Rules for New Immediate Actions Errors! & Big Fly! Expansions And New Starter Teams CHECK - New Concept for Immediate Actions CHECK Whenever you are asked to make a Check, you turn over the top card of the Free Agent deck to check for the TYPE of player – Natural, Robot or Cyborg. • The check is successful if the Type of player matches the Check called for in the Immediate Action. • The card used for the Check is returned to the bottom of the Free Agent Deck. Errors! - New Immediate Actions Quick Eye: Wild Pitch: All Base Runners advance 1 base (if vs. Cyborg) • If your opponent has a Cyborg in the In Play Box when you play this card, all of your Base Runners advance 1 base. (Ignore Base Runner Speed) Quick Eye: Cyborg out of game & replaced by Minor Leaguer (if vs. Cyborg & make Robot Check) • If your opponent has a Cyborg in the In Play Box when you play this card and you make a successful Check for a Robot from the Top of the Free Agent Deck, the Cyborg is removed from the game (back to the box) and your opponent replaces him with his choice from his Minor League player(s). o The player and threatened Hits are removed and the replacement Player is put on top of the opponent’s In Play stack and no threatened Hits on the card will take place. The replacement does nothing but take up the space in the In Play stack. The replacement will count for revenue after the game if he has any. Error: Gloves do not work on threatened Hits unless make Natural Check • Your threatened Hits on this card may not be cancelled by any Glove Immediate action (so far, all Glove & Magna Glove) unless your opponent makes a successful Natural Check from the top of the Free Agent Deck. (Opponent only makes one check no matter how many threatened Hits you have). Contact: Any Threatened Hit on this player becomes Single (if Gloved) • If your opponent uses any Glove action on your threatened Hits, those Hits become a Single instead. Bean Ball: Remove Batter from game & replace with Minor Leaguer (if Check matches Batter Type) • If you make a successful Check from the Top of the Free Agent Deck (you draw a Natural Check against a Natural Batter, a Robot Check against a Robot Batter or a Cyborg Check against a Cyborg Batter), then that batter is removed from the game (back to the box) and is replaced by the opponent’s choice from their Minor League player(s). o The player and threatened Hits are removed and the replacement Player is put on top of the opponent’s In Play stack and no threatened Hits on the card will take place. The replacement does nothing but take up the space in the In Play stack. The replacement will count for revenue after the game if he has any. Glove: Cancel 1 Hit (if make Robot Check) • In order for the Glove to be effective you must make a successful Robot Check from the Top of the Free Agent Deck. Leadoff: If this is your first card played: Single, Single • If this is the first card you play in a game you get a Single followed by another Single from this Immediate Action. Any Hit Boxes will still apply. Big Fly! - New Immediate Actions Pinch Runner: Replace all Base Runners with Fast Base Runners • Replace all of your Base Runners with Fast Base Runners Hit & Run: All Base Runners advance +1 base from Hits on this card. Ignore Base Runner Speed • All of your Base Runners Advance one extra base from each successful threatened Hit on this card. Ignore your Base Runner’s Speed. Quick Eye: 2 Walks (if vs. Cyborg) • If the top card in your opponent’s In Play Box is a Cyborg, then you get a Walk followed by another Walk. Any Hit Boxes are handled as normal. Clutch: Homerun (if Base Runners on all 3 Bases aka Bases Loaded) st nd rd • If you have Base Runners on 1 , 2 and 3 Base then this Immediate Action provides a Home Run. Any Hit Boxes are handled as normal. Sinkerball: Cancel all Hits vs. any Player (If Base Runner on 2nd and/or 3rd) nd rd • If your opponent has a Base Runner ofn2 Base and/or 3 Base, cancel all threatened Hits against your opponent’s In Play Batter. Starter Teams – New Immediate Actions Pinch Runner: Replace all Base Runners with Fast Base Runners • Replace all of your Base Runners with Fast Base Runners Quick Eye: 2 Walks (if vs. Cyborg) • If the top card in your opponent’s In Play Box is a Cyborg, then you get a Walk followed by another Walk. Any Hit Boxes are handled as normal. Quick Eye: Wild Pitch: All Base Runners advance 1 base (if vs. Cyborg) • If your opponent has a Cyborg in the In Play Box when you play this card, all of your Base Runners advance 1 base. (Ignore Base Runner Speed) Glove: Cancel 1 Hit (if base runner is on 2nd and/or 3rd) nd rd • If your opponent has a Base Runner on 2 and/or 3 Base, Cancel 1 of their current threatened Hits. (Your choice)
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