BGG.
1. n. The way in which elements of a game are equalized relative to each player. Often balance is established by giving all players similar starting positions and maintained by using mechanisms to hurt the apparent leader or help the likely loser.
2. n. The state of a game where equally skilled players have a roughly equal chance of winning the game regardless of starting position, turn order, etc. Does not imply equality between the sides--a game like Ogre, where one side has a single huge tank vs. a side with many small ones can be considered balanced if both sides have an equal chance of winning.
3. v. To modify the opening setup of a game in order to create a more equal starting position. Bidding for sides and the pie rule are common ways of balancing a game.
n. A game so random that long-term strategies are nearly impossible, and with such a goofy theme that it is played as a humorous diversion rather than a real competition. Frequently these games feature several mechanisms that can interact with each other in surprising ways. Wiz-War is an example of a beer & pretzels game. (See also light)
Risking valuables (usually currency) in the hopes of winning more, based on the terms of the bet. This game mechanism generally increases the air of tension in a game, and is often employed for precisely that reason.
n. A short form used when referring to this website BoardGameGeek. The short URL for BoardGameGeek is bgg.cc.
n. See patron.
n. See auction game.
n. The assorted components used to play a game. Most of time this term is applied to game components of higher quality. Note that the singular, bit, is almost never used in a gaming sense.
n. A type of bid that could be used in an auction game such that players bid simultaneously and secretly in an auction, then reveal their bids: highest bid wins (or sometimes, players choose in order of bids, highest to lowest).
n. a style of wargame where the units are wooden blocks with their identities shown on one side of the block and only visible to their owner. This promotes "fog of war" as the identities/strength of each unit in concealed. Typically, blocks are also rotated to show their current strength on the top edge allowing an elegant method of "step losses". Columbia Games publishes most of their wargames as block games--though other companies are starting produce them. Well-known block wargames are Napoleon, Hammer of the Scots, East Front (and expansions).
v. To give a false impression of the value of hidden items in one's possession (such as cards) or one's intentions. This can either be explicitly by direct statement or implicitly through actions in the game. Poker is the best known bluffing game.
n. Abbreviation for Boardgame Players Association (see http://www.boardgamers.org).
adj. (usually applied to a game) Having problems that result in a disappointing play experience. A game might be considered broken if even poor play can lead to a victory, if it frequently ends in a stalemate, or if one strategy invariably wins. (See also solvable)
Abbreviation for Brettspielwelt, a popular German website that offers real time play of many German-style games. See http://www.brettspielwelt.info
n. a game mechanic where the primary way players acquire cards is by selecting them from a face up display. Designer Alan R. Moon has designed many games using this mechanic. Examples: Union Pacific, Freight Train, Ticket to Ride, Alhambra, Thurn and Taxis
n. a game mechanism where players select cards from a subset of the available cards to form a deck or hand or to select the next card to play. Examples: Fairy Tale, 7 Wonders, and Agricola (variant), where a hand of cards is passed around and players select individual cards before passing the cards remaining in the hand. Magic: The Gathering (multiple variants) and Race for the Galaxy (variant) where players draft cards to form decks that they then use to play the game.
n. Abbreviation for Collectible Card Game. This type of game uses a basic rule structure and a large assortment of cards which each have characteristics that contradict or supplement the basic rules. Each player selects a number of cards that they own to create a deck which they use in the game. This allows players to predetermine their strategies. The game rules define how many cards must be used and how many copies of each single card are allowed. Cards are sold in "booster packs". Packs contain a fixed number of cards and usually include one "rare" card, some "uncommon" cards, and the bulk of the pack contains "common" cards. Rare cards are generally more powerful or efficient than uncommons or commons, which can lead to the problem that the person who has spent the most money on cards wins. The original collectible card game was Magic: The Gathering. Its incredible success spawned dozens of copycat games. Some were good; many were awful. Other examples are Middle-earth, Pokemon and Netrunner
1. n. Abbreviation for Card Driven Game, typically in reference to wargames that use cards to drive the action.
2: n. Many wargamers restrict the use of the term to games that in the family of games that specifically, the cards are for one of following:
- Operation Points for generic actions like activating units for movement/combat, adding reinforcement units or exerting political control of a region, etc.
- Event (usually represent a specific historic event).
Examples: We the People, Hannibal, Paths of Glory, and Twilight Struggle.
3. n. Abbreviation for Collectible Dice Game. For examples, see Geeklist - Collectible Dice Games. See also, Collectible Card Game.
n. Small, usually square piece of cardboard that represents a unit or a game element. Commonly found in wargames. The terms chit and counter are often used interchangably.
n. A superfluous mechanism or components added to a game to add a feeling of theme. Like the chrome on a car--chrome really isn't necessary, but it may make the game more fun. Example: In WW2 infantry game, adding rules to cover the exceptional heroics of Audie Murphy.
n. A game with very simple rules and strategies that does not require deep thought and can be used at the end of a gaming session, when everyone's brain is worn out. (See also light)
n. Refers to the GMT COIN Series.
n. a game where the pieces (usually cards or miniatures) are sold in randomly sorted packages. The purchaser usually does not know which cards/miniatures they are buying. Since each player will usually have a different selection of cards/miniatures, in theory, the players should face interesting strategic challenges and find it interesting to trade with other players. In practice, the game takes over often the player with the most toys wins.
adj. Overtly using mathematics to determine victory conditions. (See also dry)
Games where all players work together on the same team, trying to beat the built-in artificial intelligence of the game system. Examples include, Pandemic and Castle Panic.
n. Abbreviation of convention.
n. (or 'core game group') The people or person that you most commonly play games with in person. (One may have several gaming groups, but most gamers have only one 'core group'.)
Crayon Rail System is a game mechanism. Players draw (usually railroad) tracks between cities.
A crib sheet, or reference card, is a concise set of notes used for quick reference.(Wikipedia, 2008) It provides the player with short information on key elements of the game; the succession and availability of actions in the turn sequence; conversion-charts; rules; explanation of symbols and/or commands.
Example of crib sheet from Power Grid.
n. Abbreviation for Combat Result Table. Common wargame term. A table that summarizes various possible results of a combat taking into account attack strength (often as a ratio of attack value/defense value) in a each column of the table and the possible values of a di(c)e roll in each row of the table.
n. Common abbreviation for 'six-sided die'. Similarly D8 refers to 'eight-sided die'. d10, d12, and d20 are also common terms. A pair of six-sided dice is sometimes called 2D6. These abbreviations are most common in RPGs and wargames.
n. a game featuring a mechanism where players each play from their own deck of cards but, through the course of the game, additional cards are selected for inclusion in the players' decks which will be drawn and used in future reshuffles of the deck. Often these games require players to discard their hand each turn forcing a high rate of card turnover. The founding father of this genre is Dominion with many examples following including Puzzle Strike, Nightfall, A Few Acres of Snow, and Thunderstone.
n. synonym for German game This term emphasizes the credit usually given to designers of such games, unlike mass-market games which usually credit only the publisher.
n. A game where the major skill needed is a physical action, such as flicking (Crokinole), balance (Topple), or deft manipulation (Jenga).
A die is ONE regular solid, most often a cube, marked with pips or numbers that is cast to generate a random result. Dice is the plural form. Example: One die is used in Ludo, while two dice are used in Parcheesi.
n. 1. A game that uses a whole bunch of dice to determine game outcomes. 2. A game that has a very random nature because of die results.
n. A game mechanism where players acquire dice by selecting them from a common visible pool. This mechanism is similar to card drafting, except that the dice pool is usually reset each round. Examples include Troyes, La Granja, and Castle Dice. [i]Dice drafting[/i] is distinct from dice bag building games in which players buy dice to build a personal dice pool.
A dice game is a game where rolling dice is a primary feature. Examples of dice games include Can't Stop, Excape, and Sharp Shooters. Merely because a game has dice does not make it a dice game, the game must have its primary focus on rolling the dice for game-play.
Dice rolling is a mechanism for a wide variety of games. In games that feature dice rolling, one to many dice are rolled and used in a variety of ways, including determining movement, determining results from a combat table, or for compared against other die rolls as combat strength. Merely because a game has die rolling does not make it a dice game.
n. The time that a player spends doing nothing while waiting for other players to complete their turns. (See also player interaction)
A type of scenario in fantasy role-playing games in which heroes navigate a labyrinthine environment, battling various monsters, and looting any treasure they may find. Examples include, Mice and Mystics, Descent: Journeys in the Dark (Second Edition) and Claustrophobia.
n. Acronym for Dungeon Master
n. Abbreviation for Di(c)e Roll Modifier. Often used in wargames with a CRT, a number added or sutracted from the value of a di(c)e roll to modify its possible results.
adj. Overly mechanical or lacking in thematic elements.
n. A game that models a micro-economic (i.e. business or industry) or macro-economic (i.e. nation or colony) system. Typically, players will have to invest in various factors of production: capital improvements (like power plants, RR track, settlements & cities), raw materials/resources (fuel, wheat/sheep/wood/brick/rock) & labor, in order to gain income, which is then re-invested into more factors of production to produce more income, etc. Money is NOT always present in an economic game, but it often is. Likewise the presence of money may not neccessarily indicate an economic game. Examples: 1830: Railways & Robber Barons, Monopoly, Puerto Rico and Catan
n. The final time period in a game, which will usually determine the victor. Strategies during this period often vary slightly from strategies used during the earlier portion of the game.
n. synonym for German game This term emphasizes the more frequent publication of German-style games in other countries in Europe.
n. Humorous term to describe some of the pictures of people on eurogame box covers (see Caylus cover).
1. n. A derogatory catchphrase for "European style boardgames"
2. n. A boardgame designed/published in Europe that seems to emulate Ameritrash games in style and mechanics.
n. additional equipment for a game, usually sold separately. Expansions can be used to add a variant or add additional scenario, to add more players for the game, add new maps or tracks for a game, etc. Some game companies have distributed small expansions for free at conventions or on the internet.
n. A game that emphasizes "the experience of playing" over acheiving victory. Role Playing Games (RPG's), party games, open ended games are sometimes called experience games.
adj. Abbreviation of face to face. Where a game is played opposite a real person, rather than online or via mail. (akin to IRL)
n. A game that typically has simple rules, a short playing time, relatively high levels of abstraction and player interaction, and requires three or more players. A large percentage of these games originate in Germany. (See also German game)
n. This refers to the apparent 'fart' sound when a game box is closed. This usually occurs with games that have a significant number of components.
1) adj. Requiring frequent & excessive mental manipulations to play a game, which tends to detract from strategic/tactical planning and to bog down the ebb and flow of the game. Examples: Multiple modifiers for each dice roll (+2 for leader rating, -1 for brush terrain, +1 for ambush....), cumbersome arithmetic (I am selling 3 items at $377 each...), special chrome rules (Patton gets +2 combat DRM vs. Rommel "I read your book!"), etc.
2) adj: Physically fiddly (the normal definition): having multiple pieces that have to be manipulated excessively in order to play the game, like stacking multiple counters in a small hex in a wargame, requiring multiple denominations of paper money, etc.
n. A game with very simple rules and an extremely short playing-time. This type of game is frequently used between heavier games. (See also light)
n. 1. Abbreviation for "Friendly Local Game Store". This represents a "brick and mortar" game store as opposed to an on-line establishment, and normally will also exclude large (and hence less friendly) stores like Target and Wal-Mart.
n. 2. Abbreviation for "Full Line Game Store". Older term used by stores and distributors to describe stores that carry full product "lines" and not partial selections of a game manufacturers catalog.
n. A scoring feature when a game awards the full VP bonus to all players who are tied.
Click on the link for a list of frequently used Game Abbreviations.
n. A set of components and/or rules that are intended to be used to create games. Game systems are listed under Games by equipment.
n. The number used on BoardGameGeek to represent a game. This number is constant and is used when creating Geeklists and in Forums to link back to the games. The GameId can be found at the upper right part of each Game entry.
n. A person that likes to spend most of his or her free time playing games.
n. The phrase "gamers' game" refers to games which are heavier, more mathematical, or otherwise less accessible (longer, more fiddly, more rules) than standard games. This designation has gained use with the rise of Euro Games as a way to differentiate heavier, longer titles from the normally family friendly, lighter games of that school. While the qualifications for this designation are contentious, a few relatively safe examples are: Die Macher, Roads & Boats, 1830: Railways & Robber Barons, The Republic of Rome and Dune.
n. 'gamer's game' is any game that demonstrates an elongated learning and experience curve, requiring multiple plays for the acquisition of strategic and/or tactical efficiency.
adj. In wargames, a mechanism or rule that seems contrived and/or encourages ahistorical or unrealistic tactics or strategies. Good example are:
n. A game with simple rules that are easy to teach non-gamers in order to attract new players into boardgaming as a hobby.
n. A common error made when referring to this website by those thinking it is Game Board Geek - should be BGG for BoardGameGeek.
n. A person that tends to have keen interest in certain pursuits (typically computers, science fiction, fantasy, etc.), almost to the point of distraction. Some may lack certain social graces because of an inability or unwillingness to separate fantasy from reality. Nowadays, to style one's self a geek is a mark of pride. (See also nerd)
n. area on Graphical User Representation just above avatar. Costs 50gg.
All about GeekBadges
GeekBuddies are a mechanism provided by BGG to help people keep track of other users for various reasons.
See All about a GeekBuddy
GeekCoins are small, metal coins, each with its own tracking number, that are passed between Geeks around the world.
See All about GeekCoins
n. Funny money used on BGG.
All about GeekGold....
n. List of games created by Geek Users assocaited with some named theme.
All about Geeklists...
n. Site function whereby moderators approve various submissions.
All about GeekMod...
n. A reward for valuable BGG members. Details see Geek_of_the_Week
n. A game from Germany. Such games typically have relatively simple rules, short playing times, fairly high levels of abstraction and player interaction, and attractive physical components. Games not from Germany that otherwise meet the criteria are occasionally included in this group, but are more frequently described as 'German-like' (See also family game)
(slang) Phrase describing wanting to play a particular game ('I just got a new version of Monopoly. I can't wait to get it to the table!')
n. Abbreviation of GeekGold.
n. Abbreviation for Game Master or Game Moderator or Game Manager--a person who facilitates a game or tournament. GMs are most common in co-operative games and role playing games where players work together against the GM or a GM created scenario. GM's are also common at conventions where they may teach new players a game or run a tournament.
n. or v. Abbreviation for Geek Mail, as in "if interested, please send me a GM."
v. Deciding to disregard one's personal standing in the game and simply destroy or harm other players' chances of winning. Generally, this is done in response to another player's actions. (See also metagame)
n. A reward granted to a contributor to BGG based on the total number of recommendations that their contributions have garnered (100 thumbs-up=1 golden thumb). Golden Thumbs are shown in the "Contributions By xxx" section of each user's "My Geek" page. More information on thumbs.
n. Acronym of Geek_of_the_Week.
n. the set of icons used by the Geek to represent a user. All about the Graphical User Representation
n. Wargamer, or one who plays wargames.
n. See graphical user representation )
n. The general approach adopted by most of the players in a game, which to some degree determines how other players will need to play in order to succeed.
adj. Having very complex rules and/or complex strategies that require deep thought, careful planning, and long playing times.
n. The physical weight of the game, used to describe the quality of the components. A game with a well-made board and lots of cool wooden bits will have a high heft factor.
n. Short for hexagon. Hexes are a regular six-sided shape that can entirely be used to cover a flat plane without leaving gaps or having adjacent shapes meet only at a point. Thus they are commonly used in game boards (especially for wargames).
adj. Abbreviation of In real life. Where a game is played opposite a real person, rather than online or via mail. (akin to F2F)
adj. Acronym of Just Another Soulless Eurogame. Highly subjective derogatory description applied to euro-style games judged to be unoriginal or mediocre.
n. A player, himself in a losing position, that has the power to decide who will win a given game.
n. Acronym for Live Action Role-Playing, a form of Role-Playing Game in which players are encouraged to physically act exactly how they think their character would behave with other characters and the surroundings. (See also RPG)
v. The act of benefitting from or using someone else's information or effort while usually not providing any in return. Leeching is often done with the implication or effect of exhausting the other's resources. Synonyms: mooching or piggybacking.
n. A legacy game is a game that gets permanently altered after playing it. This to reflect a campaign. New content may be kept in the box to be used after certain conditions. Old content may get destroyed. Existing components, such as a game board or rulebook may get altered with stickers, a pen or by other means.
n. A Fantasy Flight Games trademark for Collectible Card Games (CCGs) sold in non-random booster packs.
adj. Having very simple rules and strategies that do not require deep thought. Also can be used to describe a game with an extremely short playing time. (See also filler, opener, closer, and beer & pretzels game)
BGG permits you to track how many times you play games, and on which dates. If you log your plays you can get various reports about your gaming history.
n. A result of randomness giving one or more players an advantage within a game. (See also random)
n. A type of game where players score for having the most items of a particular type (such as stock in various companies). (North Americans might consider this a misnomer due to their distinction of plurality/majority where other countries might use majority/absolute majority.) Examples: Union Pacific, Acquire, Freight Train. See area control game.
n. A game often sold by mass market retailers, like WalMart, Toys 'R' Us or Target. Hasbro (Parker Brothers, Milton Bradley) and Mattel are large manufacturers of mass market games. Examples: Monopoly, Risk, Scrabble, Uno, etc. (Note: Most BGGers have played mass market games, often in childhood, but generally prefer more complicated, strategic or elegant games from smaller publishers or from Europe.)
adj. Requiring a lot of thinking, tense, with little or no downtime. A meaty game does not have to have complex mechanics or rules (see heavy).
n, -ic. Part of a game's rule system that covers one general or specific aspect of the game. For more information, see mechanism.
n. "Meeples" is a term that describes anthropomorphic playing pieces (image) in games, originally used to describe those used in Carcassonne. It is now more broadly used to refer to nearly any pawn or figure in a game. It is believed that the term was first used by Alison Hansel as an ad-hoc abbreviation for "my people", as noted in this 2001 session report and described in detail in this history. See the Intelligence Report for a detailed description of this species. See Poll: What exactly is a meeple? for more details of community consensus on what a meeple is.
v. To use reasons not strictly related to the game at hand to change one's playing style and attitude towards other players. Choosing to attack player A instead of player B simply because player A owes you money is an extreme example of metagaming.
n. A list of other lists. Typically a Geeklist of other Geeklists. Metalist is sometimes mistakenly used to mean 'megalist' (mega = large).
n. Small icons in user look. All about Microbadges...
v. The process of analyzing a particular turn with an emphasis on getting the best ratio of personal resources expended to realized gains.
n. A type of wargame that uses small three-dimensional lead or plastic figurines to represent military units to represent tactical-level conflict. Often these games have a high level of simulation or re-creation. Often such a game is not played on a board with marked off with spaces, but directly on the table or on model terrain and the determination of distances to be moved or fired is done by using a measuring tape or stick. (Wings of War (even without physical miniatures) is a good example--the maneuver cards are used to measure the movement of each plane.
n. A game with 3 or more players. Used in this sense mainly because there are fundamental differences between 2 player games and games that use 3 or more (diplomatic elements, choosing whom to attack or interfere with, kingmaking, ganging up on the leader, etc.) and is less cumbersome than "3 or more player games"
n. A game in which players make deals and trade resources or favors as the main mechanism. Diplomacy is perhaps the best example of this type of game. Negotiation is one of the game categories used at BoardGameGeek.com.
n. A person that tends to be immersed in cerebral interests, sometimes at the expense of social functionality. (See also geek)
New, in shrink(wrap). IE: never opened.
n. Someone who's new to gaming.
n. Abbreviation for "Non-gaming friend".
1. n. A person that does not spend every waking moment thinking, talking, playing, and breathing games, a.k.a. a normal person.
2. n. A person that is a neophyte to the world of tabletop gaming. Sometimes this person will develop over time into a more of a gamer, but sometimes they will only play games when asked or coerced. ('I would consider your grandmother a non-gamer. She would rather do a word search than play Dominion with us.')
n. Abbreviation for "On-Line Game Store".
adj. Acronym of out of print.
adj. Wargame term. Abbreviation for 'Out of Supply'. The state of a unit that cannot track supply to a friendly supply source and thus will run out of fuel, ammo and food.
n. Abbreviation for "Original Post", i.e. the first post of a thread.
adj. Short for 'Overpowered'. Used to describe a unit, faction, class, spell, ability or anything else in a game that has power significantly in excess of the cost/downside of using it.
n. A game with very simple rules and strategies that does not require deep thought and that can be used at the beginning of a gaming session to get people warmed up for heavier games or can be used while waiting for more players to arrive for the game that is the main attraction. (See also light)
adj. In a wargaming sense, a medium scale game in which units represent mid-size military formations (platoons & companies up to brigades, or so) over a moderate area (like a city or an area containing several cities). Typically these games represent a middle ground between strategic and tactical games and sometimes use mechanics common in both scales. Such a game usually depicts a single battle or small campaign.
v. To use an exorbitant amount of time to find an optimal move, especially when the resulting move is virtually equal to all other choices. (See also downtime)
n. A short text message that appears whenever a user hovers their mouse over an avatar or badge (there is separate text for each). Overtext costs 100 GeekGold per type (avatar or badge), and you can change your OverText at any time.
n. An affliction suffered primarily by Spielfreaks, it causes the gamer to be enthralled by gorgeous components. Sufferers can often be heard to softly murmur, "nice bits" while examining a game and can be easily distracted by the sight of shiny objects.
n. A type of indirect conflict in which at least one player (the parasite) tries to gain a benefit from the actions of another player (the pioneer) who in turn tries to select actions in such a way so as to minimize the benefits that others might gain.
n. A game that is designed for large groups of people and emphasizes social interaction, creativity, and/or volubility. Examples: Taboo, Charades
adj. A term given to a game by people who think that the links between the game's theme and mechanism is weak. Or in other words, the designer created the game's mechanism first and abstractly, applied the theme afterwards.
Graphic design; a layout of an image to be printed. (The Free Dictionary, 2008) In relation to language-dependent board games, the term refers to pasting a localized translation of game components' text onto the game components, so that players who don't understand the game's original printed language can still play the game easily.
n. Support who has donated at least $15 to the Geek. All about BGG Patrons
n. Special icon in User's Graphical Representation which signifies that the Geek user is a patron. All about BGG Patrons
adj. Abbreviation for Play by E-Mail, which is a descriptor of a game system that allows the players to play against one another through e-mail. Often these games have graphical user interfaces, and just use e-mail as the communications for their turn-based play. Examples: Cyberboard, Aide de Camp, VASL, VASSAL.
n. A class of game in which players move alternately and each player is completely informed of previous moves, which implies there is no hidden information within the game. This class of game is frequently restricted to having no random elements during play - such as the roll of dice - but random elements are allowed during game setup. Examples: Chess, Through the Desert
n. a number of metagaming issues that arise in multiplayer (i.e. 3 or more player) games. These include kingmaking, bashing the leader, turtling, revenge, etc. Petty diplomacy problems can lead to accusations of excessive whining among the players. ("I am not the leader. He is!")
n. a method of balancing a two player game where one player makes the first move in a game and his opponent has the option of either:
- becoming first player using the proposed move as his first move. The original first player now is second and may make any move of his choice.OR
- allowing the first player to keep the move and making any move of his choice as the second player.
The first player must make a reasonably fair first move--If it is too good, the opponent will switch sides and take the advantage. If it is too poor, and the first player will be at a disadvantage. Called the "pie rule" because it is analogous to "You cut, I choose" method of splitting a pie between siblings.
n. The degree and frequency with which players can affect each other during a game. High player interaction can reduce a game's downtime. Games with little or no direct player interaction are sometimes referred as Multiplayer Solitaires.
v. To examine the rules of and play a prototype game in order to find possible improvements and determine its viability.
v. To hide another user's posts on BoardGameGeek. It is a zero-tolerance rules violation to talk about whom you have plonked.
n. or v. Private message, as in, "if interested please PM me" or "Please send me a PM". In BGG it is used to refer to Geekmail--send a private message through geekmail.
n. Print & Play. Print & Play games or expansions are files that contain artwork (boards/cards/etc.) and rules that are made available on the Internet. Anyone who wishes to may download them, print them out and play them.
n. Locations on the board are connected by lines which the pieces will move along. In wargames, point to point movement will emphasize movement along road networks.
n. A game in which there are such a wide variety of ways to get VP so that game lacks strategic and/or tactical focus. Describing a game as point salad is usually derogatory as it derives from "word salad"--an incoherent, unfocused piece of writing. For examples, see: Point-salad games
The gradual unbalancing of a game due to successive releases of new content.
n. A game where players can repeatedly choose to perform a random event on their turn. They temporarily collect points each time, but usually receiving nothing on the turn if an unfavorable event happens. They must voluntarily end their turn to permanently keep the points. Examples: Can't Stop, Diamant/Incan Gold, Pass the Pigs.
adj. Describes a game that tends to be very cyclical and/or monotonous. A processional game will often have little player interaction and high downtime.
Click for a list of commonly used Publisher Abbreviations.
v. The act of preparing a game for play by removing the manufacturing-process materials that are still attached to the game bits. Generally, games which have been removed from the shrinkwrap are still very "new" or "like new" if they are unpunched. While many geeks enjoy punching a game as soon as they receive it, un-punched status can be important for some wargames as the myriad of chits can be hard to track once they have been punched.
Player versus Player.
See "Alpha player"
n. a function that provides set of 100 customizable web links for registered Geek Users.
All about the QuickBar...
n. one of the 100 customizable web links for registered Geek Users. There are 10 QuickLinks on a QuickPage.
All about the QuickBar...
n. one of the 10 pages in the QuickBar. There are 10 QuickPages on the QuickBar.
All about the QuickBar...
n. A game that features players vying to be the first to complete a given course of travel as the main mechanism. Examples: Formula Dé, Candy Land
n. –ness adj. When events or players' actions in a game are very unpredictable. Often players will have little, if any, control over the elements that control their performance in the game. (See also luck)
Rules As Written. Usually more of an RPG related term, but has also been adopted as a general abbreviation in the bgg forums.
n. A game that takes simulation to a new level by trying to duplicate original historical conditions in detail.
See crib sheet.
n. A game's capacity to remain entertaining after several playings.
n. Abbreviation for Rec.Games.Board, a Usenet newsgroup which has discussions about all types of board gaming. It can be very useful for researching information about games and for getting answers to rules questions.
Rock-Paper-Scissors is a game mechanism. Based on the simple children's game of the same name, players attempt to out wit opponents by correctly guessing and countering others' moves. Also, Rock-Paper-Scissors requires that some moves are 'better' than others.
Roll-and-move is a term used to indicate a gameplay mechanism that drives the game by having the player roll a die, then mandatorily move according to the results of the die. Often the term roll-and-move is used in a defamatory or condescending tone, implying that a randomizer replaces tactical movement, and that the game involves relatively mindless play.
n. Abbreviation for Role-Playing Game, in which a gamemaster creates a progressive storyline and other players control the characters within the story. Example: Dungeons & Dragons See also LARP.
Religion, Sex, Politics. On BGG, typically refers to a thread, topic or response that has more to do with religion, sex or politics, than it does with board games, or the BGG forum dedicated to such discussions.
n. A gamer who interprets rules in an overly literal sense or in such a way to significantly reduce the thematic or logical aspects of a game. (Note this term can be used in both a positive sense (A rules lawyer who takes great care in determining every nuance of a game's rules) or a negative sense (a rules lawyer who interprests rules in a manner to help him win the game or fails to correct an opponent's error unless it helps him win.))
n. Abbreviation of Spiel By Web, a website to play games by email with a graphical interface. (http://www.spielbyweb.com)
n. A set of rules for the set up of a game specifying starting position of units, victory conditions, map boards to be used, special rules, etc. Some games, especially wargames, have many different scenarios, which can enhance replay value.
Secret unit deployment is a game mechanism. Player's on-board resources are not implicitly known by all players, all the time.
n. The first time period in a game, during which players ready all the components that will be needed for playing.
n. A game that puts major emphasis on accurately depicting historical reality. (See also wargame and re-creation)
n. When a card becomes marked or unusable due to wear or cheapness of the card sleeve.
adj. (applied to a game) Where one player can always inevitably win or force a draw when a particular strategy is employed, regardless of any strategies used by the other player(s). Tic-Tac-Toe, Nim and Connect Four are examples of a solved games. (See also broken)
n. A gamer that is totally captivated by German games. From the German word for game, Spiel (German nouns being always written with a capital letter).
n. The manufacturing material that is still attached to game bits when they are taken from the packaging for the first time. Usually refers to injection-molded plastic, but sometimes is used to refer to the excess cardboard from which game materials must be punched.
n. In wargames, units that can be gradually weakened before they are destroyed are said to suffer "step losses". This can be accomplished by flipping over or replacing counters, rotating a block that represents a unit, on a tally sheet, etc.
n. 1. The plan that a player uses in a game. adj –ic. 2. Requiring gaming decisions based on long-range goals. 3. Strategic: In a wargaming sense, a large scale game in which units represent large military formations (brigades & larger) over a wide ranging area (like a nation or continent). Typically these games have a high level of abstraction and a low level of detail to depict conflict. Such a game depicts an entire war or a major campaign.
n. 1. Decisions that are based primarily on current situations and short-term goals. adj –ical. 2. Tactical: In a wargaming sense, a small scale game in which units represent small military formations (platoon, squad or down to a single soldier/ship/tank/aircraft) over a limited area (such as a city or even a few blocks). Typically these games have a low level of abstraction and a high level of detail to simulate conflict. Such a game depicts a battle (or part of one) or a skirmish.
n. a Geek User entered word which has been attached to a game. Tags are used since you can sort and select games using tags. See Tags.
n. Trading Card Game: See CCG.
n. Abbreviation for Terrain Effect Chart. Featured in most wargames. A chart showing the various terrain features of a wargame map and their effect on unit movement, combat, etc.
adj. A game that involves adding regions (e.g., Risk).
adj. Having a large number of variables for consideration and an essentially mechanical, slightly abstract, often repetitive structure [this is an almost direct quote from Sumo issue 8]. This quality is often found in German games.
These are games that emphasize a highly developed theme, player to player conflict, and usually feature a moderate to high level of luck. Examples of classic Thematic Games include Axis & Allies, Dune, Cosmic Encounter, Talisman, and Twilight Imperium. See the Thematic Games page for more information. Gamer jargon often refers to these games as "Ameritrash".
n. 1. The topic or subject matter of a game. adj –atic. 2. Having rules and mechanics based on assumptions regarding the subject matter of the game. Often considered the opposite of abstract.
n. A game that features the placement of components onto a playing surface (rather than moving components along the playing surface) as the main mechanism. Examples: Carcassonne, Samurai
n. A game that features route-building and/or picking up and delivery of commodities along particular routes as the main mechanisms. The crayon rail games, like Empire Builder and Eurorails, are good examples of train games.
n. A card game that features players each sequentially placing a card down to make a trick, which is then awarded to one of the players. Bridge, Spades, or Hearts are examples of this type of card game. For more information, see Trick taking
n. A person who sows discord on the Internet by starting arguments or upsetting people, by posting inflammatory, extraneous, or off-topic messages in an online community.
v. to play a very defensive strategy (i.e. hide in your shell) in a multiplayer wargame, with the hopes that other players will attack each other thus weakening themselves. Generally seen as boring by players. Multiplayer wargames that avoid turtling usually do so by giving incentives to attack in the form of VP's, additional units/resources, stronger units, etc.
n. area on Graphical User Representation just above avatar. Upgrade from GeekBadge for 50gg.
All about ÜberGeekBadges
adj. Having one or more mechanisms that are either too similar or insufficiently inter-connected, leaving a game that feels like the design was not completed.
n. Abbreviation of Ultimate Trades.
n. An alternate form of a game that may involve new or modified rules or pieces. Often played to add a change of pace to a game that has gotten stale. See expansion.
n. Mostly used in a wargaming sense, as the situation that must be attained for a side to achieve victory. This can involve destroying a specified number of enemy units, occupying or controlling specific locations, capturing or destroying a specific enemy unit (like a king or leader), holding out for a specified number of turns, etc. VP's can be used to allow several different victory conditions to be in the same game.
n. Victory Points. Sometimes pronounced either "Veeps" or "Vee Pees". Plural can be spelled VP's, VPs or just VP. Points accumulated for completing various actions which count towards victory. Some games use the term "points" to refer to other factors--movement points, action points, etc.
See betting.
n. A game in which players put military units or military-type units in direct or indirect conflict with each other. The goal of these games is typically annihilation of opponents and/or the attainment of certain strategic conditions. These types of games will often have high thematic content and a varying degree of abstraction. (See also miniatures game). Wargames are subdivided into three general scales: Strategic, Operational and Tactical. (See also simulation)
n. A wargame/eurogame hybrid. Usually, a light wargame that uses mechanics similar to eurogames--however, there are no distinct characteristics (such as cardplay, specialized dice, miniatures, etc.) that clearly define a waro or weuro from other wargames. Currently controversial. (See also wargame)
n. Abbreviation of World Boardgaming Championships (sponsored by BPA)
n. A wiki is a type of website that allows the visitors themselves to easily add, remove and otherwise edit and change some available content. For more information about the BoardGameGeek wiki go to About the BoardGameGeek Wiki.
n. Abbreviation of Work In Progress
n. A wantlist is the list of games which you have checked as Want in Trade or Want to buy in the Item section of the User Information for a particular game. To find items on your Wantlist which are being sold on the Marketplace in the Bazaar see: yadayada
n. A wishlist is the list of games which you have checked Wishlish and selected on the five options in the associated dropdown in the Item section of the User Information for a particular game. To find items on your Wishlist which are being traded on the Trades page in the Bazaar see: yadayada
n. A term used to describe the game mechanic which involves a "token-based, turn-limited, locking action selection menu." Players, in turn order, place tokens (aka workers) to select various actions presented on a board, cards, tiles, etc. Once an action is selected, it usually cannot be selected again on that round. Often players may think of this as a supervisor deploying workers on various jobs. A very popular game mechanic used in many recent games such as: Agricola, Caylus, Stone Age, Pillars of the Earth, etc.
adj. A property in games where all wins by one or more players are matched by losses of the other players. The wins and losses will always add up to zero. Poker is a good example, all money won by the players was lost by other players at the table. Most two player games are trivially zero-sum in that for one player to win, the other must lose.
n. Wargame term. Abbreviation for 'Zone of Control'. The area surrounding a unit (usually each adjacent hex) in which they have the ability to disrupt an enemy unit's ability to move, retreat or stay in supply. Sometimes the term EZoC is used, meaning Enemy Zone of Control.


text:
Sub-regional Teacher-training Course for the World Heritage in Young Hands Education Kit in Swahili language
Cette page n'est pas intégralement disponible en français, vous pouvez la consulter en anglais.
ZANZIBAR, United Republic of Tanzania, 14-16 March 2005
The UNESCO Dar es Salaam Office, in collaboration with the UNESCO Harare Office and under guidance of UNESCO World Heritage Centre.
The workshop was convened to familiarize the participating teachers from the sub-region with the World Heritage in young Hands Education Kit published in Swahili in October 2004.
The workshop objectives:
Short term:
- Introduce the World Heritage Education Kit in Swahili and in English to teachers in the sub-region
- Develop knowledge and awareness about World Heritage among teachers and teacher trainers
- Exchange views and experiences about working with students on the subject of World heritage
- Explore possibilities of introducing the Kit into school curricula
Long term:
- Raise awareness and forge new attitudes among young people to preserving World Heritage
- Help young people acquire new skills needed to preserve heritage sites
- Help preserve Swahili as one of the most spoken African languages
Workshop Recommendations
The Teachers' Pledge
- Prepare individual reports from the workshop and distribute them to relevant authorities;
- Raise awareness on World Heritage Education among fellow staff, teacher-trainers and teachers;
- implement World Heritage awareness-racing activities through creating school clubs, visiting existing clubs, encouraging visits to national and World Heritage sites organizing debates in classes, school competitions and exhibits, and marking of United Nations Days
The teachers requested from their national authorities/ministers to:
- Appoint co-ordinations/focal points for World Heritage programs;
- formulate clear orientations and/or policies to integrate World Heritage education into school curricula, as well as in other relevant national programs;
- support the sustainability of World Heritage Education by organizing teacher-training workshops at all levels;
- provide for specific budgets to fund World Heritage education activities
The teachers requested from UNESCO to
- Continue to work in conjunction with governments to facilitate exchange programs on World Heritage education;
- encourage governments to authorize, where necessary, fund-raising activities in favour of World Heritage education;
- Produce and circulate free relevant materials to help World Heritage education and awareness-raising on national levels;
- ensure follow-up of these recommendations with governments.
All participants agreed on a need of a coordinated approach on a national level. Specially a coordination on the level of ministries should be established in order to make progress in World Heritage education and awareness-raising among the young people. The participants also stressed that an integrated and interdisciplinary approach to teaching World Heritage makes the subject easily adaptable to most disciplines.
Participants of the workshop were teachers, teacher-trainers and curriculum developers, as well as representatives of the National Commissions from UR Tanzania and Kenya and UNESCO.
Altogether 30 participants took part in the Workshop.
Countries presented
Uganda, United Republic of Tanzania, Zambia, Zambia, Zimbabwe, Comoros and Kenya.

subset: commoncrawl


text:
Wickes Phoenix Ceramic Back to Wall Toilet Pan & Seat
A minimalist statement of modern luxury. Whether on its own or with any of our bathroom furniture ranges, the Phoenix is a refined and sophisticated suite that will stand out in any bathroom. Supplied with soft close toilet seat.View product details
Product attributes
- Delivery:
- Up to 28 Days
- Availability:
- Showroom
- Depth:
- 580 mm
- Height:
- 400 mm
- Width:
- 360 mm
- Material:
- Ceramic
- Type:
- Back to Wall
- Years Guaranteed:
- 25
- Brand Name:
- Wickes
Features & benefits
- All our pottery is glazed to a high standard to ensure colour match and for extra durability to prevent chipping
- Instructions & fixings included
- 25 year guarantee on pottery
- To be used with a concealed cistern and with Wickes Fitted Furniture
Returns & Refunds
If you want to return your Wickes product for an exchange or refund, you can do so at any time up to 30 days after receiving it.
Faulty or damaged products
In the unlikely event that a delivered product (including made-to-measure items) is faulty or damaged, we will exchange it or provide you with a full refund (including delivery charges), as long as we are notified of the product's fault within 30 days of it being delivered to you.
You can arrange for the product to be collected, by ourselves or nominated carrier, or return the product to your local Wickes store, with proof of purchase.
Products not required
You can return Wickes products you do not require for a refund.
If you cancel your order within 7 days following the date of delivery, we will give you a full refund including delivery charges.
If you advise us of your proposed return within 30 days (but more than 7 days) following the date of delivery we will give you a full refund excluding delivery charges.
Made-to-measure products
Made-to-measure products may NOT be returned unless they are deemed to be faulty or have been damaged in transit.
Where and when can Wickes deliver items?
Our 'Supplier Delivered' products come direct from the supplier and will take Up to 28 days to be delivered.
All products are delivered to the kerbside of the delivery address.
Supplier Delivered products can be delivered to mainland UK (Great Britain) addresses. We are unable to deliver to other remote and offshore locations.
Saturday delivery is not available.
How much will it cost?
Supplier Delivered: £7.95
This delivery information applies to 'Supplier Delivered' products ordered online or by telephone. Go to our Delivery Information page for full delivery details of all our products and delivery methods.
Our Click & Collect service allows you to order online and then collect from your local store.
Click and collect orders can be made at any time on the Wickes website or via our Call Centre between 8am and 8pm Monday to Friday, between 8.30am and 5.30pm on Saturdays and between 10am and 4pm on Sundays by calling 0330 123 4123. Your call will be charged at the same rate as calling a landline, call rates from mobile providers will vary.
If you have paid by PayPal, please bring a copy of your order confirmation (either printed or on your phone), together with a photographic ID, such as a valid driver's licence.
Subject to stock availability, we will aim to ensure that click and collect orders are available for collection from the nominated store within 1 store trading hour of our first email confirming your order number. Please check your selected stores trading hours via our Store Locator as these may vary.
How much will it cost?
Click and Collect - FREE
Order online or telephone and collect your items in just 1 hour


text:
Summary Report for:
25-1121.00 - Art, Drama, and Music Teachers, Postsecondary
Teach courses in drama, music, and the arts including fine and applied art, such as painting and sculpture, or design and crafts. Includes both teachers primarily engaged in teaching and those who do a combination of teaching and research.
Sample of reported job titles: Art History Professor, Art Instructor, Art Professor, Assistant Professor of Music, Associate Professor, Dance Professor, Music Professor, Professor, Professor of Music, Theatre Professor
Tasks | Technology Skills | Tools Used | Knowledge | Skills | Abilities | Work Activities | Detailed Work Activities | Work Context | Job Zone | Education | Credentials | Interests | Work Styles | Work Values | Related Occupations | Wages & Employment | Job Openings | Additional Information
- Explain and demonstrate artistic techniques.
- Evaluate and grade students' class work, performances, projects, assignments, and papers.
- Initiate, facilitate, and moderate classroom discussions.
- Prepare course materials, such as syllabi, homework assignments, and handouts.
- Maintain student attendance records, grades, and other required records.
- Prepare students for performances, exams, or assessments.
- Prepare and deliver lectures to undergraduate or graduate students on topics such as acting techniques, fundamentals of music, and art history.
- Plan, evaluate, and revise curricula, course content, course materials, and methods of instruction.
- Compile, administer, and grade examinations, or assign this work to others.
- Keep abreast of developments in the field by reading current literature, talking with colleagues, and participating in professional conferences.
- Select and obtain materials and supplies, such as textbooks and performance pieces.
- Display students' work in schools, galleries, and exhibitions.
- Participate in student recruitment, registration, and placement activities.
- Advise students on academic and vocational curricula and on career issues.
- Maintain regularly scheduled office hours to advise and assist students.
- Keep students informed of community events, such as plays and concerts.
- Collaborate with colleagues to address teaching and research issues.
- Serve on academic or administrative committees that deal with institutional policies, departmental matters, and academic issues.
- Participate in campus and community events.
- Compile bibliographies of specialized materials for outside reading assignments.
- Organize performance groups and direct their rehearsals.
- Perform administrative duties, such as serving as department head.
- Supervise undergraduate or graduate teaching, internship, and research work.
- Conduct research in a particular field of knowledge and publish findings in professional journals, books, or electronic media.
- Act as advisers to student organizations.
- Write grant proposals to procure external research funding.
Technology Skills
- Calendar and scheduling software
- Computer aided design CAD software — Autodesk Maya for Design Visualization
- Computer based training software — Blackboard Learn; Desire2Learn; Learning management system LMS; Sakai CLE (see all 5 examples)
- Data base management system software — MySQL
- Data base user interface and query software — Data entry software
- Desktop publishing software — Adobe Systems Adobe InDesign ; QuarkXpress
- Development environment software — PhoneGap
- Electronic mail software — Email software; Microsoft Outlook
- Graphics or photo imaging software — Adobe Systems Adobe Illustrator ; Adobe Systems Adobe Photoshop ; Faux Labs Splashup; The Pixel Farm PFTrack (see all 7 examples)
- Information retrieval or search software — DOC Cop; iParadigms Turnitin
- Internet browser software — Web browser software
- Music or sound editing software — Adobe Systems Adobe Audition; Apple Logic Pro; Pure Data PD; Sonic Studio (see all 6 examples)
- Office suite software — Microsoft Office
- Operating system software — Linux
- Optical character reader OCR or scanning software — Image scanning software
- Presentation software — Microsoft PowerPoint
- Spreadsheet software — Microsoft Excel
- Video creation and editing software — Adobe Systems Adobe After Effects; Apple Final Cut Pro; Pixar RenderMan Studio; The Foundry Nuke (see all 6 examples)
- Web page creation and editing software — Adobe Systems Adobe Dreamweaver
- Web platform development software — Cascading style sheets CSS ; Hypertext markup language HTML ; JavaScript ; PHP: Hypertext Preprocessor
- Word processing software — Collaborative editing software; Google Docs ; Microsoft Word
Hot Technology — a technology requirement frequently included in employer job postings.
Tools Used
- Air compressors — Portable air compressors
- Anvils — Tinsmithing anvils
- Audio analog to digital AD converter — Analog to digital audio converters
- Audio mixing consoles — Digital mixing consoles
- Automatic bar machine — Machine lathes
- Automatic lathe or chucking machine — Wood lathes
- Belt sander — Belt sanders
- Blow torch — Oxygen torches
- Carving tools — Pneumatic carving equipment
- Cassette players or recorders — Multitrack recording systems
- Cinematographic cameras — Sound stage cameras
- Clay or modeling tools — Pug mills; Slab rollers
- Compact disk players or recorders — Compact disk CD players
- Crimping pliers — Beading tools
- Desktop computers
- Digital audio workstation DAW — Digital audio workstations
- Digital camcorders or video cameras — Digital video cameras
- Digital cameras — Compact digital cameras
- Digital video disk players or recorders — Digital video disk DVD players
- Digital voice recorders — Audio recording equipment
- Disc sander — Power disc sanders
- Drill press or radial drill — Drill presses
- Dry kiln fired clay — Clay firing kilns
- Enameling Kilns — Burnout kilns
- Engravers — Engraving equipment
- Epidiascopes — Opaque projectors
- Extruders for modeling materials — Modeling material extruders
- Floor stands — Model stands
- Focus spots — Stage spotlights
- Hammers — Reshaping hammers; Tinsmithing hammers
- High capacity removable media drives — Universal serial bus USB flash drives
- Hydraulic press brake — Sheet metal brakes
- Infrared imagers — Infrared camera tracking systems
- Inkjet printers — Computer inkjet printers; Poster printers
- Intaglio or lithography printing presses — Printmaking presses; Tabletop presses
- Kilns for firing ceramics — Gas-fired kilns
- Laminators — Laminating equipment
- Laser cutting machine — Laser cutting equipment
- Laser fax machine — Laser facsimile machines
- Laser printers — Computer laser printers
- Liquid crystal display projector — Liquid crystal display LCD projectors
- Loudspeakers — Surround sound systems
- Manual press brake — Magnetic finger brakes
- Metal crucibles
- Metal inert gas welding machine — Metal inert gas MIG welders
- Metronomes — Electronic metronomes
- Microphone stand — Microphone podiums
- Microphones — Handheld microphones; Wireless microphones
- Milling machines — Computer numerical control CNC routers; Computer numerical control CNC vertical knee mills
- Miter saw — Sliding compound miter saws
- MP3 players or recorders — MP3 digital voice recorders
- Multimedia projectors — Computer projectors; Multimedia projection equipment
- Musical instrument effects unit — Experimental hyperinstruments
- Notebook computers — Laptop computers
- Offset printing presses — Vendercook presses
- Overhead projectors — Overhead data projectors
- Paint application system — Paint booths
- Paint brushes — Artists' paint brushes
- Paper cutters or refills — Paper cutters
- Photocopiers — Photocopying equipment
- Plasma cutting machine — Plasma cutters
- Platen covers — Platen presses
- Portable data input terminals — Interactive whiteboard controllers; Student response systems
- Power sanders — Oscilliating spindle sanders
- Power saws — Band saws; Metal cutting band saws; Sliding table saws
- Projection screens or displays — Projector screens
- Sand blasting machine — Sandblasting guns
- Scanners — Computer data input scanners
- Scientific calculator — Digital calculators
- Scroll saw — Scroll saws
- Sewing machines — Commercial sewing machines
- Shears — Foot shears
- Sheet metal forming machine — Slip rollers
- Silkscreen screens or printing stations — Silkscreen machines
- Slide projectors — Carousel slide projectors
- Special purpose telephones — Multi-line telephone systems
- Spot welding machine — Spot welders
- Spray booth — Negative pressure spray booths
- Stage or studio lamps — General stage lighting
- Surface grinding machine — Surface grinding machines
- Synthesizer — Computerized synthesizers
- Tablet computers
- Tangent bender — Hossfield metal benders
- Teleconference equipment — Conference telephones
- Televisions — Liquid crystal display LCD televisions; Television monitors
- Thermal binding machine — Book presses
- Touch screen monitors — Interactive whiteboards
- Tube bending machine — Hydraulic tubing benders
- Tungsten inert gas welding machine — Tungsten inert gas TIG welders
- Vacuum molding machines — Vacuum casting equipment
- Vertical turning center — Computer numerical control CNC vertical lathes
- Videoconferencing systems — Videoconferencing equipment
- Web cameras — Webcams
- Wood easels — Wood art easels
- Fine Arts — Knowledge of the theory and techniques required to compose, produce, and perform works of music, dance, visual arts, drama, and sculpture.
- Education and Training — Knowledge of principles and methods for curriculum and training design, teaching and instruction for individuals and groups, and the measurement of training effects.
- English Language — Knowledge of the structure and content of the English language including the meaning and spelling of words, rules of composition, and grammar.
- History and Archeology — Knowledge of historical events and their causes, indicators, and effects on civilizations and cultures.
- Philosophy and Theology — Knowledge of different philosophical systems and religions. This includes their basic principles, values, ethics, ways of thinking, customs, practices, and their impact on human culture.
- Communications and Media — Knowledge of media production, communication, and dissemination techniques and methods. This includes alternative ways to inform and entertain via written, oral, and visual media.
- Computers and Electronics — Knowledge of circuit boards, processors, chips, electronic equipment, and computer hardware and software, including applications and programming.
- Psychology — Knowledge of human behavior and performance; individual differences in ability, personality, and interests; learning and motivation; psychological research methods; and the assessment and treatment of behavioral and affective disorders.
- Speaking — Talking to others to convey information effectively.
- Instructing — Teaching others how to do something.
- Active Learning — Understanding the implications of new information for both current and future problem-solving and decision-making.
- Active Listening — Giving full attention to what other people are saying, taking time to understand the points being made, asking questions as appropriate, and not interrupting at inappropriate times.
- Learning Strategies — Selecting and using training/instructional methods and procedures appropriate for the situation when learning or teaching new things.
- Reading Comprehension — Understanding written sentences and paragraphs in work related documents.
- Time Management — Managing one's own time and the time of others.
- Monitoring — Monitoring/Assessing performance of yourself, other individuals, or organizations to make improvements or take corrective action.
- Critical Thinking — Using logic and reasoning to identify the strengths and weaknesses of alternative solutions, conclusions or approaches to problems.
- Writing — Communicating effectively in writing as appropriate for the needs of the audience.
- Social Perceptiveness — Being aware of others' reactions and understanding why they react as they do.
- Complex Problem Solving — Identifying complex problems and reviewing related information to develop and evaluate options and implement solutions.
- Judgment and Decision Making — Considering the relative costs and benefits of potential actions to choose the most appropriate one.
- Coordination — Adjusting actions in relation to others' actions.
- Service Orientation — Actively looking for ways to help people.
- Management of Personnel Resources — Motivating, developing, and directing people as they work, identifying the best people for the job.
- Oral Expression — The ability to communicate information and ideas in speaking so others will understand.
- Oral Comprehension — The ability to listen to and understand information and ideas presented through spoken words and sentences.
- Speech Clarity — The ability to speak clearly so others can understand you.
- Written Comprehension — The ability to read and understand information and ideas presented in writing.
- Written Expression — The ability to communicate information and ideas in writing so others will understand.
- Speech Recognition — The ability to identify and understand the speech of another person.
- Inductive Reasoning — The ability to combine pieces of information to form general rules or conclusions (includes finding a relationship among seemingly unrelated events).
- Near Vision — The ability to see details at close range (within a few feet of the observer).
- Problem Sensitivity — The ability to tell when something is wrong or is likely to go wrong. It does not involve solving the problem, only recognizing there is a problem.
- Deductive Reasoning — The ability to apply general rules to specific problems to produce answers that make sense.
- Originality — The ability to come up with unusual or clever ideas about a given topic or situation, or to develop creative ways to solve a problem.
- Fluency of Ideas — The ability to come up with a number of ideas about a topic (the number of ideas is important, not their quality, correctness, or creativity).
- Far Vision — The ability to see details at a distance.
- Selective Attention — The ability to concentrate on a task over a period of time without being distracted.
Work Activities
- Training and Teaching Others — Identifying the educational needs of others, developing formal educational or training programs or classes, and teaching or instructing others.
- Thinking Creatively — Developing, designing, or creating new applications, ideas, relationships, systems, or products, including artistic contributions.
- Coaching and Developing Others — Identifying the developmental needs of others and coaching, mentoring, or otherwise helping others to improve their knowledge or skills.
- Getting Information — Observing, receiving, and otherwise obtaining information from all relevant sources.
- Organizing, Planning, and Prioritizing Work — Developing specific goals and plans to prioritize, organize, and accomplish your work.
- Interacting With Computers — Using computers and computer systems (including hardware and software) to program, write software, set up functions, enter data, or process information.
- Judging the Qualities of Things, Services, or People — Assessing the value, importance, or quality of things or people.
- Communicating with Supervisors, Peers, or Subordinates — Providing information to supervisors, co-workers, and subordinates by telephone, in written form, e-mail, or in person.
- Establishing and Maintaining Interpersonal Relationships — Developing constructive and cooperative working relationships with others, and maintaining them over time.
- Updating and Using Relevant Knowledge — Keeping up-to-date technically and applying new knowledge to your job.
- Making Decisions and Solving Problems — Analyzing information and evaluating results to choose the best solution and solve problems.
- Coordinating the Work and Activities of Others — Getting members of a group to work together to accomplish tasks.
- Identifying Objects, Actions, and Events — Identifying information by categorizing, estimating, recognizing differences or similarities, and detecting changes in circumstances or events.
- Scheduling Work and Activities — Scheduling events, programs, and activities, as well as the work of others.
- Developing Objectives and Strategies — Establishing long-range objectives and specifying the strategies and actions to achieve them.
- Communicating with Persons Outside Organization — Communicating with people outside the organization, representing the organization to customers, the public, government, and other external sources. This information can be exchanged in person, in writing, or by telephone or e-mail.
- Provide Consultation and Advice to Others — Providing guidance and expert advice to management or other groups on technical, systems-, or process-related topics.
- Guiding, Directing, and Motivating Subordinates — Providing guidance and direction to subordinates, including setting performance standards and monitoring performance.
- Documenting/Recording Information — Entering, transcribing, recording, storing, or maintaining information in written or electronic/magnetic form.
- Interpreting the Meaning of Information for Others — Translating or explaining what information means and how it can be used.
- Monitor Processes, Materials, or Surroundings — Monitoring and reviewing information from materials, events, or the environment, to detect or assess problems.
- Performing Administrative Activities — Performing day-to-day administrative tasks such as maintaining information files and processing paperwork.
Detailed Work Activities
- Teach humanities courses at the college level.
- Evaluate student work.
- Develop instructional materials.
- Guide class discussions.
- Maintain student records.
- Tutor students who need extra assistance.
- Administer tests to assess educational needs or progress.
- Develop instructional objectives.
- Evaluate effectiveness of educational programs.
- Prepare tests.
- Coordinate student extracurricular activities.
- Direct department activities.
- Attend training sessions or professional meetings to develop or maintain professional knowledge.
- Stay informed about current developments in field of specialization.
- Order instructional or library materials or equipment.
- Select educational materials or equipment.
- Display student work.
- Supervise student research or internship work.
- Perform student enrollment or registration activities.
- Promote educational institutions or programs.
- Advise students on academic or career matters.
- Research topics in area of expertise.
- Write articles, books or other original materials in area of expertise.
- Serve on institutional or departmental committees.
- Plan community programs or activities for the general public.
- Write grant proposals.
- Compile specialized bibliographies or lists of materials.
- Advise educators on curricula, instructional methods, or policies.
Find occupations related to multiple detailed work activities
Work Context
- Freedom to Make Decisions — 78% responded "A lot of freedom."
- Structured versus Unstructured Work — 72% responded "A lot of freedom."
- Contact With Others — 80% responded "Constant contact with others."
- Indoors, Environmentally Controlled — 66% responded "Every day."
- Electronic Mail — 62% responded "Every day."
- Face-to-Face Discussions — 64% responded "Every day."
- Public Speaking — 42% responded "Once a week or more but not every day."
- Physical Proximity — 62% responded "Moderately close (at arm's length)."
- Telephone — 63% responded "Once a week or more but not every day."
- Coordinate or Lead Others — 41% responded "Extremely important."
- Work With Work Group or Team — 31% responded "Extremely important."
- Time Pressure — 44% responded "Once a week or more but not every day."
- Impact of Decisions on Co-workers or Company Results — 37% responded "Very important results."
- Frequency of Decision Making — 43% responded "Every day."
- Spend Time Standing — 49% responded "About half the time."
- Importance of Being Exact or Accurate — 27% responded "Fairly important."
- Level of Competition — 29% responded "Moderately competitive."
- Letters and Memos — 46% responded "Once a month or more but not every week."
- Spend Time Using Your Hands to Handle, Control, or Feel Objects, Tools, or Controls — 32% responded "Continually or almost continually."
Job Zone
|Job Zone Five: Extensive Preparation Needed
|Most of these occupations require graduate school. For example, they may require a master's degree, and some require a Ph.D., M.D., or J.D. (law degree).
|Related Experience
|Extensive skill, knowledge, and experience are needed for these occupations. Many require more than five years of experience. For example, surgeons must complete four years of college and an additional five to seven years of specialized medical training to be able to do their job.
|Job Training
|Employees may need some on-the-job training, but most of these occupations assume that the person will already have the required skills, knowledge, work-related experience, and/or training.
|Job Zone Examples
|These occupations often involve coordinating, training, supervising, or managing the activities of others to accomplish goals. Very advanced communication and organizational skills are required. Examples include librarians, lawyers, astronomers, biologists, clergy, surgeons, and veterinarians.
|SVP Range
|(8.0 and above)
Percentage of Respondents
|Education Level Required
|Master's degree
|Doctoral degree
|Bachelor's degree
Interest code: SA Want to discover your interests? Take the O*NET Interest Profiler at My Next Move.
- Social — Social occupations frequently involve working with, communicating with, and teaching people. These occupations often involve helping or providing service to others.
- Artistic — Artistic occupations frequently involve working with forms, designs and patterns. They often require self-expression and the work can be done without following a clear set of rules.
Work Styles
- Dependability — Job requires being reliable, responsible, and dependable, and fulfilling obligations.
- Independence — Job requires developing one's own ways of doing things, guiding oneself with little or no supervision, and depending on oneself to get things done.
- Cooperation — Job requires being pleasant with others on the job and displaying a good-natured, cooperative attitude.
- Initiative — Job requires a willingness to take on responsibilities and challenges.
- Leadership — Job requires a willingness to lead, take charge, and offer opinions and direction.
- Achievement/Effort — Job requires establishing and maintaining personally challenging achievement goals and exerting effort toward mastering tasks.
- Integrity — Job requires being honest and ethical.
- Self Control — Job requires maintaining composure, keeping emotions in check, controlling anger, and avoiding aggressive behavior, even in very difficult situations.
- Innovation — Job requires creativity and alternative thinking to develop new ideas for and answers to work-related problems.
- Persistence — Job requires persistence in the face of obstacles.
- Concern for Others — Job requires being sensitive to others' needs and feelings and being understanding and helpful on the job.
- Attention to Detail — Job requires being careful about detail and thorough in completing work tasks.
- Adaptability/Flexibility — Job requires being open to change (positive or negative) and to considerable variety in the workplace.
- Stress Tolerance — Job requires accepting criticism and dealing calmly and effectively with high stress situations.
- Analytical Thinking — Job requires analyzing information and using logic to address work-related issues and problems.
- Social Orientation — Job requires preferring to work with others rather than alone, and being personally connected with others on the job.
Work Values
- Independence — Occupations that satisfy this work value allow employees to work on their own and make decisions. Corresponding needs are Creativity, Responsibility and Autonomy.
- Relationships — Occupations that satisfy this work value allow employees to provide service to others and work with co-workers in a friendly non-competitive environment. Corresponding needs are Co-workers, Moral Values and Social Service.
- Working Conditions — Occupations that satisfy this work value offer job security and good working conditions. Corresponding needs are Activity, Compensation, Independence, Security, Variety and Working Conditions.
Related Occupations
Wages & Employment Trends
|Median wages (2018)
|$69,960 annual
|State wages
|Employment (2016)
|123,000 employees
|Projected growth (2016-2026)
|Faster than average (10% to 14%)
|Projected job openings (2016-2026)
|State trends
|Top industries (2016)
Source: Bureau of Labor Statistics 2018 wage data and 2016-2026 employment projections . "Projected growth" represents the estimated change in total employment over the projections period (2016-2026). "Projected job openings" represent openings due to growth and replacement.
Job Openings on the Web
Sources of Additional Information
Disclaimer: Sources are listed to provide additional information on related jobs, specialties, and/or industries. Links to non-DOL Internet sites are provided for your convenience and do not constitute an endorsement.
- Actors' Equity Association
- AIGA, the professional association for design
- American Association of University Professors
- American Federation of Musicians
- American Musicological Society
- American Society for Theatre Research
- American String Teachers Association
- Association for Theatre in Higher Education
- College Art Association
- Music Teachers National Association
- National Association for Music Education
- National Association of Teachers of Singing
- Occupational Outlook Handbook: Postsecondary teachers
- Southeastern Theatre Conference
- The College Music Society
- United States Institute for Theatre Technology


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Hi Crafters! The deadline for the Crafty Chica Challenge: Create a Day of the Dead Shrine has been extended to Sunday, November 1st at 11:59 PDT. Winners will be announced on Monday, November 2nd. It's easy to enter! Just add the photo of your shrine into the Crafty Chica Challenge Flickr Group and enter in a 250 word or less description of what your shrine represents and what materials were used in its creation.
Pictured above is the current altar-in-progress by Connie Ayers, our own Sheena Stevens' mom.
Sheena writes:
She hasn't yet strung together her marigolds and put the finishing touches on the altar, so this is the basic set-up. All of the photos are our loved ones who have passed away. I love having all of their pictures up in the house every year around this time, it's a nice way to remember!
For more Day of the Dead Inspiration:


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Collaborative Learning Event
NAIFA-Wisconsin Sales Congress
6/19/2019I would be interested in virtual LILI
6/19/2019I am interested in LILI
Welcome to the National Association of Insurance and Financial Advisors-Wisconsin (NAIFA-Wisconsin) website. Our members serve the financial needs of the residents of Wisconsin and work closely with our national organization to promote and protect the critical role of insurance and the insurance agent.
In addition, NAIFA is dedicated to political advocacy and protecting the interests of its members. NAIFA also strongly promotes the continued professional development of our members through special programs, the exchange of sales ideas, continuing education classes and various networking opportunities designed to enhance our members' businesses.
We encourage you, NAIFA member or not, to explore our site and resources, and plan to attend our upcoming events! If you are not a member, make an investment today in your career by joining the nation's oldest and most influential association serving the insurance and financial services industry.
For more information on our national organization, visit www.naifa.org.


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- Irish Jewish Community
- Irish Jewish Museum
- Irish Jewish Genealogical Society and Family History Centre - a division of the Irish Jewish Museum headed by Stuart Rosenblatt, P.C., FGSI
- Irish Jewish Films - Two Jewish Irish films have been produced which are the documentary "Shalom Ireland" by director Valerie Lapin Ganley, and "Grandpa . . . Speak to Me in Russia" a film of Louis Lentin's search for his roots in Lithuania.
- Irish Jewish Music - This is a site which discusses the works of Carl Nelkin a young Irish Jewish singer.
Green Bagels and Matzoh Balls - It's That Time of The Year Again
7 comments:
- Linda CantorMarch 17, 2009 at 12:52 PM
Interesting, well-written article. Its nice to read about Jewish communities which are not well-known to most of usReplyDelete
- Hope Leybovich GordonMarch 22, 2009 at 10:43 AM
We spent a month in Ireland a few years ago visiting with Jewish relatives and seeing the country. The Jewish community in Cork is still attempting to maintain it's presence and, at that time, services were held on a bi-weekly basis. Seders are held, and help provided, by the Lubovitcher community from abroad.ReplyDelete
As always, a great article by Ann.
Your articles are always so interesting, informative, and well-written!ReplyDelete
- Ann RabinowitzMarch 26, 2009 at 7:09 PM
An interesting tidbit was brought to my attention by Linda Cantor from the October 25, 1927 issue of the New York Times. Apparently, The Irish Jews of America organization was meeting in the Hotel McAlpin at 7:30 p.m. that evening. It had been formed two months previous and had an initial membership of 25 which grew to 150 since. Jack S. Levine was the National Chairman, Aaron Singer, secretary, and Maurice Levine, treasurer. Only men and women who had been born in Ireland or lived ten or more years there were eligible for membership.ReplyDelete
Thank you Ann for the informative article and link to JewishBelfast.com.ReplyDelete
- Ann RabinowitzApril 23, 2009 at 10:54 PM
Recently, I was happy to learn that someone in Australia who was formerly from Belfast had utilized my reference to the JewishBelfast.com site. As a result, they had found family that they did not realize had remained in Belfast.ReplyDelete
- Marcus ShapiroAugust 30, 2010 at 2:18 PM
Hello from your new internet correspondent. That photo of 1960 btw includes my father-in-law G Wainer and 2nd cousin once removed H Moss (plus some others I know!).


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In many real estate markets around the country, sellers are in the driver's seat again. Inventory is low.
Houses are often selling for more than asking price. After years of a sluggish buyers' market, many real estate agents are trying to get their would-be sellers to list their homes now.
It seems like a great time to sell. But how can you know for sure if it's a great time for you to sell?
If you experience buyer's remorse, you can usually get out of a contract through contingencies or other out clauses.
If you start to feel seller's remorse, you don't have that luxury. So you must be absolutely sure you're ready to sell.
To avoid seller's remorse, and to make the sales process go as smoothly as possible, keep these strategies in mind.
Develop a solid pricing strategy
Agents often encourage their sellers to list their homes competitively, so that the market receives it well. Sometimes sellers see that as the agent pushing for a quick sale.
Many times, it's truly the agent looking out for the seller's best interests.
Whatever the scenario, pricing is the most important discussion a seller can have with an agent. When there's a disconnect on price, raise it as a red flag from the get-go.
If you find yourself resisting your agent's suggested price, talk through the options or get a second opinion.
You might try starting out with a higher number. This might be against your agent's better judgment, but it can be worth a shot.
If there's no activity in the first few weeks, you can always reduce the price.
Alternatively, sellers who increase their asking price after the home has gone on the market are often seen as frenetic, lacking a strategy and having a clear disconnect with their agent.
Bottom line: If you haven't had a serious pricing discussion with your agent or you aren't sold on your list price, don't go on the market.
Have a clear post-sale plan
The sellers of an Essex, CT home heard the market there was hot and that they could get the price they tried but failed to get just six months earlier.
They'd already done the appropriate clearing out, painting, and fix-it work, and even had the property inspected. So, for them, going on the market was easy.
However, they didn't expect to receive three offers, all of them above the asking price, within hours of their first open house. The buyers they chose wanted to close in 30 days.
The problem: The sellers had nowhere to go. They didn't have a plan.
Like many sellers today, they heard the market was strong again.
And after dreaming for years of finally getting what their home is worth, they jumped in while "the getting is good" without thinking it all the way through.
Be ready to negotiate with buyers
Feeling strong and in the driver's seat, the Essex homeowners decided to wait and see if they could get an even higher price once they had a moving plan in place.
In an effort to keep the deal together, the sellers' listing agent negotiated a quick close with a 30-day-free rent-back and another 30 days rent, in which the sellers would pay the new buyer's PITI (Principal, Interest, Taxes and Insurance).
It was a win-win for all.
While this couple in Essex had the luxury of a competitive bidding situation, it may not always be the case.
That's why having a clear plan in place for all conceivable outcomes and a willingness to negotiate can help you get through the sale process successfully.
When in doubt, stay out
Home selling is happening quickly in many parts of the country.
While this is great news for the housing market and most homeowners, sellers need to plan for the sale months in advance.
Hooking up with a good local agent early on in the process and staying engaged is the best way to approach this new market.
If you have any doubts about your physical or financial situation, hold off on listing. Watch from the sidelines, and only jump in when you're truly ready.
The biggest mistake a seller can make is to go on the market and fail to sell — at a time when everything else is selling.
"How to Avoid Seller's Remorse in Real Estate" was provided by Zillow.com.


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Since Phil has posted up some great shots of Maker's workshops I started wondering about where people craft. I found this great Flickr group called "Craft Rooms" and there are tons of cool photos of craft rooms or corners and how people organize their craft supplies. As a comment on this photo's page says, "I could LIVE in this room." I have to agree. I'm drooling over the color coordinated yarn stash. Link.
Craft Rooms


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Nov. 18, 2006
NORFOLK, Va. - Forward Nick Perera scored in the seventh minute and midfielder Eric Avila netted the game-winner at the 60:48 mark, as the No. 17 UC Santa Barbara men's soccer team defeated No. 20 Old Dominion in the NCAA Tournament Sweet 16 Saturday night at the ODU Soccer Field. The Gauchos edged the Monarchs in a match that featured 21 fouls and three penalty kicks to advance to a second Elite Eight in the last three years.
With the win, UCSB improves to 15-7-0 this season after winning eight of its last nine games. The Gauchos advance to the program's second-ever Elite Eight appearance after playing in the national championship game in 2004. ODU finishes the season at 14-6-2 after making it to the Sweet 16 for the first time in program history following four straight second round exits in the postseason.
"I didn't think we played particularly well tonight," head coach Tim Vom Steeg said. "But we were able to gut it out and get a win and that's the most important thing. When you don't have you're A-game and you're still able to win a game on the road in the playoffs, then you know things are going your way."
In what was called the biggest game in Monarch soccer history, it was a pair of sophomores who led the way for the Gauchos offensively once again. Perera gave UCSB a 1-0 first half lead for the second consecutive game, while Avila scored against the Monarchs after putting in the final goal in Wednesday's 3-1 win over No. 1 SMU.
It didn't take long for Santa Barbara to get on the board against Old Dominion, a team that had shutout its last two opponents. In fact, Perera's goal came on the game's first shot Saturday night. In the seventh minute, 2006 Big West Defender of the Year Andy Iro sent a ball forward for sophomore midfielder Chris Pontius, who rose above a Monarch defender to win the header. The ball came out to Perera, who collected himself and fired from roughly 14 yards out to the left post past a diving goalkeeper Evan Newton.
The Monarchs had their first chance at the equalizer minutes later when midfielder Jared Kent sent a sailing corner kick over the box for Alex Silver, but senior keeper Kyle Reynish was there for the save on his header. Kent had another great look in the 28th minute when he carried a ball up the left wing, crossed over and fired, but Reynish was there for the stop once again. The Valencia, Calif. native came up big once more in the 37th minute, when midfielder Nane Joseph got by Iro in the box and shot tight at Reynish from 10 yards out.
Old Dominion was definitely not without its opportunities in the opening period, recording eight shots, with four coming on frame. UCSB was out-played for much of the first period and only managed three following the goal.
Perera had an excellent look in the first minute of the second, taking a cross from Avila in the box, but ODU defender Trevor Banks recovered to poke to ball away before Perera could get a shot off.
After the Monarchs were awarded a penalty kick in the 70th minute and scored to defeat No. 14 seed North Carolina 1-0 in the second round, they were able to answer the same way against the Gauchos. In the 56th minute, defender David Horst was fouled in the box during a corner kick and forward Ross Mackenzie was elected to take the first of three penalty shots during the match. He placed a rising ball to the left inside post beyond the reach of Reynish.
With the intensity now much higher in the second half, the Monarchs were also whistled for a foul in the box less than five minutes later when Pontius raced to track down a 50-50 ball and was taken to the ground. Avila stepped in to take the kick for UCSB and put home the rebound after Newton guessed right on the initial shot diving to his right.
The San Diego native leads the team with seven goals this season, five of which have come in the last nine games. Avila led the team with a game-high four shots.
From that point, Old Dominion failed to finish on several looks, but was given the opportunity to tie the game when the referee awarded yet another penalty kick in the 86th minute. The foul was called after Reynish charged a ball in the box, made the save, and collided with Horst. Mackenzie was called upon again, only this time Reynish was there, making a diving save to his right stopping the ball on the ground.
ODU came right back when forward Edson Elcock crossed to Horst on the left wing and, with the ball bouncing around in the box, junior midfielder Tyler Rosenlund came in to clear the ball out as the clock ticked down on the Monarchs.
In addition to making the tremendous save on ODU's second pk shot, Reynish finished with a playoff career-high seven saves in the match. Newton recorded five for the Monarchs.
UCSB now awaits the outcome of the UNC-Greensboro and Northwestern match-up scheduled for Sunday to find out its opponent in the quarterfinals. The Gauchos will take on the winner next Saturday, with the site yet to be determined.