Description
· The game comes with two past World Series teams, free. Additional player cards can be purchased and used to replay an entire MLB season or to draft new teams and leagues.
· Unique player salary on each card lets you know what the player was really worth. Ideal for drafting teams using salary caps.
· More accurate simulation, using the player's real stats and three dice instead of two.
· Clutch and Choke ratings for performance in pressure situations
· More strategy options than with other games.
· 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.
How to
Play
To
Play: Throw
three dice producing 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.
Basic
Game
Movement of the runners after an
error: Runners
advance one base if forced or there are two out. 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 the error, but should only do so if they have determined that the
ball was fielded by an outfielder.
See Advanced Game
Enhancements for rules on pressure situations, defensive adjustments, invoking
defensive and offensive strategies, special events and
injuries.
Notes About the Player Cards
· Worth – in the top left corner indicates the amount of money in ($000’s) that he was worth that season. Obviously the salaries in Major League Baseball rise each year, but players in this game are treated equally across seasons, so the salary pay scale was held constant. Worth is based on a combination of every measurable aspect of the player’s performance. Those calculations are based on values, which are more detailed than the ratings on the card. For example, two pitchers could have identical cards but have different worth values. This would be because in real life, one of them may have had more innings pitched or a lower era even though they were grouped into the same ratings categories. Worth for non-pitchers who do not play in a strong majority of his team’s games is penalized based on playing time.
· Fielding – the cards have the position played in the top right, corner of the card. The position in large bold font is the primary position. The positions listed on the row underneath are secondary positions. The abbreviations are as follows: Starting Pitcher (SP), Relief pitcher (RP), Starter/Reliever Pitcher (SR), Reliever/Starter Pitcher (RS), Catcher(C), First base (1B), Second base (2B), Third base (3B), Shortstop (SS), Outfield (OF). No distinction between Right, Center and Left fields was made.
·
Stealing and Base Running – ratings are in the
bottom left corner of the player card. The values are from E to AAA, where
E is slowest and AAA is fastest.
Notes About the Pitcher Cards
Pitching assignments are found in the bottom right hand portion of the player cards. Pitching grades for Hits, Strikeouts (K), Walks (Walk) and Endurance (IP) are as follows:
· Hits (represented as ‘Hits’ on the pitcher’s card) – Grades are ‘A’, ‘B’, ‘C’, ‘D’ and ‘E’, where ‘A’ is the highest, ‘E’ is the lowest. A quirky feature is that ‘D’ represents the league average, not ‘C’ as one might expect. This allows more variation in pitching grades for above average pitchers who typically pitch more often. For clarification about the Hits rating, a grade ‘E’ pitcher is only modestly below average. Many pitchers did not perform well enough to earn an ‘E’ rating. See notes about rare pitching ‘A+’ and ‘F’ grades below.
· Strikeouts (represented as ‘K’ on the pitcher’s card) – Grades are ‘A’, ‘B’, ‘C’, ‘D’ and ‘E’, where ‘A’ is the highest, ‘E’ is the lowest and ‘C’ represents the league average. See notes about rare pitching ‘A+’ and ‘F’ grades below.
· Walks (represented as ‘Walk’ on the pitcher’s card) – Grades are ‘A’, ‘B’, ‘C’, ‘D’ and ‘E’, where ‘A’ is the highest, ‘E’ is the lowest and ‘C’ represents the league average. See notes about rare pitching ‘A+’ and ‘F’ grades below.
· Rare Pitching Grades – With only five basic pitching grades it is impossible to simulate extreme cases. To correct this limitation, two special grades, ‘F’ (indicating a very poor performance) and ‘A+’ (indicating an exceptional performance) were created. Since these grades do not appear on the batter’s card, use column ‘E’ for grade ‘F’ and column ‘A’ for grade ‘A+’ with the following adjustments:
o Grade ‘F’ Hits – A roll of 631-636 is a double
o Grade ‘F’ Strikeouts – if there was a runner on base and the result was K, then it’s a strike, roll again.
o Grade ‘F’ Walks – a roll of 641-646 is a walk
o Grade ‘A+’ Hits – if the result was HR or 3B, then the batter fly’s out.
o Grade ‘A+’ Strikeouts – a roll of 651-656 is a Strikeout
o Grade ‘A+’ Walks – if there was a runner on base and the result was BB, then it’s a ball, roll again.
o Note: these adjustments supersede the batters card.
·
Pitcher's
Endurance
·
SR Rated pitchers were Starting Pitchers more than
half of the time. RS rated pitchers, conversely, were Relief Pitchers more
than half of the time.
Advanced
Game
1)
First,
check to see if it’s a "pressure" situation.
2)
Second,
the defensive manager may invoke any strategies at his or her discretion.
These strategies include: changing the pitcher, making a fielding substitution,
calling for an "Intentional Walk", "Holding the Runner" to prevent stolen
bases and "Infield In" to prevent a run from scoring on an infield ground
ball. Refer to the Defensive Strategy Table.
3)
Third,
in turn, the offensive manager may invoke any strategies at his or her
discretion. These strategies include: bringing in a pinch hitter and if there
are runners on base, "Attempting to Steal", "Hit & Run", "Sacrifice",
and "Squeeze Play." The manager must also specify whether he wants the base
runners to "Run Aggressively." If the manager does not, "Running Conservatively"
is assumed. Refer to the Offensive Strategy Table.
4)
* See
Basic Game above.
5)
If the
first roll was from 663-665, check the "Special Events" chart and
on a roll of 666, check
the "Injury" chart.
6)
To determine who fielded
the ball for score keeping purposes, refer to the bottom of the "Advancing
Runners on an Out" chart and take note of the following exceptions for
infielders. Exceptions: the chart requires some common sense
interpretation with respect to the fly ball and ground ball designations
for infielders. While the table is perfectly accurate with bases empty and
with two out, it should not be used to overrule the "results" section. For
example, if the table indicates that it was a fly ball hit to the second
baseman and the result was F.C. or ADV, obviously it should be scored a ground
ball. Likewise, if runners are not forced and the result was a DP, then it
must have been a line drive, not a ground ball.
Pressure
Situations
1)
Runner
on second or third base, while tied or losing by one or two
runs.
2)
Seventh
inning or later and tied or losing by one run.
1)
The pitcher's
rating versus hits drops one grade against "clutch" hitters and increases
one grade versus "choke" hitters.
2)
The pitcher's
rating versus strikeouts increases one grade versus "choke" hitters.
3)
The pitcher's
rating versus walks increases one grade against "clutch" hitters and drops
one grade versus "choke" hitters.
Defensive Adjustments
to Advanced Game
1)
Infield
Range adjustment. Notice that
some players have a + or – after the position they play, such as
2B+. The range rating is only valid at the primary
position with the following exception: A minus range player retains the minus
range grade no matter what position he plays. Determine your team infield
range rating by adding the plusses and minuses of your four infielders to
get a total from –4 to +4. For example, if your four infielders are
1B-, 2B+, SS and 3B+, then the team infield range rating adds up to +1
(-1+1+0+1=1). Apply the following fielding
adjustments:
1.
Infield
Range is +1; the last value of “Single” becomes an out for every
batter.
2.
Infield
Range is +2; the last two values of “Single” become outs for every
batter and so on up to +4.
3.
Infield
Range -1, the last value of “ADV” from the “Advancing Runners
on an Out – Ball Hit to Infield” chart becomes a Single for every
batter.
4.
Infield
Range -2, the last two values of “ADV” from the “Advancing
Runners on an Out – Ball Hit to Infield” chart become Singles for
every batter and so on up to -4.
2) Infield Double Play adjustment. Notice that some players have a DP+ or DP- next to the position they play. The rating is valid for 2B, 3B and SS, whether it is the primary or a secondary position he is playing. Determine you team DP rating by adding all of the pluses and minuses together. For example, if your team has two DP+ and one DP-, the team DP rating is +1. See the “Advancing Runners on a Out” chart to determine the impact of the double play rating.
3)
Outfield
Range adjustment. Determine
your team outfield range rating in the same manner. The outfield range rating
is only valid when playing outfield. Apply the following fielding
adjustments:
1.
Outfield
Range is +1; the last value of “Double” becomes an out for every
batter.
2.
Outfield
Range is +2, the last two values of “Double” become outs for every
batter and so on for +3.
3.
Outfield
Range -1, the last value of “Hold” from the “Advancing Runners
on an Out – Ball Hit to Outfield” chart becomes a double for every
batter.
4.
Outfield
Range –2, the last two values of “Hold” from the “Advancing
Runners on an Out – Ball Hit to Outfield” chart become doubles
for every batter and so on for -3.
4)
Arm Adjustments. Catchers and Outfielders can earn
“Arm+” or “Arm-” ratings. The Arm rating is associated
with the player’s primary position and does not carryover to any secondary
positions.
Invoking Defensive
Strategies
1. Attempt pickoff – Use this chart to try to prevent a stolen base.
2. Infield In – Use this chart to throw the ball home instead of to first base on a ball hit to the infield to prevent the runner on third from scoring.
3. Outfield In – Use this chart to prevent a run from scoring on a single. Many “would be” outs become doubles.
4. Outfield Deep / Guard the Lines – Use this chart to prevent a double. Many “would be” out become hits.
Invoking Offensive
Strategies
1. Hit and Run – Use with less than two outs and runners on first or first and third. Runner on first gains two grades to his running rating. It is assumed that runners are “Running Aggressively.” See the Hit & Run chart for more details.
2. Sacrifice – Use this chart when you want the batter to bunt. The strategy is to let the batter make an out to try to advance the runners one base. This can be an effective strategy when there are no outs and a weak hitter is batting and one run could make a big difference in the outcome of the game.
3.
Squeeze Play – Use this chart when you want to do a
special kind of sacrifice, where you try to score the runner from third base.
It’s risky because if the batter fails to bunt the runner is generally
forced to try to steal home.
4.
Base Stealing – Use this chart only after the defense
has declared whether or not it is attempting to pickoff the lead runner.
Roll on the chart corresponding to the catcher’s Arm rating.
Special Events and
Injuries
This optional feature overrides
the results on the batter’s card. It is intended to add the feel of
real baseball to the game.
·
Special
Events - If the first roll was from 663-665, check the "Special Events" chart.
Follow the directions on the chart.
·
If
the first roll was 666, check the "Injury" chart.
Suggestions for Assembling
a League of Your Own
1)
Guru’s
favorite drafting method: Each
owner drafts one player at a time. The last owner to pick in the first round
will pick first in the second round. It continues in this alternating fashion,
until each owner completes his or her roster.
2)
Lazy
method: Teams may be assembled
by blindly picking cards at each position, one at a time using the same drafting
procedure.
3)
Teams
may be assembled by paying salaries to the players. The least amount of money
a player will sign for is the value his card indicates he is worth. The salaries
are listed in $1000's. Each owner starts with the same amount of money before
the player draft. It's up to the group of owners to decide the beginning
wallet sizes, the number of players per team and which players will be included
in the draft.
4)
Salary
version II: Owners may agree
to bid on each player drafted. This way, when an owner drafts a player, he
bids the salary indicated on the card. If another owner wants that player,
he may offer to pay more than the salary indicated. The player goes to the
highest bidder. An optional penalty to owners over spending their budgets
is to be forced to sell one or more players back to the draft at the player's
worth (rather than at the price paid) until enough money is available to
complete the roster.
5)
Use teams
as they were in real life. This is useful for replaying a World Series, setting
up a tournament or replaying an entire season.
Copyright © 2001 BaseballGuru.com. All Rights Reserved