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Thebreak-through game you've been craving. Play for free! (Just print out what you need). Community | FAQ / Getting Started | Free Game Components | Charts (spreadsheet format) Anything that can happen in real baseball can happen in the Guru's famous game. Replay an entire MLB season or draft new teams
and leagues. Most of the card sets have 16
teams, ideal for tournament style play or as a league. Print blank tournament
brankets. This simulation's got what your old game is missing. It's easy to play
and you can try it for free. Sample Cards: Pitcher ratings are from A to E (best to worst). How to Play the Basic Game Rollthree dice to produce a three-digit number (e.g. 124, 542, 663). To differentiate between the dice, use dice of different colors or sizes and always read them in the same order (e.g. Red die 1st digit, white die 2nd digit, small die 3rd digit). If you only have white dice, try marking them with highlighter pens. You can also use the pre-made random dice rolls. Find the result of the at bat by matching the pitcher's ratings with the columns on the batter's card. Let's use Ashby pitching to Bagwell, as an example. Ashby's ratings are C/D/B, so check column 'C' for Home Runs, Triples, Doubles Singles and Errors; check column 'D' for Strike Outs; and column 'B' for Walks. If the roll does not fall into any row (such as 362 or 541), the ball was hit into the field for an out. After a base hit, runners advance one base on a single and two bases on a double. Advanced players may refer to the "Advancing Base Runners on a Hit" chart for "Running Aggressively" alternatives, such as attempting to move from first to third on a single. Refer to the "Advancing Runners on an Out" chart to find out what happens to the runners on an out. Complete game playing directions with enhancements for the advanced game In case you were wondering... It's in there The Guru's famous baseball game painstakingly simulates real baseball using the player's real stats, strategy options used by real managers, base running patterns as they really happen (such as it's more likely for a runner on second to score on a single with two out than with one or none) and realistic fielding impact. How much control do you have over base running in your old simulation game? Myths about fielding Poor fielding teams do not make more errors than strong fielding teams. We ran the numbers. Since 1950, the difference in team fielding average between the 5th and 95th percentile is less than 1%. Any game relying on increased errors for poor fielding teams ruined the simulation. Great fielding is evidenced by the number of hits prevented and number of doubles plays turned. The Theory of Relativity All pitching grades are based on performances relative to that season's league averages. Why is this important? First, since the dawn of the DH, a pitcher in the AL is more effective than a pitcher in the NL with the same e.r.a., and this simulation accounts for that. Second, let's say that in a given season many more runs are scored than usual, such as in 1998 when McGwire hit 70 home runs. That would cause pitcher's ratings to be worse than normal. To simulate McGwire's performance, he needs to face average pitching. If he faces pitchers whose ratings are mostly below average, the adjustments on his card will cause him to hit more homers than he did in real life, which is a common problem found in flawed simulations. Ease of play Making the game easy and fun to play was the Guru's number one priority. So, the pitching grades are right on the batter's card, eliminating the need for lookup charts to find out what happened. Did that ruin the game's accuracy? Nope!
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