“Wow, that guy can write.”

Overheard in an email from a complete stranger:

“Collier – I just read [Josh’s] declaration, and wow, that guy can write. I guarantee you that they are going to claim that the lawyers drafted that declaration. Good job getting that one!”

Further proof that I’m the best. Precisely what the world needed.

101 Winners!

A winner is you!

I saw a billboard promotion for this for the local casino in St. Louis.

…which seems to imply (the, in fact, entirely earnest and plausible scenario) that, out of the entire casino, having 101 people win and walk away with money is an occasion that’s outlandish enough that it should be celebrated and promoted. Nobody ever wins here—this place is a total money sink! But for one night only, maybe 3% of you will win something (…before you blow it again! Don’t forget to play the slot machines on your way out!)

Hah.

Basketball Sucks [Revisited]

An old favorite post of mine: Basketball Sucks. It’s among the most popular all time posts on my humble little blog.

I wrote:

…for reasons I completely fail to understand (and have no hopes of ever grasping), sometimes when you call a timeout, your team gets to pass the ball inbounds from halfway up the court. So if the other team sinks what should be a game-winning shot, you’re allowed to set your team up within reasonable range of the basket to make what should be an impossible shot – simply because you’ve called timeout.  There’s no way this rule can be founded in our common understanding of logic.

Recently (just over two years later!), Chuck Klosterman made the very same observation in a feature piece on Grantland.

Says Chuck:

I’m obsessed with the fact that — following a timeout, late in any game — teams can automatically move the ball to half court…There’s nothing else like it — it’s the only statute that suggests time and space don’t matter. A team calls a timeout 94 feet from the basket, and it suddenly gets the ball 47 feet from the goal. It would be like the rules committee in baseball deciding that any runner on first base can automatically advance to second if there are two outs in the ninth inning, or like if the NFL decreed that touchbacks inside the two-minute warning instantly moved the pigskin to the 50.

I love it when I’m right.

Drinking Games (with actual game rules!)

Here we go. The rules to the three drinking games I’ve had a hand in inventing: The NBA Hangtime DG, The MLB Showdown DG, and Drinking Mario Golf

The NBA Hangtime Drinking Game

Requirements: Nintendo 64 with 4 controllers. Three drinking buddies. Roommates and neighbors who will put up with loud noises.

Time of Play: ~30 minutes.

Rules (for NBA Hangtime):

  1. 2 vs. 2 basketball. Score more points than your opponent to win. Most other basketball rules apply.
  2. You can shove/foul relentlessly. No free throws.
  3. Score three baskets in a row (without your opponent, or teammate, scoring any) to go “on fire.” This gives you unlimited speed boost and 99% shot accuracy until the other team scores.

 

Rules (for the Drinking Game):
  1. You drink every time your teammate scores a point. Take a bigger drink for a 3pt shot.
  2. If you’re the “player of the half,” or “player of the game,” you drink half the number of your injuries incurred. Which means A) you’ll have to be strategic about scoring points (rule 1) if you don’t want to incur uncomfortable halftime drinking, and B) you should be shoving and fouling relentlessly.
  3. If you’re awarded a drink, you’re not allowed to continue playing until you’ve drunk it. (Smart players will continue operating their controller with one hand in the meanwhile, and will also call out other players who forget their drink.)
  4. Take a drink every time you goaltend. This may be strategic if you want to go on fire and prevent the other team from scoring, or, if you’re thirsty.
  5. Everyone gets one drink any time the announcer says something preposterous (including, but not limited to “Baseline Leaner!,” “Wayne Tech!,” and “Slamma-Lamma Ding Dong!”)
Looking back at our rules from last week for a successful drinking game: We’ve accommodated no less than four players. Five rules are not overtly difficult, but could stand to be simpler. You’ve got ample room to be creative (deciding which sayings warrant a drink, and the fact that you’re playing a dynamic video game). And most importantly, it’ll hardly register that you’ll be drinking at a steady clip.

The MLB Showdown Drinking Game

Requirements: MLB Showdown Gameset with 20-sided dice. Three Drinking Buddies.

Time of play: 45 minutes.

Rules (Hoo, boy. Here comes my inner nerd.):

  1. MLB Showdown is a trading card game that (normally) pits two managers against each other in a game of baseball, each armed with a custom team of players (whose real-life talents relate to their in-game abilities) and strategy cards (which dictate the managerial decisions  the game).
  2. Basic play is broken down into two 20-sided dice rolls. One by the batter to determine the swing result (see the chart on the Albert Pujols card above), and before that, a roll by the pitcher to determine whether the batter’s chart or the pitcher’s chart (not pictured, but considerably less favorable than the batter’s chart) will be used to determine the result of the batter’s roll.
  3. Strategy Cards add modifiers to rolls, change results, and create special opportunities based on game circumstances and (loosely, sometimes) based on baseball events. “Swing At Anything” (above), for example, is based on the real-life managerial decision to instruct a batter to swing at any pitch coming. As such, the batter would re-roll a walk result—you couldn’t walk, naturally, if you were swinging!
  4. As the game is currently six years defunct, the best I could find online for comprehensive rules is this guy’s blog/thing/site. Weird.
Basics (For the Drinking Game):
  1. Four managers instead of two. Gameplay is 2-on-2, which each pairing splitting and taking turns at the roles of player (rolling for pitcher and hitter) and manager (handling strategy cards).
  2. Batters give out drinks for reaching base or scoring runs, and take drinks for striking out. Instead of discards (the primary operative of powerful strategy cards is that they require you to discard other cards in your hand), take drinks. Gameplay largely revolves around forcing discards and turning results into strikeouts.
  3. I’ve assembled the complete rules in a viewable Google Doc here.

Compared to our rules for successful drinking games: We’ve accommodated four players. There’s an overabundance of rules—it’d be difficult to train someone completely foreign to trading card games and MLB Showdown…however, the drinking game modifiers are a relatively simple jump from the base game. You’ve got nearly infinite flexibility as to your team strategy. And with cards and dice and everything flying around, it’s rather simple to forget that you’re imbibing.

Drinking Mario Golf

Requirements: Nintendo 64 with 4 controllers. Three drinking buddies.

Rules (For Mario Golf):

  1. Play Golf.
Rules (for the drinking game):
  1. Whenever it’s not your turn, nurse your beer. Since the game decides turn order by whoever’s farthest from the pin, the worse you play, the  less you get to drink.
  2. Whenever it’s not your turn, mash buttons wildly.
Four Players? Check. Rules? Simplest possible. Creativity? That’s what the button mashing is for. Forgetting you’re drinking? Between the game’s sweet serenading songs and your opponents’ flagrant button abuse, there’s no question. Much like actual golf, it’s a slower, tranquil game—perfect for building camaraderie among friends.

 

 

 

 

Drinking Games

I’ve invented two drinking games, which today I’d like to share with you.

After countless revisions, I’ve come to the conclusion that there’s quite honestly no way I can present this post without making myself look like an alcoholic. So, to hopefully offset the effect of shocking away future potential employers, here first is an academic look at what makes drinking games good (and bad).

I’ve narrowed it down to four principles that every drinking game should aspire to achieve:

  1. A successful drinking game must accommodate no less than four players.
  2. It must have the simplest rules possible.
  3. It must leave ample room for creativity.
  4. Above all else, it must cause players to forget that they’re drinking, socializing, and playing by rules.
It doesn’t work any other way. Any less than four people, and the players (awkward and introverted by nature) will simply choose to play with just the only other guy they know at the party. These people need drinking games as a crutch to engage others in their social lives (because, you know, drinking alcohol just wasn’t powerful enough). Complicated rules and you’ve got to spend twenty five minutes explaining everything to a new player, while of course combating the fact that many players by game’s end will have a hard enough time remembering their own names (and because, on the whole, simple systems rule).

Here are those principles in action:

Beer Pong, the unquestioned king in Drinking Game Land, employs simple rules (shoot the ball in the cup and the other guy drinks), necessitates four players, and allows for creativity (you can re-organize the cups into any shape you like, and you can invoke any number of house rules). I’ve written before about my distaste for pong, as it treads a very close line to being antisocial and feeling like you’re simply playing with two people. Nevertheless, as the drinking game standard, beer pong benefits greatly from the network effect of almost never having to explain to anyone how to play.

Kings (often otherwise known as Circle of Death) typically requires at least four players (of mixed genders, to boot!), and has an abundance of room for creativity. The rules can be somewhat comprehensive, and unclear, though. You’re often required to take more than one “drink” at a time—it’s unclear whether that’s a “sip,” or a gulp, or a second, and it’s also easy to cheat.

My least favorite game, overall, is Fuck the Dealer, which completely obliterates Principle #4 at game’s end.

On the other hand, Flip Cup may be my favorite. Of all the games I can call to mind, Flip Cup is designed to engage the most players—well over four people—and has painfully simple rules (flip the cup! It’s in the name!). And though creativity takes a slight hit, there’s nothing like seven peers screaming and cheering at you to make you forget about the slug of beer you just slurped down.

Lightning Round: Quarters fits the bill well, but the quarters often drown out anyone else in the party. Anchorman sometimes painfully reminds you that you’re binge drinking. Beer Dice has overly complicated rules. Civil War is a pleasant modification of beer pong to involve more people. And the Power Hour has mixed #4 results.

We’ll look at my games next week.

Kickball (Part Three)

Part Three:

Batting works a little differently in kickball than baseball. The underlying premise is the same: Get batters on base. The execution is different: In baseball, you optimize get on base by drawing walks and running up long pitching counts. In kickball, you optimize getting on base by creating rallies.

As I explained in detail in Part One of this guide, fielding can’t be taken for granted as effective. In Part Two, we looked at baserunning as a tool to exploit poor fielding in aiding offense. In Part Three, we’ll investigate ways to optimize your batting strategy to capitalize on both your team’s smart baserunning and the opposing team’s suspect fielding.

Like we did earlier, we’ll take as a given that your team has an uneven distribution of talent, and we’ll assume the same of Three Good, Six Medium, and Three Awful. Everyone will have a spot in the batting order. Traditionally, in baseball, your lineup looks like the following:

  1. Speedy contact hitter
  2. Speedy contact hitter
  3. Big slugger
  4. Big slugger
  5. Big slugger
  6. Eh
  7. Eh
  8. Eh
  9. Eh

 

This is designed primarily to get one of the first two batters on base for batters 3-5 to knock in. It’s de-facto, but it’s inefficient—even in baseball (ask anyone who’s read Moneyball). But as we’ve seen before, the optimal baseball and kickball solutions are divergent. In baseball, you’d simply want your batters who are most likely to score runs (probably sluggers 3-5) to have the most potential plate appearances. In kickball, your batters are most likely to get on base and score runs when the defense is distracted—you want to always have somebody on base. And thus, your batting lineup should aim to (roughly) evenly distribute your team’s talent. As follows:

  1. Garth
  2. Myron
  3. Meena
  4. Gerald
  5. Abner
  6. Mike
  7. Greta
  8. Alice
  9. Molly
  10. Mike
  11. Azzyzx
  12. Murdoch
Putting your team’s worst hitters up to bat when there’s a runner on the bases will dramatically increase their effectiveness at the plate. And so, we cycle between the good batters (who have a strong chance of reaching first base regardless) and the bad ones (who’ll need the help). Under traditional batting lineup talent distribution, you’ll end with the entire bottom half of your lineup having almost no potential of putting together the string of hits necessary to score runs. Now, any spot in the order has a chance.
Beyond this, some general batting advice:
  • Kick the ball forward, hard, and on the ground. The higher you kick the ball, the more time the defense has to run under it and catch it.
  • You can best ensure kicking the ball lower by waiting until you are directly over the ball before kicking it.
  • In addition to making balls harder to catch (by kicking lower), also make them harder to throw. If you know the defense is going to want to get the lead runner out at third, aim right. Most other times (like, when nobody’s on base and they’re going to want you out at first), aim left. A slow dribbler to third is usually your best bet for a base hit for someone who can’t pummel the ball into the outfield grass.
  • Bunting (half-kicking) is illegal, so be careful.
  • When in doubt, aim for the other team’s worst fielder, and away from their best one.
Now that you’ve read all three parts, you’re ready to be a kickball champion.

Kickball (Part Two)

Part Two:

Many baseball stat geeks scoff at baserunning, often citing that the number of outs created only very rarely warrants the marginal increase in bases stolen. Not that that matters really; there’s no base stealing in kickball. Nonetheless, it’s an important and underrated element of kickball, as intelligent baserunning is an incredibly effective means of disrupting the other team’s fielding.

As we were under the assumption in Part One that catching the ball could not be taken for granted, so must we here assume that not everybody knows the basics of smartly running the bases. Here they are:

  1. When there’s two outs, run on everything.
  2. When there’s a fly ball (and there’s less than two outs), only take 2-4 steps off the base and wait—whether you move forward will depend on how close the play is to you (if it’s closer, be less risky), whether you’re planning on tagging up (in which case, stay planted on the base), and whether or not you think the fielder will actually catch the ball (duh). Once the ball hits the ground, advance.
  3. When there’s a ground ball and there’s a force, run.
  4. When there’s no force, you can run if the next base is open, or not run if you think it will cause an out. Use judgment. Smart teams will put one of the smarter players who’s not up soon in the lineup as a third base coach who can aid in decision making.

Got it? Good. Now that we’ve established the basics of competent baserunning, we can step it up a notch: The actual goal of the baserunner in kickball is to create as much havoc as possible for the opposing team’s defense. Cause throwing errors, generate hesitation. Especially when it leads to other runners advancing, and super-especially, when it leads to the batter getting on base instead of getting out.

Here’s a common example: You’re on second base, and the batter kicks a ground ball to third. You don’t want to run to third; this creates an out. But you do want to advance a few steps. At the very least, the fielder hesitates and gives the batter an extra second to get to first. At best, she hesitates, throws to first anyway, and you’re a few steps down the line to advance to third (take it now, it’s open!). By taking a lead and creating hesitation, you went from a guy on second and an out to runners on first and third with no outs.

Here’s a second common example: You’re on third base, there’s a runner on first, and there’s a ball kicked to the outfield. You know (whether the ball is caught or not) that you’re going to score on this play. Your goal is to generate a throw to home plate (without, of course, risking getting out yourself). This is typically a long, slow throw that’s headed for the other team’s worst fielder. Take off when the ball’s caught, and make it at least half-way while the outfielder still has it. As soon as he throws it, go home. Meanwhile, the intelligent runner on first base is looking at taking second base. She’ll take it as soon she can tell that the ball isn’t headed to the shortstop or the pitcher. If it’s a particularly bad throw (and keeping in mind that the catcher is a horrific fielder), she could even threaten to take third base.

As alluded to above, if you’re not the lead runner, it’s still important to keep an eye on the goings-on elsewhere on the field. Take bases that are open, and even create confusion when they’re not.

Again, and above all else: Create havoc, not outs. Create errors, cause runs.

Kickball (Part One)

Kickball is an incredibly popular pastime in St. Louis. Though I couldn’t say how the sport gained adult popularity in the first place, on the most primitive level it’s a fairly reasonable excuse to go out and drink during the day, and a moderately good cover for pretending to exercise.

After two seasons of kickball and multiple high school summers of slow-pitch softball under my belt, I present to you: The Bonafide Unathletic Guide to Winning at Kickball.

PART ONE:

If you care to take only one thing from reading this guide, let it be this: Winning at kickball is not about kicking (hitting). It’s not about pitching. And it’s hardly about intelligence or experience. You’re misled by Kickball’s faster, more athletic cousin, Baseball. In fact, winning at kickball is first and foremost about fielding and defense.

Simply put: The team that wins a kickball game is not the team that kicks the most homeruns, but rather, the team that makes the most outs on the balls put in play. We’re talking real basic stuff: Catch fly balls, throw batters out on grounders, and don’t cause unnecessary errors. Subsequently, you’ll want to position your team so as to optimize the likelihood of the fundamentals of baseball happening.

We’ll assume for the tenure of this guide that your team has twelve players whose skills fall along a bell curve: Three Great, Six Medium, and Three Awful.

  1. Garth
  2. Gerald
  3. Greta
  4. Matt
  5. Meena
  6. Mike
  7. Molly
  8. Murdoch
  9. Myron
  10. Abner
  11. Alice
  12. Azzyzx

Also assume that the typical team fields 10 players (4 outfield), and your diamond looks like this:

KickballDiamond

Here’s how we’ll field our squad:

P: Meena (5th best athlete)
CA: Abner (10th best)
1B: Mike (6th best)
2B: Myron (9th best)
SS: Greta (3rd best)
3B: Garth (1st best)
LF: Molly (7th best)
LCF: Gerald (2nd best)
RCF: Matt (4rd best)
RF: Murdoch (8th best)
Bench: Alice and Azzyzx (11th and 12th best)

Here’s the biggest secret to fielding in kickball: The most important position on the field is third base. This is where you want your absolute best throwing arm (in our case, Garth). Why? Most teams opt to position their best fielder in Center Field, where a slight difference in running speed, throwing strength, and catching ability won’t make all that much of a difference. On the other hand, as most girls (and wimpy guys) opt to kick a slow dribbler to third base and try to outrun the throw rather than actually putting a ball into play, the extra half-step will come in to play far more frequently.

KickballDiamond

The 3B on my field diagram above is playing shallow intentionally. And the strange hockey-stick shaped line is a rule unique to kickball—the third baseman can’t position himself closer to home plate than that. So, for any given at bat, Garth will need to charge a weak grounder and make a rocket throw across the field in one swift motion. Yikes. At the very least, putting Garth at third makes the prospect of the slow dribbler a little more intimidating.

Some other tips:

  • Right-legged batters tend to kick to the left side. We’ll prioritize our better fielders there.
  • There’s always one guy on the team who’s “the pitcher.” He/she just is. On this team, we’ll just assume that’s Meena.
  • I like putting my team’s tallest competent fielder at SS. This makes it hard for the batters to kick line drives into the outfield, and like having Garth at third, makes kicking the ball to the entire left side of the field more intimidating (see: Tip One).
  • Just like baseball, 1B is where you want to hide your weakest fielder—that is, your weakest fielder who has the capacity to catch everything thrown at them (including the bullets from Garth at third). In kickball, however, you can’t take the ability to consistently catch balls for granted. I’m of the impression that catching is pretty much a binary skill: either you’ll usually catch the ball, or you usually won’t. On our team, I’ve presumed Mike (6th best) is the otherwise worst fielder who can consistently lock the ball down.
  • The easiest position to fill and field is Catcher. Even in the event of a play at the plate, typically, the pitcher or first baseman can cover. We’ll put Abner there. And we’ll put Myron at 2B—he’ll be able get help from P, 1B, SS, RCF, or RF on most any play, and it’s fairly difficult for batters to kick there—most who try end up kicking an easy out to the pitcher or first baseman.
  • Beyond that, we’ll put our two stronger remaining fielders (Gerald and Matt) into the CF positions—not only because there’s more ground to cover and more balls get kicked here, but also because it’s typically the LF and RF’s job to chase down wildly errant foul balls. Better off not wearing down your top talent.

We’ll conclude with two simple, overarching fielding strategies: 1) If the ball is kicked to you, holding on to it is probably always a bad fielding decision. When in doubt, don’t think and throw the ball to the pitcher. And 2) Pegging a baserunner is always harder than it looks. Just throw it to the guy fielding the base in front of the runner.

Part 2 next week.

A Very Josh Bundle

You’re a Google Reader user, right?

If not, you’re missing out on the fourth best part of the internet (right after search engines, email, and *ahem* incognito mode).

Maybe this, too, will sweeten the deal for you: I thought I’d create A Very Josh Bundle: the short list of my favorite RSS feeds to follow. (No friends’ feeds on this batch…I’d hate to play favorites.) Go sign up at http://reader.google.com before you click that link.

As for you current Reader-ers…did I miss anything vitally important?

This link was also quietly added to my Things I Like page a few weeks ago.