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Grasshopper Pirates Logo

If you happen to have a soccer team called the Grasshopper Pirates, then this fanwear is for you. If you don’t have a soccer team with that very specific and unusual name, then you might want to wear this stuff anyway, just to keep everyone guessing. You can get everything from shirts and hats to mugs and iPhone covers at the Cafepress site. There is no markup on these items.

Browse Products Here (no markups)

If you want to print logowear yourself, then here are a couple of images; one is reversed in case you want to use t-shirt transfers. Click for a larger version.

Special thanks to Dana for the excellent artwork!

Some Iron-on Tips

If you want the logo on the upper left part of the shirt, you can print them 6-up on a regular 8.5 x 11 sheet of iron-on transfer. On the back of the transfer paper, draw vertical lines in pencil directly through the centerline of the image. Then cut the logos out carefully, and place them on the shirts using these instructions: (Try the first one on to be sure you like where the logos are positioned.)

  • Fold the shirt directly in half vertically and iron a crease into it. This is the centerline of the shirt.
  • For adult large shirts, go down 7 inches from the point where the collar meets the shoulder, and over 3.75 inches from the centerline of the shirt. Place a small piece of masking tape to mark where the logo starts. (For other shirt sizes, see below.)
  • Go down the height of the logo and place another piece of tape 3.75 inches from the center line to mark the bottom.
  • Place the transfer paper so that the centerline drawn on the back lines up with the pieces of tape.
  • Remove the tape and iron-on.

For adult medium shirts, go down 6 inches and over 3.25. For adult small shirts, go down 5 inches and over 3.

 

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My son got a set of plastic baseball players and a mat in the shape of a baseball diamond for Christmas. We had a 6-sided die on hand, and he wanted to make a game out of it. Here’s what we ended up with:

Batter rolls die:

  1. Ball
  2. Ball
  3. Strike
  4. Strike
  5. Foul
  6. Hit – Roll again

If batter rolled a 6, the second roll follows these rules. Rolling a 1-4 forces other runners along if necessary. If a runner is not forced, player much decide if that runner is attempting to advance before the team in the field gets to roll.

  1. Runs to 1
  2. Runs to 2
  3. Runs to 3
  4. Runs to home
  5. Roll again, with same rules.
  6. Home Run (out of park; cannot be caught; all runners score)

Runners are moved into position (either advancing between or on base), and die is handed to fielding team, who gets one roll.

  1. Out on first – if a runner is advancing to first, he is out. Otherwise, ignore.
  2. Out on second – if a runner is advancing to second, he is out. Otherwise, ignore.
  3. Out on third – if a runner is advancing to third, he is out. Otherwise, ignore.
  4. Out at home – if a runner is advancing to home, he is out. Otherwise, ignore.
  5. Fly out. Runners don’t advance.
  6. Wildcard out – any single advancing runner may be taken out.

Examples:

If a runner is on third, and batter rolls a 6 (Hit – Roll again), then a 2 (Runs to 2), then the batter may either

  • place batter between 1 and 2, and leave runner on third. Fielder must roll a 2, 5, or 6 to get the runner out.
  • place batter between 1 and 2, and advance runner on third toward home. Fielder must roll a 2, 4, 5, or 6. A 2, 5, or 6 can take the batter out. (With a 5, the runner advancing to home would go back to third.) A 4 or 6 can take out the runner advancing to home.

If a runner is on second and third, and batter rolls a 6 + 6, he scores three points.

If a runner is on second and third, and batter rolls a 6 + 4, he scores two points (runners forced to advance), and fielder may roll a 4, 5, or 6 to get the batter out. If he rolls a 5, then the runners must return to second and third.

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