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Product Description
217,453,883 years, seven months and 26 days before our time, the first dinosaurs left their home in the sea and climbed onto the land. The ever-changing climate was their first adversary, forcing them to remain constantly on the move. But weather was not their only problem--In order to survive and flourish, they had to evolve, and to do it quickly!
Goal of the Game
In EVO, you control the survival and evolution of a species of dinosaurs called "Dinos". You guide their migrations to temperate climates, you acquire the perfect genes to develop your Dinos and mutate them, and you push out other creatures that have yet to learn the meaning of the term "dominant species." At the end of the game, you and your Dinos will not be the winners unless you've evolved more quickly and successfully than everyone else.
Careful bidding, a sharply honed survival instinct and inspired foresight are the keys to winning EVO. With very few random elements, EVO combines diverse game mechanics to keep both a tactical edge and an unusual sense of whimsy. Varied enough to play over and over again, EVO is a game that the entire family will enjoy!
Special Features
The specially designed game board can be re-arranged in several different configurations to provide different play areas.
Product Awards
Best Strategy Game Nominee, 2002
Game of the Year, 2002
4th place, 2001
Product Information
Philippe Keyaerts
Eurogames Descartes USA
Cyril Saint-Blancat
Year: 2001
Players: 3 - 5
Time: 60 - 120 minutes
Ages: 12 and up
Weight: 1,268 grams
All-Time Sales Rank: #127
Language Requirements: This is an international edition or domestic edition of an imported item. Manufacturer's rules are printed in English.
- 1 Large Game Board
- 50 Wooden Dinos
- 1 Information Board
- 1 Bidding Board
- 1 Wooden Meteor Marker
- 1 Wooden Climate Marker
- 5 Initiative Markers
- 5 Mutation Markers
- 5 Portrait Cards
- 62 Gene Counters
- 26 Event Cards
- 2 Player Aid Cards
- 1 Cloth Bag
- 1 Die
- 1 Rule Book
Product Reviews
Average Rating: 4.2 in 22 reviews
The art makes it look kinda gimicky, but after a couple games, I have to say I'm hooked. Great player interaction on the movement board and during bidding for new genes. Lots of opportunity to try to persuade others for your own benefit (always my favorite aspect of any game). Cool variable climate system. The positions on the board change such that everyone has to jockey for position and try to edge others (through attacking if necessary--although not easy unless you've mutated your dinosaur to be a better attacker). Highly recommended.
I got this for Christmas from my husband, and it still sees more play even than any of our other excellent boardgames.
We had no trouble with the directions, or with figuring out that the column-shaped pieces are to mark turn order and gene bidding, while the small cubes are to put on the mutation points track.
We like the good-quality game board and components, and the whimsical quality of the cards and the dinosaurs. However, behind the whimsey is a very tricky game! To us, the luck factor lies far less with the climate than with the order in which genes appear for bidding. Sometimes, for instance, you can bid a lot on a horn gene, only to see two more show up in succeeding rounds, before you've even had a chance to really take advantage of what you have.
Some of the most interesting strategy involves trying to fit your mutations and your cards together effectively.
I don't get why people are saying that the rules are so easy to follow. My friends and I were so confused by this game! We had to go online, this website helped alot, very detailed. Problem is that the instructions start talking about things without defining what they are! I love this game but the instructions need some work.
This is one of my all time favorite games. I love the randomness, I love the bidding with mutation points (which can make or break a game), and I love the whole game. (Who doesn't like dinosaures?)
You are a spieces of dinosaures trying to survive until the meteor smashes into the earth. Do you go for extra fur to help you survive in cold zones or do you go for the horn to fight to the death? Well worth the money.
I've just started boardgames and EVO is my favourite so far. I'd bought the game after a night of gaming sessions with a group of friends. EVO wasn't in my agenda for the night but I'd decided to try the game out since it is the game of the year. Well, it turned out to be a classic. After one game, I was familiar with the rules and we ended up playing three games (5 player's game). However, I played EVO with another group of non-gaming friends and they preferred Puerto Rico, claiming that there's too many backstabbing elements in EVO. Well, I suppose that's because I had beaten them by a big margin with my horns and multiple legs ;)
I'm writing this review just days before I get hold of a copy of Puerto Rico, which I suspect may well become Spiel des Jahres 2002.
EVO has easily been my best acquisition for 2002.
It's greatest strength is that to win this game, you must excel in a wide variety of areas. For instance, you will need to constantly assess the true worth of each type of mutation gene, making sure that you get the best ones available at any given time.
Your powers of anticipation will also be tested to the full as you way up the likely climatic changes and migration movements of other players dinos. All these factors will determine how may 'survival' spaces will be available for your dinos. The dino movement phase rewards clever planning too. With the right moves, you can wall out other dinos from coming into your teritory meaning fewer survival spaces for them each turn. And with extra careful planning you can place yourself in the ideal spot for grabbing territory in the next round or two as well (providing all goes to plan).
There is a wide variety of ways to play this game. You can make your dinos strong enough to push others out of their territory or breed fast enough to make up for any deaths. Alternatively, you can make them smart enough to get the initiative on all moves or resiliant enough to survive all but the worst climatic conditions.
All these options result in being rewarded VP's for the number of surving dinos after each round.
The additional genes are also paid for with VP's. After hust a few tries of this game, it becomes surprisingly straight-forward to guesstimate just how may VP's each player is likely to gain as a result of every action.
In one recent 3 player game, we had players tying exactly for the first 6 rounds despite having a wide variety of strategies. In games like these, there is a real sense of achievement in having done that something extra to deserve the narrow win.
Don't expect the same strategy to win again though, the game is far too varied for that.
Evo is easily in my all-time top three.
I really enjoyed Evo. This I'm sure is partially due to the company of gamers that I play with, and the subsequent rapipd pace of the game (once you've played a couple of games, we found a 5 player one lasts about 50 minutes)
The game balence works well, with several stragies being quite potent, but none unstopable, the average predictability works nicely, the random and discrete elements work well together.
The only gripes I have is with the score counters, which are a little too spindly, and small, plus there is no rules on what happens if all a players Dino's are killed (we had a 5 player game in which 2 players died last night).
Well worth a try
I really enjoy this game. I find that it is a great game for getting non- or borderline gamers involved in something more strategic than Cranium. It has enough challenge to be interesting without so much detail as to be intimidating. Luck plays a role, but not as much, I feel, as other reviews have indicated.
The primary mechanic of the game is a simultaneous bidding phase for potential evolution "genes" that provide various advantages for survival. The fact that you use the same points for bidding as are used to determine the final victor keeps the bidding from getting out of hand. Using the optional rule that places one less gene up for bid than players in the game significantly increases the competitive element.
The components are of excellent quality except for the markers for tracking the "mutation" points. In the version of the game that I own, these are narrow cylinders the fall over easily. I understand that these were replaced with small cubes (a la old school Risk armies) in a later printing.
Games Magazine seems to have a hit-or-miss record when it comes to selecting their Game of the Year. Of course, such awards are always subject to personal opinion - but if I only picked the awards... (heh). But usually, a game that they pick for the Game of the Year is at least a good game (with the exception of Fossil), so I usually try to get a hold of a copy. Evo (Descartes Editeur Eurogames, 2001 - Phillipe Keyaerts) was the 2002 winner, and the magazine really gave Evo a rather rave review. The internet, however was another story - with many people trashing the game, talking about its unworthiness to be a winner, etc.
I, however, found that Games Magazine was, indeed, correct. Evo is a fun game, and really shines no matter how many players are playing (3-5). The components are absolutely incredible (with the exception of the annoying scoreboard), and the mechanics are a lot of fun. There is a degree of chaos in the game, reminiscent of Bruno Faidutti style games (I would compare it to Valley of the Mammoths), but for most people - this chaos adds to the fun. It is not what many people would term as a heavy game, but rather is light and theme-filled. And the theme is played out in such a ridiculous fashion that no matter what one thinks of evolution; they should enjoy the game.
A game board is set up in the middle - made up of two half boards (a different combo is used depending on how many players are playing.) On the board are a number of hexes that make up the island on which the players dinosaurs will live and evolve. The hexes are one of four different colors, each representing a different type of terrain (yellow = beaches, gray = mountains, brown = hills, and green = plains). Two small boards are placed near the main board. The first is the information board, and on it a meteor marker (turn marker) is placed on a turn track - starting position depending on number of players. Also, a black climate marker is placed on the yellow space on the climate chart. The second board is the Bidding board, which contains the score track. Each player places a marker of their color on the 10 space on this track. Each player is also given a pile of dinosaur tokens - with one of them placed in a starting space on the board (marked by a star). Each player gets an initiative marker in their color, and also a Dino Portrait Card (showing a picture of a dinosaur with one foot, one fur, one egg, and one parasol). A pile of event cards is shuffled, and each player is dealt three cards. A black cloth bag is filled with some gene tokens, and the game is ready to begin.
Each turn consists of six phases, beginning with initiative. In this phase, the player whose dino portrait sports the longest tail puts their initiative marker in the first spot on the initiative portion of the Information board, denoting that they go first. Ties are broken by whichever player has fewer dinosaurs, then by a die roll. After turn order has been decided, the first player rolls for climate change. One six-sided die is rolled, and the climate marker is moved on the chart accordingly. (A 1 moves the marker one space counter-clockwise, a 2 does nothing, and a 3 - 6 moves the marker one space clockwise.
The movement phase occurs next, with each player (in turn order) moving their dinosaur(s). Each player has a total movement equal to the amount of feet on their dino portrait. The same dino can use all the movement points, if a player wants. Dinos can move to any empty adjacent space - if they try to move to an occupied space, combat occurs. Each player counts the total horns on the dino portrait, and the attacker rolls a die. If the number of horns is the same, the attacker wins on a 1 or 2. If the attacker has +1 horns, then it wins on a 1 through 4 and with +2 on a 1 through 5. If the attacker has -1 horn, it only wins on a 1; and if worse, cannot attack at all! The losing dinosaur token is removed from the board. Immediately following the movement phase is the birth phase. Each player puts as many dinos on the board (adjacent to existing dinos) as they have eggs on their dino portrait.
The Survival phase follows - the one that all the other phases have been building towards. Whichever zone the climate marker is in is considered moderate, and all dinosaurs are safe there. Any zone that is cold, one zone to the right of the moderate zone - kills all dinosaurs in there - but one dinosaur can survive for each fur on the dino portrait. Any zone that is hot, one zone to the left of the moderate zone - kills all dinosaurs there - but one dinosaur can survive fore each parasol on the dino portrait. Any dinosaur in a deadly zone (two or three zones to the right or left of the moderate zone) die - no questions asked. After this, scoring occurs immediately with each player scoring one point for each dinosaur they still have on the board. The meteor marker is then moved one space, which could end the game.
The last phase of each round is the Evolution phase. Gene tiles equal to the number of players playing are placed on the bidding board. Players then place their initiative marker on a number following one of the gene markers. (can be zero) A player can place their marker on a higher number, after which the player they outbid must move their marker to a different space. When all players markers are in a different row, they each win the gene marker in that row and place it on their dino portrait (if its an egg, tail piece, horn, parasol, fur, or foot). Mutant genes are also placed on the dino portrait - they reduce the cost of future genes, and card genes are discarded, giving the player another event card. Each player loses points equal to their bids and moves their markers accordingly. Event cards state on them when they can be played and can really affect the game if played to their maximum benefit.
When the comet hits, which happens randomly on the last couple of spaces on the meteor track, the player with the most points is the winner! (Ties are broken by amount of dinos on the board.)
Some comments on the game...
1.) Components: After Days of Wonder, Eurogames certainly have the best components. Evo is stunning when one opens the box, because of the myriad of excellent, top-notch components. The double-sided board is gorgeous, and I specially liked how the different types of terrain were not only different colors but also had different textures and graphics, aiding the color-blind. The wooden dino tokens, while not quite as cool as plastic dinosaurs, are quite functional, and its only my obsessive desire to have a perfect thematic game that drives me to wanting to buy little plastic dinosaurs to use instead. In fact, all the wooden bits in the game are impressively big and are quite easy to handle. The cards are easy to read and have humorous illustrations on them. But the best part of the game is the dino portraits. Its a brilliant component/mechanic how the mutant genes fit on them. It really adds to the flavor of the game, not to mention making it incredibly easy to explain the rules. The tiles are thick, and the cartoonish illustrations on them well match the funny-looking dinosaur on the portrait cards. And everyone gets a good laugh at how ridiculous looking some of the dinosaurs turn out to be. The information board is well done, as is the bidding board. EXCEPT, the scoring track, which is extremely poorly done. The spaces are very small, and the markers are tall, wooden cylinders, which fall over easily, and they barely fit on the spaces. All in all, a bad situation - but one that can be rectified with downloads off the internet. Aside from this small problem, the components exuded excellence.
2.) Rules: The rules sound fairly complicated, and there are many pages and illustrations to show exactly how they work. But the game is very intuitive, especially with how well the theme matches the mechanics. Players can pick up on how the game works quickly; and even with a few bad rounds (due to not understanding whats going on), a player can easily rebound, as the strategy is fun and easy.
3.) Cards: I found that the game can actually work fairly well, even without the cards (discovered this when teaching the game to kids). The cards have different degrees of power and could possibly alter game play extremely. For me, they add a fun bit of chaos to the game, but purists could leave them out and still be happy.
4.) Bidding: I really liked the friendly bidding aspect, if you really want to get a gene, you could get one for free. (Unless playing the official variant where there is one less gene auctioned than the number of players - nasty!) All the genes are extremely useful, and its a great deal of fun, by games end, to see the different assortment of dinosaurs that have been created.
5.) Strategy: The strategy for the game is certainly not deep; in fact, some might call the game one of light tactics. Ive seen that the game, especially when the cards are discussed, is not a big winner with those who prefer heavy designer games. Yet I found that the strategy, while benign, is certainly existent, and causes the game to be enjoyable. One can maximize the bidding, trying to create the perfect dinosaur. Or one can just take the genes they get, trying to use them for the utmost advantage. Attacking others is a fairly risky proposition, but can be a viable tactic to whittle down the dinosaurs of an opponent. Using cards at just the right time also helps. Everything is not defined either, because the end of the game is variable.
6.) Fun Factor: The theme really makes this game - because it matches the mechanics so well. I was just comparing this game to Wongar - a game where the theme really hurts it, giving evidence to the fact that a fun, good theme can really help make a game enjoyable to play. Watching dinosaurs get wiped out may have been a troubling fact in real life (although Im not sorry Raptors arent running around), but in this game its treated in a very cartoonish, humorous way. The dino portraits especially bring fun to the game, and kids especially like how their dinosaurs end up looking.
Evo is an excellent game for the whole family to play, with a fun theme, and easy to learn, simple mechanics. The nonsensical artwork, the humorous dino portraits, and the fun game play makes this an excellent game of choice. There is some conflict, but its not needed or really even that profitable, so people who delight in head-to-head confrontation may be disappointed. But I believe that this adds to the family value. If youre looking for a good gamers game to add to your collection, this may not be it. But if youre looking for an excellent family game with a fun, matching theme, then this is right up your alley!
Tom Vasel
I can see why this game would get 'Game of the Year'; I just can't give it five stars. My husband absolutely swears by this game, and seems to find infinite joy and amusement while playing it. I, however, see some problems to it.
I have to agree, there are lots of little details that make this game very cute and fun; changing your dinosaur by adding body parts is a lot of fun, and the cards are witty and add a lot of interest to the game (I love getting 'You are not my husband!' and stealing one of my husband's brand new babies! He he he). Betting on the genes is very cool, and the fact that whoever has the longest tail gets to begin each round seems oddly logical (Dunno why, it just does!) I also like the movement and climate changes; what a smart design and idea.
And about the rules book, they are the BEST I have ever seen. Honest. The only thing that it lacks is calling a couple of the pieces by name, but since they are pretty obvious (the little square ones go in the smaller square space, and the bigger round ones on the bigger round circles) we didn't despair for too long. It's the first time we play a game and we don't have to make up, research on Google or guess a rule; all your questions are answered in this rule book. Very long and detailed, it took us two days to dominate, but after that it has been all smooth sailings.
However, I would like to decide who gets to win some other way because I ALWAYS LOSE! My husband never overbids me, so I end up the game having 'Powersaurus' and he has these whimpy little things, and I still lose!!! I know I am supposed to save my mutation points, but it's so hard because I want my dinosaur to be really cool and and and and ... aww chucks. D-Oh. :(
I also wish they had made the meteor a little further away, because when the dinosaurs start getting all built up and dangerous-looking, the meteor hits and the game is over...
Ok, so my only problems with the game are that it's too short and that I always lose. Stop laughing, and go buy it! See if you laugh THEN! :P
My friends and I had a great time playing this one! It was my first time playing the game, as well as my friends' first time playing it, and we all had the hang of it after the first round. The rules are fairly well clear cut, so it makes learning a breeze. The fun theme of the game also makes it enjoyable.
A high amount of strategy is involved in the move phase, where you must make sure all of your dinosaurs survive, while leaving space for your upcoming babies to survive as well. You must also do this before your opponents get the prime real estate, or be forced to fight them for the spot, making turn order an important factor of the game.
My only criticism is that there is a very high luck factor when deciding the climate, but then again, the randomness of the climate change is part of the fun!
All in all, a very light and fun strategy game.
Anytime you get close to the end of a game and you think 'Almost over already?' and you're sad it's ending, you know you've got a great game. The only drawback (from my perspective) is that many games seem to end with most of the players bunched fairly close together in terms of final scoring, making me wonder just how much strategy is required. Regardless of the answer, the game makes you FEEL like your decisions count (and mostly I think they do), and it's enjoyable in the process.
Ok, i'm belgian, so it looks normal to support a 'made in belgium' product, isn't it ?
I've bought EVO a couple of weeks ago, and played the first time with my wife and two friends.
I admit that rules are not complicated, but the first round looks hard with all the phases and moments where you can or not play special cards.
When started, the game is finally quickly ended. A few tour, and then, the meteor and an unlucky dice end the game.
Sure that children will learn to play with that game quicker than me ...
Anyway, we had a good time, and i don't regret to have bought it !
So ... play belgian guys !!!
Call the kids, invite your friends, whip it out when the Parents are in town, do whatever you'd like - Evo wont let you down. It's a game that anyone can enjoy.
Not too much strategy, not too much luck, not too much negotiation. Evo is solid and well balanced fun for all comers. What makes this game so great is the individual dino boards where you mix and match genes like horns, legs, tails and eggs in an attempt to make your dino superior to the other player's dinos. Evo is very well thought out and the game play mechanic is smooth and easy to understand.
The board and all the game components are delightful - right down to the somewhat morbid action cards that are certain to get a chuckle out of everyone playing.
Evo is an award winner for a reason. If you don't have it - get it!
Once we got going, Evo was quick, lively, and fun. As all the reviewers have noted, Evo is a very good looking game, and seems to have solidly balanced game play.
However, the rules made getting started much trickier than it should have been. There are many unlabeled parts of the game boards which are referred to by name, and it was difficult to figure out what the rules were talking about without some hit-or-miss attempts. A simple marker to show what phase of the game we are currently playing would be very helpful as well.
Finally, we almost managed to kill off (via combat) all of one player's dinos. The rules didn't mention anything about this possibility--should that player stop playing? Or start again? And if start again, what if his starting space was taken by someone else?
Still, despite these grumblings, we'd recommend this game to others, provided someone walks them through the rules first.
Evo is a great improvement/inspired vamp of the classic [page scan/se=0130/sf=category/fi=stockall.asc/ml=20]Ursuppe with great pieces and ample strategy. Evolve and improve your species while shoving out and eliminating your opponents' creature lines.
But the game does run a bit long, and it's a bit more work than the happy fun illustrations may lead you to expect.
Overall, it's a solid gamer's challenge, but I can't really see most parties playing it over and over again--as was the case with last year's truly fantastic Aladdin's Dragons.
Bidding for genes is where this game provides the most scope for strategy and skill. I highly recommend playing the rule variant where the number of genes available is one less than the number of players. The decision of how much to bid--and each point bid is equal to one surviving dinosaur--versus just not evolving, is excruciating. Using your herd to best maximize the genes you acquire requires patience and decision making, not a pre-set strategy.
The round scoring-markers that want to roll away are a tad annoying, particularly since scores will be close if players aren't too extravagant in their bidding. This is a cool game.
I love 'evolution' games, such as Quirks and [page scan/se=0130/sf=category/fi=stockall.asc/ml=20]Ursuppe. Evo is more playable than Ursuppe and also has more play value than Quirks.
This game is a new option for sci-fi gamers who are thinking of buying an evolution game. If you hesitate to play a long game, Evo seems the most reasonable selection. Otherwise, I'd recommend Ursuppe.
I'm a little bit frustrated that Evo seems pretty slow-paced, since movement is severely restricted.
Our group played Evo for the first time tonight. It is similar to Ursuppe in that the theme revolves around evolution (of dinosaurs rather than amoebas in this game). The graphics are amusing and very cute and the quality of the components is good although the score markers would seem less precariously balanced if they were shorter.
The game involves 5 steps. The first is choosing the turn order. The dino with the longest tail genes goes first and shortest goes last. In ties, the player with fewer dinos goes first.
Next comes climate change based on die roll, although there are action cards which can affect the climate and your dino's ability to deal with the weather.
Next comes moving based on the number of feet genes your dino has obtained. Combat may occur during this phase decided by die and the number of horn genes.
Dinos have babies following movement based on the number of egg genes you have.
Then the climate affects your dinos and those in inhospitable climates die.
Finally you earn mutation points (used in determing the victor) from the number of dinos you have on the board at this stage. You then bid mutation points to buy more genes. You also move the meteor (turn counter) which can end the game a little prematurely.
All steps and your dinos' abilities may be affected by event cards, some of which add a good deal of humor (like 'you're not my husband' and 'tough babies').
Overall, a well-themed game with good mechanics. The rules are straightforward. I should mention I saw a translation correction mentioned on the RGB newsgroup on the Deluge card which should read 'dinos in a coastal space.' I'm sure we'll continue to enjoy it and look forward to trying it again!
I don't quite understand the hype over this one. I found it to be quite dull, as each turn feels like a puzzle to be solved (i.e., finding the perfect move without relevance to what your opponent is doing). The feel of guiding a species through the evolutionary process is practically nonexistant, and there is too much 'back-and-forth' on the board to give a player the feeling that anything is being accomplished. It got old very quickly and I doubt I will play it again. Nice components, though.
Last year's Game of the Year is so attractively presented that you could easily be distracted and forget just how challenging it is. Spend mutation points to buy auctioned genes, and add them to your cartoon dinosaur, which remains off the board. Genes permit beasts to move farther, fight stronger, survive inhospitable climates, and produce more young. Despite Darwin's theory, several genes provide auction discounts, or let you purchase Event Cards (discarded for advantages in specific phases). Dinosaurs are removed when they lose battles against enemies, or when they end a round in any region randomly determined to be fatal. Your survivors earn mutation points. Most points wins when a die roll brings the meteor crashing to earth. Evo, we predict, will never become extinct.
From the moment we opened the box, we felt sure we were looking at a strong contender for Game of the Year. Evo's closest competitors were Babel, Java, Lord of the Rings, and San Marco (all of which you'll find among our Category Winners and Runners-Up). But in the end, nothing could stop the meteoric rise of this invigorating plunge into the gene pool, where players customize their very own dinosaurs.
The island's four space colors represent different temperatures, determined each round by a die roll. You begin with 10 mutation points, and one of your 10 dinosaurs on the island. Your herd starts out with (a) one Parasol, allowing one dinosaur to survive on a space one zone warmer than the current hospitable climate; (b) a Fur collar, working similarly in cold zones; (c) one Egg, to give birth to one baby; and (d) one Foot, to move one dinosaur one space. Parasol, Fur, Egg, and Foot genes are bought at Auctions each round, and are used to enhance your powers. Horn genes give your herd advantages in combat. Mutant genes award Auction discounts. Tail genes establish the turn order; players with longer tails begin phases, with ties broken by herd-sizes or die rolls. A Card gene (what would Mr. Darwin have thought?!) buys an Event Card, playable in a specific phase. (Please note this correction to a translation error on the "Deluge" card: Roll a die for each Dino on a coastal space only.) In the Basic Game, you bid with mutation points for randomly drawn genes, equal to the number of players. In the Advanced Version, an even greater test of your fitness, one less gene is auctioned.
After rolling to establish temperatures, all players carry out each phase of the round in turn. (1) Move one or more dinosaurs, according to your number of Feet. Only one dinosaur can occupy a space, so you have to fight enemies on which you land, using the die. (2) Give birth to one offspring for each Egg, placing the offspring on a vacant space adjacent to its "parent" on the board. "Egg Laying Muscles," a typically amusing Event Card, lets concerned mothers eject their offspring up to three spaces away.
Dinosaurs that lose fights, or end up on excessively cold or hot spaces, die and leave the board. You earn one mutation point for each survivor. After points are awarded, the dreaded meteor moves a step closer to Earth. If it hits, the game ends and the player with the most mutation points wins. If not, the fun continues with another Auction.
We applaud the contribution of Cyril Saint Blancat's adorable artwork to Evo's accessibility and charm, but don't let it fool you into thinking that Evo is an easy game to master!
Evo is the very latest design from Philippe Keyaerts, the Belgian designer of last year's sensation, Vinci. The game, however, is a distinct departure from world conquering civilizations. Instead, Evo concentrates on the development, survival and sudden extinction of the dinosaurs. I had heard mixed reports, some near ecstatic and others only so-so, but I am a big fan of Vinci and so I had high hopes.
Others have described the game as "Ursuppe-lite", which is a very accurate description. The mechanics and overall 'feel' of the game are very, very similar to that utilized in Doris & Frank's game of evolving amoebas. Almost too similar. One gets the feeling of having done all this before. Ursuppe also has more options and gene combinations than you get in Evo.
That said, I've enjoyed my multiple playings of Evo. Of course, I am also a big fan of Ursuppe. The one big advantage Evo has over Ursuppe is that it is a bit shorter, playing to completion in about 60-90 minutes. Most of our Ursuppe games clock in at over 2 hours. So, if for no other reason than time, Evo just might make it to the table a bit more often than Ursuppe.
Another attractive feature of Evo is the board design. The mounted board is printed on both sides and can be arranged in various configurations to handle 3, 4 or 5 players. This stops there being too much territory in games with fewer players. Kinda neat.
Players each begin the game with one dinosaur and a dinosaur mat. The mat displays a caricature of a dinosaur, which appears to be some sort of distant ancestor of the Wiener dog. Every player initially begins the game with the same 'genes', including one egg (for giving birth), one leg (for movement), one parasol (for surviving warm weather) and one patch of fur (for surviving cool weather). These are printed directly on the dinosaur mat.
The basic idea of the game is to populate the board with your dinosaurs and survive the rapid changes in climate. To do this, you must 'evolve' your dinosaurs by acquiring additional genes so they can adapt to these climatic changes. New genes can increase the effectiveness of the initial four genes each player possesses and provide additional powers and features. For instance, if a player acquires a second 'leg' gene, he now has two movement points instead of one. Likewise, an additional 'egg' gene will mean the birth of two dinosaurs per turn as opposed to only one. A 'horn' gene, however, makes the player's dinosaurs more formidable in conflict situations. Get the picture? In a very creative and often humorous move, new genes are actually little chits which are placed directly onto the dinosaur caricature on each player's mat. Thus, an additional 'fur' gene is placed anywhere you wish on your dinosaur. It's quite humorous to see where players opt to place these additional genes and observe how each dinosaur mutates.
The game's duration is 9-13 turns, depending upon the number of players and the timing of the meteor impact. As fellow gamer George Michaels commented, "Why are we bothering playing? We're all going to die anyway!" Yep, the game ends when the meteor smashes into the earth, thereby killing all the evolving beasts. Still, the player with the most mutation points at that point is victorious. Kind of a Pyrrhic victory, if you ask me!
Each turn consists of six phases: initiative, climate adjustment, movement & combat, births, survival & mutation, and meteor movement & evolution. Initiative is determined in favor of the player who possesses the longest tail (don't ask me why!). Tail extensions are acquired during the Evolution phase when players bid for the right to acquire certain genes. If players tie for initiative, a die is rolled to break this tie.
Initiative can be critical, especially during later stages of the game when territory becomes scarce and the players rush to move their dinosaurs into areas where they can survive the changing climate. Unless an opponent has a big advantage in 'horns', the game system gives the edge in conflict situations to defense. So, getting to a terrain first often means survival versus death.
The climate change dictates the players' actions each turn. There are four possible temperature levels on the climate chart: warm, hot, cool and cold. Whichever space the climate marker is currently located is the 'safe' area. So, for instance, if the climate is on the 'green' space (warm), then dinosaurs located in the green spaces on the board (forest) can easily survive. However, one space removed from this 'warm' climate (either 'hot' or 'cool') things get tougher. Now survival is determined by the number of fur and parasol genes each player has. Using our same example, if the climate marker is on the green space, then initially each player can only have one dinosaur survive in the yellow (hot) spaces and one dinosaur survive in the brown (cool) spaces. However, if a player has two 'fur' genes, then two of his dinosaurs can survive in the brown terrain. Likewise, three 'parasols' mean that three of his dinosaurs survive in yellow.
So what if a player has dinosaurs in a terrain that is two removed from the current temperature? They die. No hope for the poor beasts. Further, since the climate chart is circular and 'wraps' at the extremes of hot and cold, there are only two types of territories safe when the temperature is either hot or cold. This severely reduces the number of territories on the board which can be safely occupied, resulting in a mad dash for these spaces and, usually, ferocious conflict.
During the climate phase, a die is rolled to see if the climate moves forward (3, 4, 5 or 6), remains stationary (2) or actually goes in reverse (1). The odds are that the season will progress normally, but this cannot be counted upon each and every turn. Unexpected climate changes can, and often do, cause chaos and wreak havoc upon dinosaur populations. In either case, as the board becomes more populated with baby dinos, there is never enough territory to safely accommodate all these reptiles. Conflicts and death will be the end result.
These climatic changes are why, in my opinion, mobility is so important. With the initial movement allowance of '1', it isn't long before dinos cannot reach the safety of hospitable terrain and begin dying. Additional 'leg' genes increase a player's movement allowance by one for each 'leg' gene acquired. Please note that this is a total movement allowance and not a 'per dino' allowance. These are slow and lumbering beasts! In several games I've played, I made a concerted effort to obtain extra 'leg' genes to improve my mobility. Interestingly enough, I won both of those games. On the other hand, I've seen this strategy fail, too. You see, you can run as fast as you want, but if your tail is short and you are low on the 'initiative' totem pole, others will still beat you to the choice terrain. Further, you also have to keep a wary eye on those aggressive 'horny' reptiles, as they are apt to simply barge right in and attempt to devour you. Rumor has it that the tasty dinosaur meat tastes similar to chicken!
After all players move their dinos, it is the birthing season. Each player places new dinos onto the board, depending upon the number of 'egg' genes they own. The more eggs, the more dinos. Lest you think promiscuity is a good thing, however, remember that these dinos need to survive. Too many dinos on the board means more competition for valuable terrain. Since each space can only hold one dino, death is inevitable if players have too many babies. It's a sad sight to see newborn dinos succumb to the climate. I've seen several players rush to acquire new 'egg' genes in the false belief that more is always better. It just isn't so!
Immediately following the births, the climatic changes begin to be felt. All dinosaurs in excess of those a player can protect (based on their genes) expire and are removed from the board. Survival of the fittest and most comfortable. Players then receive mutation points for their surviving dinosaurs. In a silly design decision, these mutation points are recorded using over-sized cylindrical pieces on the outer rim of the Bidding Board. The spaces on the mutation track are tiny and can only accommodate one piece each. However, it is quite common to have numerous players with the same score, so the excess pieces must be placed off board to identify the current score. Further, due to their size, these pieces are easily knocked over and proceed to roll away. Why the ever-popular wooden cubes weren't used is beyond me.
Next, the meteor moves forward one space on the meteor track. If it reaches one of the spaces marked with a die, a die is rolled to determine if life as they know it ends or continues. Once you have reached this spot, the chance of Armageddon increases over three turns until the meteor inevitably smashes into the earth on the fourth turn, ending the game -- and the world as the dinosaurs knew it.
If life does not end, players then begin bidding on new genes. A number of genes equal to the number of players (or one less if using the official variant) are drawn from a cloth bag and placed on the Bidding Board. The player with the initiative places his bid marker next to one of the genes he desires. He may place this bid on any number from 0-6 (or greater, but the chart only goes as high as '6'). This is the number of mutation points he is willing to surrender to acquire that gene. Then, in initiative order, every player does the same. If a player opts to bid on a gene which another player has already bid on, he must place his marker at least one number higher than that other player. The other player then immediately removes his bid marker and must bid again -- either on the same gene or a different one. This process continues until each gene has only one bid marker on it. Players then subtract the equivalent mutation points from their score and acquire their new gene.
This bidding system is simple yet extremely effective. I enjoy watching bids escalate as players fight over a particular gene. Many times, I drop out of the bidding early and settle for a less desirable gene if I can acquire it at little or no cost in mutation points. I've used this tactic many times and gained 2 or 3 points on most of my opponents since they had engaged in a bidding war over more desirable genes.
Once everyone has acquired their new gene, the turn ends and the entire process is repeated until the meteor smashes into the earth. When this occurs, the player with the most mutation points is victorious. Well, sort of. After all, he's dead, too.
Additional spice is added to the game by the inclusion of event cards. Each player initially possesses three such cards, and new ones can be acquired by winning a bid for a 'card' gene. These cards have a wide variety of effects, including altering the climate, giving birth away from an adjacent dinosaur, killing an opponent's dinosaur, etc. They can have a significant impact on the game and some of the genes appear a bit too powerful and unbalancing. Only further experience will reveal which, if any, genes are truly unbalancing and should be modified. Evo is quite fun to play and lasts just about the right length of time without overstaying its welcome. It is a simpler, lighter version than Ursuppe, which isn't all that difficult, either. I'm not sure if the limited gene combinations and processional nature of the game won't eventually make the game go the way of the dinosaurs, but, for now, it is entertaining and should hit the table several more times.


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- Report: #706914
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Complaint Review: Classmates.com
Classmates.comInternet, Washington United States of America
Classmates.com Memory Lane Automatic Renewal Charge of $39.00 Internet, Washington
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4. Automatic Renewal Program. Upon your acceptance of an offer for the purchase of an All Access Pass or any other subscription-based Paid Services , you will be enrolled in Memory Lane's automatic renewal program to help ensure that there is no interruption of your paid member privileges. Under this program, you authorize Memory Lane to automatically renew your subscription at the end of the term of the subscription you purchased, and each subsequent term, for the same term length of the subscription you initially purchased (unless otherwise stated in the offer you accepted). Unless you take the necessary steps to remove yourself from Memory Lane's automatic renewal program, at the time of each such renewal you authorize Memory Lane to charge your credit card (or other payment method) at the then-current, non-promotional price for the renewal of your subscription-based Paid Services. If you no longer want to be enrolled in Memory Lane's automatic renewal program, you can change your renewal status at any time by logging onto the ?Account? portion of the Website, clicking on "Account & Billing", and changing your renewal option from "automatic" to "manual". Please note that changing your renewal option in this way will only stop future automatic renewals of your subscription and will not impact any automatic renewals that occurred prior to the date of your status change.
I think it is very dishonest on their part. They would not refund my money.
This report was posted on Ripoff Report on 03/16/2011 04:39 PM and is a permanent record located here: http://www.ripoffreport.com/r/Classmatescom/Internet-Washington-/Classmatescom-Memory-Lane-Automatic-Renewal-Charge-of-3900-Internet-Washington-706914. The posting time indicated is Arizona local time. Arizona does not observe daylight savings so the post time may be Mountain or Pacific depending on the time of year.
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I am in the process of migrating over to a new host. I am going from Dreamhost to VentraIP.
Currently my blog is working fine at Dreamhost (see http://aushiker.com) and I have the DNS servers still pointing to Dreamhost.
However at VentraIP I am getting the theme up but no posts. The temporary URL for VentraIP is http://184.108.40.206/~aushiker/
Also if I attempt to login to the admin section at http://22.214.171.124/~aushiker/wp-login.php it redirects me back to the Dreamhost admin error so I cannot actually make changes to WordPress at VentraIP other than via Cpanel.
Intially at VentraIP the .htaccess file was blank so I copied over the .htaccess file frm Dreamhost but that is not making any difference. The .htaccess file as it currently stand is:
[Code moderated as per the Forum Rules. Please use the pastebin]
All the redirects are there because of old changes. Any thoughts?


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Feel free to distribute or cite this material, but please credit the Center for Responsive Politics. For permission to reprint for commercial uses, such as textbooks, contact the Center: email@example.com


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Now Playing
Turner Channels Molly Ivins In 'Red Hot Patriot'
Academy-award nominee and Golden Globe-winner Kathleen Turner stars in the play, Red Hot Patriot. In the comedy, Turner plays the sassy Texas newspaper columnist Molly Ivins. Turner talks about the role, her career and the challenges of playing a political character.


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After "The Road" Viggo Mortensen Looks on the Bright Side: "You Could Always Be Dead"
Viggo Mortensen is no flake. He's a pretty intense guy — with a mellow sort of presence. While shooting "The Road", Cormac McCarthy's post-apocalyptic story of a father and son's survival amidst a world in ruins (otherwise known as western Pennsylvania, where the movie was filmed), Mortensen often slept in his wardrobe of grimy, soaking wet clothes to stay in character. In order to look like the starving survivor he plays, he lost 20 pounds during the filming by existing on a diet of dark chocolate and red meat.
"He's a method actor like DeNiro and Daniel Day-Lewis," said producer Bob Weinstein, while relaxing on a banquette last night at SL in Manhattan's meatpacking district, where the after-party of the film's New York premiere was held last. Although DeNiro probably isn't the type of guy who gulps herbal tea day and night. Mortensen, says the film's director John Hillcoat, existed on mate, a type of Argentinean tea. Mortensen, who grew up for a time in Argentina, believes it gives you an enormous amount of energy.
In his spare time on the set, Mortensen, a kind of Renaissance man, wrote poetry but mostly found himself paging over and over again through McCarthy's Pulitzer Prize winning novel. "I'm always reading poetry," Mortensen told Speakeasy. "But the book was my constant companion. It's pretty well-worn. The interior life of the characters are so beautifully written, so poetic that it was what I kept going back to. But this movie is about man's humanity, this flower that blooms in a desert between two people."
Mortensen hopes the film makes audiences appreciate the little things in life. "I changed somehow in my view of things and realized that some things aren't that important," he confided. "It sounds simple, but any movie that makes you walk out of the theater feeling different somehow and lasts a little while, maybe even forever, and does that in a heartfelt way, is something that most movies can only aspire to."
Even a hard-nosed film exec like Weinstein said the film makes him "want to go home and hug his kids."
"Yeah, I can see that," said Sebastian Junger, who was among a throng of literary types like Richard Price and Walter Moseley who turned up last night. But as for an apocalypse, "Nah, I doubt it," Junger said. "There's supposed to be an asteroid strike in 2030-something, I believe, but that's a long time from now."
As for Mortensen, he lives for the moment. "It's all about what's present — accepting things for what they are," he said. "It may be bad, but it could always be worse. You could always be dead."


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From Jody M. Huckaby, Executive Director, PFLAG National:
In my tenure at PFLAG, I've had the privilege to serve the organization under the leadership of two board presidents. The first of these was Sam Thoron…and anyone who knows Sam also knows that never far away from Sam is his wife, Julia. Together, they have provided years of leadership to PFLAG on both a local and national level, and it is rare to meet a PFLAGer who has come in contact with them who cannot speak of how the Thorons touched their lives.
Next month, Equality California will honor the Thorons with the Phyllis Lyon & Del Martin Marriage Equality Award, recognizing their tremendous contributions to the fight for marriage equality and especially the battle to defeat Proposition 8. For those who have not had the chance to meet the Thorons in person and experience the passion that they have for securing the right to marry for everyone need not look much further than the commercial that they did during the Prop 8 fight in 2007. As PFLAG's president, Sam always encouraged people to tell their family stories to change hearts and minds, and just listening to some of the voices that he and Julia have influenced proves that they are right.
I feel honored to have worked with Sam and Julia – as do all of the PFLAG members and supporters who have ever had the same privilege, and we are all thrilled to know that they will be recognized for the invaluable work that they continue to do on behalf of families everywhere. If you are in the San Francisco area, you can still get tickets to the EQCA event to hear from the Thorons themselves, so check out their website today.
Congratulations, Sam and Julia – and here's to many more years of moving (marriage) equality forward!


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Incumbents triumphed Tuesday in the race for three Randolph County Magistrate seats.
Randolph County Magistrates Benjamin E. Shepler, Robert R. "Rob" Elbon Jr. and George Michael Riggleman retained their seats, emerging as the top three vote-getters in Tuesday's race for magistrate.
According to unofficial results, Riggleman, a Democrat from Beverly, was the top vote-getter with 6,137 votes, or 29.19 percent, followed by Shepler, a Republican from Elkins, who garnered 6,021 votes, or 28.47 percent, and Elbon, a Democrat from Elkins, who amassed 5,381 votes, or 25.44 percent. Four candidates had been vying for three positions - Democratic candidate Chris Heflin, of Beverly, came in fourth, with a total of 3,572 votes (16.89 percent).
Riggleman won his fourth term as magistrate Tuesday, having first been elected to the position in 2000. Despite his success in the past, Riggleman said he'd approached the general election with an attitude of cautious optimism.
"You never know for sure," Riggleman said. "I'd always done well in the past and hoped I would do well this time. This job is important to me because we need people in office who care about the community and the people in it, and I feel that if you're going to be in politics, you have to take your job seriously.
"You do it because you want to make it better for everyone in the county," he added, "and I want to say thanks to the people of Randolph County."
Shepler and Elbon each earned a second term as magistrate.
"You never know how an election is going to go until all the ballots are cast," Shepler said. "I'm very happy to have served the citizens of Randolph County and very excited to continue to earn their trust."
Elbon said he viewed Tuesday's election as a referendum on the magistrates' job performance.
"I see (the election) as a rating of our job performance, and it looks like people agree with what we're doing and trust us," he commented.
In other races:
Randolph County Prosecuting Attorney, incumbent Michael W. Parker, a Democrat from Elkins, earned 7,769 votes, or 99.77 percent. Parker was unopposed in this year's general election and will serve a four-year term beginning Jan. 1, 2013. He was appointed to the position in December 2011 and won the Democratic primary bid in May 2012.
Phyllis K. Yokum, a Democrat from Bowden, retained her current position, winning a four-year term as Randolph County's assessor. Yokum ran unopposed, collecting 8,251 votes, or 99.87 percent.
Incumbent Randolph County Surveyor Leon G. Mallow - a Republican from Montrose - ran unopposed and received 7,589 votes, or 99.79 percent.
Voter turnout in the county registered at 53.73 percent, with 9,939 out of 18,497 registered voters casting ballots in the general election.
Randolph County Clerk Brenda Wiseman said she was happy that last week's storm didn't put too much of a damper on voter turnout.
"The weather perked up and people really came out and voted, and I'm really pleased with the turnout," Wiseman said.
Only one snag slowed the count of county ballots Tuesday night - a voting machine at the Beverly Fire Hall, Precinct 200, had to be taken out of commission after a poll worker discovered a problem with the board inside the computer terminal.
"That backed them up," Wiseman said. "When it was time to close the polls at 7:30, there were still people standing in line. As long as they're in line by that time, you can't turn them away."
All results will remain unofficial until a canvass takes place at 9 a.m. Nov. 13 in the County Commission Meeting Room of the James Cain Courthouse Annex.
Contact Katie Kuba by email at email@example.com.


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The Hilly Flanks and Beyond [Paperback]
Cuyler Young (Author); Philip Smith (Author); Peder Mortensen (Author)$50.00ISBN: 9780918986375
Published by : Oriental Institute of the University of Chicago
Series: Studies in Ancient Oriental Civilisation
The eighteen papers in this volume, presented to Robert J Braidwood, reflect on Braidwood's lifelong obsession: the study of food production and the `origins of agriculture' in the Fertile Crescent between 10,000 and 4,000 BC. Contributors inc... .... Learn More


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Readers will remember that Met. Elpidophoros gave the controversial speech at Holy Cross a few years back extolling the virtues of Constantinople and castigating America for ignoring it (see: Ecumenical Patriarchate: American 'Diaspora' must submit to Mother Church). It didn't go over well at all. The next year he was invited to St. Vladimir's Seminary and while not clarifying his remarks he … [Read more...]
EP Fast Track? Homily of Met. Elpidophoros of Proussa at His Ordination
Orphangate resolved?
Well, the New York-Constantinople brouhaha seems resolved -- sort of (see: Abp. Demetrios on the way out?). You still wonder though why a hierarch wrote of Abp. Demetrios in terms we could charitably call disparaging over what should have been an easily resolvable dispute. It's all a misunderstanding Constantinople assures us, even though it took a synodal meeting to reach this conclusion. … [Read more...]
Metropolitan Jonah apologizes for 'uncharitable' remarks directed at Ecumenical Patriarch
From the Orthodox Church in America Web site. Posted April 17: Metropolitan Jonah issues statement on recent sermon SYOSSET, NY [OCA Communications] -- On Great, Holy and Good Friday, April 17, 2009, His Beatitude, Metropolitan Jonah, Primate of the Orthodox Church in America, issued the following statement in response to recent commentary on his April 5, 2009 sermon, delivered at Saint … [Read more...]
Transcription of Met. Jonah's Speech on Orthodoxy Unity in America
Sermon delivered at St. Seraphim Orthodox Cathedral in Dallas, Texas on April 5, 2009. It is a great joy to see everybody here this evening from so many different communities, from different traditions. Orthodoxy is a celebration of diversity in unity, and unity in diversity. Our unity is in our one Lord and Savior Jesus Christ, and our one Orthodox faith and our one commitment to living … [Read more...]
Met. Jonah to Old World bishops: Hands Off the American Church!
In a stinging rebuke to the Ecumenical Patriarchate, Metropolitan Jonah of the Orthodox Church in America issued a call for a unified American Church and rejected any path to unity that would mean "we surrender the freedom we have embraced as American Orthodox Christians to a patriarchate still under Islamic domination." The video here records his sermon on April 5 at Pan-Orthodox vespers at St. … [Read more...]
OCL responds to EP talk at Holy Cross
George Michalopulos, Orthodox Christian Laity board member and frequent contributor to the AOI blog, penned the official OCL response to Arch. Elpidophoros Lambriniadis' recent talk at Holy Cross School of Theology. Original article is posted on the OCL website. An OCL Board Member Responds to the Message of Chief Secretary of The Holy and Sacred Synod of the Ecumenical Patriarchate March … [Read more...]
E Pluribus Unum: One Church From Many?
The American Orthodox Institute has published a new paper on Orthodox unity by George Michalopulos that examines the historical usage of the title "metropolitan," the role of the metropolitan in Church administration, and the "crucial" pastoral duty defined in the Divine Liturgy as "rightly dividing the Word of [God's] Truth." In "E Pluribus Unum: One Church From Many?" Michalopulos takes it a … [Read more...]
Ecumenical Patriarchate: American 'Diaspora' must submit to Mother Church
The battle is joined. Highlight: With regards to the United States, the submission to the First Throne of the Church, that is, to the Ecumenical Patriarchate is not only fitting with the American society and mentality but also it opens up the horizons of possibilities for this much-promising region, which is capable of becoming an example of Pan-Orthodox unity and witness. The Mother … [Read more...]


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Grimms' Fairy Tales
by Jacob and Wilhelm Grimm
Grimms' Fairy Tales Justice and Judgment Quotes
How we cite our quotes: (Tale.Page)
Quote #10
When she looked at him, she saw it was King Thrushbeard again, and he said to her in a friendly way, "Don't be afraid. I and the minstrel who lived with you in the wretched cottage are one and the same person. I disguised myself out of love for you, and I was also the hussar who rode over your pots and smashed them to pieces. I did all that to humble your proud spirit and to punish you for the insolent way you behaved toward me." (King Thrushbeard.180)
Gotta keep those women down so they don't get too proud. Hey, that's the Grimms' take—not Shmoop's.


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Menopause Health Center
Myth: Memory Affected by Menopause
Oct. 5, 2004 (Toronto) -- A new study suggests that women don't lose their memory at menopause, suggesting that the popular myth about "menopause minutes" -- when a woman can no longer remember where she left the car keys -- is as factual as the flat Earth theory.
Jong-Ling Fuh, MD, lead researcher of the new study from Taiwan, tells WebMD that after menopause women perform as well on tests of memory and thinking as they did before menopause. The only difference, she says, is a slight decline on a verbal memory test. Fuh is a researcher at Taipei Veterans General Hospital in Taiwan. She presented the data at the 129th Annual Meeting of the American Neurological Association.
Samuel Gandy, MD, PhD, professor of neurology and director of the Farber Institute at Thomas Jefferson University in Philadelphia, tells WebMD that the new study "independently confirms results reported last year indicating that early menopause is not attended by immediate memory loss."
The researchers recruited 694 premenopausal women, aged 40 to 54, into their study and assessed their memory at baseline and 18 months later. After factoring out the women who had had a hysterectomy or hormone therapy during the 18 months, Fuh and colleagues found that 23% of the 495 remaining eligible women had entered menopause.
With the exception of the verbal memory test, the women who had entered menopause scored similarly on various memory tests to the women who had not yet entered menopause. The exception was a test of verbal memory, which involved the sequential presentation of 70 nonsensical figures, several of which were repeated during the test. The subjects were asked whether the figures had been seen before. On this test, the women who entered menopause had slightly lower scores.
Fuh says, however, that the follow-up period was just 18 months in this study and their conclusions are limited to early menopause. A longer follow-up is needed to completely evaluate the impact of menopause on memory, she says.


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Big Island of Hawaii ATTRACTIONS See all
Waipi'o Valley
Tours & Tickets
Page: 1
Big Island ATV Tour Through Waipio Valley
Explore the Big Island's lush Waipio Valley on this ATV adventure perfect for the whole family. Drive your own ATV or be driven by a guide and admire the ... Read more
Location: Kukuihale, Hawaii
Duration: 3.5 hours
Big Island Waterfall Tour from Kona: Waipio Valley, Hamakua Coast and Akaka Falls
See three of the Big Island's famous waterfalls — Hiilawe Falls, Akaka Falls and Rainbow Falls — on this tour to the Waipio Valley and Hamakua Coast. Discover ... Read more
Location: Hawaii, Hawaii
Duration: 9 hours (approx.)
Page: 1


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For further questions not covered here, please visit the Coliseum's FAQ page, call the Checkers at (704) 342-4423 or contact Bojangles' Coliseum at (704) 372-3600.
For games on Friday and Saturday nights, doors will open 90 minutes prior to game time. For all other games, doors will open one our prior to game time.
TicketsSingle-game tickets start at $12 and can be purchased online via Ticketmaster or at the Coliseum box office. Box office hours on non-event days are Monday-Friday from 10 a.m. – 5 p.m. For further information on hours, please call the box office at (704) 335-3100.
Tickets are required for everyone three years and older. Click here for information on accessible seating.
For additional savings and benefits, season tickets, mini plans, flex packs and group outings are also available. Our promotions schedule has additional details on special events for every home game.
Dining at the ColiseumThe Coliseum includes a full-service restaurant called the Red Line Club that Checkers players walk through when traveling between their locker room and the ice surface. In addition to a standing menu that can be viewed here, the club will also feature a chef's corner with an Italian, Southern or Asian special of the evening as well as cocktails, draught Bud Light beer and wine.
The club will open for reservations 90 minutes prior to game. To reserve a table, use the calendar on this page or visit this link. You must have a ticket for that night's game to reserve a table at the club. The club's bar is open to the general public when doors open one hour prior to the game (space is limited).
Club Reservations
Must have game ticket
Catering for groups is available both at the Red Line Club and the Igloo, a climate-controlled tent adjacent to the Coliseum that offers space for up to 200 people. For more information, call us at (704) 342-4423.
The main concourse features five anchor stands with various unique offerings. One exclusively features food from Queen City Q, a local restaurant with locations in uptown Charlotte, Matthews and upcoming locations in Concord and Ballantyne that will offer its famous pulled pork barbecue, brisket and signature sides. Another stand will include pizza and Johnsonville all-beef hotdogs. The Local Tap will offer the coliseum's signature "Red Line Chili" as well as local craft beers. Kelly's East Side Diner, a venue named after Charlotte hockey legend Pat Kelly, will feature burgers, fries and onion rings. Finally, a Bojangles' Chicken and Biscuits location will provide Cajun Chicken sandwiches, seasoned fries, Supremes and legendary Sweet Tea.
Other destinations located in the concourse will include Beer & Brats stands featuring Johnsonville products as well as Dippin' Dots, cotton candy, ice cream, fresh baked Bavarian pretzels, popcorn and draught and bottled Bud Light beer.
Directions and ParkingBojangles' Coliseum charges $8 for parking. The main lot accepts cash and credit cards as payment, while the Park Expo across the street is cash only. Season ticket holders may contact their representative to purchase a season pass at a reduced cost. Additional parking information and directions to the Coliseum can be found here.
To ensure the best possible experience on game nights, we recommend leaving early and consulting mobile applications that offer real-time traffic information, such as Google Maps, when planning your trip. Please consider using Monroe Rd., Central Ave. and Wendover Rd./Eastway Dr. as alternatives to Independence Blvd., if necessary.
For games on Friday and Saturday evenings, doors and concessions will open 90 minutes prior to game time. For all other games, they will open one hour prior to game time.
Please note that the uptown shuttle from Queen City Q used during November will not run for the remainder of the season.


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The Elkins Little League 9-10-year-old All-Star Baseball Team fell to Summersville Blue 16-6 in tournament championship action Tuesday night in Summersville.
Because of a lightning delay in another game, the loser's bracket game is now schedule for 6 p.m. Thursday.
Elkins will play a yet-to-be-determined team - either Braxton County, Clay County or the Summersville Gold team.
Check back at www.theintermountain.com for complete results from today's game.


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My Blog
My Blog
Rob's Reviews Round Up: The 2014 "Better Late than Never" Edition
It's been some time since I've been able to devote space on this site to minicomics and small press reviews. I've had a busy, slightly overwhelmed year of working on my own comics, doing a bit of traveling, and completing several longer form reviews and interviews for tcj.com, Panel Patter, and even Rain Taxi. I've been receiving a lot more graphic novels than minis of late, but I've still managed to amass a small stack of the latter. Without minicomics and micropresses there would be no larger alt-comics scene, at least not one as good as the one we have. Below are eleven titles I've especially enjoyed reading in the last few months or so.
Dust Motes (Volume 1 & 2) – Kevin Budnik (Yeti Press)
Dust Motes is a diary comic in two parts, largely concerning cartoonist Kevin Budnik's struggles to recover from an eating disorder and OCD. His forthright honesty and lack of guile in discussing these issues make it easy to get caught up in his story and root for him, and his considerable skills as a cartoonist and writer certainly don't hurt either. Budnik has a gift for capturing the essence of a moment or an emotion, and he can spin angst into poetry.
Hungry Summer - Asher Z. Craw (Sparkplug)
This is the title that inaugurated Sparkplug's Minis Series. Hungry Summer, full of witches and spells and ghostly people, is a lyrical tale that can be read either as a straight up tall tale or as an allegory of loss of identity and the vagaries of fortune. Craw is still developing as a visual artist and some of his drawings are a little stiff, but as with his debut zine Zebadiah, the story is wonderfully, weirdly original and totally engaging. I generally shy away from describing plot specifics with Craw, as his stories generate their own unique, inexplicable brand of enchantment, best left for readers to discover on their own. I very much look forward to whatever diaphanous magic Craw generates next.
Puppy Teeth #4 – Edited by Kevin Czapiewski (Czap Books)
This all-color anthology, edited by self-described "comics Mom" Kevin Czapiewski (pronounced "Chappy-esky"), is a solid collection of art comics. There are five stories from new or emerging artists featured here, all attractively packaged with a nice cover and design from Czapiewski himself. Other than a mysterious abstract photo-collage piece about several bridges in Cleveland by Jon Gott, the stories land solidly in the fantasy realm, ranging from magical realism to futuristic sci-fi to a dystopian vision. The standouts for me include the lovely opening piece by Jenn Lisa, drawn entirely on post-it notes, about a lonely young woman striving to care for a baby she has received out of thin air, and Jess Wheelock's tale of a waitress at Applebee's and her secret friend, a talking carousel horse who is used as a decorative prop at the restaurant - both long to escape their drudgery. The delicate drawings of the former and the bold, beguiling color scheme of the latter add much to the success of each story. (I wanted each to go on longer.) Rounding things out into a cohesive whole are Paula Almeida's sci-fi story about a princess in the future and Laura Knetzger's "Closing the Circle," a meditation about the aftermath of the end of the civilization as we know it (and the only story presented with an actual title). It's all a good mix.
Luv Sucker #1 – Chuck Forsman (Oily Comics)
Forsman, fresh from the success of The End of the Fucking World, began a new series last year called Teen Creeps, which he aborted after just 6 issues, explaining: "I don't think this story became what I wanted it to." Hopefully he'll find his groove again with Luv Sucker, the back cover of which instructs "file under: teen/blood/vampire/heartache." Forsman, whose broader subject is teenage anomie, introduces here a put-upon girl named Tasha, who gets dumped by her handsome boyfriend and then is pursued by a bald classmate named Ryan, who first gives her copies of comics to read (Michael DeForge's Lose among them) and asks her, "Do you want to live forever?" This first issue concludes with Tasha meeting up with Ryan and his gaggle of friends, who appear to have quite sinister intentions towards her. It's a cliffhanger that left me totally wanting to read the next installment. It appears that Luv Sucker – which so far reads like a combination of My So-Called Life with The Lost Boys - will slowly unfold, as Forsman leaves all kinds of little roads open for further development, including a nagging mother and a Tumblr fan page for a group called Daddy's Girls. How exactly these elements will fit into the larger story remains tantalizingly unclear. Forsman's judicious use of red (in particular for lips and blood) in an otherwise B&W comic is very effective.
This Body is a Lemon – Kelly Froh (self-published)
Another darkly funny gem from Kelly Froh, this mini exams a laundry list of ailments Froh has suffered over the years, ranging from relatively minor annoyances like Acephalgic migraines (migraines with visual disturbances but no pain), to truly frightening incidents such as the time a dreadful pain in her side sent her first to the emergency room and then sobbing on a hospital toilet after being administered a colon cleanse of water and iodine (the ultimate culprit: irritable bowel syndrome - probably). My favorite entry describes the time that a spine stretching treatment for terrible back pain led Froh to the sudden revelation that she needed to leave her boyfriend, quit her job, and go back to art school. Doing those three things did indeed end the pain, another example of the very real relationship between the mind and the body on our well-being. Lemon is a scary reminder of the vulnerability of our bodies, and how quickly health problems can derail our day-to-day lives. Froh quotes a friend on the copyright page: "You're like a hypochondriac, but instead you have a lot of legitimate problems."
A Very Special Lou – Melissa Mendes (Oily Comics)
Mendes' series about the titular 9 year old tomboy and her family is rendered simply and sincerely, with great charm. Like Lynda Barry, Mendes captures the joys and sorrows of childhood with skill and sensitivity; in contrast to Barry's often rococo style, however, Mendes is minimalistic in both her line and storytelling, in particular using silences very effectively. In this installment, Lou's little brother John has turned 6 years old and for the occasion his parents take him to see a wrestling match. But the excitement of his big day is dampened by Lou's seeming indifference to all the festivities. Mendes presents both John's and Lou's feelings and motivations with subtlety, rendering the episode with wit and insight.
The Judge's House – Max Mose (self-published)
This is an adaptation of the classic short horror story by Bram Stoker, about a young student who rents an isolated old house inhabited by a terrible evil. Minneapolis cartoonist Mose, like legendary UG cartoonist Rory Hayes, has a gift for horror that is simultaneously charming/whimsical and quirky/creepy at the same time, and he pulls off this adaption well. He follows the original tale closely but adds in dialogue delightfully incongruous to the Victorian setting (in one scene, the demonic spirit of the Judge yells "Yee-haw!" as he advances menacingly on the student). Mose is reportedly working on the sequel to last year's fine Terror Terror Terror, the working title of which is Terror Terror Terror Terror (that's a whole extra Terror in there)!
Food Porn – Meghan Turbitt (self-published)
Meghan Turbitt's Food Porn is one of those perfect little zines (like Lauren Barnett's I'm a Horse, Bitch or Sam Gaskin's Gnomes) that takes an inspired, silly concept and runs with it. Food Porn presents Meghan in 6 short segments ordering food at various types of restaurants (Italian, Mexican, Sushi, American, bar and coffee shop), getting wildly turned on by each chef/barista preparing her meal, and acting (out) accordingly. It's an inspired riff on the relationship between food and sex and Turbitt makes the most of it, being both funny and in some instances genuinely sexy (check out the transformation of the slobby pizza guy into a hunk du jour on page 5 - va-va-voom), and, in one story, being genuinely disgusting. Her wacky, faux-naïve drawings are just right for the subject matter. Get a copy for the food connoisseur/pervert in your life.
The Lizard Laughed – Noah Van Sciver (Oily Comics)
This is one of the best stories I've seen yet from Noah Van Sciver, a master at depicting young men living at the fringes of society. Losers, they're called, but in Van Sciver's hands they are given full human dimension. The Lizard Laughed tells the story of a taciturn twenty-something named Nathan, who visits his estranged father, Harvey, at Harvey's home in New Mexico. Harvey abandoned Nathan and his mother many years ago. As expected, it's a tense, emotionally fraught stay; even with the inevitable questions breaking through the silence ("Why'd you run away, Dad? How could you be so selfish?"), the reader senses another, undefined, nervous energy under the surface. The disturbing denouement makes it clear: even with the possibility of forgiveness, some wounds do not heal. Van Sciver's artwork is excellent throughout, most notably his beautiful rendering of the mountainous desert landscape of New Mexico.
Copy This! #3 & #4 – D. Blake Werts, Ed. (self-published)
D. Blake Werts, a stalwart of the small press scene, began this fun and informative minicomics news zine earlier this year, releasing 4 issues in short order, with a 5th edition in the works for August. Werts explains the origin of Copy This as an attempt to recapture the "paperNet" of years past, citing classic mini informational publications like Clay Geerdes' Comix World/Comix Wave or Bruce Chrislip and Steve Willis' City Limits Gazette. In the classic 4 ¼ x 5 minicomic format, Copy This! is a lo-fi but quite attractively produced publication, chockfull of comics, news, interviews and profiles. Issue #3 has a couple of nice convention reports - one on Space 2014 by Editor Werts, and another on Linework NW by Midnight Fiction website maestro Richard Krauss, while issue 4 features an interview with minicomics great Bob X, conducted by Andy Nukes. There's no website but you can get on the mailing list and receive copies of your own by regularly sending Werts information and announcements about works in progress, new releases, or anything relevant to the minicomics universe. You can otherwise subscribe by sending $18 ppd for 12 issues, or purchase single issues for $2 ppd. For information on all the above email Werts: email@example.com
Cut-Away Comics #1 & #2: Tree Swallows – Dan Zettwoch (Oily Comics)
As a fan of Marian Runk's work, I sometimes wonder why aren't there more comics about birds and bird watching (birds being fascinating creatures and quite fun to draw as well). Fluttering in recently to help fill this gap were the first two issues of this three-part mini by Dan Zettwoch, released by Oily Comics. Zettwoch, an accomplished cartoonist who often takes on historical subject matter, offers up this slice from the life of John James Audubon (1785-1851), the famed French-American ornithologist, naturalist, and painter. In July 1808 Audubon documented his investigation of a huge old Sycamore tree on the outskirts of his town that housed a "staggering number" of tree swallows (aka American Swifts), a particular favorite of his. Zettwoch shows us how Audubon doggedly set about investigating not only their number, but how they lived in the tree, how they housed their young, stored their dung, etc (basically, all the things an ornithologist would need to know). It's all fascinating stuff, superbly rendered by Zettwoch, who captures Audubon's obsession with humor and sympathy, as well as great visual flair. I very much look forward to issue #3, as well as lots more from Zettwoch.
images, top to bottom: Noah Van Sciver, Kevin Budnik, Asher Z. Craw, Kelly Froh, Max Mose, Meghan Turbitt, and Andy Nukes. All images are © by the original artists, so no funny business.
July 12, 2014


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NEW DELHI: Pakistan president Asif Ali Zardari, who was here on a day-long trip on Sunday, attempted to give a push to his country's engagement with New Delhi. Zardari, who held a closed-door meeting with Prime Minister Manmohan Singh soon after he landed in the Capital on his way to Ajmer Sharif, talked Kashmir, Siachen and Sir Creek in an attempt to carry back home some political advantage.
Singh, who played host to the Pakistani president at a time when his government's popularity rating is at an all-time low, took care not to ruffle any feathers here. At the meeting, which lasted 40 minutes, the prime minister said any meaningful movement on bilateral ties would depend on Islamabad's willingness to take substantive steps on terrorism. Foreign secretary Ranjan Mathai, while briefing newspersons after the meeting, said, "PM told president Zardari that it was imperative to bring the perpetrators of the Mumbai attack to justice, and prevent activities aimed against India from Pakistani soil. In this context PM also mentioned the activities of Hafiz Saeed." Quite expectedly, Zardari referred the matter back to "further discussion'' between the representatives of the two governments.


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Harmonica blowin' hell-cat Stacie Collins is blazing a trail travelled by few women. Sporting a hard-core honky-tonk wail and a slam-bang rock 'n' roll band, she weds Stones-fried rock-n-roll, raunchy blues and vintage honky-tonk. Based in Nashville, TN, Stacie tours the US, Scandinavia and Europe regularly and has even spawned a Japanese Stacie Collins tribute band!
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Love Seen in Public: An Interview with Annie Frundle in Kansas City
An Intern Reports on Worker Justice in D.C.
MARStar Fall 2010
Peace: Guilford College students design peace mural
Chicago Internships
Positions Available
Internship positions are available in each of our Chicago programs. Interns will work with a challenging and diverse staff, with opportunities to attend planned activities, as well as work on a long-term project. Duration and project focus are negotiated. Small stipends are available for some of the internships; others are on a work-study or volunteer basis.
Program Issue Areas
Issue areas of concentration change with the needs of the communities we serve. Current internship opportunities include:
College Fellowship Program
Internships and volunteer opportunities at AFIS
The American Friends Immigrant Services Program (AFIS), based in Miami, has a number of volunteer opportunities available for energetic individuals throughout the southeast who are passionate about immigration and human rights and who are interested either in assisting in the office or in organizing educational events and activities in their communities. Additionally, AFIS also needs community-minded individuals to serve as volunteers on a number of committees. If you are interested in volunteering, write to email@example.com.


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Join ProjectKid.com
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updates, crafts events and more.
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PROJECT KID is a craft book and so much more—it's a way of seeing the world and interacting with your children. PROJECT KID shows you how to craft clever creations from almost everything around you. Spaghetti boxes become skyscrapers and juice boxes are transformed into owls. Plastic fly swatters are needlepointed and an oven mitt becomes a miniature sleeping bag. And that's just the beginning. Once you begin crafting with your kid, filling your house with delightful pieces to play with and admire, you'll bask in a sense of accomplishment. Plus, you will be part of an exciting, growing craft movement. Welcome to PROJECT KID.
Need new wall art? Hire your kids as decorators!
Get crafty by transforming trash from the recycling bin
Create clever and easy homemade gifts for Mom.


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From Alexander McQueen to Kanye West: A Long Road Traveled in One Paris Evening
Sarah Burton's Alexander McQueen collection for fall 2012 is as sophisticated as fashion gets. The runway collection is haute couture, not ready to wear. But anyone who can be inspired by the inside of a mushroom and the forrest floor—and create from that concept a breathtaking dress of ostrich feathers, leather, fur or embroidered lace—deserves to show where they like.
Ms. Burton has emerged from her late boss' shadow as as major designer in her own right. Less theatrical and more softly feminine, her collections haven't lost an inch of creative space each season. McQueen remains the leader of the pack.
How awkward, then, that the fashion crowd traveled on Tuesday evening from Ms. Burton's extraordinary collection of feathery kept-woman confections to Kanye West's second collection in his whole life—at precisely the other end of Paris.
The mood before the show was not cheery. Fashion editors griped that it wasn't a "real" fashion show. People snickered about the speeding bumper cars that were being driven around a track built at Mr. West's behest, right around the runway.
Someone must have told Mr. West that show theatrics are important, but he perhaps missed the part where the drama should take place on the runway?
First the bad news: This Kanye West collection was so Givenchy-esque that it's embarrassing that Givenchy designer Ricardo Tisci was an expected guest. Kanye, whatever your legal arrangement, cribbing is cribbing. Ten points off for copying the smart guy sitting next to you.
Next, the good news: this Kanye collection is a massive improvement. When I asked how he managed it, Mr. West dissembled and said he'd spent a lot of time in "libraries."
This second Kanye West collection was a vast improvement over his first. The question outstanding: Whose is it?


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College 101
NCAA vs. Division I, II, and III Article Type: Quick and Dirty
The National Collegiate Athletic Association is the organization that is responsible for almost all inter-collegiate athletic competition. All of the big college-sporting events that you can watch on ESPN are run by the NCAA.
March madness, the BCS bowl series, the College World Series, all of them are NCAA events. These competitions almost always consist of Division I schools, but the NCAA also oversees two other divisions. Division II and Division III are the other options for college athletes that fall under the NCAA.
There are many differences between the different divisions, but most of them you will never have to worry about. Also, the recruitment information and timelines differ depending on what sport you play, so be sure to check the recruitment calendar and recruitment guidelines for your specific sport. Both of those can be found in the links section of each division below. It's mostly coaches who should be worrying about these rules, but it's nice to know that a coach isn't calling you back simply because he can't, not because he didn't like your voicemail.
Division I
This is the big leagues of college athletics. It is a heavily funded, scholarship dense, publicly well-known organization that prides itself on having the best athletes. In many ways, this is true. Division I athletes tend to be populated by Olympic hopefuls, future professional athletes, and superstars. Division I athletics cater to the athlete aspect of the student-athlete.
A high level of competition drives Division I sports. Because it is considered the pinnacle of amateur athletic competition, scholarships are abundant in Division I. Almost every DI program offers extensive scholarships, but it also depends on your sport. While you probably will not get a full ride, partial scholarships can make a huge difference when paying tuition. Don't take our word for it—ask your parents what they think.
Division I also receives its fair share of attention. Whether it be national media coverage with your highlight reel being featured on ESPN or just everyone on campus knowing who you are, Division I athletics is the place for stars to shine and grab the campus spotlight. All that attention combined with the level of competition provides a stepping-stone to the life of professional athletics. Almost all players who end up in the NBA, MLB, or any other professional league began their careers in college. Believe it or not, even some of the superstars were college students before they made it big in the professional game.
However, it is also important to note that playing a sport at a Division I college does not guarantee you fame and fortune, or a spot on the San Francisco 49er's for that matter. Almost 170,000 athletes competed at the DI level in the 2011-2012 school year. Do you know all of their names? Didn't think so. A large majority of high school stars will play at Division I schools, but only the best of the best will make a name for themselves there.
Regardless of how many people on campus are screaming your name at every Saturday night game, the commitment that is required of a Division I athlete is extreme. It will be more physically and mentally grueling than any team you have been on so far. Combine that commitment with the pressure to succeed and you have a stressful 4 years ahead of you. There is so much money tied in with Division I athletics that the concept of developing the athlete into a fully-functioning adult has taken a back seat to winning. Some DI coaches treat their athletes in impersonal ways, viewing them as a means to a victorious end. This focus on winning records and job maintenance has resulted in a higher transfer rate for Division I schools.
Bet on Division I if… you have been heavily recruited by Division I schools. you have competed at Olympic trials or the Olympics themselves. you have won national championships. you don't mind making a lot of sacrifices for your sport. you think you want to be a professional athlete.
You can view all of the requirements for Division I athletics here.
You can search for all Division I schools here. You can register as a potential NCAA recruited athlete here.
Division II
Division II resides directly underneath Division I and is the middle child of the NCAA. It functions as a slightly less competitive alternative to Division I that is not as driven by money. Athletes playing at the DII level may not have been the MVPs of their high school leagues, but they still have a strong commitment to their sport and enjoy playing in highly competitive matches. Division II coaches often focus more on balancing the athlete and student aspects of a student-athlete than they do on winning every single game.
Balance is the key selling point of Division II athletics. It offers a level of competition that is not far off from the Division I level, yet there is not as much pressure as the highly visible Division I. Though you will find very few full ride scholarships, many partial scholarships are available at the Division II level. Although they are as not as abundant as the Division I level, there is still enough money for there to be a chance of you receiving some aid with tuition. Again, ask your parents; any aid is good aid.
Division II can also be a stepping-stone on the road to professional athletics, but it is slightly more difficult than Division I. Sometimes the more balanced environment and focus on player development can actually help an athlete reach their potential faster and easier than at the Division I level. What a concept.
There is less attention for Division II athletics relative to Division I. You will most likely not feel like the star on campus. Well, maybe you will, but not many others will recognize you as you stroll around the quad, hot stuff. Your face won't be plastered on giant posters flying around campus, because there won't be any posters. You will also have to deal with people who view your athletics as a waste of time and resources. To some people, Division II athletics is a joke. If the athletes who compete at that level were any good, they would be at Division I schools. Most people don't agree with this ignorant stance. We're just warning you that those people are out there. How you deal with them is up to you.
Bet on Division II if… you have been recruited by some colleges. you think the pressure of Division I will be too much for you. you want an experience that focuses on your development as a young adult. you don't think that you will be a professional athlete. You can view all of the requirements for Division II athletics here. You can find all of the Division II schools here. You can register as a potential NCAA recruited athlete here:
Division III
Division III is the lowest division that falls under the NCAA. It is considered by most people to be the most relaxed competitive experience of the three divisions, with a focus on the student aspect of a student-athlete.
Division III athletics are great for athletes whose focus is in the classroom. They have limited practice and competition times, as well as less travel between schools. All of this combines for a situation that makes it much easier to find success in the classroom. Because of time restraints, coaches will not be able to control your life as much as DI or DII coaches could. Therefore, Division III can be a great option for athletes who want to play their sport in college but want to focus more of their time and effort on the great education they're receiving.
Division III does not have the same prestige or level of competition that Divisions I or II have. Though DIII athletes are still committed to their programs, they tend to lead more well-rounded lives than athletes at the other two levels. Don't get us wrong—this difference in emphasis does not mean that Division III is not competitive. Do you know many dedicated athletes who don't care about winning or losing? Exactly. DIII student athletes are still competing for a national championship, they would just prefer to spend less than 30 hours per week sweating in the gym.
Bet on Division III if… your primary focus in college is your education. you were not the star of your high school or club team. you are not interested in any scholarship money. you do not want media interaction. you know you are not going to be a professional athlete. You can view all of the requirements for Division III athletics here. You can find all of the Division III schools here. You can register as a potential NCAA recruited athlete here.
NAIA, Junior College, Community College, City College
There are a multitude of other options for college athletics other than NCAA. That's right, we said other. Although the NCAA may seem as inescapable as the evil empire sometimes, there are more rebellious organizations that will allow you to play college athletics with a bit more freedom.
The rebels fighting against the evil forces of the NCAA provide a different experience for college athletes. The strict rules that govern the NCAA are often softened in the other leagues. There are different age limits and more flexible requirements for eligibility. There are 2-year options like Junior and Community colleges that can be used as stepping-stones to be accepted into a 4-year university. It might be your best bet to spend a year or two at a Junior College to build your résumé and athletic abilities. There is no shame in that, and it's often the smarter option, both academically and athletically.
There are also 4-year options outside of the NCAA where you can get your degree and still play college athletics. The NAIA is the main organization that fits this bill. Like the Community and Junior colleges, the NAIA has less strict rules in terms of age and eligibility requirements. If you are worried about your GPA or test scores, the NAIA might be the organization for you. Because of its more lenient requirements, the NAIA often has players who are better than athletes in the NCAA. These athletes might not be able to make it to a NCAA school financially or academically. Therefore, the level of play at NAIA can be varied, so do your research to see if it's a good fit for you.
Don't be afraid if your top school is not affiliated with the NCAA. Remember that many good options fall outside of the norm. That doesn't necessarily make them lesser opportunities. It just makes them different. As long as you like the school and the athletic program, it doesn't matter what governing body the college falls under. Everyone is different; every athlete follows a different path. Make sure you pick the one that will help you develop into the best graduate you could be.