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Baseball Highlights: 2045 – Coaches Expansion thumbnail

Baseball Highlights: 2045 – Coaches Expansion

Expansion for Baseball Highlights: 2045Expansion for Baseball Highlights: 2045 – Spring Training

Baseball Highlights: 2045 – Coaches Expansion Rulebook

Table of Contents

Table of Contents

  • Game Modes
  • General Rules
  • Details on the Coach Abilities

Game Modes

Beginner and Standard 2-Player Game Mode: Before the first game of the World Series begins but after you have seen the Buy Row, shuffle the 15 coaches and deal 4 to each player. Each player looks at the 4 dealt to them, keeps one and passes the others to their opponent. This continues until each player has 4 Coaches.

Expert 2-Player Mode: As above, except that Coaches may not be played for the first two mini-games.

4-Player Tournament Mode: Deal 3 Coaches to each player instead. Each player keeps one and then passes the remaining 2 to the player to their left. Repeat until all players have 3 Coaches. You may start using Coaches at any time.

General Rules

Before the first card is played in a World Series game, the Home Team player must announce if they are using a Coach. If they are, they place the Coach face up next to their mat. The Visiting Team now decides if they want to use a Coach and if they choose to, places it next to their mat.

A Coach is discarded before the next mini-game begins, so the Coach ability must be used or lost.

Details on the Coach Abilities

The timing of each Coach ability depends on the type of ability itself and is described below:

Brawl: This Immediate Action is taken before you play a card. Take the player on top of your opponent's In Play stack and remove it from the game (put it back in the box). Also, remove any Batters from Threatened Hits that were on that card. Then, put the top card of the Free Agent deck face up on your opponent's In Play stack. That player is now part of your opponent's team. Ignore the Immediate Action on this new card but your opponent does place Batters for any Threatened Hits on the card. Now play the rest of your turn normally. Remove this Coach from the game after using this action.

Double Steal: This Immediate Action is taken before you play a card. Advance any one of your Base Runners 2 bases (even a Slow Runner). Remove from the game after using this action.

Triple Play: This Immediate Action is taken before you play a card. Remove up to 3 Base Runners from your opponent's Stadium Mat. Even Fast Base Runners can be removed. Remove from the game after using this action.

Bullpen: This Immediate Action is taken before you play a card. Cancel all hits in your opponent's Hit Boxes (vs. either a Natural or a Robot depending on the Coach). If you cancel all Hits this way, the Immediate Action on the card you play next will not affect the opponent's Hit Boxes as they are already cancelled. Remove from the game after using this action.

Scout: This Immediate Action happens right before you perform your Buy Round. Turn over the top three cards from the Free Agent Deck and put them next to the Buy Row. This gives you more choice of players to buy. After your Buy Round, shuffle any of these three cards you did not buy back into the Free Agent Deck. Remove from the game after using this action.

Fan Favorite: This Immediate Action happens right before you perform your Buy Round. Add 5 to your total revenue for buying players this round. Remove this Coach from the game after using this action.

Base Running: One Type of player (depending on the Coach) becomes Fast for the entire mini-game. Whenever this Type of player gets a Hit for you, place a Fast Batter on Home Plate, ignoring their normal speed.

Steal Signs: This Immediate Action is taken before you play one of your cards in a mini-game. Look at your opponent's hand. Remove this Coach from the game after using this action.

Bench: All of your players gain the PH ability for the entire mini-game. This means you can discard any of them during the game to bring in a Pinch Hitter. Remove this Coach from the game after using this action.

Batting: All your players of the Type listed (Natural or Cyborg depending on the Coach) gain a Single in their Hit Box for the entire mini-game.

Defense: All your Robots gain the Glove ability for the entire mini-game.