Pen & Paper Sports Games
Pick a game. Roll some dice. Score some points. Beat your friends. No battery required.
The Lineup
Roll 1 die through 30 segments per lap — each segment has a target number based on its type. Long straights reward high rolls. Hairpins punish them. Your score is how far you land from each target. Lowest total wins. Every circuit plays differently. Monza rewards speed. Monaco punishes mistakes.
It's a home run derby on a 4×6 card. Each ballpark has its own layout — wind zones, wall distances, quirky dimensions. Roll the dice and see if you can clear the fence.
Roll the dice twice per hole — once for your tee shot, once for your approach. This isn't a pro sim — it's a Saturday morning round with your buddies where someone loses a ball in the third hole and claims it "probably didn't count." Scores run high, bogeys are expected, and making par feels like a win. Simple enough for a napkin, humbling enough for 18 holes.
Roll 2 dice — red die for column, blue die for row — and find where they meet on your team's grid. GOAL means it's in. Everything else means it isn't. Thirty-two teams, real 2025–26 standings baked into every card. Buffalo picked on a dare still believes this is their year.
Two dice, nine innings, 30 teams. Roll for column and row — HR scores a run, RUN scores a run, HIT sets a Rally Token that makes your next score worth double. OUT and K kill it. Most runs wins. The Chicagos card is exactly as bleak as you'd imagine.
Roll 2 dice for each shot — column and row land you on GOAL, SAVE, BLOCK, POST, or MISS. nations, real qualifying stats baked into every card. VAR cannot review your dice rolls. This is between you and the grid.
Roll 2 dice each turn — column and row land you on HIT, GRAPPLE, STUN, BLOCK, or PIN. Build your momentum meter to 5 before your PIN counts. Twenty-five wrestlers across three tiers. Jobbers grind. Mid-Carders could go either way. Main Eventers are here to end you. Dale From Accounting has never won. Don't tell him.
The Cards
Pick your game. Each notebook is one sport — play a page, score it, flip to the next. No charger. No tutorial video. No guy on YouTube explaining it for 45 minutes.
Grid Racing
Each card is a unique circuit — straight lengths, corner types, and pit lane strategy baked into the grid. Fast tracks give you more overtake opportunities. Technical circuits punish bad rolls.



Grid Derby
Each card is a unique ballpark — real wall distances, wind zones, and quirky park dimensions baked into the grid. Roll the dice and see if your ball clears the fence.



Grid Golf
Pick your course. Each notebook features holes from one legendary course — Wisconsin or Georgia. Fairway, rough, and hazards laid out on a grid. Don't expect to shoot even par. This is a weekend hacker's game — double bogeys happen, the occasional birdie feels amazing, and that's the whole point.



Grid Hockey
Thirty-two teams, real 2025–26 standings and scoring data baked into every card. Tier A teams score more, Tier D teams exist to humble you. Goals are rare, misses are frequent, and the occasional post is just the universe being cruel.



Grid Baseball
Thirty teams, nine innings, real 2025 offensive data. HR and RUN cells score runs. HIT and BB set a Rally Token — your next scoring cell is worth double. OUT and K kill it. Most runs after 9 innings wins.



Grid Soccer
Thirty-two World Cup nations, real qualifying attack and defense data baked into every card. Roll both dice, find your cell — GOAL, SAVE, BLOCK, POST, or MISS. Most goals wins. VAR has no jurisdiction here.



Grid Wrestling
Twenty-five wrestlers across three tiers — Jobbers who try their best, Mid-Carders who could go either way, and Main Eventers who are here to end you. Each card has a unique grid, a finisher, and something to say for themselves. Build momentum, land the PIN, write your own storyline.



Rules for All 7 Games
Grid Racing
Choose any of the 24 circuit cards. Each one has 30 segments in order — a mix of long straights, fast corners, medium corners, and hairpins unique to that track.
Roll your die once for each of the 30 segments in order. Every segment has a target number based on its type. Your score for that segment = how far your roll lands from the target. Hit it exactly = 0.
Total all 30 segment scores. Lower total = faster lap. Compare your result to the circuit's par. Under par and you're on the podium. Over par and, well, there's always next race.
Record your championship points after each circuit. Complete all 24 circuits for your full season total. Lowest cumulative score takes the title.
Grid Derby
Choose any ballpark card. Each one has its own grid layout — some parks launch home runs easily, others are pitchers' parks where you'll struggle to clear the wall.
One die for column, one die for row. Find the square where they meet on your ballpark card grid.
Home run square = gone yard. Any other square = out. Mark your result and step up to the plate again.
Each player gets 10 at-bats. Count your home runs and don't blow it in the bonus ball. Argue about park dimensions.
Grid Golf
Roll the die for your tee shot. Your result sets your position on the hole. Fairway and rough are safe — sand, water, or out of bounds add +1 stroke. Land in the birdie zone and you're already −1.
Roll again for your approach shot. Rough, sand, or trees = +1. Water or out of bounds = +2. Birdie = −1. Eagle = −2. Bold rolls get rewarded — and punished.
Add both roll adjustments to par for the hole. That's your final score. Write it on the card and move to the next hole.
Work through all 18 holes, tallying strokes as you go. Lowest total score wins — but don't sweat a big number. Breaking 100 is worth bragging about. Breaking 90 and we want to hear from you.
Grid Hockey
Each player picks a team card. Tier A teams have more GOAL cells — they shoot more and score more. Tier D teams have fewer. Someone always picks Buffalo on a dare.
Roll 1d6 and add your card's shot bonus for your total shots on goal. Alternate shots with your opponent — red die for column, blue die for row.
GOAL means it's in. SAVE, BLOCK, POST, or WIDE means it isn't. Mark your goals and keep rolling until both players are out of shots.
Count your goals. Most goals wins 2 pts. Tied? Flip a coin — OT winner gets 1 pt. Loser gets nothing and has to live with it.
Grid Baseball
Each player picks a team card. Tier A teams (Los Angeles, New York) have more scoring cells. Tier D teams (Chicago, Colorado) have more Ks and OUTs. Play 9 innings each.
Each inning, roll 1d6 — on 1–3 you get 2 at-bats, on 4–6 you get 3. For each at-bat: red die = column, green die = row. Find the cell.
HR or RUN = score 1 run. HIT or BB = set a Rally Token — your next HR or RUN scores 2 instead. OUT or K = nothing, and the Rally dies.
After 9 innings each, most runs wins 2 pts. Tied? Flip a coin for extra innings — winner gets 1 pt. Loser watches Colorado highlights for perspective.
Grid Soccer
Each player picks a team card. Roll 1 die and add your card's shot bonus — that's your shots for the match. Better teams shoot more. Life isn't fair.
Alternate shot by shot. Each turn: roll both dice — Red die is the column, Blue die is the row. Find that cell on your own card. You are always the attacker.
GOAL means it's in. SAVE, BLOCK, POST, or MISS means it isn't. Mark your goals and keep going until both players have used all their shots.
Most goals wins 3 pts. Tied? That's a Draw — 1 pt each. Loser gets 0 pts and has to explain it to their imaginary fans. VAR is not available in this jurisdiction.
Grid Wrestling
Each player picks a wrestler card. Three tiers — Jobber, Mid-Card, Main Event. Tiers change the grid distribution, not the rules. A Jobber can beat a Main Eventer. It just doesn't happen often.
Players alternate turns. Roll both dice — first die is the column, second die is the row. Find where they meet on your wrestler's grid and follow the result.
HIT fills one momentum box. Fill all 5 and your PIN cell is live. Roll a PIN before the meter's full and the ref looks away. STUN costs your opponent their next turn. BLOCK means their next HIT won't count.
First wrestler to roll a PIN with a full momentum meter wins. Run a single match, a full card, or an 8-person tournament. Book the storyline. Blame the dice.
Physical Notebook · Ships to You · No App Store Involved
Grid Racing (24 circuits), Grid Derby (30 ballparks), Grid Golf (Wisconsin or Georgia), Grid Hockey (2025–26), Grid Baseball (2025), Grid Soccer (2026), or Grid Wrestling (25 wrestlers, 3 tiers). Each notebook includes everything you need. The fun is analog.
Buy one or collect all.
Grid Sports games is a physical game notebook you order and keep. No app to update, no subscription, no screen. Just a notebook and two dice.
Each game is purpose-built around real data and real places. Grid Racing maps real circuits — Monza's long straights play nothing like Monaco's hairpins. Grid Derby maps real ballparks — Colorado plays nothing like Los Angeles. Grid Golf puts real hole layouts on a page. Grid Hockey uses real 2025–26 standings — Tier A teams shoot more, score more, and will still occasionally lose to a Tier D team because that's sports. Grid Baseball brings nine innings of real offensive data to a grid. Grid Soccer puts 32 nations on a grid and lets you settle it without penalty kicks. Grid Wrestling puts 25 wrestlers on index cards and lets you run the whole show — matches, tournaments, rivalries, storylines — with two dice and a pencil.
Your game. Zero screens. No tutorial video. No guy on YouTube explaining it for 45 minutes. Just a notebook and two dice.