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Card Sets
Players for Drafting

Best Players of the Dead Ball Era (1901-19)
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All-Time NL Set
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Free Game Components

Score Sheets
Stat Sheets
Draft Sheets - Rotisserie Style
Retro Graphic Style Playing Field
Random Die Rolls
Oldtime Scoresheet
How to keep score
 Rotisserie Style Draft sheets
 Blank Tournament Brackets
Photo of a Field
Color Playing Field (For best results: print on 8.5 x 11 photo glossy or matte card stock and set printer to fit image to paper)
Drawing of a Field
Charts in spreadsheet format (see all tabs across bottom)

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Thebreak-through game you've been craving. Play for free! (Just print out what you need).

Complete game playing directions   Strategy and base running charts   Player Cards Archive

Community | FAQ / Getting Started | Free Game ComponentsCharts (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.
Unique player salary on each card lets you know what the player was really worth. Ideal for drafting teams using salary caps.
Clutch and Choke ratings for performance in pressure situations.
More accurate simulation, using the player's real stats, realistic pitcher/batter interaction and three dice instead of two. (Print out the random dice rolls if you don't have dice).
More strategy options than with other games. It's all in there.
Use players from different eras at the same time (put Reggie Jackson and Lou Gehrig on the same team).
Easy to play, less than 15 minutes for basic game.
Rare special events such as the hidden ball trick, corked bats and bench clearing brawls add fun and realism.

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).

  Worth 1996  JEFF 1B+  
  Worth 1996  ANDY SP  
$2,060 HOU N BAGWELL       
$1,317 SD N ASHBY       
    A B C D E  
    A B C D E  
  HR 111-112 111-121 111-122 111-124 111-131  
  HR          111-114  
  3B       125-125 132-134  
  3B          115-116  
  2B 113-132 122-141 123-142 126-151 135-163  
  2B 111-136 111-143 111-145 111-146 121-162  
  1B 133-154 142-214 143-224 152-242 164-266  
  1B 141-161 144-216 146-225 151-235 163-264  
  E 155-162 215-222 225-232 243-245 311-313  
  E 162-165 221-224 226-233 236-243 265-311  
  K 314-435 314-422 314-412 314-361 314-345  
  K 312-521 312-463 312-453 312-442 312-426  
  BB 436-532 436-536 436-545 436-555 436-566  
  BB     522-522 522-531 522-542  
  Steal Run Power Pressure Avg HR AB Inj
  Steal Run Power Pressure Hits K Walk IP Inj
   B  C  B  Clutch .315 31 568  -
   E  B  D  Standard  C D B 7  N
Copyright 2001 All Rights Reserved
Copyright 2001 All Rights Reserved

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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