# sheet six

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`PART ONE | the task roulette:`
1. SIT OUT FRONT WITH A FRISBEE AND ASK PASSERSBY TO PLAY.
2. GO TO AN EASTER EGG HUNT.
`PART TWO | how I solved it:`

work in progress; stay tuned!

# sheet five

`PART ONE | the task roulette:`
1. SEE A CONCERT.
2. VISIT SANTA AND HAVE A FRIEND TAKE YOUR PICTURE.
3. BUY A BOX OF CHOCOLATE TO SHARE WITH A FRIEND.
`PART TWO | how I solved it:`

+ 2 tables of 6 rows and 3 columns with a cell of 6 units height and 3 units width;
+ placed directly next to each other.
+ The drawing grid imitates the actual grid of the selected chocolate bar; each cell equals to one slice of the chocolate.

THE DRAWING

+ To stay as close to randomness as possible my friend here, to whom I offered the chocolate was the random sequence generator at random.org
+ First all the cells were randomly numbered with the help of the mentioned generator. Each table separately, starting with the left table.

+ After that, using the same random generator, the numbers between 1 and 24 were randomly arranged into two lines.

+ THESE numbers represented the cells or chocolate slices I was able to eat away.
+ The upper sequence determined which of the slices of the left chocolate bar, and the numbers of the lower line defined which slices of the right chocolate bar should be eaten away.
+ And thus the final drawing shows those cells or chocolate slices that stayed untouched during the task.

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` NEXT | March 17, 2018 `

# sheet four

`PART ONE | the task roulette:`
1. CUT THE BOTTOM OUT OF A CARDBOARD BOX AND FIX IT TO A TREE. PLAY BASKETBALL.
2. HAVE A DOG WASH AND SPLIT THE MONEY.
3. PLAY HIDE AND SEEK IN THE WOODS AT NIGHT.
`PART TWO | how I solved it:`

+ 4 rows and 2 columns table with a cell of 9 units height and 9 units width. Centred.
+ Each cell represents one of the 8 rounds of the designed game I played for the drawing or book; and is furthermore divided into a smaller table of 3 rows and 3 columns with a cell of 3 units height and 3 units width, to correspond to the actual grid of the individual game.

THE DRAWING
This task inspired me to create a “find the ball” game:

+ From 9 cans used for the game, 5 were marked with a black dot/ball on the bottom, 4 were left empty.
+ While facing down the cans were mixed and arranged in 3 rows.
+ I had 5 trials to find the 5 balls.

+ TO define the structure of the drawing the cells of the base-grid were randomly numbered with numbers from 1 to 8 using the sequence generator at http://www.random.org

+ For a found ball the cell is painted black, for the missed ones a small black square of 1 by 1 unit is drawn in the middle of the cell.

`PART THREE | the image:`
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# sheet three

`PART ONE | the task roulette:`
1. TAKE AN OIL PAINTING CLASS.
2. GO TO CHURCH AND LIGHT A CANDLE.
3. CHILL AT THE COMMUNITY POOL AND SEE WHO SWIMS THE FASTEST.
`PART TWO | how I solved it:`

+ 13 columns divided into 19 equal parts of 2 units height and 2 units width. Centred.
+ Each column represents one of the 13 swimmers, racing against each other, who will first reach the edge of the pool represented by the edge line of the drawing grid. (Swimmers under odd numbering are “swimming” top-down; while the swimmers under an even number are “swimming” bottom-up.)

THE DRAWING

+ This task was executed with the help of a made-up, bingo like game:

+ For the base of the game the each cell of a column was randomly filled with a number between 1 and 10. One number per field, each representing one step forward towards the target, and thus sets the path for each participating swimmer.
+ To do this I used two different sets of numbers; in one I had numbers from 1 to 10, for the value of the cell; in the other numbers from 1 to 19 for the position within the column.

+ One number was drawn from each set until all the cells of the column were filed with a number.

+ During the game one by one, random numbers were called using a random number generator at www.mathgoodies.com. If this given number is matching the upcoming number on a swimmer’s path, the field is marked out. With other words: that swimmer moves one step forward; the game continues until one of the participating swimmers makes it to the other side of the pool.

+ THE drawing image shows the end state of the game board. All the marked out fields are painted black.

`PART THREE | the image:`
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# sheet two

`PART ONE | the task roulette:`
1. SEE WHO CAN GET THE MOST PHONE NUMBERS AT THE MALL.
2. TRY TO WIN ON AN ONLINE PENNY AUCTION SITE.
3. SET UP CARNIVAL GAMES IN YOUR BACKYARD.
`PART TWO | how I solved it:`

+ 3 tables of 3 rows and 6 columns with a cell of 4 units height and 4 units width. Centred.
+ While each table stands for one of the selected games, the cells represent one of my tryouts to hit the target within the individual game.

THE DRAWING

+ Taking some ideas from the www.carnivalsavers.com web page I created three different “Carnival Games” using the materials found at my studio:

GAME ONE – BALLOON BURST:
+ Corresponding with the drawing table, 18 balloons were attached to a board. The objective of the game was to pop as many balloons as possible (or with other words to pop them all) with 18 shots, using a handmade dart.
+ The drawing image is a transcript of the end stage of the balloon board; the popped balloons with a cell painted black, for the balloons that “survive the attack” the cell stays blank/white.

GAME TWO – RING TOSS:
+I was playing with a spray-paint can and a ring made out of wire. I had 18 tryouts, one for each cell, to toss the ring around a peg.
+ Starting with the upper left cell and proceeding across to the right, if successful the cell is painted black, if not the cell stays blank/white.

GAME THREE – BALL TOSS:
+ Here I used a tennis ball and an empty paint bottle placed to a plinth. The objective of the game was to knock down the bottle. I was given 18 tryouts, one for each cell.
+ Starting with the upper left cell and proceeding across to the right, if successful the cell is painted black, if not the cell stays blank/white.

+ HOWEVER, since this is a random order “game” the final image ie. which table should be used for which game’s results, was specified by the random sequence generator at www.random.org
+ The sequence top down is as follows: game one, game three, game two

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# sheet one

`PART ONE | the task roulette:`
1. SING THE JOHN JACOB JINGLEHEIMER SMITH SONG AS FAST AS YOU CAN.
2. GO TO A DIY CLASS AT HOME DEPOT.
3. PLAY A FREE ONLINE GAME.
`PART TWO | how I solved it:`

+ 9 rows and 6 columns table with a cell of 4 units height and 4 units width. Centred.
+ Each cell represents one of my tryouts to hit the target.

THE DRAWING

+ Looking for the appropriate game to play, I ended up at gogy.com, and from all the proposed games Stickman Archery, attracted my attention.

+ The objective of the game is to hit the target and/or collect as many points as possible, while the target “is jumping” to different spots within the game field. The target is a 4 rings target, with score values of 1, 3, 6, and 10; thus my drawing cell was horizontally divided into quarters and painted (bottom up) accordingly:
10 points ranking, the cell is painted black.
6 points hit, three quarters of the cell are painted black.
3 points hit, half of the cell is painted black.
1 point hit, one quarter of the cell is painted black.
For a missed target, the cell stays blank/white.

+ THE drawing image is a transcript of my archery skills. Starting with the upper left cell and working across to the right, each cell is painted depending whether and where the target was hit.
+ I had 1 trial per cell.

`PART THREE | the image:`

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# SHEET THIRTY-TWO

book contet
`PART ONE | the task roulette:`
1. PLAN YOU OWN FUNERAL.
2. GO TO A DAIRY AND MILK A COW.
3. PLAY TENNIS WITH YOUR BASEMENT WALL.
`PART TWO | how I solved it:`

+ 3 rows and 3 columns table with a cell of 6 units height and 6 units width. Centred.
+ The frame corresponds to the »game court« on the wall made from threads, and each cell represents one of the nine playing boxes

THE DRAWING

+ The playing fields were numbered from one to nine, starting at the top left field.
+ My task was to hit with the ball, each of the nine playing boxes in the order from one to nine. I was counting how many balls/punches I needed for each of them. (If I lost the ball during the game I could start again, however the counting continued at the number where I lost the ball.)

+ THE CELLS of the drawing grid were filled accordingly; if the task was reached with a single punch the cell is painted black, for 2 punches the cell is divided into 2 smaller same sized black squares, for 3 punches the cell is divided into 3 smaller same sized black squares, and so on until 6. If more than 6 punches were needed the cell stays blank/white.

`PART THREE | few samples:`
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# SHEET THIRTY-ONE

book contet
`PART ONE | the task roulette:`
1. WATCH A PAY PER VIEW CONCERT.
2. WATCH HIGH SCHOOL FIELD HOCKEY PRACTICE.
3. PLAY SOLITAIRE BUT DON’T CHEAT.
`PART TWO | how I solved it:`

+ 8 rows and 7 columns table with a cell of 3 units height and 3 units width,
+ 4 units from the right edge, vertically centred.
+ The frame grid is diagonally divided into 2 parts, for the 2 rounds of solitaire I played for each drawing or book. This way the arrangement of the cells corresponds to the layout of the cards at the beginning of the game. (However, the layout of the second game is to be rotated 180 degree, to fit the lower half of the divided grid.)

THE DRAWING

+ For each drawing or book I played 2 rounds of solitaire, and marked the colour of individual playing cards, in the order I opened them during the game, each into their corresponding cell.
+ The first game is marked in the upper half of the grid, while the second round in the lower half.

+ A red card (Diamond or Heart) is marked with a little 1 by 1 unit black square in the middle of the cell; for a black card (Cross or Peak) the cell is painted black. A white/blank cell means the game was over before that card was opened.

`PART THREE | few samples:`
`CHECK OUT ALL THE 18 IMAGES`
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# SHEET THIRTY

book contet
`PART ONE | the task roulette:`
1. SPEAK IN SHAKESPEARIAN WAY TO EACH OTHER.
3. TRY TO CATCH M&M’S IN YOUR MOUTH.
`PART TWO | how I solved it:`

+  8 rows and 8 columns table with a cell of 3 units height and 3 units width. Centred.
+ Each cell represents one of the 64 candies I used for a single drawing or book.

THE DRAWING

+ Each colour option of the used chocolate candies (yellow, orange, red, green, blue and brown) was given its visual sign.

+ The drawing net was randomly filed with M&M’s, one bonbon per cell.

+ THEN, starting with the upper left cell and working across to the right, one by one I threw the bonbons up in the air to try and catch them with my mouth. Those I managed were accordingly marked into the grid; the cells of unsuccessful trials were left blank/white. (For each bonbon I had only one trial.)

`PART THREE | few samples:`
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# SHEET TWENTY-NINE

book contet
`PART ONE | the task roulette:`
1. INVEST IN SOME CHEAP STOCKS.
2. HAVE A POTLUCK PICNIC AT THE PARK.
3. BUY SOME BRED AND FEED THE DUCKS IN A POND.
`PART TWO | how I solved it:`

+ 2 rows and 6 columns table with a cell of 20 units height and 3 units width. Vertically centred.
+ Each cell represents one of the 12 ducks, racing against each other, who will first reach the food represented by the middle/dividing line of the drawing grid. (Ducks of the upper half are “swimming” top-down; while the ducks of the lower half are “swimming” bottom-up.)

THE DRAWING

+ This task was executed with the help of a made-up, bingo like game:

+ For the base of the game the cells were divided into 10 fields of the same size (2×3 units), and filled with a random sequence of 1- 10, determined by the random sequence generator at http://www.random.org. One number per field, each representing one step forward towards the target, and thus sets the path for each participating duck.
+ During the game one by one, random numbers were called using the Chrome random number generator. If this given number is matching the upcoming number on a duck’s path, the field is marked out. With other words: that duck moves one step forward; the game continues until one of the participating ducks makes it to the middle of the pond.

+ THE drawing image shows the end state of the game board. All the marked out fields are painted black.

`PART THREE | few samples:`
`CHECK OUT ALL THE 18 IMAGES`
`SCROLL THROUGH THE BOOKS`