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Season Ticket Baseball Quick Start Card

The Dice Hits


You will need: 1B Single: Runners advance 1 base
2B Double: Runners advance 2 bases
• One 6-sided die
3B Triple: All runners score
• Two 10-sided dice of different colors.
HR Home Run: All runners score
The Result Dice
All three dice are rolled together to create a 3-digit 1B+ Outfield Single: R2/R3 score. R1 → 2B
number (white = tens digit / blue = ones digit): 1B++ Long Single: R2/R3 score. R1 → 3B
2B+ Long Double: All runners score

DdH = 437 Bloop Hits


Bloop 1B
< 2 Outs
Single (1B)
2 Outs
Long Single (1B++)
Resolving Each Plate Appearance Bloop 2B Double (2B) Long Double (2B+)
Roll the result dice and read the card corresponding Runner Advancement
to the die roll:
(LF) If an outfield position is shown, the lead
Rare Plays (CF) runner may try to advance by challenging
AB Pitcher E & Defense
(RF) outfielder’s Arm rating (see below).
CD Batter F Stadium Card
Challenges
Rare Plays (500-509) If the runner chooses to challenge the outfielder’s
Rolls of 500-509 result in Rare Plays (see page 27). arm, roll the result dice and add them together.

Defense (510-599) Runner is safe if:


Rolls of 510-599 refer directly to a defensive player’s
card, with the “tens” digit specifying the position:
Speed +
u+U+U ≥ 10 + Arm

Otherwise, runner is tagged out.


• 510-519 = Pitcher’s card
• 520-529 = Catcher’s card Example: 1B+(RF)
• 530-539 = First Baseman’s card
1B = Single to RF. Runners advance 1 base.
• etc.
+ = R2 scores (advances from 3B → home)
Stadium Card (RF) = R1 may try to advance (2B → 3B) by
Rolls of 600-699 are found on the Stadium Card. testing his Speed vs. the RF’s Arm
R1 Speed = 5 RF Arm = 6 10 + Arm = 16
Redirection
Results in red redirect to other cards: Roll =
C + a + I = 11
Roll on 5 + 11 = 16 R1 is safe at 3B (just barely)
Deep (LF) Deep (CF) Deep (RF)
Stadium Card

Redirect to a different roll,


→ 3xx
keeping the last two digits the same.
Runner Notation
Example: 145 redirects to 345. 101-56 3xx B Batter
R1 Runner who started play on 1B
Redirect to a different roll, R2 Runner who started play on 2B
→ 58x
keeping the last digit the same. R3 Runner who started play on 3B

Example: 266 redirects to 586. 263-67 58x


Outs Steal Attempts
K Strikeout: No runners advance. Establishing a Lead (Optional)
F7 Fly Out (LF): No runners advance. Runner’s Steal rating vs. pitcher’s Hold rating:
F7+ Fly Out (LF): R3 tags and scores.
L6
6-3
Line Out (SS): No runners advance.
Ground Out: Runners advance 1 base.
Steal +
u+U ≥ 10 + Hold

Runner may attempt to establish a lead once per


6-4 Force Out at 2B If 1B unoccupied:
batter. There is no penalty for failure, unless runner
643 DP Double Play treat as 6-3.
is picked off (see below).
Other Results
BB Walk: Runners advance if forced.
Stealing (With a Lead)
HBP Hit Batter: Runners advance if forced.
Runner’s Speed rating vs. catcher’s Arm rating:
Batter safe at first.
E6 1-Base Error
Runners advance 1 base.
Batter safe at second.
Speed +
u+U+U ≥ 10 + Arm

E6(2) 2-Base Error Stealing (Without a Lead)


Runners advance 2 bases.
PB
WP
Passed Ball
Wild Pitch
Runners advance 1 base.
(Re-roll if bases empty)
Speed +
u+U ≥ 10 + Arm

Pickoffs
Runner Advancement on Ground Outs When rolling to establish a lead or to steal,
All runners advance one base on ground outs, with runner is picked off if both 10-sided dice are
below pitcher’s Pickoff rating:
the exception of balls hit to the following fielders:

Fielder u < Pickoff AND U < Pickoff


P, 3B Runners only advance if forced. Stealing Home
C R3 only advances if forced. As above, but use 12 as catcher’s Arm rating.
SS R2 only advances if forced.

Runner Events (after the slash)


Overthrows jJ
Throwing errors are possible for:
L6/R2! Line out to SS / R2 is out (doubled up). • Challenges
F9/R3! Fly out to RF / R3 thrown out at home.
• Establishing a Lead
/R2+ R2 tags up and advances.
• Stealing (with or without a lead)
/R1# Speed Check (see below).
R2 may challenge fielder’s Arm If both ten-sided dice exceed thrower’s Fielding, the
/R2?
(see Challenges on front of card). advancing runner is safe and all runners (including
/R1?! R1 must challenge fielder’s Arm. the advancing runner) advance one extra base.
Ignore runner events for unoccupied bases.
Speed Check (#)
Pitcher Fatigue
Fatigue starts at 0 when pitcher enters game.
If runner’s Speed equals or exceeds outfielder’s Arm,
runner advances (no danger of being thrown out). Stamina rating is the number of innings in which a
pitcher can pitch without risk of fatigue.
Dice Reference Use 1st number for starters, 2nd number for relievers.
Challenges (including ? or ?!) u+ U+ U After exceeding Stamina, any baserunner allowed
adds 1 to pitcher’s Fatigue (H, BB, or HBP).
Establishing a Lead u+ U Effect of Fatigue
Stealing (With a Lead) u+ U+ U For rolls of 600-699, add 10 for each level of Fatigue.
Rolls below 600 are not affected by Fatigue.
Stealing (Without a Lead) u+ U

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