FALL CLASSIC BASEBALL GAME

Similar documents
Triple Lite Baseball

Rare Play Booklet, version 1

Table of Contents. Pitch Counter s Role Pitching Rules Scorekeeper s Role Minimum Scorekeeping Requirements Line Ups...

Pine Tar Baseball. Game Rules Manual - version 2.1 A dice simulation game ~ copyright by LIS Games

This file contains the main manual, optional rules manual, game tables, score sheet, game mat, and two teams from the 1889 season.

GUIDE TO BASIC SCORING

Welcome to Replay Baseball!

HMB Little League Scorekeeping

1 st basemen. I will:

Bunt Defenses. King Philip Pride Chalk Talk. How we call the play:

For any inquiries into the game contact James Formo at

TOP OF THE TENTH Instructions

Fairfax Little League PPR Input Guide

An average pitcher's PG = 50. Higher numbers are worse, and lower are better. Great seasons will have negative PG ratings.

Poughkeepsie / Mid-Hudson Baseball Take-Home Rules Test March 2013

Field Manager s Rulebook

Offensive & Defensive Tactics. Plan Development & Analysis

Tournament III Rules for the SOM Baseball Convention Skype Team Switch with 2012 cards

Chapter 1 The official score-sheet

Scorekeeping Guide Book

2016 CDAA 10U Baseball Rules & Regulations

OFFICIAL RULEBOOK. Version 1.16

TRUE or FALSE. Rules: 2.00 PERSON, TOUCH, STRIKE (e) and 6.05(f) 2. The batter-runner must turn to his right after over-running first base.

Level 2 Scorers Accreditation Handout

DLL Scorekeeping Guide. Compiled by Kathleen DeLaney and Jill Rebiejo

Left Fielder. Homework

4. Runner on 2nd base, Pitcher comes to set position then removes hand from ball to get bee off face. Umpire rules Balk advances R2.

Brush-back: A pitched ball comes close to hitting the batter. Bull Pen: Also called "the pen"; warm-up area for relief pitchers before entering the

OFFICIAL RULEBOOK. Version 1.08

Q: Q-02 After an ejection, the disqualified player or coach is allowed to return to the field:

Common Umpire Rule Myths

Umpires Test Sheet (A Question 100)

Scorekeeping Clinic Heather Burton & Margarita Yonezawa &

Antelope Little League

SLOW PITCH SOFTBALL THE GAME SOFTBALL TERMINOLOGY Ball: Ball in play: Batting order: Complete inning: Double: Fly ball: Force out: Foul ball:

THE FIELD THE INFIELD

The on-line version will link back to this list of questions using the Q-## as the reference point.

Positional Mechanics for Infield Positions

Base Running Program

There are three main pillars of behavior consistently found in successful baseball players and teams:

Hershey Little League Player Development Guide

Redmond West Little League

Super Action Baseball

Baseball Position By Position

2017 International Baseball Tournament. Scorekeeping Hints

CBA Umpire Test. 3. The pitcher cannot wear a batting glove under his glove, even though the umpire does not think it is distracting to the batter.

2-Umpire Mechanics Basic Rules

TEE BALL BASICS. Here is a field diagram: 45 feet

Top 40 Baseball Rule Myths

MANAGER WHEN IS A MANAGER DESIGNATED?

2018 ESYBL Guidance and Rules Test

3) Does the second baseman change his location for a double-play with a left-handed batter up?

DISTRICT 53 SCOREKEEPER CLINIC

2019 WOA Baseball Study Guide

North Lake Little League

Grandville Umpire Rules Quiz Answers 2014

Softball Study Guide

IBAF Scorers Manual INTERNATIONAL BASEBALL FEDERATION FEDERACION INTERNACIONAL DE BEISBOL

Scorekeepers Clinic Warm Springs Little League. Monroe Bridges Chief Scorekeeper March 2012

Basic Youth Kickball Rules

2010 NMUA UMPIRE TEST

Guide to Softball Rules and Basics

2 OUTS. 1 Rain Causes a When play is resumed, if either Pitcher in game at start of rain delay is age 30 or

FHSAA Baseball 3-Man Mechanics

SWFLL Umpiring Basics The Basics of Diamond Coverage. Definitions

2013 WIFFLE BALL TOURNAMENT RULES

BASEBALL PINTO DIVISION RULES OF PLAY LAKES YOUTH ATHLETIC ASSOCIATION

DRILL #1 LEARN THE BASES

SOFTBALL STANDARDS GRADE LEVEL STANDARD DESCRIPTION PE.2.C.2.5 PE.2.C.2.9 PE.2.L.3.3 PE.3.M.1.7 PE.2.C.2.8 PE.3.L.3.3 PE.3.L.3.4 PE.3.L.4.

OWENSBORO CATHOLIC LEAGUE (OCL) RULES - 13U SOFTBALL 2018

True to Life Baseball

2019 BASEBALL STUDY GUIDE

Madison Little League Skills Development Practice Playbook

Softball NSW Playbook

HIGH SCHOOL RULES TEST 2007

Softball New Zealand Scorers Refresher Examination 2018

SOFTBALL. Rules and Scoring

Lou Gehrig BASEBALL UMPIRE HANDBOOK Don Fleming, Umpire-In-Chief Revised 2008

2015 Shetland Score Keeping Guide

2017 JERSEY CENTRAL LEAGUE CONSTITUTION

Men s Baseball Rule Clarifications

Minors BB & SB Curriculum. Baserunning Curriculum (Minors Level)

Defensive Observations. II. Build your defense up the middle. By Coach Jack Dunn I. Defensive Observations

Hendersonville Parks Department Official Baseball Rules Revised 7/22/11

2017 B.L. DRAFT and RULES PACKET

GREAT AMERICAN FANTASY BASEBALL LEAGUE RULES: SEASON THREE

2010 SOFTBALL AUSTRALIA RULES EXAM (updated to rulebook) 1. This examination is based on the Australian Rule Book - as revised

Westfield Youth Sports, Inc. Double A Baseball Rules

Player AVG GP-GS AB R H 2B 3B HR RBI TB SLG% BB HBP SO GDP OB% SF SH SB-ATT PO A E FLD%

2018 Winter League N.L. Web Draft Packet

Talk to your parents, let them know we want the league to be a positive experience for the kids.

Southern U. Baseball 2017 Overall Statistics for Southern U. (as of Apr 01, 2017) (All games Sorted by Batting avg)

Local Little League Guidelines, Clarification, and Rules

"That's Interference! Time!" Dear Coach,

th Dist SB Umpire Ass n NFHS Rules Review (4/5/2017)

Baseball Coaching Clinic

Baseball & Softball 2 nd -8 th Rules and Regulations

Tip #5-40 Softball Myths (Fast and Slow Pitch)

COACHES PRACTICE PLAN

THIS GAME OF BASEBALL

Transcription:

FALL CLASSIC BASEBALL GAME Manage Baseball's Greatest Stars to see if YOU can win the pennant!

Page 1 FALL CLASSIC BASEBALL Grab your team and set the starting line up, bench, and bullpen. You're the manager making the calls and guiding your team to victory. Fall Classic Baseball brings all of the thrills of managing a big league baseball team to your kitchen table. Call the hit and run, steal a base, is it time to pull the pitcher? All of these decisions are yours to make as you guide your roster towards a pennant. Play today's stars against Hall of Fame greats in what-if match ups. You're in control, so enjoy The Show and see if your team can go home with a victory in the Fall Classic. The Batter Card To start an at bat, you roll two D6 (6-sided dice), one red and one white. If the D6's are rolled as pairs (66, 55, etc.) then you refer to the play results at the top of the card where the batter does most of his damage. If not pairs, then read the dice as a 2 digit number. If the red die is 1 and the white die is 2, then read the result in box 12 (WALK). Have a third D20 die ready to roll... or roll it at the same time with the D6's. If you don't like or don't have D20 dice, then use a deck of cards. Take out the face cards, leaving black aces to tens as 1-10, and red aces to tens as 11-20. BR Willie Mays F! 66 HOMERUN 55 HOMER 1-5 / TRIPLE 6-10 / DOUBLE 44 DOUBLE 33 DOUBLE 1-9 / SINGLE 22 SINGLE+ 11 SINGLE+ 12 WALK 31 51 KD? Def 13 BB 1-11 32 52 KD? Def 14 HBP 1-2 34 53 KD? Def 15 K 1-7 35 54 54 CHART 16 OUT x 36 56 OUT 21 OUT x 41 61 23 OUT 42 62 24 OUT 43 63 25 OUT 45 64 26 TL:SINGLE 46 ball park 65 P - HR sba 26-31 / 6 sbs 17 sh 3 H&R A SFG C 1B 2B 3B SS LF CF RF P 1959 RANGE 11 28 ARM S.964 ERROR 3 G AB R H 2B 3B HR RBI BB SO AVE OBA 151 575 125 180 43 5 34 104 65 58.313.381 Top Line: Here are other abbreviations you may find on a card: BR - Bats Right (also BL or BB)... Name... F! - Run Rating 66 - homerun 55 - roll a D20... 1-5 is a homerun... 6-10 is a triple... 11-20 (the rest) is a double 44 - double 33 - roll a D20... 1-9 is a double... 10-20 (the rest) is a single 22 - single + steal attempt (if using the auto steal system) 11 - single + steal attempt (if using the auto steal system) 12 - walk 13 - roll a D20... 1-11 is a walk... 12-20 (the rest) is an out 14 - roll a D20... 1-2 is a hit by a pitch... 3-20 (the rest) is an out 15 - roll a D20... 1-7 is a strikeout... 8-20 (the rest) is a regular type out 16-25 - these are all outs... refer to the OUTS chart for the type of out 26 - if the pitcher throws left-handed (TL) it's a single, otherwise an out 31-45 - if blank then refer to the pitcher's card for the result, but do NOT re-roll the dice... using the same dice roll, read the result on the pitcher's card * if not blank then do not refer to the pitcher card, just use the batter card reading 46 - refer to the ball park card of the home team for the play result 51-53 - roll a D20 and check for a strikeout using the pitcher's KD rating... if not a strikeout then roll the 3 dice again and refer to the Defense Chart 54 - refer to the 54 CHART for wild pitches, passed balls, and rare plays 56-64 - if blank then refer to the pitcher's card for the result, if not blank then do not refer to the pitcher card, just use the batter card. For example, dice roll 56 does not go to the pitcher's card. The batter makes an OUT. 65 - refer to the pitcher's card for the result (homeruns (HR) allowed rating) HOMER - homerun (also HR)... TRP - triple... DBL - double... SNG - single... OUT - an out determined by the D20... OUT x - ground double play if a groundout (also Ox)... nox - no double play can happen K - strikeout... HBP - hit by pitch... BB - walk (base on balls)... WP & PB - wild pitch & passed ball TL: lefty vs. righty matchup between the pitcher and the hitter, if it's a left handed pitcher it's a SINGLE, if a righty it's an out TR: lefty vs. righty matchup between the pitcher and the hitter, if it's a right handed pitcher it's a SINGLE, if a lefty it's an out sba - stolen bases made-attempted / jump rating... sbs - stolen base success rating... sh - sacrifice rating... H&R - hit and run rating The Green Grid lists all defensive positions with the player's ratings for Range, Arm, & Errors. The Shaded Gray area shows team, year, age, & on-base plus slugging average (OPS) on the side, and season stats along the bottom.

The Pitcher Card Page 2 Each pitcher has his own separate pitching card that control dice rolls 31-65. These include hits allowed from dice rolls 31-36, walks allowed from dice rolls 41-45, strikeouts from dice rolls 56-64, and homeruns on dice roll 65. Some pitchers have their own batting card if they got up to bat enough times and did enough damage to make it worthwhile, otherwise they all have a BAT rating at the top of the card to indicate which generic batting card (GBC) to use. There are 8 cards numbered from 1 to 8, and the BR, BL, and BB indicates which side of the plate they bat from. Roll a D20 before the pitcher takes the mound for the first time in the game. This is called his Bullpen Session. He will be either an A, B, or C grade for the game. Use that column for his whole appearance. Do not switch from batter to batter. If the D20 is 1-6 then Higbe uses column A. If the D20 roll is 7-14 use column B, and 15-20 goes to column C. TR means he is a left handed pitcher. The number in brackets beside 1941 Dodgers is the player's age (26). BR4 is the batting rating. TR Kirby Higbe BR4 1941 Dodgers (26) A (1-6) B (7-14) C (15-20) 31 SINGLE 31 SINGLE 31 SINGLE 32 OUT 32 OUT 32 DBL 1-6 34 OUT 34 SINGLE 34 SINGLE 35 OUT 35 OUT 35 OUT 36 OUT 36 OUT 36 OUT 41 WALK 41 WALK 41 WALK 42 WALK 42 WALK 42 WALK 43 OUT 43 WALK 43 WALK 45 OUT 45 wp OUT 45 BB 1-8 56 K 56 K 56 K 61 K 61 K 61 K 62 K 1-2 62 OUT 62 OUT 63 OUT 63 OUT 63 OUT 64 OUT g 64 OUT g 64 OUT g 65 HR 1-3 65 HR 1-6 65 HR 1-9 KD 3 KD 2 KD 1 WP BFS BFR NH NW R Arm E 1-13 35 29 - - 17 A 7 G GS CG IP SO WHIP W L Sv 48 39 19 298 121 9.23 22 9 3 Dice roll 65 - The play result is either a Homerun or an OUT. The Homerun Grade is normally from 0 to 1-20. If the grade is a negative number, then that is subtracted from the batter's HOMERUN split number. Mays split is HOMERUN 1-5 (on dice roll 55). It would drop to 1-3 if the pitcher had a -2 rating. Also with a negative grade there cannot be a homerun on dice roll 65. Pitcher Throwing a Shutout If a Grade C pitcher has a shutout going into the 7th inning upgrade to Grade B. Upgrade a Grade B to Grade A in the 9th. Once the shutout is lost the pitcher reverts back to his grade at the start of the game. Pitcher Shelled If the pitcher allows 7 or more runs, earned or unearned, then he goes to Grade D for hits and walks, and an HR 1-20 rating. A Grade D does NOT get anyone out in his control area. 31-36 and 54-64 are always singles, and 41-45 are always walks. Blue KD Number - The blue KD number is used to see if the pitcher gets a strikeout. This stops having to do a defense check on dice rolls 51, 52 and 53 on the batter's card.. Wild Pitches Wild pitches are generated on dice roll 54, on the 54 CHART. The pitcher's WP rating ranges from 0 to 18. All wild pitches produce a one base advance for all runners. The batter gets another swing after the wild pitch check. (See Passed Balls on Page 4). Optional: Extra wild pitches happen if wp is in front of the play result. The batter does NOT get another swing as the play result on that dice roll follows the wild pitch. For example: 45 wp OUT... this would be a wild pitch followed by an out. BF ratings - Pitcher Endurance Pitchers have a BFS rating if they start the game, and a BFR rating if they come in to relieve. Once a pitcher reaches his batters faced number then the NEXT hit OR walk allowed will make him a D grade, unless he started the game and is pitching a shutout. Relief pitchers cannot pitch more than 3 consecutive games, and the BFR rating for any reliever covers a 3 game span. If he exceeds either one of these he moves to a D grade. A Grade D does NOT get anyone out in his control area. 31-36 and 54-64 are always singles, and 41-45 are always walks. Advanced Optional Rule: Groundball (OUT g) / Flyball (OUT f) Pitchers If an OUT reading has a g or f included, then it can change the type of out. If OUT g then all outs on the OUT CHART are now groundouts. A BR batter uses OUT code 6. A BL batter uses OUT code 4. If OUT f then all outs on the OUT CHART are now flyouts - use OUT code 8 Advanced Optional Rule: More Homerun Grade rules for dice roll 65 If the batter has a negative HR grade, it will reduce the pitcher's HR range. For example, if the batter has P - HR -3 on dice roll 65, Higbe's HR ratings would drop in column A by 3 to HR 0... in column B to HR 1-3... in column C to HR 1-6. Super Advanced Optional Rule: The NH and NW Ratings Refer to the sheet titled For Those Who Like Math - The NH and NW Pitcher Ratings. A few pitchers have these ratings if they have extremely low hits and walks allowed.. It's a negative rating used on the batter's card, similar to negative homerun grades.

Defense Influence Page 3 The KD Check on Dice Roll 51 and 52 and 53 When you roll 51, 52, or 53, before you test the defense, check for a strikeout which could wipe out the defense test. Refer to the D20 from the initial 3 dice roll and the pitcher's KD rating. If the D20 is less than or equal to the KD rating it's a strikeout and there is no defense check. The next batter is up. If the D20 is greater than the KD rating, check the Defense Chart. You can play your INFIELD IN at any time with a runner on 3rd. The base situation charts tell you what happens on a ground out. The visiting team can play its OUTFIELD IN from the 9th inning on with the winning run on 3rd and less than 2 outs. - If the play result is a fly out and the white die is 1, 3, or 5, then it's a single over the drawn in fielder to end the game.... white die 2, 4, and 6 are still fly outs - If the play result is a single to the outfield and the white die is 1, 3, 5, then the ball is caught, no advance for any runners.... white die 2, 4, and 6 are still singles Base Stealing You can call your own steal of 2nd or 3rd base at any time. The first step is to see if the runner gets a jump, and if he does, then the steal can be attempted. Limit a player's attempts in any season replay to the SBA number, the number before the slash (his actual stolen base attempts on the season). Suggestion: in a 7 game series, limit his steal attempts to the number after the slash. Base Stealing Jump - Check the pitcher's Arm rating (Strong, Average, Weak) to see if the runner gets a jump to attempt the steal. Roll a D6 and if it falls within the range in the following chart, there is NO jump. If the D6 is 1 then use the Pickoff Attempt chart. No jump vs. LHP - S=1-4... A=1-3... W=1-2 / No jump vs. RHP - S=1-3... A=1-2... W=1 Base Stealing Attempt - Check the runner's SBS rating. This is his Stolen Base Success rating, a number from 1 to 20. Roll a D20: - if the D20 is equal to or less than the SBS rating then it's a good steal. If greater than, the runner is out. - if the D20 is from 1-5, refer to the catcher's E rating and if equal to or less than, it's a steal and an extra base on the bad throw Catcher Arm: (Optional) Adjust the stolen base success chance. Strong arm decreases -2, Weak increases +2. Pickoff Attempt: Roll the white die with the D20. If the white die is 1 then it's a pickoff attempt instead of a steal attempt. Refer to the D20 and one of the charts below. LHP means it's a left-handed pitcher, and RHP means it's a right-handed pitcher. LHP Pickoff Chart (Use pitcher's arm rating & D20) S - out 1-12, safe 13-17, 18-20 throwing error? A - out 1-6, safe 7-17, 18-20 throwing error? W - out 1-3, safe 4-17, 18-20 throwing error? If the runner is safe on the pickoff, try the steal again. RHP Pickoff Chart (Use pitcher's arm rating & D20) S - out 1-8, safe 9-17, 18-20 throwing error? A - out 1-4, safe 5-17, 18-20 throwing error? W - out 1-2, safe 3-17, 18-20 throwing error? If the runner is safe on the pickoff, try the steal again. 18-20 throwing error? Roll a D20 versus the pitcher's E rating. If an error, runner to 2nd, F! to 3rd, all other runners score. If no error the runner is just safe back at the bag. Throw over to first again! Auto Steal System This can be used instead of calling your own steals. Do not use it with a runner on 3rd base unless running aggressively. Auto Steal has been set up to be used with one of 2 methods. The first method uses the + symbol. If the hit or walk or hbp symbol is followed by a + symbol, the batter can try to steal if 2nd base is open. Refer to the SBS rating and roll a D20. See Page 3 - Base Stealing Attempt. If successful he can try for 3rd too if his SBA is at least 20 / 5. You call it. The second method uses the "sba" rating. After the batter reaches 1st base with 2nd base open, refer to the "sba" rating. The number after the slash is the jump rating and determines whether or not the runner gets the jump. If the D20 from the original roll is equal to or less than the jump rating, then a steal attempt can be made if the offense is not playing "safe" on the bases (called at the start of the inning). Option: The jump rating can be adjusted, plus or minus, based on the pitcher's throwing hand and his arm rating, as follows: TL-S arm = -2... TL-A arm = -1... TR-A arm = +1... TR-W arm = +2 You can call a steal of 3rd base if his SBA is at least 20 / 5. Call it after the steal of 2nd base, or a double. No pitcher arm rating used. You can try a double steal as well. The defense decides which player to try and cut down. Try stealing home at -10 his SBS rate, but only if his SBA is at least 20 / 5... 30 / 4 can't... 15 / 5 can't.

Runner Advances Page 4 Refer to the Base Situation Charts OUT and HIT charts. Players are rated as: F! is a super good runner, F is very good, A is average, and S is poor. A runner's speed does not determine these ratings, but rather his ability to advance an extra base on a hit. While some players are slow afoot, they have the baseball IQ to know when to go and get the next base safely... like Miggy (Cabrera). Outfielder Arms and Assists Method 1 Assists: The arm rating is made up of 2 components, a letter and a number. - the letter is either S-strong, A-average, or W-weak and determines if the runner takes an extra base on a single or double. - the number is the assist number from 0 to 6 to determine if the runner is safe or out on an assist attempt on a base hit or fly ball. - roll a D6 and if it's equal to or less than the number the runner is out. Very accurate assist ratings are possible this way. Method 2 Assists: Instead of using the number rating on the card you can instead use just the letter grade with the following chart: Roll a D6: S arm throws runner out 1-5... A arm throws runner out 1-3... W arm throws runner out 1 / otherwise safe With this method you will have league wide the correct number of putouts by outfield assists, but it won't be individualized. There may be gaming reasons, especially in head to head play why you might use this system. Infielder Arms These ratings are letter grade only... S-strong, A-average, or W-weak. Here are the major uses of these ratings: 1B, 2B, 3B, and SS arms primarily control ground double play abilities. Catcher and pitcher arm ratings control base stealing. The ability to defend the bunting game is also controlled by arm ratings. Playing Runners "Safe" No steal attempts are made if using the auto-steal system. This can only be called at the start of the 9th inning if trailing by 2 or more. No 2 base advance on singles or 3 base advance on doubles, or advance on fly outs. The runners go station to station only. Runners "Run with Risk" When you encounter these on the Runner Advance Charts: 1) the runner does not have to go, and if you do not like making these decisions, just hold the runner whenever you encounter it 2) if the runner decides to try for the extra base the defense does not have to try to throw him out 3) if the defense tries to throw him out then the batter and all trail runners advance an extra base on the throw Roll a D6 for the throw: S arm throws runner out 1-5... A arm throws runner out 1-3... W arm throws runner out 1 / otherwise safe Stretching a Single into a Double On the Ballpark Chart on the team sheet, if the D20 is 17 (LF), 18 (CF), or 19 (RF) the batter tries to stretch a single into a double. All runners advance two bases on the hit, whether it's a single or a double. Roll a D6: S arm throws runner out 1-5... A arm throws runner out 1-3... W arm throws runner out 1 / otherwise safe Ballpark Card If the ballpark card reading on the batter's card is a blue color ballpark, then refer to the stat line on the bottom. If he hit no doubles or homeruns, then he cannot hit one off of the ballpark card. Instead he is out... use OUT code 8... flyout to center. The Hit and Run Play See the Hit and Run Chart and refer to the batter's Hit and Run (H&R) rating. An A rating is good, B is average, C is not good. The Sacrifice Bunt See the Sacrifice Bunt section on the Hit and Run Chart. You need to roll a D6 twice for a bunt attempt. The first roll determines whether he makes contact, and if he does it also tells you who fields the bunt. See the chart. Passed Balls It's often up to the official scorer to determine if a pitch is a wild pitch or passed ball. Sometimes it's hard to tell. This game uses the premise that it's the pitcher who ultimately controls either and thus uses a stat that combines both WP and PB into their WP rating. So, a knuckleballer who gets a lot of WP's and PB's has this wildness reflected in a high WP rating. If you want to actually score the PB's then refer to the catcher's PB rating found just to the left of the C (in the green defense grid). If the D20 roll on the 54 CHART is in the PB range, score it as a passed ball. You will find an example on the 54 CHART to help clarify this. No passed balls can occur from extra wild pitches (a wp on the pitcher card that produces a wild pitch with no extra D20 roll).

*6 Hit and Run Chart (use the batter's H&R rating, roll two D6's and ADD them up) * Use the pitcher's results at dice rolls 35, 42, and 61. 2 H&R A, B, C grade, single through vacated hole, runners advance 2 bases 3 H&R A, B grade, single through vacated hole, runners advance 2 bases... H&R C grade, popout.2b 4 H&R A grade, single through vacated hole, runners advance 2 bases... H&R B, C grade, popout.3b 5 groundout first baseman, runners advance 1 base check dice roll 42 for a WALK... If not a walk, groundout to the pitcher, runners advance... 33 - ball - runner tries to steal (SBS) at his regular grade as the catcher has trouble handling the pitch down and in *7 *8 check dice roll 61 for a K... if it is a strikeout the runner attempts the steal but at his SBS minus 6...... if not a strikeout, flyout CF, runner(s) return safely (runner on 3rd scores) check dice roll 35 for a SINGLE... If not a hit, it's a groundout to 2B/SS (BL/BR), runners advance... 44 - fouled out of play (batter gets another swing, and offence can call off the hit and run) 9 popout.ss - runner(s) return safely... H&R A grade, groundout.2b, runner(s) advance 1 base 10 groundout third baseman, runners advance 1 base 11 fly.lf, runners return safely to their base, runner on 3rd holds... H&R A grade, SINGLE** if batting average.300 or greater 12 fly.rf - roll again: if 2 dice total = 2, 11, or 12 (craps) then runner on 1st cannot get back in time, double play (9-3) Basic Sacrifice Bunt Chart (there is no bunting for a hit as this is already factored into the player card) Basic: There are 2 rolls of a D6 needed to resolve the bunt. Use the batter's sh rating, and if the D6 is less than or equal to: - the first roll, then the batter gets bunt down... if greater than the sh rating then it's a strikeout (just one roll needed in this case) - a second roll sees if it's a good sacrifice... if greater than the sh range then lead runner is out, batter safe at first (If second roll is 6 it's popped up, roll again: if 2 dice total = 2, 11, or 12 (craps) then lead runner also out, double play) Optional: If you want Fielders to play a part in the bunt - the first roll determines not only if he got bunt down but also who fields it (see box below): Then refer to the fielder's arm rating: S - subtract one (-1) from the sh rating w - add one (+1) to the sh rating 3B - 5 or 6 1B - 3 or 4 2-3 Advanced Bunt Chart - only if 2nd roll 1 This chart checks for bunt hits and errors. If the second roll is 1 then roll again: 1 F runner beats it out for a base hit 4 P - 1 C - 2 fielder might throw it away trying for lead runner, check error rating * if an error then all runners advance an extra base and batter goes to second base, if no error F runner beats it out for a hit and fielder might throw it away on the throw to 1st base, check error rating *... if an error then all runners advance an extra base and batter goes to 2nd. 5 same as 4 but F or A runner now 6 fielder might drop throw trying to tag lead runner, check error rating *, if an error, everyone safe * Fielder Error on Bunt Roll a D6 if the error comes up in the Advanced Bunt Chart. Roll a D20 versus the fielder's E rating to see if he makes an error. Suicide Squeeze Bunt Chart (with runner on 3rd base) Reduce the sh rating -2. If batter misses the ball on the first roll, runner out at home. If batter gets the bunt down, the runner on 3rd scores. If popped up (roll 6), runner on 3rd is out, double play (C-3B).

54 CHART - Front Side (check the D20) 2016. Greg Sovan. GFS Games. D20 Bases Empty - Wild 1-6 fly ball refer to D20... 1-2 LF... 3-4 CF... 5-6 RF.. now roll vs. E rating for an error, and if an error go to the Exotic Error Chart / otherwise flyout 7-9 Bases Empty - Wilder chart (below) 10-12 ground ball to pitcher who knocks it down, picks up, fires to first, now roll vs. E rating for wild throw, batter to 2nd 13-15 single (refer to the D20 to see who fields it): 13 to.lf... 14 to CF... 15 to RF... now roll vs. E rating for an extra base 16-19 strike 3 if catcher range rating "g" as he frames the pitch... ball 4 if the catcher range rating "b"... home "n" gets strike 3... away "n" gets ball 4 20 sky high pop out to shortstop - Rain chart: roll a D6: 1-5 and clouds are moving in... 6 refer to the Rain Chart below (make up your own charts by city) Rain Chart, roll a D6: 1) spitting, no affect... 2) drizzling, no affect... 3) drizzling, pitcher walk rating increases 1 grade, wet baseball 4 4) 40 minute delay, pitcher hit rating increases 1 grade... 5) two hour delay, new pitchers needed... 6) rainout D20 Bases Empty - Wilder 1-3 stretching single into a double: refer to left fielder's arm rating & roll D6: S arm gets batter out 1-5, A arm gets the out 1-3, W arm gets batter out on 1 4-8 Bases Empty - Wildest Chart (below) 9-11 foul popup behind the plate, catcher fighting it, roll vs. E rating to see if he drops it, batter gets another chance, E2... or he catches it Po.C 12-14 foul popup down the line, 3B fighting it, roll vs. E rating to see if he drops it, batter gets another chance, E5... or he catches it Po.3B 15-17 foul popup down the line, 1B fighting it, roll dice, if less than or equal to E rating he drops it, batter gets another chance, E3... or he catches it Po.1B 18-20 strike 3, catcher drops ball, throws runner out at first unless batter's run rating is F, then roll vs. catcher's E rating for a wild throw, batter to 2nd, E2 D20 Bases Empty - Wildest 1-3 foul popup 3rd base, fan interference if away team fielding the ball, batter out... no interference if home team fielding, batter gets another roll 4-8 catcher interference on batter's swing, batter safe at first base, E2. 9-11 pop out to shallow center field caught by 2B... collision, roll a D6, if 4 the 2nd baseman is hurt, if 6 the shortstop is hurt, if 2 the center fielder is hurt 12-14 pop out to shallow left field caught by 3B... collision, roll a D6, if 5 the 3rd baseman is hurt, if 6 the shortstop is hurt, if 1 the left fielder is hurt 15-17 pop out to shallow right field caught by 1B... collision, roll a D6, if 3 the 1st baseman is hurt, if 4 the 2nd baseman is hurt, if 5 the right fielder is hurt 18-20 flyout to left center caught by CF... collision, roll a D6, if 1 the LF is hurt, if 2-5 no one hurt, if 6 the ball is jarred loose for a double and CF is hurt All injuries above demand removal of player immediately, and misses next amount of games depending on the Injury/Rest Chart (back side) D20 Men on Base - Wild 1-18 Wild pitch or passed ball? Use only the original D20 to determine if it's a wild pitch or passed ball. If it falls within the pitcher's WP rating then the runner advances 1 base. If it falls in the catcher's PB range then it's a passed ball. If the D20 is greater than the PB rating, it's a wild pitch. The catcher's PB rating is found just to the left of the position symbol C on the green defensive grid and is notated like this... PB 1-3 Eg. If WP is 1-10 and PB 1-3, then it's a passed ball from 1-3 and a wild pitch from 4-10. If the D20 is 11-18 then it's neither and the batter gets a re-roll. Option: Increase the WP rating +3 for an F runner... Decrease the WP rating --3 for an S runner. *** The batter gets another roll of the dice whether or not there's a wild pitch or passed ball on dice roll 54 and D20 1-18. *** 19-20 Men on Base - Wilder Chart (below) Men on Base - Wilder 1-3 pick off attempt to the lead base - roll a D6, out if... TL-S 1-3... TL-A or TR-S 1-2... all others out if 1 / 6- wild throw - on a wild throw all runners advance 1 base (F runners advance 2 bases)... batter gets another roll 4-8 Wildest Charts depending on Base Situations (below and on the flip side of the page) 9-11 ball 4 - pitcher disputes call and may get tossed. Roll a D6: 1-2 he stays in the game... 3-5 ump may toss him (Temper Chart*)... 6 - catcher gets thrown out of the game trying to protect the pitcher... * Make up your own Temper Chart, eg. 1-3 stays in game, 4-6 tossed. Billy Martin 1-6 tossed. 12-14 strike 3 if catcher Range rating "g" as he frames the pitch... ball 4 if the catcher range rating "b"... home "a" gets strike 3... away "a" gets ball 4 15-17 fly ball: roll a D6... 1-2 LF... 3-4 CF... 5-6 RF.. now roll vs. E rating for an error, and if an error go to the Exotic Error Chart - Outfielders 18-20 Balk? If the lead runner is an F then it's a balk if original D20 is 1-10... if an A runner then it's a balk if D20 is 1-5... no balk if an S runner D20 Wildest Chart - Runner on First 1-3 grounder to 2nd, flips ball to SS who drops the ball for an error 4-8 balk if F runner on 1st 9-11 popup to SS, if a day game he loses ball in sun and it drops safely, runner out at 2nd unless he's an F, safe on single (if 2 out, runner safe at 3rd) 12-14 topper down 3rd base line, S armed 3rd baseman scoops and fires to first for the out, others let it roll foul, batter rolls again 15-17 S armed catcher, roll a D6, if 1-3 he picks runner off 1st, if die roll 4-5 runner safe, if die roll 6 it's maybe a wild throw? (check E rating), runner to 3rd A armed catcher, roll a D6, if 1-2 he picks runner off 1st, if die roll 3-5 runner safe, if die roll 6 it's maybe a wild throw? (check E rating), runner to 3rd W armed catcher, roll a D6, if 1 he picks runner off 1st, if die roll 2-5 runner safe, if die roll 6 it's maybe a wild throw? (check E rating), runner to 3rd 18-20 Liner to center, CF dives but the ball hits his glove and goes by him (unless E rating 0), batter to 2nd, runner to 3rd, F (with 2 out A) scores, E-CF. D20 Wildest Chart - Runner on Second 1-3 wild pitch, F runner advances 2 bases, all others just one 4-8 wild pickoff attempt, runner to 3rd, F scores, S out at 3rd base if center fielder is S or A arm rating 9-11 liner to right, RF dives, ball hits glove, check E rating, it falls away if equal to E rating, runner scores, E-RF - if caught, runner doubled off 12-14 flyball to right, runner goes for 3rd but is thrown out if right fielder is S or A arm rating. 15-17 popup to 2B, loses ball in sun and it drops safely for a single, but F runner on 2nd out at 3rd, fielder's choice (4-5) (if 2 out, runner scores) 18-20 groundball to short hits the runner, runner out, batter safe at 1st on single

54 CHART - Back Side (check the D20) "Car 54 Where Are You?" D20 Wildest Chart - Runner on Third 1-3 F runner attempts steal of home, safe 1-3, out 4-5, pitcher balks on 6 (A or S runner does not attempt the steal), batter gets new 3 dice roll 4-8 ground ball to 3rd, runner on 3rd caught in rundown, refer to rundown chart, batter to 2nd 9-11 flyball to left field, runner attempts to score but leaves too soon, appeal play at 3rd, away team OUT! while the home team is SAFE! 12-14 S or A arm catcher picks runner off 3rd 15-17 wild pitch, S catcher gets ball in time to throw runner out at the plate, pitcher covering, thus no wild pitch, (runner scores if W or A catcher) 18-19 flyball to center, on the throw home the runner and catcher crash, runner out, hurt and out for game, and maybe more (see injury table) 20 a ground ball into the hole at short. Shortstop gets to it, looks the runner back, but F or A run rating batter beats the throw - single, 1st & 3rd D20 Wildest Chart - Runners on First and Second 1-3 line drive to first baseman standing on bag, double play, S armed first baseman throws to 2nd, triple play, shortstop covering 4-8 S or A armed catcher, roll a D6, if 1-3 he picks runner off 1st, if die roll 4-5 runner safe, if die roll 6 it's a wild throw, 1 scores, other to 3rd 9-11 hard one hopper to 3rd, steps on bag for 1, S arm starts around the horn triple play, A or W arm goes to first for the double play 12-14 flyout deep left, runner tries for 3rd base, roll a D6, safe 1-4, out 5-6 15-17 pitcher wheels and attempts pickoff at 2nd but throws ball into center field, runners advance to 2nd and 3rd, but S runner on 1st out going for 2nd 18-20 Line drive to center, fielder dives for the ball, roll a D6 and if range rating is 6 or less he misses the ball and it rolls to the wall, If he misses it, 2 runs score, batter to 3rd, F runner tries to score. Roll a D6: 1-3 safe and an inside the park homerun, 4-6 out. If the catch was made the runner on 2nd is doubled off. D20 Wildest Chart - Runners on First and Third 1-3 line drive to third baseman who steps on bag for 2nd out, S armed third baseman throws to first for the triple play 4-8 runner stealing 2nd, catcher throws, F or A runner breaks for home, relay back by shortstop, roll a D6, 1-3 safe, 4-6 out 9-11 groundball to third baseman, wild throw home trying to get runner, runner on 1st to 3rd; wild throw by catcher, runner on 1st scores, batter to 3rd 12-14 the fake pickoff throw to 3rd, pitcher wheels and fires to first, roll a D6, 1-5 no throw, 6 is a wild throw, one scores, runner on 1st to 3rd 15-17 deep flyout to center, runner on 3rd jogs home, and runner on 1st is out trying for 2nd, but he's out before runner on 3rd crosses the plate run down not count if the out at 2nd is the 3rd out of the inning 18-20 strike, S armed catcher picks runner off 3rd D20 Wildest Chart - Runners on Second and Third 1-3 line drive off the pitcher's leg and ball goes into dugout, 2 runs score, pitcher taken out of game as a precautionary measure 4-8 F runner steals home, runner on 2nd to 3rd, catcher's wild throw to 3rd allows that runner to score too (if catcher E rating 0, no error) 9-11 suicide squeeze missed by batter, runner out at home, runner on 2nd thrown out at 3rd by S armed catcher 12-14 line drive to third baseman who rolls over 3rd for the 2nd out, gets up and throws to 2nd for the triple play. 15-17 groundball in hole to second baseman, great play gets batter at first, F runner scores from 2nd if first baseman's arm is W, otherwise holds 3rd 18-20 popout to pitcher's mound, third baseman and shortstop converge, they watch the ball hit the ground, but it hits the rubber and bounces straight up in the air, F runner breaks for home and scores. S or A stay at 3rd, batter safe at first with a single, bases loaded. D20 Wildest Chart - Bases Full 1-3 wild pitch but catcher recovers quickly and throws to the pitcher covering home. 1-3 safe, 4-6 out, but if catcher's E rating is greater than zero then if the roll is 6 it's a wild throw allowing 1 more run to score, runner on 1st to 3rd 4-8 foul popup to catcher who makes a diving grab near the dugout. Runner tags and scores as no one is covering the plate, except S runner who tries to score, but catcher recovers in time to tag him out in a race to the plate (only if catcher's RUN (not arm) rating is F or A) 9-11 long belt to center, scales the wall, if CF range rating 6 or less it's a homerun, otherwise it's a sac fly, but CF falls into the stands over the fence allowing runner on 2nd to also score, and F on first to score if a W arm CF and W arm SS on the relay, others hold 12-14 groundball to pitcher who throws wildly to home, runner on 2nd trying to score too, roll a D6, F safe 1-4, A safe 1-3, S safe 1-2. 5 or 6 is out If the roll is 1 catcher throws wildly back to the plate but it goes to bag at 3rd and runner from 1st is picked off as he rounds bag too far. high popout to short, if less than 2 out the infield fly rule called, but he muffs it off his foot and the ball rolls into left center, batter out, runners on 15-17 2nd and 3rd score, runner on 1st to 2nd... if 2 out he still muffs it and all runners score, batter safe at 1st 18-20 Line drive to left, fielder dives for the ball, roll a D6 and if range rating lis 6 or less, he misses the ball and it rolls to the wall, If he doesn't make the catch then 3 runs score, batter to 3rd, F runner tries to score. Roll a D6: 1-3 safe and an inside the park homerun, 4-6 out. If the catch was made the runner on 2nd is doubled off. All injuries above demand removal of player immediately, and misses next amount of games depending on the Injury/Rest Chart. (below). Rundown Chart 1. runner tagged out, no other runners advance 2. runner tagged out, trail runners advance 3. runner tagged out (F evades the tag and back to his bag safely) 4-6. throw again (if 6 then throw again only if F runner, A or S runner is out Injury / Rest Chart - Roll a D6: Level 1: 1=1 game, 2=2 games, 3=3 games, 4=4 games, 5=5 games, 6=Level 2 roll again. Level 2: 1=6 games, 2=7 games, 3=8 games, 4=9 games, 5=10 games, 6=Level 3 roll again. Level 3: 1=11 games, 2=12 games, 3=13 games, 4=14 games, 5=15 games, 6=Level 4 roll again. Level 4: 1=16 games, 2=17 games, 3=18 games, 4=19 games, 5=20 games, 6=50 games. (That's it.)

Defense Chart Roll all 3 dice. The red and white dice refer to the line number. The D20 determines if the hit or error happens. If the D20 is less than or equal to the Error rating of the fielder, then he makes an error. If the Range rating is greater than or equal to the D20 then he makes the play for the out. The lower the Error rating the better. 0 is best. The higher the range rating the better. 20 is best. 51 Errors 52 Errors 53 Range 11 P-exotic 11 LF* 11 LF Double**+ 12 P** 12 LF** 12 LF Single*+ 13 P* 13 CF* 13 LF Single* 14 P* 14 CF** 14 CF Double**+ 15 P* 15 RF* 15 CF Single*+ 16 C-exotic error chart 16 RF** 16 CF Single* 21 SS-exotic error chart 21 2B** 21 CF Double**+ 22 SS* 22 2B* 22 CF Single*+ 23 SS** 23 2B* 23 CF Single* 24 SS** 24 3B** 24 RF Double**+ 25 SS* 25 3B* 25 RF Single*+ 26 SS* 26 3B* 26 RF Single* 31 1B-exotic error chart 31 P* 31 P Single** to center 32 1B* 32 1B* 32 1B Double** liner to right 33 1B* 33 P* 33 1B Single* infield 34 1B* 34 2B* 34 SS Single* infield 35 1B* 35 3B* 35 SS Single* infield 36 1B** 36 SS* 36 SS Single* infield 41 2B-exotic error chart 41 2B** 41 2B Single* infield 42 2B* 42 2B** 42 2B Single* infield 43 2B* 43 2B* 43 2B Single* (if Single, te?) 44 2B* 44 2B* 44 2B Single*+ to right 45 2B* 45 2B* 45 2B Single*+ to center 46 2B* 46 2B* 46 2B Single*+ liner to right 51 3B-exotic error chart 51 3B** 51 3B Single* infield 52 3B* 52 3B** 52 3B Double** lf corner 53 3B* 53 3B** 53 3B Single* (if Single, te?) 54 3B* 54 3B* 54 3B Single*+ to left 55 3B* 55 3B* 55 3B Single*+ to left 56 3B* 56 3B* 56 3B Single*+ liner to left 61 SS* 61 SS* 61 SS Single* infield 62 SS* 62 SS* 62 SS Single* infield 63 SS* 63 SS* 63 SS Single* infield 64 SS* 64 SS* 64 SS Single*+ to left 65 SS* 65 SS* 65 SS Single*+ to center 66 SS* 66 SS* 66 SS Single*+ liner to left * batter safe at 1st, all runners advance 1 base *+ batter safe at 1st, runners advance 2 base ** batter safe at 2nd, all runners advance 2 bases **+ batter safe at 2nd, all runners advance 3 bases (if Single, te?) if the D20 roll results in a single, then roll again vs. the fielder's E rating. If it's an error then the batter goes to 2nd and all runners advance 2 bases with 2 out an F on 1st base scores The Exotic Error Chart is found on the back of this chart. IF THE PUTOUT IS MADE... runner on 1st only - if D20 odd it's a ground double play - if D20 even it's a fielder's choice at 2nd ----------------------------------------- runner on 2nd hit to P, SS, 3B - runner holds unless forced runner on 2nd hit to 2B, 1B - runner advances runner on 3rd hit to 1B, 3B, P - runner holds, or forced at home runner on 3rd hit to SS, 2B - runner advances runners on 1st & 2nd - if D20 odd it's a ground double play - if D20 even it's a fielder's choice at 2nd... other to 3rd runners on 1st & 3rd hit to 1B, 3B, P - runner on 3rd holds, batter out at 1st - if playing in, then out at the plate runners on 1st & 3rd hit to SS, 2B - S arm 2B turns GDP, otherwise choice at 2nd base, runner on 3rd scores - if playing in, then out at the plate runners on 2nd & 3rd hit to 1B, 3B, P - runners hold, batter out at 1st - if playing in, then out at the plate runners on 2nd & 3rd hit to SS, 2B - runners advance, batter out at 1st - if playing in, then out at the plate bases are full, ball hit to 1B, 3B, P - force out a home bases are full, ball hit to SS,2B - if 20D odd it's a ground double play - if 20D even it's a fielder's choice at 2nd - infielder playing in, home to 1st GDP All flyouts ALL runners hold their base. All liners caught in the 53 Range area double off the lead runner on 1st or 2nd.

Exotic Error Charts means if 1 out in the inning / means if 2 outs in the inning / (roll a D20 vs. E rating) means if you roll a D20 equal to or less than the E rating First Baseman Exotic Error (refer to the base situation) empty Real bad throw by first baseman on a slow roller, pitcher covering. Ball goes down the line, batter to 3rd, F runner scores if RF muffs it (roll D20 vs. E rating) 1st Real bad throw to 2nd base by the first baseman, runner to 3rd, he scores if LF makes bad throw home (roll D20 vs. E rating), after the throw batter to 3rd 2nd Real bad throw to 1st base by first baseman (pitcher covering) runner scores, batter to 2nd, F batter to 3rd but thrown out if RF-S 3rd Real bad ill advised throw home, runner scores and then catcher makes a crazy throw down to 2nd base, but rifles it into center, batter to 3rd 1+2 Real bad throw to 2nd base by first baseman, one scores, other runner to 3rd, and he too scores if LF-W, batter to 2nd 1+3 Real bad throw to 2nd base by the first baseman, one scores, other tries to score on left fielder, see Outfielder Assist Chart 2+3 Real bad throw to 1st base by first baseman, runners score, batter to 2nd, F or A batter to 3rd, but A runner is thrown out if RF-S full Real bad throw to 2nd base by first baseman, two score, other runner to 3rd, and he too scores if LF-W/A, batter to 2nd Second Baseman Exotic Error (refer to the base situation) empty Real bad Sax-like throw to first, batter to 2nd, F batter tries for 3rd, out if 1B-S 1st Real bad throw to 2nd base by second baseman, runner to 3rd, he scores if LF-W, batter to 2nd 2nd Real bad throw to 3rd base by the second baseman, runner scores if 3B makes bad throw home (roll D20 vs. E rating), but he's out if no error, batter to 2nd 3rd Ball fumbled & kicked by second baseman into center, run scores, batter safe at 1st, F or A batter to 2nd 1+2 Ball fumbled & kicked by second baseman into right, all F s & A s take 2 bases, including batter, F on 1st scores if RF-W 1+3 Ball through the legs of second baseman, one scores, runners now on 1st and 2nd F or A runner on 1st to advances to 3rd 2+3 Ball kicked by second baseman into RF, 1 scores, runner on 2nd scores unless RF-S who throws him out, batter to 2nd full Real bad throw to 2nd base by second baseman, two score, other runner to 3rd, he too scores if LF-W/A, batter to 2nd Third Baseman Exotic Error (refer to the base situation) empty Real bad throw on a slow roller by the third baseman, batter to 3rd, F batter tries to score but is thrown out by RF-S/A 1st Ball fumbled & kicked by third baseman into foul territory, 1st and 2nd F runner to 3rd 2nd Bad throw to 3rd base, pitcher covers, runner scores, batter goes to 2nd and pitcher tries to throw him out, roll D6: 1=bad throw, batter to 3rd, 2-5=safe, 6=out 3rd Real bad throw home, run scores, batter goes for 2nd and catcher tries to throw him out, roll D6: 1=bad throw, batter to 3rd, 2-5=safe, 6=out 1+2 Ball fumbled & kicked by third baseman into foul territory, all F s & A s take 2 bases, including batter 1+3 Real bad throw to 2nd base by the third baseman, one scores, other tries to score on right fielder, see Outfielder Assist Chart 2+3 Bad throw by third baseman over the first baseman s head, runners score, batter to 2nd F batter to 3rd full Bad throw to 2nd base, two score, other runner to 3rd, batter to 2nd, runner on 3rd scores if RF makes bad throw home (roll D20 vs. E rating), batter to 3rd Shortstop Exotic Error (refer to the base situation) empty Ball fumbled & kicked by shortstop into center, batter to 2nd, F runner out at 3rd if CF-S 1st Real bad throw to 2nd base by the shortstop, runner to 3rd, he scores if RF makes bad throw home (roll D20 vs. E rating), after the throw batter to 3rd 2nd Real bad throw to 3rd base by the shortstop, runner scores, RF makes an ill advised bad throw home, batter to 3rd 3rd Ill advised throw home, runner scores, catcher makes ill advised throw to 3rd trying to nail batter (roll D20 vs. catcher E rating)... If the ball is thrown away the batter trips heading home and is thrown out if the LF-S/A, but still scores if LF-W 1+2 Bad throw by shortstop to 2nd, runner on 2nd scores, runner on 1st to 3rd, batter safe at 1st 1+3 Real bad throw to 2nd base by the shortstop, one scores, other tries to score on center fielder, see Outfielder Assist Chart 2+3 Ball fumbled & kicked by shortstop into center, runners score, batter safe at 1st CF-S/A picks batter off 1st wandering full Real bad throw to 2nd base, two score, other runner to 3rd, he too scores if RF makes bad throw home (roll D20 vs. E rating), batter to 3rd if bad throw Pitcher or Catcher Exotic Error (refer to the base situation) empty Ball thrown down 1st base line by pitcher or catcher, batter to 2nd, F batter to 3rd 1st Ball fumbled & kicked by pitcher or catcher into foul territory, F or A runner to 3rd, batter to 2nd (unless S runner on 1st, who stops at 2nd) 2nd Ball thrown down 1st base line by pitcher or catcher, runner scores, batter to 2nd, F batter to 3rd 3rd Ball thrown down 1st base line by pitcher or catcher, runner scores, batter to 2nd, F batter to 3rd but thrown out if RF-S/A 1+2 Ball fumbled & kicked by pitcher or catcher, bases full F scores from 2nd 1+3 Ball fumbled & kicked by pitcher or catcher into foul territory, one scores, F or A on 1st goes to 3rd, S batter out at 2nd if 3B-S/A 2+3 Ball fumbled & kicked by pitcher or catcher, one scores, 1st & 3rd after the dust settles full Ball thrown down 1st base line by pitcher or catcher, 2 score, F scores from 1st, batter to 2nd, F batter to 3rd if runner on 1st scores Outfielder Exotic Error (roll D20 again) 1,11 Single plus Error, batter safe at 2 nd, runners advance 2 bases 2,12 Dropped fly, batter safe at 2 nd, runners advance 2 bases, F runner on 1st scores, with 2 out A runner scores 3,13 Single plus Error, batter safe at 2 nd, runners advance 3 bases, if S or A runner on 1st, he is thrown out at the plate if S armed outfielder 4,14 Single plus Error, batter safe at 2 nd, runners advance 2 bases 5,15 Dropped fly, batter safe at 2 nd, runners advance 2 bases, F runner on 1st scores 6,16 Single plus Error, batter safe at 2 nd, runners advance 2 bases, F or A runner on 1 st scores 7,17 Single plus Error, batter safe at 2 nd, runners advance 2 bases 8,18 Dropped fly, batter safe at 2 nd, runners advance 2 bases, with 2 out all runners score 9,19 Single plus Error, batter safe at 2 nd, runners advance 2 bases 10,20 Double plus Error, batter safe at 3rd, runners advance 3 bases, if S runner on 1st, he is thrown out at the plate if S armed outfielder

APPENDIX: For Those Who Like Math The NH and NW Pitcher Ratings The NH rating is used with the last reference to a hit on the batter's card. For example, if the batter has on dice line 22 SINGLE, and on dice line 11 SINGLE 1-3... If the NH rating is -1 then dice line 11 will change to SINGLE 1-2. D20 = 3 is now an out. If the NH rating is -2 then dice line 11 will change to SINGLE 1. D20 = 2 and 3 are now an outs. If the NH rating is -3 then dice line 11 will change to SINGLE 0. D20 = 1, 2, and 3 are now an outs. If the NH rating is -4 then dice line 11 will change to SINGLE 0. D20 = 1, 2, and 3 are now an outs. Also, dice line 22 will change to SINGLE 1-19. D20 = 20 is now an out. If the NH rating is -5 then dice line 11 will change to SINGLE 0. D20 = 1, 2, and 3 are now an outs. Also, dice line 22 will change to SINGLE 1-18. D20 = 19 and 20 are now outs. etc. The NW rating is used with the last reference to a WALK on the batter's card. For example, if the batter has on dice line 22 WALK, and on dice line 11 WALK 1-3... If the NW rating is -1 then dice line 11 will change to WALK 1-2. D20 = 3 is now an out. etc. (see NH example and replace the word SINGLE with the word WALK) Negative HR ratings work in the same fashion with the last reference to HOMERUN on the batter's card. The League Offense Adjustment If teams from different leagues in the same season, or teams from different seasons are playing each other, you may want to use this rating found on each team's ballpark card. It can help level the playing field if the 2 teams are from different offensive eras. Batter cards are made directly from their season stats based on that year's average pitcher. The adjustment will adjust pitchers from different eras. Subtract the 2 teams ratings. Roll a D20. If the roll is less than the difference then adjust the pitcher grades. Example: If the Yankee's Offence number is 28, and the Browns's is 25, the difference is 3. If the D20 is 1-2, then the adjustment will be made. Browns's pitchers will be one grade better for the game since their hitters play in an offensive environment that is not as powerful as the Yankees. The adjustment is as follows: If Browns's pitcher grade is C, it becomes B. If B it becomes A. If already A, then drop the Yankee's grade. If Browns's pitcher grade is A and Yankee's grade is C, then there's nothing you can do until the next pitcher comes into the game.

FUN STUFF Optional: On the Button Play Results Some gamers like this rule for an extra element of excitement that allow fielders to literally take away base hits. BR Willie Mays F! 66 HOMERUN 55 HOMER 1-5 / TRIPLE 6-10 / DOUBLE 44 DOUBLE 33 DOUBLE 1-9 / SINGLE 22 SINGLE+ 11 SINGLE+ If the initial at bat D20 roll is "on the button" (they are coded red for illustrative purposes only: 5 and 10 on dice roll 55, and 9 on dice roll 33) - roll a D20 and check the chart below... if there is a fielder in the box then that fielder has a chance to rob the base hit, if no fielder in the box, the hit stands - roll the D20 again and if it is less than or equal to the player's range rating it is a great play, he makes the catch and the batter is out - if he doesn't catch it then runners advance 2 bases on a single, and 3 bases on a double Who Fields the Ball Chart 1,11 2,12 3,13 4,14 5,15 6,16 7,17 8,18 9,19 10,20 SINGLE P 2B 1B 2B 3B SS LF CF RF SS DOUBLE 1B 3B LF CF RF TRIPLE LF CF RF HOMERUN CF CF RF This rule will reduce a batter's homeruns by 0.15 over 720 plate appearances. Triples will be reduced the same. Doubles will be reduced by 0.25 and a half a single will be lost. All together the batter could lose a full hit over the course of 720 times at bat. How does this affect your stats? Well, if a player hit.300 with 210 hits in 700 at bats then by losing a hit his average would drop to.299 (actually.2985). If this doesn't matter then it's a fun rule. Actually, since Mays doesn't have a SINGLE split showing he would only drop 0.5 hits and his average would drop from.3130 to.3121, not even a full point. Final Note This is not a 50/50 game engine. It may look like it, but because the batter controls whether or not the pitcher card is even referenced, then it is not 50/50. Batter cards are computed to their exact averages and within 1 of the raw numbers. Pitchers will also perform to specific abilities and stats in homeruns allowed, hits allowed, walks, and strikeouts. The game is accurate, but most of all the game is easy to learn and fun to play. Let's see if you can take your favorite team to a championship... on a Walk Off Win... why not?