Batter Swings ! Baseball Game (codename: FRED

Batter Swings ! Baseball Game (codename: FRED - Fun Realistic Easy Dice baseball)
Welcome. My name is Greg and I would like to introduce you to my friend, Fred. Fred is the codename for the baseball
game called Batter Swings. Welcome to a fun and exciting adventure as you manage the great players in baseball history
to victory. You can play them on their stock teams, or create drafts of the greatest all-star teams ever. It's your pleasure.
If you have a computer go to www.bb3000.com\ruth-ford.htm for a tutorial on how to play the game. Then go to just the
basic game instructions. Try a few games with the basic game before looking at the advanced instructions, if you even
want to go that far. The advanced instructions have options that some game players like to delve into. However, many of
us are content with just playing the game more casually. Casual Fred may be enough to satisfy your gaming pleasure.
Roll 3 dice, 2 white ones that you add up, and a third die (red preferred). Look at a player's card. If the play result is
black the batter is in control. If green the defense determines the play result, and if blue, the pitcher controls the outcome.
The numbers from 1 to 6 embedded on most lines refer to the third die. See Fred Batter's card on the next page for a more
detailed breakdown. Or, just start rolling and see how much you can figure out on your own.
This game is designed for those of use who like to play a game with minimum instructions. Fred plays quickly and easily,
with all results starting with the batter card. Pitcher and defense ratings are needed about half of the time. And yet, it is
designed to satisfy hard core stat fans, statistically accurate to within one raw number per 648 at bats.
Defensively errors are computed precisely, and fielder range on batted balls is of great importance too. The shortstop
position, for example, is called upon 50 times during a 162 game season testing his range, the ability to reach balls hit in
his area. The difference between the gold glovers and the iron mitts is important in Batter Swings! Another realistic
game play allows pitchers who strike out more batters not having to rely on their defence as much.
The game uses 3 dice that are read in 3 distinct ways.
1) The primary roll is two white dice which are added together in the traditional way. Most gamers will prefer rolling a
third die of a different color at the same time for a one roll play result. This keeps the game moving along briskly with 20
minute games being the norm. Re-rolls are required for defensive checks, but it adds an element of suspense seeing
whether or not your fielder can handle the ball, or even get to it.
2) On error checks one red and one white die are rolled and read as a two digit number. For example, if the red die is 4,
and the white die 3, it's always read in the red-white sequence, in this case 43 "forty-three".
3) Using the same added dice on the Out Chart, you now read them as a two digit number, lower die always first. For
example, if the two white dice totalled five with 3 and a 2, it's always read on the Out Chart as 2-3 "two-three".
Strategy is important, not just in selecting your players based on offensive and defensive abilities, but pitcher endurance,
platooning, and calling different plays to help gain advantages. The hit and run, sacrifice bunt, suicide squeeze, playing
the infield or outfied in, and the stolen base are all important calls. If you prefer to have the batter's card determine steal
attempts, then look for the red numbers embedded on each play result. This is called the auto-steal system.
The card is color-coded for easy reference. Blue results need the pitcher ratings to finalize the play. Green results need
the fielder ratings. And again, the little red numbers are important for not only the auto-steal system, but for drawing your
eye to batter's who don't get hits, strikeout, or walk as often as most players (on white dice totals 6, 7, or 8).
The batter's tendency to hit into ground double plays is built in.
His platoon factor is designed so that he hits better against opposite-sided pitchers, and the more heavily he was platooned
during his actual season, the more this factor plays.
Pitchers are finely rated for hits, walks, strikeouts, and homeruns allowed. The basic game ratings are rounded off, but for
those wanting an even more specific rating system, there are provisions in the advanced instructions. Using the advanced
method, the pitcher will go out from one appearance to the next with different stuff, for the better or worse. This advanced
game idea also allows for teams of different seasons who played in different offensive environments to be normalized to a
more level playing field. While the batters from the Steroid Seasons have much better offensive cards than those from the
1960's, the pitchers ratings will be adjusted to help equate the difference.
The list continues on as to what Batter Swings! can do to help recreate the great game of baseball. As you play it, you
will discover many of the little things that help influence the outcomes of a baseball contest.
Enjoy ...
Greg Sovan - Curator
Batter Swings ! Symbols
2013. Greg Sovan.
(+/- pitcher hra) ... plus or minus the pitcher's homeruns allowed rating
bR - bats Right, bL - bats Left, bB - bats
bR
FRED BATTER
2 homerun 1-2 (+/- hra, max 1-4) - flyout LF
3 triple 1!CF, double 2, single 3-4, walk 5-6
red digits auto steal
4 single 1-3, walk 4-6
5 (home: walk/out 1) out
6 walk ? - groundout 1.2b 2.ss 3.1b 4.2b 5.3b 6.ss
7 strikeout (k) ? - sacrifice fly
8 single ? (44-double) - out
9 (LHP: single 1-2) out
10 (wp?) single 1, walk 2-4, hbp/out 5, out
11 Error Chart A
12 double<CF>triple 1, double 2-6
1973
mon
run
F 33
sb 33-51
stolen base rating: sb attempts - success rating (11-65)
sh 1-4
sacrifice hit rating
EAR
C
1B
2B 24 A 1
3B
SS
LF
CF
RF 14 S !!
g
ab 2b 3b hr rbi bb so ave oba ops J 1
152 560 32 5 6 83 88 24 .280 .380 .794
2-
Year card represents
Team played for
Run rating, either F (fast), A (average), S (slow) & gdp rate (no, all, 33)
These are the
green defensive
ratings columns:
E - error rating
A - arm rating
R - range rating
arm ratings are:
S - strong
A - average
w = weak
Position Symbols
C - catcher
1B - first baseman
2B - second baseman
3B - third baseman
SS - shortstop
LF - left fielder
CF - center fielder
RF - right fielder
P - pitcher
6 not showing
see LINE10.
The last symbol
"out" does not
have #'s after it.
It's assumed to
finish off the
rest of the #'s to
6, be it 1-6, 2-6
3-6, 4-6, 5-6, or
just 6 alone.
TL - throws Left, TR - throws right /pitchers
Stat line: last 2 columns: "on base ave.", "on base plus slugging ave."
Special auto steal symbols: single 123456 - single, if third die 3,4,5 also a steal attempt
- single 1-4,5 - single; if third die 1-4 it's a steal attempt (third die 5, no steal attempt)
Error Chart A? ... (LINE 11) possible error (Refer to the Error Chart)
Special (home: ) or (away: )
Only if the player is playing at
home or on the road, will the
play within the brackets occur.
Otherwise, use the play result
outside the brackets.
gdp ... (LINE 6) ground double play
hbp ... (LINE 10) hit by pitch
HR ... homerun (LINE 2) (sometimes it reads homer)
LHP: or RHP: ... (LINE 9) a hit versus Left or Right Handed Pitcher
out ... refer to the Out Chart (found throughout the card)
double<CF>triple ... (LINE 12) stretching a double into a triple, testing CF's arm rating (can also be RF or LF)
not on this card, but can also read: single<CF>double ... stretching a single into a double
slash (/) (LINE 10) ... play result if bases empty (before the slash) / play result if men on base (after the slash)
(home: xxx/xxx) or (away: xxx/xxx) only happens if batter is playing at home or on the road, and further breaks it down to
bases empty or men on with the slash, otherwise the batter is out (on LINE 5: Fred walks if at home with bases empty)
(wp?) ... (LINE 10) possible wild pitch
triple 1!CF... (LINE 3) triple on third die 1, unless left fielder has a ! symbol in his range column, then it's a Great Catch!
Blue Pitcher Ratings last line of card (not shown on the example above):
- hit (hits allowed rating), walk (walks allowed rating), k (strikeouts allowed rating), hra (homeruns allowed rating)
- wp (wild pitch rating), bf (batters faced rating)
age
29
g gs cg ip sv hit walk k hra wp
30 30 8 211 0 1-3 1-2 1-4 +1 55-2
bf E A R
29 24 S 1
Usage stats: games pitched (g), games started (gs), complete games (cg), innings pitched, saves (ip).
Batter Swings ! Baseball Game - Basic Game Instructions
bR
FRED BATTER
2 homerun 1-2 (+/- hra, max 1-4) - flyout LF
3 triple 1!CF, double 2, single 3-4, walk 5-6
4 single 123456
5 out
6 walk ? - groundout 1.2b 2.ss 3.1b 4.2b 5.3b 6.ss
7 strikeout (k) ? - sacrifice fly
8 single ? (44-double) - out
9 (LHP: single 1-2) out
10 (wp?) single 1, walk 2-4, walk/out 5, out
11 Error Chart A
12 double<CF>triple 1, double 2-6
1973
mon
g
ab 2b 3b hr rbi bb so ave
152 560 32 5 6 83 88 24 .280
run
F 33
sb 33-51
sh 1-4
EAR
C
1B
2B 24 A 1
3B
SS
LF
CF
RF 14 S !!
oba ops J 1
.380 .794
2-
g gs cg ip sv hit walk k hra wp
30 30 8 211 0 1-3 1-2 1-4 +1 55-2
The game is activated rolling two 6 sided white dice added
together for a total from 2-12. A third die, different color, is
also rolled, either at the same time as the white dice, or after.
Refer to Fred Batter as each dice roll is explained.
Use Tom Pitcher's (below Fred) blue pitcher ratings.
White dice total LINE 2 - Pitcher Homerun Allowed rating (hra)
- the homerun range 1-2 is adjusted by Tom's +1 hra rating, thus
the range increases to 1-3; if the third die is 1, 2, or 3 it's a
homerun, if 4, 5, or 6 it's a flyout to left field.
White dice total LINE 3
- third die 1 results in a triple unless the center fielder has a !
defensive symbol (he makes a great catch. Notice down the right
side of Fred's card he has a green ! when in right field (RF).
- third die 2 results in a double
- third die 3 results in a single
- third die 4 results in a single with a stolen base attempt
- third die 5 or 6 results in a walk (the remaining numbers)
White dice total LINE 4 - Always a single. The red 456 means
third die 456 is a single with a stolen base attempt (running red).
TOM PITCHER
age
29
2013. Greg Sovan.
bf
29
EAR
24 S 2
White dice total LINE 5 - Refer to the OUT chart. Use the 1-4
line if the white dice are 1 and 4 (adding up to 5). Use the 2-3
line if the white dice are 2 and 3 (1&4 and 2&3 add to 5).
White dice total LINE 6 - Refer to the pitcher's walk range (1-2). If the third die is 1 or 2 it's a walk. Otherwise it's a groundout. The
third die is referred to on the batter's card (blue number) to see who fields it. If the white dice combination is 1-5 then the fielder must
have an S srm rating to turn the double play. If the white dice are 2-4 then he must have an S or A rating. If the white dice combo is
3-3 then it's always a ground double play unless the batter has a green no in the top right corner of his card. Then he beats the relay
and is safe at 1st base. Fred shows 33 meaning it is a double play. If the batter has a green all then he always hits into a double play.
White dice total LINE 7 - Refer to the pitcher's k range (1-4). If the third die is 1, 2, 3 or 4 it's a strikeout. Otherwise it's a flyout,
sacrifice fly, runner on third scores. Refer to the OUT chart lines 16, 25, and 34 (combos adding to 7). If the batter does not strike out
a lot then in red you will see the word Not with a number or number range. Not 1-2 means if the third die is 1 or 2, he doesn't strike
out. Not 2 means just third die 2. Not 1,3 means just third die 1 or 3. Not 2,3 means just third die 2 or 3. Etc.
White dice total LINE 8 - Refer to the pitcher's hit range (1-3). If the third die is 1, 2, or 3 it's a single on white dice combinations 26
and 35, and a single or a double on white dice 44, depending whether the brackets say (44-single) or (44-double). Otherwise it's an
out. Refer to the OUT chart lines 26, 35, and 44 (the combos adding to 8).
White dice total LINE 9 - If the pitcher is a left handed pitcher (LHP) it's a single if the third die is 1 or 2. If not, refer to the OUT
chart white dice combinations 3-6 and 4-5. If third die is 5 or 6, refer to the Fielder Range Check on the right side of the Out Chart.
White dice total LINE 10 - First check for a possible wild pitch. Refer to the pitcher's wp rating. Tom's is 55-2. This means if the
white dice are both 5's, and if the third die is 1 or 2, it's a wild pitch. If the wp rating is "46-_" then all the 55's are still wild pitches.
A 46-5 rating would be a wild pitch on 55's and 46's with third die 1 to 5. Now check the play result with the same dice roll. If the
third die is 1 it's a single. If the third die is 2, 3, or 4 it's a walk. If the third die is 5 and the bases are empty it's a walk (the reading
before the slash), and if there are men on base it's an out (the reading after the slash). Third die 6 is an out, even tho' 6 it doesn't show.
White dice total LINE 11 - Possible error. Check the ERROR Chart and the letter that matches the batter's Error Chart letter.
For example, Fred's Error Chart letter is A.
- If the third die is 6 check the shortstop's E (error) rating. It's a number from 11 to 66, the lower the better.
- Roll the red and one of the white dice together. Read them as a 2 digit number.
- For example, if the red die is 2 and the white die 4, it's read 24 "twenty-four."
- If less than or equal to the E rating it's an error. If the 2nd digit is 1,3,5 it's a one base error, and 2,4,6 is a 2 base error.
- See the Error Chart for further designations.
- If out with man on 1st, if the second digit of the error roll is 1,3,5 it's a fielder's choice, 2,4,6 is a ground double play.
- Roll 11 and it's an infield or outfield single, plus an error by the fielder, unless the fielder has a zero rating.
- if you roll third die 1 you get a k? check first. If the pitcher strikes out the batter ... then do NOT check for an error.
- if you roll third die 2 then you get a pb? check first. The batter gets a re-roll with men on base whether or not there is a passed ball.
White dice total LINE 12 - <CF> If the third die is 1 it's a double to center. Fred tries to stretch it into a triple. To see if he makes it
safely, check the CF's arm rating (S, A, or W) and refer to the Assist Chance section on the Runner Advancement on Basehits chart.
Base Running
The top right corner of the card displays the run rating, either F for fast, A for average, or S for slow. The Runner Advancement on
Basehits chart makes reference to these. The sb numbers are split into two ratings. Before the dash shows how many steals Fred
attempted that season (33). After the dash is his success rate (51). If you call your own steals then roll the red die and white die
together, but don't add them. Read them as a 2 digit number, red die first. If the number is equal to or less than the success rate (1151) it's a good steal. If greater than the success rate (52-64) then he's caught stealing.
Adjust the rating depending on the catcher arm rating. If it's S then decrease the range -10, and if W then increase it +10.
If the roll is 11-16 then refer to the catcher's green defensive number BEFORE the colon (eg. 3:4). The 3 is his error rating for a
stolen base plus throwing error, runners advance an extra base. If his error number is 1 then it's only an error on red-white dice roll
11. If 2 then it's an error on red-white dice roll 11 or 12, etc. to 16.
Dice roll 66 is a caught stealing, possible dropped tag error by the fielder covering the bag. Refer to his green error number and roll
the red and white dice. If less than or equal to this number, it's a dropped tag.
Dice roll 65 is a pickoff attempt by the pitcher. Refer to the pitcher's S, A, or W fielding rating and the following chart. Roll 1 die:
Pickoff Chart
S - out 1-3, safe 4-5, 6 throwing error? check with a red-white roll against the pitcher's error rating
Use pitcher's
A - out 1-2, safe 3-5, 6 throwing error? check with a red-white roll against the pitcher's error rating
arm rating
W - out 1, safe 2-5, 6 throwing error? check with a red-white roll against the pitcher's error rating
If the runner is safe on the pickoff, try the steal again. Maybe you roll another 65 and get him this time.
You can let the card call steal attempts automatically if you don't want to call them. Wherever you see red digits on the batter lines,
it's a possible steal attempt. All runners advance 1st to 3rd on 1 single, or 1st to home on a double to clear the way if using this rule.
LINE 3 reads "single 3-4. It's a single. Third die 4 has the batter attempt to steal 2nd base. The 3 is not red and is not a steal attempt.
LINE 4 reads "single 123456". It's a solid single on the whole line, but if the third die is 4, 5, or 6, it's a steal attempt as well.
Use the Runner Advancement on Hits Chart to see if runners advance 2 bases on a single or 3 or on a double. You must roll an extra
die on LINE 8 hits, but you don't have to on all other white dice totals. With 2 out add +1 to the die roll, hence the 7 is die roll 6 +1.
You can play the runner safe going 1st to 3rd on a single with zero or 2 outs, or if trailing by 2 or more in the 9th inning in any base
situation. The runners advance just one base on any single, or two bases on a double. This must be called at the start of the game, or
the start of the inning. There is no advance on a wild pitch or passed ball either.
Batter's Batting Side
The top left corner of the card shows whether the batter swings Left (bL), Right (bR), or is a switch hitter (bB). If a play result says
"LHP: single 1-2" then it's a single if the pitcher is a lefty and the third die falls in the range, in this case 1-2. If it says RHP: then it's a
single versus a righty. If a batter faces a pitcher from the same side, then it's an out. The pitcher's throwing hand is shown just above
his defensive ratings in the bottom right corner of the card, in orange, either TL or TR.
If you bring in a relief pitcher in the middle of an inning and he faces a batter from the same side, reduce the pitcher's hit rating by
one. This continues until he faces an opposite sided batter. Same thing if you bring in a pinch hitter from the same side.
All singles are 2 base advances on lefty-righty checks, regardless of the runner's rating.
Pitcher Endurance
The pitcher's bf rating is how many batters he can face in a 4 game series. If a spot starter starts, give him bf 24.
Each hit or walk allowed after reaching this number of batters will make the pitcher's hit and walk grade go up to 1.
Shutout: If a starter is pitching a shutout, he is not affected.
Pitcher Shelled: If a pitcher allows 7 runs, earned or unearned, he goes all 6's for hits and walks, & hra grade goes to +3.
Passed Balls (split rating eg. 3:4 on card means error 11-13 and passed ball 1-4)
On white dice total 11 with third die 2, you will find on the Error Chart column 2 "pb?" followed by a fielder position designation.
With men on base, disregard the position that follows the ? mark. It is only referred to if the bases are empty.
But with men on base you check for a passed ball. Refer to the catcher's green defensive number AFTER the colon (eg. 3:4).
The 4 is his passed ball rating. Roll 1 die, and if less than or equal to the rating, it's a passed ball, runners advance 1 base.
Unlike the wild pitch where you use the same roll to finish the play off, the batter gets another roll of the 3 dice, a second chance.
Hold your breath if it's the team's best hitter.
Dice Roll 222 - Deuces Wild Chart (Optional)
This is a separate chart. It is not used for the batter up. The current batter up gets the 222 dice roll result from his card.
For the next batter up in the game, whether it's the same team or the opposition, go to the Deuces Wild Chart. Do NOT do the regular
3 dice roll for this batter. Go to the Deuces Wild Chart instead.
Batter Swings ! - Advanced Game Instructions
2013. Greg Sovan.
Pitcher Ratings
This option gives more precise pitcher ratings. Batter
Swings ! includes team pitching cards with a special set
of hit, walk, and strikeout ratings. This option takes the
ratings to within 0.1 of the pitchers actual rates. In order
to use it you need a random number from 1 to 10. Ace to
10 in playing cards works, as does a 10-sided die. If the
die has a 0, then make it 10. A pitcher's range might be
1-4 when more precisely it is 1 to 3.7.
Before his first pitch of the day, get your random
number from 1-10 (R10) and add it to the decimal
number on the range. If the addition takes you to the next
whole number then the range shifts. For example, if the
range is 3.7 and the R10 is 1 or 2, the range has not
reached 4. Only R10's from 3-10 make it change.
You can roll an R10 for each of the 3 ratings, hit, walk,
and K, or you can roll the R10 once and apply it to all 3
ratings to get your pitcher's grade for the appearance.
You can have the roll apply to both starting pitchers, or to
just one at a time. Every relief pitcher who enters the
game gets his own R10 adjustment.
age
1-3 1-2 1-5 1961 nyy throws: L
g gs cg ip sv hit walk k hra wp bf E A R
32
39 39 11 283 0 2.6 2.4 4.7 -2 55-3 33 65 S 4
Whitey Ford
1-3 1-2 1-3 1961 nyy throws: R
age g gs cg ip sv hit walk k hra wp bf E A R
Bill Stafford
21
36 25 8 195 2 2.8 2.3 2.8 -3 55-1 25 24 A 5
1-3 1-2 1-2 1961 nyy throws: R
g gs cg ip sv hit walk k hra wp bf E A R
Ralph Terry
age
25
31 27 9 188 0 2.6 1.6 2.3 0
0
27 0 S 3
1-3 1-3 1-3 1961 nyy throws: R
age g gs cg ip sv hit walk k hra wp bf E A R
Rollie Sheldon
24
35 21 6 162 0 2.9 2.5 2.7 0 55-4 22 0 S 3
1-3 1-3 1-3 1961 nyy throws: R
age g gs cg ip sv hit walk k hra wp bf E A R
Jim Coates
28
43 11 4 141 5 2.6 2.8 3.0 0 55-1 17 54 A 4
Pitcher Grade Improvements
Grade / Inning
6
5
4
3
2
5
5
6
4
4
7
3
3
3
8
2
2
2
2
9
1
1
1
1
1
If you want to improve starting pitcher ratings during the game because they are pitching a
shutout, I would suggest pitchers with a hit grade 6 drop to 5 in the 5th inning, 4 in the 6th, 3 in
the 7th, 2 in the 8th, and 1 in the 9th. Do this only for the hit grade.
Here's a chart you can use. As soon as they allow a run their grade starts climbing back up, one
grade for each run, earned or unearned. Grade increases only occur if you are using this grade
decrease rule, unless a pitcher gets shelled (refer to Basic Game Instructions).
Cross Era Play
Refer to the team card's Cross-era hit rate (CEHit).
The 1980 Royals, for example, has a CEHit = 85. It's
simply Hits/9 minus HR's/9. Compare the CEHit
rates for the 2 competing teams. If the Royals play a
team with CEHit = 95 then the subtract 95-85=10.
Since the Royals are at a disadvantage playing hitters
from a better offensive season, reduce their pitcher
ratings, and increase the opposition pitchers. Reduce
Royal pitchers by 5, and increase opposition pitchers
by 5. The two 5's total the difference 10. So, if your
pitcher's hit rate is 2.4, he drops to 1.9 against this
team. If the opposition pitcher was 3.3 then he
would increase to 3.8.
Fielder Range Checks
Cross-era hit rate
Royals Stadium
1980 Kansas City Royals
Manager: Jim Frey (97-65)
C
1B
Most games each position
Darrell Porter
Willie Aikens
2B
Frank White
3B
SS
George Brett
85
bL
bR
hr
0
0
hit
0
0
arm
errors
pb
range
gp
A
w
w
A
w
A
S
w
11-14
11-35
11-16
11-31
11-36
11-34
11-26
11-52
1-5
4
4
2
1!
3
!!
3
3
78
121
143
110
U.L. Washington
White dice total 9 on the Out Chart has range checks
146
on third die 5 or 6. Pick up the 3 dice, roll again, and
LF
Willie Wilson
97
check the last 2 columns on the Out Chart titled
Amos
Otis
Fielder Range Checks. The white dice this time are
CF
101
read separately as a 2 digit number, low number first.
RF
Clint Hurdle
108
If the third die is less than or equal to the range rating
it's a single. If higher the fielder makes the play.
If you wish to use the Alternate Range Checker instead of re-rolling the 2 white dice, then see the blue box on the lower right
corner of the Out Chart. L refers to the batting order Lineup position. Leadoff hitter is L1, cleanup hitter L4, etc.
White dice total 7, only combination 16, with third die 6, the Out Charts reads "k? / range". Roll one die to see if there's a strikeout. If
less than or equal to the pitcher's k rating, it's a strikeout. If he doesn't get the strikeout, then do a range check. High k pitchers don't
have to rely on their defense as much. See the back of the out chart for a complete explanation of Fielder Range Checks.
Pitchers with Ranges Greater than 1-6 & Homerun Ranges Greater Than +3
If the hit or walk range is greater than 1-6, then the pitcher
will give up the extra hits and walks on white dice total 11.
If the homerun range (hra) is greater than +3, then the pitcher
will give up the extra homeruns on white dice total 11.
- If the range is 1-7 then the hit or walk occurs on red die 1.
- If the range is 1-8 then the hit or walk occurs on red die 1-2.
- If the range is 1-9 then the hit or walk occurs on red die 1-3.
- If the range is +4,+5 then the homerun occurs on red die 6.
- If the range is +6,+7 then the homerun occurs on red die 5-6.
- If the range is +8,+9 then the homerun occurs on red die 4-6.
If the strikeout (k) range is greater than 1-6, then the pitcher
will give up the extra strikeouts on white dice total 11.
+10 or more is red die 3-6.
- If the range is 1-7 then the strikeout occurs on red die 4.
- If the range is 1-8 then the strikeout occurs on red die 4-5.
- If the range is 1-9 then the strikeout occurs on red die 4-6.
If the pitcher has both a high hit and walk rate then move the
hits to the 4-6 range on white dice total 11. The homerun rate
takes precedence over the two.
Pitchers with Negative hit, k, and walk Grades
Anywhere there is a split range on the card, reduce it.
If the pitcher's hit grade is minus one (-1), then subtract 1 from any split single or double reading.
If the grade is minus two (-2) then subtract 2 from any split single or double reading, etc.
If the pitcher's walk grade is minus one (-1), then subtract 1 from any split walk reading.
If the grade is minus two (-2) then subtract 2 from any split walk reading, etc.
If the pitcher's k grade is minus one (-1), then subtract 1 from any split strikeout reading.
If the grade is minus two (-2) then subtract 2 from any split strikeout reading, etc.
Ballpark Homerun and Hit Ratings
Stat preciseness warning: This is for dramatic purposes only.
Adjust the pitcher's hra or hit grade.
Refer to the Royals Stadium section on the team card, the hr and hit rows. Most park ratings will be zero. Some other examples:
Left-handed batter at Tiger Stadium, hr rating +1 ... Right-handed batter at Fenway Park, hr rating +1.
All batters, Houston Astrodome, hr & hit rating -1.
Other ideas: Cold day at Wrigley, wind blowing in, hr rating -1.
You can do whatever you want for fun, but if you want accurate stats you have to give and take, so if the Red Sox pitcher is hurt at
home, he has to be better on the road by the same amount. If you have cold days, with the wind blowing in at Wrigley 10 times in the
spring, make sure you have opposite days in the summer. If Stormin' Norman keeps catching that overhang at ol' Tiger Stadium, then
reduce his power on the road by the same amount he gets increased at home, otherwise he will hit an extra 1 or 2 homeruns a year.
Injury / Rest System
If a non-pitcher comes to bat and rolls white dice combo 22 then he has to sit out the number of games indicated by his J rating.
Fred's J rating is 1 with a 2 below it: he sits out the NEXT game if third die is 2 or less. If 3 or more he can play.
If his rating is 2 with a 5 below: he misses the next 2 games if the third die is 5 or less. If the 3rd die is 6 he STILL misses one game.
If the J rating is 1 with a 6 below: he misses the the next game if the third die is 6 or less. It always is. He thus misses the next game.
Dice roll 222 knocks him out of the current game as well. Dice combo 22 only applies to future games.
Optional fun for dice roll 222: Knock out the opposition player at the same position with a coin, if you flip heads.
GDP Ratings - Ground Double Play - Found in top right corner of card in green as either 33, no, or all. This means as follows:
no means batter safe at 1st on fielder's choice on out chart readings with (no) in brackets
all means every gdp possible is turned.
33 means just follow the OUT chart instructions (white dice 33 is always a ground double play)
Deuces Wild 222's CHART - Page 1
(roll 1 die)
© 2013. Greg Sovan. GFS Games.
Bases Empty - Wild 222's
1rain is possible (refer to Rain Chart below)
2groundball hits runner, credit batter with single, runner out, others advance 1 base
3ball 4, pitcher disputes and may get tossed, refer to his temper rating (you make it up) roll 1 die, 1-3 is tossed for most, 4-6 stays in game
4hit by pitch, batter charges mound, and you take it from there (maybe a fight chart?) - batter gets tossed
5strike 3, batter disputes and may get tossed, refer to his temper rating (you make it up) roll 1 die, 1-3 is tossed for most, 4-6 stays in game
6Wilder 222's chart (right below)
Rain Chart, roll 1 die: 1) spitting, no affect: 2) drizzling, no affect: 3) drizzling, pitcher walk rating increases +1:
4) one hour delay, pitcher hit rating increases +2: 5) two hour delay, new pitchers needed: 6) rainout
Bases Empty - Wilder 222's
1ball 4, catcher argues the call, roll a 6 and he's out of the game
2strike 3, catcher drops ball, roll 1 die, 1-5 throws runner out at first, 6 is a wild throw if F batter & catcher E rating 24 or more (batter to 2nd)
3foul popup behind the plate, catcher fighting it, roll red & white die, if less than or equal to E rating he drops it, batter gets another chance, E2
4catcher's interference, batter safe at first base
5strike 3, manager argues the call, roll a 6 and you're out of the game (roll dice with opposite hand)
6Wildest 222's Chart (right below)
Bases Empty - Wildest 222's
1foul popup 3rd base, fan interference if away team fielding the ball, batter out; no interference if home team fielding, batter gets another roll
2strike 3, catcher drops ball, roll 1 die, 1-5 throws runner out at first, 6 is a wild throw, batter to 3rd (only if F batter & catcher E rating 24 or more)
3shallow popout to center, collision, roll 1 die, if 4 the 2nd baseman is hurt, if 6 the shortstop is hurt, if 2 the center fielder is hurt
4shallow popout to left, collision, roll 1 die, if 5 the 3rd baseman is hurt, if 6 the shortstop is hurt, if 1 the left fielder is hurt
5shallow popout to right, collision, roll 1 die, if 3 the 1st baseman is hurt, if 4 the 2nd baseman is hurt, if 5 the right fielder is hurt
6flyball to left center, collision, roll 1 die, if 2 the ball falls safely for a double and center fielder is hurt, if 1 the left fielder is hurt
All injuries above demand removal of player immediately, and misses next amount of games depending on the J rating.
Men on Base - Wild 222's
1foul popup down 3rd base line, shortstop fighting it, roll red & white die, if less than or equal to E rating he drops it, batter gets another chance, E6
2foul popup down 3rd base line, 3rd baseman fighting it, roll red & white die, if less than or equal to E rating, he drops it, batter gets another chance, E5
3foul popup down 1st base line, 1st baseman fighting it, roll red & white die, if less than or equal to E rating he drops it, batter gets another chance, E3
4foul popup down 1st base line, second baseman fighting it, roll red & white die, if less than or equal to E rating he drops it, batter gets another chance, E4
5Wildest 222's Chart depending on Base Situations (see below)
6Wildest 222's Chart depending on Base Situations (see below)
Wildest 222's Chart - Runner on First
1grounder to 2nd, flips ball to SS who drops the ball for an error
2balk if F runner on 1st
3popup to SS, 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, F! scores)
4topper down 3rd baseline, S armed 3rd baseman scoops and fires to first for the out, others let it roll foul, batter rolls again
5S armed catcher, roll 1 die, if 1-3 he picks runner off 1st, if die roll 4-5 runner safe, if die roll 6 it's a wild throw, runner to 3rd
A armed catcher, roll 1 die, if 1-2 he picks runner off 1st, if die roll 3-5 runner safe, if die roll 6 it's a wild throw, runner to 3rd
W armed catcher, roll 1 die, if 1 he picks runner off 1st, if die roll 2-5 runner safe, if die roll 6 it's a wild throw, runner to 3rd
6liner to center, CF dives but misses and the ball goes by him, batter to 2nd, runner to 3rd, F (with 2 out •A) scores, E-CF.
Wildest 222's Chart - Runner on Second
1wild pitch, F runner advances 2 bases, all others just one
2pickoff attempt goes wild, runner to 3rd, F scores, S out at 3rd base if center fielder is S or A arm rating
3liner to right, RF dives, ball hits glove, check E rating, either it falls away if less than or equal to E rating, runner scores, E-RF.
4flyball to right, runner goes for 3rd but is thrown out if right fielder is S or A arm rating.
5popup 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)
6groundball to short hits the runner, runner out, batter safe at 1st on single
Wildest 222's Chart - Runner on Third
1F 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
2ground ball to 3rd, caught in rundown, batter to 2nd, roll 1 die, if die roll 6 then the catcher throws ball away, runner scores, batter to 3rd
3flyball to left field, runner attempts to score but leaves too soon, appeal play at 3rd, away team OUT! while the home team is SAFE!
4S or A arm catcher picks runner off 3rd
5wild 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)
6flyball to center, on the throw home the runner and catcher crash, runner out, hurt and out for game, and maybe more (see injury table)
Deuces Wild 222's CHART - Page 2
(roll 1 die)
© 2013. Greg Sovan. GFS Games.
Wildest 222's Chart - Runners on First and Second
1line drive to first baseman standing on bag, double play, throws to 2nd, triple play, shortstop covering
2S or A armed catcher, roll 1 die, 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
3hard 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
4flyout deep left, if 1st out of inning an F runner tries for 3rd base, roll 1 die, safe 1-4, out 5-6, bad runner tries even if it's the 2nd out of inning
5pitcher wheels and attempts pickoff at 2nd but throws ball into center field, runner on 2nd to 3rd, but S runner on 1st out at 2nd
6Line drive to center, fielder dives for the ball, roll 1 die and if less than or equal to his range rating 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 1 die: 1-3 safe and an inside the park homerun, 4-6 out.
If the catch was made the runner on 2nd is doubled off.
Wildest 222's Chart - Runners on First and Third
1line drive to 3rd baseman who steps on bag for 2nd out, throws to first for the triple play
2runner stealing 2nd, throw down, runner breaks for home, relay back by shortstop, roll 1 die, 1-3 safe, 4-6 out
3groundball to 3rd, wild throw home trying to get runner, runner on 1st to 3rd, wild throw by catcher, he scores, batter to 3rd
4the fake pickoff throw to 3rd, pitcher wheels and fires to first, roll 1 die, 1-5 no throw, 6 is a wild throw, one scores, runner on 1st to 3rd
5deep flyout to center, lazy runner on 3rd jog home, but runner on 1st out trying for 2nd, he's out before runner on 3rd crosses the plate
6strike, S armed catcher picks runner off 3rd
Wildest 222's Chart - Runners on Second and Third
1line drive off the pitcher's leg and goes into dugout, 2 runs score, pitcher taken out of game as a precautionary measure
2F 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)
3suicide squeeze missed by batter, runner out at home, runner on 2nd thrown out at 3rd by S armed catcher
4line drive to 3rd baseman who rolls over 3rd for the 2nd out, gets up and throws to 2nd for the triple play.
5groundball in hole to 2nd base, great play gets batter at first, F runner scores from 2nd if first baseman's arm is W, otherwise holds 3rd
6popout to pitcher's mound, 3rd base and shortstop converge, they watch it 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.
Wildest 222's Chart - Bases Full
1wild pitch but catcher recovers quickly and throws to the pitcher covering home. 1-3 safe, 4-5 out, 6 is a wild throw allowing 1 more run
to score, runner on 1st to 3rd. (wild throw only if catcher's e rating is greater than 0)
2foul 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 rating is F or A)
4groundball to pitcher who throws wildly to home, runner on 2nd trying to score too, roll 1 die, 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.
5high popout to short, infield fly rule called, he muffs it off his foot and the ball rolls into left center, batter out, runners on 2nd and 3rd score,
runner on first safe at 2nd
6Line drive to left, fielder dives for the ball, if less than or equal to his range rating, he misses the ball and it rolls to the wall,
If he misses it 3 runs score, batter to 3rd, F runner tries to score. Roll 1 die: 1-3 safe and an inside the park homerun, 4-6 out.
If the catch was made the runner on 2nd is doubled off.
Outfield Errors - Hit and Error Chart ******* this chart can be used in conjunction with white dice total 11, and red-white dice 1-1.
1Single, batter to 2nd on error, runners advance 2 bases
2Single, batter to 2nd on error, runners advance 2 bases
3Single, batter to 2nd on error, runners advance 2 bases, F runner on 1st scores
4Single, batter to 2nd on error, runners advance 2 bases, F or A runner on 1st scores
5Single, batter to 2nd on error, runners advance 2 bases, all runners score except S runner if outfielder's arm rating S, out at plate
6Single, batter to 2nd on error, runners advance 2 bases, all runners score except S or A runner if outfielder's arm rating S, runner out at home,
possible injury to the catcher or runner during collision, roll 1 die: if 2 the catcher is injured, roll 6 and runner hurt
All injuries above demand removal of player immediately, and misses next amount of games depending on the J rating.
Outfield Errors - Dropped Fly Error Chart ******* this chart can be used in conjunction with white dice total 11
1Batter safe at first, runners advance 1 base, •• with 2 out runners advance 2 bases
nd
2Batter safe at 2 , runners advance 2 bases
nd
st
3Batter safe at 2 , runners advance 2 bases, F runner on 1 scores
nd
st
4Batter safe at 2 , runners advance 2 bases, F or A runner on 1 scores
nd
5Batter safe at 2 , runners advance 2 bases, all runners scores except S runner if OF-S, who then throws him out at the plate
nd
6Batter safe at 2 , runners advance 2 bases, all runners scores except S or A runner if OF-S, who then throws him out at the plate
Rundown Chart
1runner tagged out, no other runners advance
2runner 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
Batter Swings ! - Super Advanced Game Instructions
2013. Greg Sovan.
Additional Base Running
The Assist Chance section of the Baserunner Advance Chart has a possible throwing error whenever you roll 6. To determine which
fielder is making the throw, refer to the green Basehit fielded by: box on the Out Chart. Roll a red and white die and refer to the
outfielder's error (E) rating. If less than or equal to the rating he makes a bad throw allowing the batter and runners to take an extra
base.
If you roll 1 the runner is out, unless the fielder making the tag botches the play. Roll a red and white die and refer to his error (E)
rating. If less than or equal to the rating he makes a bad tag allowing the runner to be safe.
Trail runners on assist chances can advance an extra base. Thus, the defense can opt not to make the throw, especially if they don't
want the trail runner to get into scoring position. Also, the defense can opt to cut off the throw to the plate and make a play on the trail
runner, thus allowing the run to score. If the throw is cut off then the lead trail runner is out if you roll 1-3. He's safe on 4-6. Roll 6
and also check the fielder's error (E) rating for a bad throw, allowing another base to be taken.
1st baseman cuts off throw from right field
shortstop cuts off throw from centerfield and left field
Here's an example:
Runner on 2nd, batter singles on white dice total 8 (CF). Third die 2 means there's an assist chance on the runner.
Third base coach waves runner home.
Centre fielder picks up die and decides to roll it and try for the runner at the plate, or hold it, to stop trail runner advancement.
He rolls and offense shouts "Trail runner go!" if he wants the trail runners to go.
Before the roll is revealed the defense decides whether or not to cut off the throw.
Defense shouts, "Cut! Cut!" allowing the run to score.
The shortstop now tries to nail the batter at 2nd base and rolls 1 die.
He rolls 6! Possible throwing error. Roll a red and white die and check against his E-23 rating.
Red and white roll is 16. He throws it away. Batter goes to 3rd.
Another example:
Runners on 1st and 2nd, batter doubles to left on white dice total 12. Third die 2 means there's an assist chance on the runner.
One runner scores, third base coach waves runner on 1st for home too.
Left fielder picks up die and decides to roll it and try for the runner at the plate, or hold it, to stop trail runner advancement.
He rolls and offense shouts "Trail runner go!" if he wants the trail runners to go.
Before the roll is revealed the defense decides whether or not to cut off the throw.
Defense shouts, "Go! Go!" making a play at the plate.
The die roll is 1 and the runner is out, but did the catcher hang on to the ball?
Roll a red and white die and check against his E-14 rating.
Red and white roll is 16. He holds on, runner out at the plate. Batter goes to 3rd on the throw.
Clarifications
Doubles Not Affected
On white dice total 8, if there's the following type of reading:
pitcher hit control Not 1-2 (44-double)? out
This means if the third die is 1 or 2 on white dice combinations 2-6 and 3-6, it's NOT a single.
However, on white dice combination 4-4 the double is NOT affected. Third die 1 or 2 are still doubles.
The little base hits box:
On the Out Chart there is the little base hits box.
The numbers in brackets refer to the initial white dice total.
There are no outfield designations for base hits on 6, 7, 11
because there are no basehits on these rolls.
Basehit fielded by:
(use initial white dice total)
(2) - left fielder
(3) - right fielder
(4-5) - left fielder
(8-9) - center fielder
(10) - left fielder
(12) - left fielder