Welcome to the PBC Dice Baseball League! You’re starting your career at an exciting time in the League’s history. The league has expanded rapidly over the last few years. Attendance has doubled. Players are faster and stronger than ever before. Most importantly, fans of the game have high expectations for their favorite teams. Worry not, however, as whatever skills got you in this position will be the skills needed to make the tough choices required to win.
- Rene DuBois - PBC Commissioner
Quick summary of how to play
…are all decided by simple dice rolls which replicate real life baseball situations – batting, fielding, stealing, etc. With hundreds of original players with unique statistics, you’ll be able to define your managerial style and put the opposition to the test!
A. Roster Card
The Roster Card contains all the information you need to field a winning team.
Position - The position listed for a player on their Roster Card is their primary position. By Standard Rules, a player’s position is for informational purposes only. For Advanced Rules, a lineup must include a player of each position.
Name - First and Last name, as well as any nicknames.
Hits - The 2d6 rolls on which a batter collects a hit.
Avg - A players projected batting average, reflecting their base chance of getting a hit in any given at bat. Helpful as a reference when creating lineups.
Variance [V] - Used to modify the type of hit after a batter successfully connects. Represents power, helping batters turn singles into doubles, doubles into triples, etc.
Speed [S] - Used to modify rolls in situations where runner’s choose to advance beyond what is given automatically based on a hit type: stealing a base, turning a double into a triple, or trying for home from second on a single.
Bunt [B] - Skill used to modify Bunt rolls.
Defense [D] - Skill used in Defensive situations, such as making diving plays or throwing out runners. Not used in the Standard Ruleset. See Advanced Rules.
B. Pitcher Card
Each Pitcher Card lists the ‘Out Chart’ under the pitcher’s name. This chart indicates the result when a batter fails to collect a hit.
Most outcomes are outs, yet pitchers give up walks, hits and even errors on certain rolls.
The bottom left corner of the chart shows the probability of the pitcher allowing a baserunner on a batter’s failed hit attempt.
To start a game, determine which manager gets to select their team first. If neither manager can agree on the pick order, roll a die to see who wins. In fact, any time there is a disagreement or the rules aren’t clear, solve the dispute by rolling a single die head-to-head. This is referred to as a Roll-off.
After teams have been selected, the manager who chooses his or her team second gets to decide whether they want to be the home or away team.
Next, each manager selects their starting pitcher and shares that Pitcher Card with their opponent. Each pitcher has a few positive outcomes for the batter on their Pitching Chart that the opposing manager should keep in mind when constructing their lineup, as it may boost their listed batting average.
After sharing starting pitching information, each manager takes a few minutes to select 9 batters, including the pitcher, and put together their batting order. Keeping in mind the opposing pitcher’s free hits mentioned above, managers should also consider their player’s batting average, speed, and variance skills.
With each lineup selected, and both players ready, Play ball!
*Can be edited down
*Need pictures
A. Hitting
We’ll use batter Skip Higgins as an example.
{Dice Image: 4,1} 5! It’s a hit
On successful hits:
Hit Chart
Roll | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|
Hit Type | 3B | 2BA | 2B | 1BA | 1B | 1B | 1B | 1BA | 2B | HR^ | HR |
If the roll does not match any of the batters hit rolls, check the pitcher’s out chart.
We’ll use Peabody Dawson here
{Dice Image: 4,5} = 11. This is NOT one of Peabody’s hit rolls.
On Luigi Ryle’s Out Chart, we see that 9=FO or Fly Out. Peabody is out.
Note: The *symbol indicates a Roll-Off must occur to decide the outcome. Players roll a single die head-to-head, with the result decided by the higher roll. Re-roll in the case of a tie.
Example: Jimmy Adams hit rolls are 3,5,7=2B.
Example 1: Roll One: 5 = HIT! Roll again to determine Hit Type
Roll Two: 6 = 1B (single)
Example 2: Roll One: 7 = HIT! Automatic Double
The batter may modify his Hit Type roll by the amount indicated by his Variance Skill. Most batters’ Variance Skill falls between -2 and +2, with rare exceptions having -3 or +3.
Example 1: A batter rolls a 9 for Hit Type but has a Variance Skill of +1; his new score is a 10. This extra power converts the single (9) into a double (10).
Example 2: A batter rolls a 4 for Hit Type but has a Variance Skill of -2; his new score is 2. This converts the hit from a double (4) into a triple (2).
Note: Adding the Slugging modifier is OPTIONAL. A batter with a variance of +1 does not need to increase a hit type roll of 2 up to a 3.
A is short for “Runners Advance”, meaning any runners on base can advance an extra base. Example: If a runner is on 2nd and the batter rolls a 5 which is 1BA, the runner on 2nd advances to home safely without a throw from the defense.
HR^ means that the pitching team can try to rob the home run by rolling a six with a single die roll.
Roll | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|
Hit Type | 3B | 2BA | 2B | 1BA | 1B | 1B | 1B | 1BA | 2B | HR^ | HR |
On unsuccessful hits:
When a batter rolls a number that is NOT part of his hit chart, he defers to the opposing pitcher's Out Chart to determine the outcome.
Example: Jimmy Adams (3,5,7=2B) rolls a 6. This is not one of his hit so he looks at the opposing pitcher’s Out Chart. In this case, a roll of 6 results in a Strikeout (K).
Note: A batter's hit rolls supersede the outcomes on the pitcher's Out Chart.
Smart managers know when their starting pitcher is getting tired. If you try to stretch your starting pitcher and he just doesn’t have “the stuff” anymore, you could be in rude awakening.
Most starting pitchers start with 0 Fatigue points. Pitchers can gain Fatigue points to save energy and fend-off fatigue multiple ways:
Pitchers lose a Fatigue point at the start of every inning after the 6th. When a pitcher’s Fatigue points drop below zero, they begin losing speed and control and their Out Chart becomes more hitter friendly. For each Fatigue point below zero, rolls on a pitcher’s Out Chart convert to BB, starting with 2 and 12. See table below.
Out Chart Roll | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|
Fatigue pts to BB | -1 | -2 | -3 | -4 | -5 | -6 | -5 | -4 | -3 | -2 | -1 |
Speed comes into play during all base-running actions. There are essentially two types of base-running actions; stealing and going for extra bases.
Once on base, a runner may attempt to steal at any time. He announces that he is stealing, then a Roll-Off takes place against the opposing team's catcher. Baserunners receive a -1 penalty when attempting to steal 2nd, a -2 penalty when attempting to steal 3rd, or a -3 penalty when attempting to steal home.
The baserunner's Speed skill affects his roll score.
Example:
Runner with a Speed skill of 2 attempts to steal 2nd and rolls a 3.
Runner roll (3) + Speed skill (2) + penalty (-1) = 4
Catcher rolls: 3
Outcome: Safe!
*In all steals, the base-runner must beat the catcher's throw in order to be safe. Like all Roll-Offs, a tie results in a re-roll. Was there a collision at the bag? Did the umpires have to review the tapes?
Going for extra bases
When a runner is on base and the batter gets a hit, the base-runner automatically moves up the amount of bases included in the hit. For example, a single moves all runners over one base, a double moves runners over two bases, etc.
Some Hit Types include an Advance modifier which moves the baserunner an additional base for free. However, runners may attempt to take an extra base by initiating a Roll-Off. Just like stealing, the baserunner factors his Speed skill into his roll, with ties resulting in a re-roll.
Example:
A Runner on first with a Speed skill of 2 attempts to reach home if the batter hits a Double.
Runner roll (2) + Speed skill (2) = 4
Defense rolls: 5
Outcome: Runner is out at the Plate!
Runners may also try to advance on certain outs, including fly outs and fielder's choices when there is more than one baserunner. Only the lead runner advances automatically on a sacrifice.
Players may bunt in attempt to move runners over.
The batter announces that he intends to bunt, then rolls one six-sided die. The defense first decides to which base the ball will be thrown, then rolls one six-sided die.
The batter’s Bunt skill affects his roll score.
*In order for the bunt to successfully move a runner from 1st to 2nd or 2nd to 3rd, the bunter's roll must come within three of the defense's roll.
*In order for the bunter to reach first base safely, his bunt roll must be the defense's roll by three.
*In order for the bunter to successfully move a runner from 3rd to home on a suicide squeeze, the bunter's roll must beat the defense's roll. The baserunner's speed applies to this role!
Example:
A batter with a Bunt skill of 1 attempts to move a runner from first to second.
Bunter roll (3) + Bunt skill (1) = 4
Defense rolls: 3
Outcome: Runner advances but the bunter is out at first!
Scoring a dice baseball game can be done in multiple ways and it is up to each manager to find a method of scoring that fits their style. Managers should keep in mind the important pieces of information that need to be recorded: Batting order, hits, outs, runner position, and runs.
Stealing
Going Extra bases on a hit
Stretching a hit
Suicide Squeeze
Ties
Errors
There are two ways an error can occur
Fielder's Choice
Force Out
GO
Sacrifice Flies and Fly Outs