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How to play

Introduction

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!

Components

  • 8 Roster Cards - 1 per team
  • 24 Starting Pitcher Cards - 3 per team
  • 32 Baserunner Chips - 4 per team
  • 16 Dice - 2 per team
  • Scorebook

I – Player Information

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.

  • Out Key
  • BB = Base on Balls
  • K = Strikeout
  • FO = Fly out
  • PO = Pop out
  • FR = Force out
  • FC = Fielder’s Choice
  • GO = Ground Out
  • GIDP = Ground into Double Play
  • LIDP = Line into Double play
  • SAC = Sacrifice
  • 1B, 2B, etc = Single, Double, etc

II. Setup

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

III. How to Play

A. Hitting


We’ll use batter Skip Higgins as an example.

  1. First, announce the hit rolls for the batter, “5,9,11”.
  2. The batter attempts to hit by rolling two six-sided die. If the result of the roll matches one of the batter’s hit rolls, the hit is successful.

    {Dice Image: 4,1} 5! It’s a hit

    On successful hits:

  3. If the hit roll is followed by the = symbol then that type of hit takes place. Otherwise, the batter rolls two six-sided again to determine the hit type, using See the Hit Chart below.

    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

  4. {Dice Image: 5,3} Skip rolled an 8. Looking at the Hit Chart, we see that 8 is a single. Skip has a 0 for Variance, so is unable to modify this roll.

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.


Pitching

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:

  • If a pitcher has a 1-2-3 inning they gain 1 Fatigue point. A 1-2-3 inning is when a pitcher gets 3 outs after facing only 3 batters with no hits allowed.
  • A pitcher also gains 1 Fatigue point if they reach 10 strikeouts in a game.

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

Baserunning / Speed Skill

Speed comes into play during all base-running actions. There are essentially two types of base-running actions; stealing and going for extra bases.

Stealing

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.

Bunting

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 Guide

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.

  • Write down the batting lineup in order
  • Record the outcome of the at-bat for the current batter in the current inning (Example: 1B, GO, FO, K, etc.)
  • If the batter reaches base, draw a line from home plate to the base they reached.
  • Continue to “advance” the runner by drawing a line following the runner’s path throughout the inning (Example: Webb Slater reaches first on a 1B. Next batter walks. Update Slater’s position by drawing a line from first to second base.)
  • If a player reaches home, shade in the completely fill in the diamond.
  • If a runner is out due to a force out or is caught stealing, draw a line half way between the bases and cross it out.
  • At the end of the inning, mark the last batter so you know who will be the lead-off batter in the next inning.

Scoring Guide

  • Lineup - Pitchers should be towards the bottom of the batting order since they are usually poor hitters
  • Pinch Hitting - If your pitcher is performing poorly or if you need to bring in a better you can replace a batter with a pinch hitter. The batter who is replaced cannot come back into the game. If you replaced the pitcher with a non-pitcher, you must make another substitution before it is your team’s turn to pitch again.
  • Keep in mind an opposing pitcher’s “free” out rolls when selecting your lineup. For example, if the opposing pitcher gives up a walk on 4 rolls, a 3, 7 hit batter might be a better choice than a 4, 7 batter.

Oddities and Information

  • Construction on the right field wall at Greenwood was never finished. Where a 6 roll by the defense would normally rob an 11-roll home run, at Greenwood, a 5 roll by the defense will also turn the hit into a ground-rule double.

Abbreviations and Symbols:

  • BB - Base on Balls / Walk
  • HBP - Hit by Pitch, batter advances to First Base
  • 1B (1BA) - Single (Single and Runners advance an extra base)
  • 2B (2BA) - Double (Double and Runners advance an extra base)
  • 3B - Triple
  • HR - Home Run
  • HR^ - Undisputed Home Run. The Fielding team can attempt to rob the Home Run by rolling a 6 with a single six-sided die roll.
  • H - Hit
  • V - Variance Skill - used to adjust Hit Types
  • S - Speed Skill
  • B - Bunting Skill
  • D - Defense Skill
  • * - Roll-Off Symbol. Head-to-head single six-sided die roll. Highest roll wins. Re-roll on ties.
  • GO - Ground Out. (The lead runner is automatically out. The fielder then rolls off against the batter in a double play attempt. The batter’s speed skill factors into the roll).
  • PO - Pop Out (Runners are not permitted to tag up)
  • FO - Fly Out (Runners may attempt to tag up, decided by a Roll Off).
  • GIDP - Ground into Double Play (2 outs if there is at least 1 runner on base, otherwise counts as a Ground Out)
  • FR - Force Out - the leading runner is out if he is forced to go to the next base.
  • FC - Fielder’s Choice - pitching team decides whether to put out an advancing baserunner or the batter.
  • SAC - Sacrifice Fly - the batter hits a Fly Out. The lead baserunner advances automatically if applicable. Does not count as a run scored if it is the 3rd out of the inning.

BASERUNNING (under construction)

    Stealing

  • -1 to baserunner roll if going to 2nd
  • -2 if going to 3rd
  • -4 if going to home?

    Going Extra bases on a hit

  • Runners automatically advance the number of bases earned by the hit (single = 1 base, double = 2, etc)
  • Advancing an additional base is determined by a roll off, with baserunner's speed as modifier
  • Runners advance one additional base without a throw on 'A' hits, (1BA, 2BA)
  • Taking an additional base after the 1BA invokes a -3 penalty on the roll off. For example, trying to score from first on a 1BA modifies your roll -3. (Bob, Correct if wrong on value)

    Stretching a hit

  • It's often the case that a player will hit a triple and decide he wants to stretch it to an inside-the-park homerun. The invokes a -2 penalty to baserunner on the ensuing roll off.
  • Bob, we've never had anyone stretch singles to doubles, doubles to triples etc. What do you think about the same -2 penalty holding for each scenario?

    Suicide Squeeze

  • On a squeeze play, the speed of the runner on third is taken into account after the bunt.
  • For example Bunter rolls 3, defense rolls 3 = tie, + 2 speed of runner on third = 5.
  • Bob, I don't remember rules about how much you have to beat defense here by to score.

    Ties

  • Ties are re-rolled to determine if the runner is safe or out. In the case of a play at the plate, a tie on the initial roll indicates a collision, with the ensuing roll-off determining whether the catcher holds onto the ball or not. Runner speed does NOT modifiy the tiebreaker roles in any scenario.

    Errors

    There are two ways an error can occur

  • 1) If the defense fails to defeat a roll of 2 on a roll off. For example, batter rolls a 2 and defense rolls a 1. The batter reaches, and this is scored an error and not a hit on the scorecard.
  • 2) If there is a defensive roll off on a steal or baserunning play, and the baserunner rolls a 6 and the defense rolls a 1. The ball is overthrown and all runners advance one extra base. Whatever hit resulted in this overthrow is still marked a hit, but the an error is also marked on the scorecard.

    Fielder's Choice

  • If the batter does not record a hit and the resulting out according to the pitcher's chart is an FC, then the lead runner, and ONLY the lead runner on base, is out while the batter is safe at first. For example if there are runners on 2nd and 3rd, the runner on third would be tagged out going for home, while the batter reaches first. The runner on second stays put, BUT may attempt to advance with a roll-off, with speed taken into account.

    Force Out

  • If the batter does not record a hit and the resulting out according to the pitcher's chart is an FR, the lead runner is automatically out ONLY if it is a force play. Otherwise, the next forced runner or the batter are out. For example, when a FR is rolled with runners on first and third, the runner one first is thrown out at second, with the runner on 3rd staying put and the batter advancing to third. Any non-force runners may attempt to advance with a roll-off, with speed taken into account.

    GO

  • If the batter does not record a hit and the resulting out according to the pitcher's chart is a GO, the defense may decide between an automatic out at first, or an attempt on a lead runner with a roll-off, with speed taken into account. (Bob, weigh in here. I don't remember exactly how we did these. Should there be a penalty to lead runner, etc).

    Sacrifice Flies and Fly Outs

  • If the batter does not record a hit and the resulting out according to the pitcher's chart is a SAC, the batter is out and the lead runner may advance one base without a throw. Any other runners may attempt to advance with a roll off, with speed taken into account.
  • If the batter does not record a hit and the resulting out according to the pitcher's chart is a FO, the ball is lifted to the outfield, and a runner on 2nd or 3rd may attempt to advance one base with a roll off, with speed taken into account. A runner trying to advance from 1st to 2nd receives a -2 penalty to the roll off. (New rule Bob, feel free to comment. This is rare so I think -2 makes sense).
  • Also Bob, if there are two runners on, for example 2nd and 3rd, and FO is hit, perhaps the manager can roll for each runner he wants to send, and the defense has the option of which runner he wants to throw out.
  • If the batter does not record a hit and the resulting out according to the pitcher's chart is a PO, a runner may attempt to advance one base with a -2 penalty on the roll off, with speed taken into account. (Bob and Spence, don't remember where we settled on this. Feel free to weigh in).