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Baseball Strategy

Baseball Strategy Rulebook

Table of Contents

Table of Contents

  • Basic Game
    • Introduction
    • Equipment
    • Prepare for Play
    • Routine of Play
    • Details of Play
      • The Pitchers
    • How to Read the Batter's Card
    • The Defense Table
    • The Offense Table
    • Base Stealing
    • Substitution
  • Using Big League Players
  • The Tournament Game
    • Modified Base Stealing
    • Series Play
    • Hitting vs Pitching
    • Loss of Pitching Effectiveness
    • Gain of Pitching Effectiveness
    • Pitching Rotation
    • Pitching Rotation Example
  • Optional Rules
    • Base Stealing—By Slow Runners
    • Playoffs
    • Sore Arms
    • Superstars
    • Using Real Players
    • Taking the Extra Base
    • League Play
    • Injuries
  • Solitaire Game

Basic Game

Introduction

BASEBALL STRATEGY is a two-player game. In the Basic Game, each player manages identical teams of fictional nature but based on real life.

In the simplest of terms, the person in the field secretly selects a specific pitch (fast ball, curve, offspeed, etc.). The person at bat then calls out a specific swing. The pitch and the swing are cross indexed on a chart for the result. The higher the batting average of the player at bat, the greater the chance of a base hit. Luck is held to an absolute minimum. Your success at Baseball Strategy rests squarely on your ability to out-guess your opponent.

Once you feel you have mastered the Basic Game, move on to the advanced versions including:

  • Using Big League Players
  • The Tournament Game
  • Optional Rules

We've also included rules for Solitaire Play in the event an opponent is not readily available.

Equipment

  1. Playing board with Offense and Defense Charts
  2. Scorepad
  3. Set of Die-cut Baserunners representing fast and slow runners
  4. Two teams of Player Roster Cards, 25 per set
  5. Two teams of Roster Card BLANKS (for Big League Optional Game only)
  6. Two sets of Pitch Cards, 7 per set
  7. This Instruction Folder
  8. 1 die

Prepare for Play

Step 1. Set aside the two teams of Roster Card BLANKS. Use them only for the Optional Game in which real major league players are added to this game.

Step 2. Punch out the die-cut baserunners.

Step 3. By mutual agreement, determine who will manage the Home and Visiting teams. Home Team player then determines ball park size (Small, Average, or Large) and makes proper written notation under the linescore on the scorepad.

Step 4. Distribute the set of 25 orange Roster Cards to the Home Team; the set of 25 blue Roster Cards to the Visiting Team.

Step 5. Select starting lineups and place the 9 starting players in a stack face up on their respective spaces on the playing board. (Remaining player cards should be held aside, but separated according to position for easy reference in making player changes.)

Step 6. Compute total INFIELD Defense Value by adding up the FIELDING values of your starting pitcher, 1st, 2nd, 3rd basemen, and short stop. If these players total 12 or more, you start with an excellent infield defense.

Likewise, compute total OUTFIELD Defense Value by adding up the FIELDING values of your starting left, center, and right fielders. If these players total 9 or more, you start with an excellent outfield defense.

Similarly, the FIELDING value of your starting catcher will determine the CATCHER Defense Value.

You may mix levels of defense; that is, you are allowed to have a poor outfield with an excellent infield, or average infield with excellent outfield, etc.

The chart on the playing board specifies the numerical breaks among poor, average, and excellent defenses.

Refer to the Scorepad. Record the three defense values (infield, outfield, catcher) where it says VISITORS TFV (for Team Fielding Value) and HOME TEAM TFV. Example: Visitors TFV 10, 8, 3. We suggest you record in pencil as these numbers may change when you make substitutions.

Step 7. Distribute one set of 7 Pitch Cards to each person.

Routine of Play

Step 1. The team at bat (hereafter called T/B) places the hitter's Roster Card in the Batter's Box.

Step 2. The team in the field (hereafter called D/T, for Defending Team) acts as the Catcher. He secretly signals for each pitch by selecting a pitch card and laying it face down on the table. When the D/T has selected his card he then says "ready".

Step 3. The T/B calls out a swing of his choice from among those provided by the OFFENSE CHART printed on the board which his batter is eligible to use.

Step 4. The D/T turns up his pitch card. Players then cross-index the swing called with the pitch selected on the OFFENSE CHART to get the numerical result of the play.

Step 5. Refer to the Defense Chart on the board. Match up the numerical result with that same number under the proper Defense Value column. This will give you the actual play result (as explained in the section headed THE DEFENSE TABLE).

Step 6. After every result make proper entries on the scorepad. If the result requires a baserunner, use the baserunner piece corresponding to the batters speed as indicated on his Roster Card. EXAMPLE: Centerfielder 8 would take a baserunner marked F3 (very good speed).

Step 7. Insert substitutes whenever and wherever desired, within the rules of the game itself. Be sure to re-compute defense values after every change, noting same on the scorepad as indicated under Prepare for Play STEP 6.

Details of Play

The Pitchers

  1. Ten of the Roster cards are pitchers. They include two Aces (last digit 0); two 1st line starters (last digit 1); three 2nd line starter/relievers (last digit 2); and three 1st line relievers (last digit 3).

  2. Of the ten pitchers, 4 pitch left-handed and 6 pitch right-handed. They are recognizable by their caricature at the bottom of their card as follows:

[Illustration: two pitcher caricatures, captioned LEFT-HANDED and RIGHT-HANDED.]

  1. Pitchers are only allowed to use specific pitches as follows:

a) Aces: use the complete set of 7 Pitch cards.

b) 1st line pitchers: use all pitch cards except FAST-A.

c) 2nd line pitchers: use only pitch cards C, D, E, F, and G.

  1. Consider all pitchers to have a POWER rating of +3.

How to Read the Batter's Card

  1. POSITION: This hitter must play in leftfield for maximum efficiency. You may, however, play hitters out of position as explained later under SUBSTITUTION.

  2. PLAYER'S NAME: has no relevance in the Basic Game.

  3. FIELDING: use this number to figure total defense value. The higher the number the better the fielder.

  4. POWER RATING: determines the final result of a Long Belt. A result of 7 on the Offense Chart requires you to roll the die and consult the Long Belt Table on the playing board to see whether the long belt is a double, triple or homerun. Add this POWER number to the die roll. EXAMPLE: Let's assume a die roll of 5 under small park. Hitter shown above (+1 power) is not a power hitter so you add his 1 to the die roll of 5. The result of 6 only gives this hitter a double. Note that all Plus (+) ratings indicate lack of power.

On the other hand, all minus (-) ratings indicate power. If in the above example, the hitter's power rating was a -1, you would subtract 1 from 5 and get 4. A result of 4 means homerun.

When a die roll is added to a + power rating and the total is 7 or higher, the long belt is only a SINGLE. A modified die roll of 0 or less is a homerun. There is no POWER rating for pitchers. Consider all pitchers a +3.

  1. BATTING AVERAGE: use this number (.234) in the Basic Game only. Offense Chart shows swings 1 thru 12. However, not all hitters can call from all 12 swings. Each hitter's batting average limits the number of swings he is allowed to choose from. EXAMPLES:

a) Infielder—player No. 16—hitting .191, calls only from swings 1 thru 4;

b) Left Fielder—No. 7—hitting .234, calls only from swings 1 thru 7;

c) 3rd Baseman—No. 5—hitting .283, calls only from swings 1 thru 10;

d) Right Fielder—No. 9—hitting .306, calls from swings 1 thru 12.

  1. AGAINST LH PITCHING: ignore for Basic Game.

  2. AGAINST RH PITCHING: ignore for Basic Game.

  3. UNIFORM NUMBER: for ease of identification. Note that the last digit corresponds to the official scorebook designation for that position; that is, catcher is 2, 1st baseman is 3, etc. Until you become familiar with your team, we recommend your starting lineup consist of players with 1 digit uniform numbers.

  4. BATTING STANCE: a crouched stance (as for the leftfielder) indicates lack of power; a straight-up stance indicates power. Your leftfielder happens to bat left-handed, a factor relevant only when you get into the Tournament Game.

  5. SPEED: in the Basic Game, hitters are either slow (SLOW) or fast (F). Ignore the number that follows F (as in F2) until you get into the Tournament Game. Slow runners are not allowed to steal. Fast runners may attempt to steal as outlined in the section headed BASE STEALING.

  6. THROWING: appears on the catcher card and is not used in the Basic Game. See Tournament Game for explanation under MODIFIED BASE STEALING.

The Defense Table

  1. There are three levels of defense quality: poor, average and excellent. You determine which level by adding up the FIELDING values for the players. EXAMPLE: Outfielders 7, 8, and 9 total 8. All Offense Table results would be referred to under average for OUTFIELD defense. Infielders 3, 4, 5, and 6 total 10, for average INFIELD defense. However, because your Catcher is a 3, all 2 and 9 results would be referred to under excellent Catcher Defense. This is our recommended starting lineup.

  2. The Offense Table result of 1, appears at both INFIELD and OUTFIELD defense value sections. When a 1 results, refer to the proper INFIELD section. Then roll a die. On a die-roll of 1, refer to the OUTFIELD section.

  3. Be sure to read the result using the proper defense value section for that Offense Chart number.

EXAMPLE: Swing 4, Long Ball against Breaking Pitch B shows a 6. On the Defense Chart, read what it says next to 6. Notice that the effect of 6 varies according to Poor, Average, or Excellent.

EXAMPLE: If your infield is only Average, the result would be "GROUNDER: first out at any forced base". Had it been Excellent, instead, the result would be: "GROUNDER: FIELDER'S CHOICE . . .", a better result for the defense.

Suppose in the above example, the catcher had called Breaking Pitch E instead. The result is 7 (Long Belt), a possible homerun. In this case, consult the Long Belt Table on the board and roll the die. Be sure to add or subtract the power rating die-roll modifier that is explained in the HOW TO READ THE BATTER'S CARD section.

The Offense Table

  1. A study of this chart will show that hits are more frequent in the higher numbered swings. Probability of extra-base hits and outs that advance baserunners are also more frequent in the higher range.

  2. Good offense results are odd numbers (1, 3, 5, etc.) printed in color.

  3. Be careful to choose only from swings for which a particular hitter is eligible. For instance, the leftfielder in our example can only choose from swings 1 through 7 because his average (.234) falls within the ".201—.250 HITTERS" range indicated at the top of the Offense Chart.

  4. If the T/B (team at bat) calls for a swing to which his hitter is not entitled, and it is detected by the D/T (defending team) before the D/T reveals his pitch card, the D/T has the option to accept the result or tell the T/B to select another swing. If the error is detected after the D/T reveals his pitch card, the play result does not count and you repeat the routine. If the error is not detected until after an intervening result has occurred, the error must stand.

  5. The D/T must always select a pitch card by placing it face down so the T/B cannot tell what it is. He may select only from those pitches for which his pitcher is eligible (as explained under the section headed THE PITCHERS).

  6. PASSED BALL: A 9 result is a passed ball. The batter gets a "two-ball count." Thus if another passed ball occurs without an intervening result, that batter gets a WALK. With men on base, also consult the CATCHER Defense Value Table to see what happens to the baserunners. The "two-ball count" situation applies whether or not there are men on base.

  7. PITCHOUT: The D/T may select any eligible pitch as often and in any order he chooses with the exception of the pitchout. A pitchout may be called only when at least one base is occupied by a baserunner. Pitchouts called in error are subject to the same options outlined in paragraph 4 above. When a pitchout produces "no result", such as against swings 3, 4, 5, 7, 11, and 12, the batter gets a "two-ball count." On two consecutive "no results", or one "no result" and one "passed ball" without an intervening result, the batter gets a WALK.

Base Stealing

  1. Only hitters with a F Speed rating may steal.

  2. The T/B may call for a steal at any time. Instead of announcing a swing, the T/B announces that he is stealing and states the proper column number (13 through 17). Players consult the STEAL CHART in order to get the results of the steal attempt.

  3. If the 3rd out results from an unsuccessful steal attempt, the hitter at the plate becomes the lead-off hitter in the following inning.

  4. DOUBLE/TRIPLE STEAL ATTEMPTS: Refer to the column for the base that the lead runner is stealing: on "SAFE" all runners advance. On "OUT" only the lead runner is out—all hind runners advance safely.

Substitution

  1. Substitutions can be made at any time in accordance with official rules of baseball. Be sure to recompute defense values after each substitution. EXAMPLE 1: Player 15 replacing Player 5 at 3rd base drops the INFIELD Defense Value by 1 to 9, thus dropping from average to poor INFIELD defense. EXAMPLE 2: Player 16 replacing Player 6 at shortstop increases defense value by two, bringing INFIELD defense value to excellent at 12. It also adds one additional fast baserunner.

  2. A player may be inserted into a position other than that printed on his card. But in so doing, his fielding value is reduced by one.

EXCEPTIONS: A player shown as just Infielder may play an infield position at no reduction to his defense value; likewise, an Outfielder may play any outfield position at no reduction to his defense value. However, an Outfielder that plays 1st base loses one off his defense value. An Infielder that plays right field or left field loses one off his defense value.

  1. Repositioning of players can only be made as follows:

a. Catchers may play 1st Base.

b. Outfielders may play 1st Base and any other outfield position.

c. Infielders may play any other infield position, and right or left fields.

d. Pitchers may play 1st base. 0 fielding pitchers thus become a -1.

e. 1st Basemen may play Left or Rightfield.

Should a manager find himself in a spot where he cannot properly fill a position on the field, he may insert any player remaining on the bench into that position, but at the penalty of 2 points off his fielding defense value.

  1. DESIGNATED HITTER: Any player may be used as the DH, however, that player's FIELDING rating is ignored in totaling defense value.

You have completed the rules to the Basic Game. No need to read further! Once you have mastered this version, the realism and excitement level can be enhanced greatly by incorporating the rules to the Tournament Game.

Using Big League Players

The great side-benefit of BASEBALL STRATEGY is the plug-in advantage of playing the game with actual major league players. Doing so converts this game to a "stat game", a phrase coined by aficionados who enjoy statistical replay games. Here, we give you the formula that allows you to make up Player Roster Cards of every big league player you desire. Moreover, you don't have to wait a year for "old" statistics on which most competitors' "stat games" are based. You can employ up-to-date statistics making your conversion of BASEBALL STRATEGY as current as this morning's sports results.

Regardless of whether you compute the latest player statistics, or those of the previous season, the method of assigning stats to your two sets of ROSTER PLAYER CARD BLANKS is the same:

  1. BATTING AVERAGE: most newspapers give only a player's overall average. Write this in on the Player Card line labeled AVERAGE. Information on how a player bats against lefthanded and righthanded pitchers is not usually printed; thus we recommend you arbitrarily add .025 to the player's AVERAGE if he bats opposite to the way the pitcher throws (righthand batter against lefthand pitcher), and subtract .025 from his AVERAGE if he bats the same way the pitcher throws. EXAMPLE: a lefthanded hitter with a .250 AVERAGE will hit .275 against a righthand pitcher, and .225 against a lefthand pitcher.

  2. POWER: find out the number of homeruns and total at bats. Assign power rating based on the following table:

Homerun/At Bat RatioPower Rating
1/16 (1 HR every 16 at bats)-3
1/22 or better-2
1/30 or better-1
1/50 or better0
1/75 or better+1
1/100 or better+2
1/101 or worse+3
  1. SPEED: statistics aren't readily available in this category; in which event you can arbitrarily assign speed ratings based on your own knowledge. However, if base stealing statistics are available to you, assign speed ratings based on ratio of successful steals per times at bat:
Stolen Base/At Bat RatioSpeed Rating
1/10 (1 SB every 10 at bats)F3
1/25 or betterF2
1/40 or betterF1
1/60 or betterF0
1/61 or worseSLOW
  1. FIELDING: fielding averages of individual players are not all that readily available; even if they are, they alone do not tell the complete story on a player's defensive ability. They can, however, serve as a helping hand in following these guidelines:

Typical Major League Team has

a) 3 poor fielders rated as a 1 b) 6 average fielders rated as a 2 c) 5 excellent fielders rated as a 3 d) 1 golden glover rated as a 4 e) any two pitchers rated as a 1.

NOTE: The two identical teams in this game were patterned after pennant winners; they include 7 excellent fielders instead of 5 recommended above.

Assign fielding ratings as close as possible to the above ratio (assuming a 25-player roster containing 15 non-pitchers); varying the ratio of excellent/average/poor fielders according to that major league team's current league standings and/or your gut feeling based on your degree of knowledge of individual player performances.

If fielding averages are handy, assign the golden glove rating of 4 to that team's player with the best fielding average for his position relative to other players in the league at the same position; assign a rating of 3 to the next five best fielders, and so on.

  1. THROWING: applies to catchers only, no statistics are readily available so your knowledge of each catcher's ability must be the sole determinant. If, however, you have access to those statistics relating to percentage of baserunners caught stealing (nab rate), use the following table:

50% or better nab rate earns a 3 30% or better nab rate earns a 2 29% or worse nab rate earns a 1

  1. PITCHING: same as paragraph 3, LEAGUE PLAY, in the Optional Rules section.

The Tournament Game

Modified Base Stealing

  1. Stolen bases are handled as in the Basic Game, but an out or safe result can be overturned if a runner is exceptionally fast or a catcher has an exceptionally strong throwing arm.

  2. Fast runners are given an additional speed rating of 0 (average) to 3 (very fast).

  3. A catcher's throwing ability can range from 0 (poor) to 3 (very good).

  4. After any steal attempt of 2nd or 3rd, a team with an advantage in the runner/catcher ability matchup may appeal the result by rolling the die and getting a die roll equal to or less than their matchup advantage. EXAMPLE 1: an "F3" runner attempts a steal against a "1" catcher and is called out on the Chart. The T/B can reverse that call with a die roll of 1 or 2. EXAMPLE 2: assume a "F0" baserunner is safe on a steal against the same "1" catcher. The D/T can reverse the decision with an out on a die roll of 1.

  5. This modified base stealing does not apply to steals of home, or with slow baserunners. (See BASE STEALING—SLOW BASERUNNERS in the Optional Rules.)

Series Play

The Basic Game taught you the mechanics of our game. However, much of the intrigue of baseball stems from the effects of its rigorous 162 game season. Although we do not propose you play a full 162 game schedule, we believe that BASEBALL STRATEGY is most realistic and enjoyable when played under the tournament rules governing play in a series, and therefore suggest you play BASEBALL STRATEGY in 4-game series whenever possible. The primary effect of these rules is to force managers to handle their pitching staff in such a way as to get the best results from them over the long haul. Otherwise, the play of BASEBALL STRATEGY could become too repetitious with opposing managers constantly pitching their aces only. The rules governing play in a series eliminates that highly unrealistic situation. Therefore, we strongly suggest that you implement these Tournament Game rules for the greatest in realism and diversity.

Hitting vs Pitching

Much of the big league managerial strategy centers on which side of the plate a batter hits from. In general, left-handers hit better against right-hand pitchers than against left-hand pitchers. Similarly, most right-hand hitters hit better against left-hand pitchers than against right-hand pitchers. When facing a left-hand pitcher, use the batting average number on the line next to "Against LH." Against a right-hand pitcher, use "Against RH." EXAMPLE: left-hand hitting 1st baseman—player No. 3—hits .314 against right-hand pitchers. Thus, he may use all 12 swings. Against left-hand pitchers, he only hits .264 and thus cannot select swings 11 and 12.

NOTE: Rule does not apply to pitchers—simply use the overall BA regardless of type of opposing pitcher.

Loss of Pitching Effectiveness

  1. A pitcher can lose effectiveness in one of two ways. During any inning in which a pitcher allows four men to reach base on any combination of hits and/or unintentional walks, or allows hitters a combination of hits and/or unintentional walks equalling six bases he loses the use of his best pitch for the remainder of that inning. Once a pitcher loses a pitch by either of these criteria he may lose additional pitches only by the same criteria; i.e. he may not lose a pitch for both total bases and total baserunners. A pitcher loses his next best pitch every time he allows an additional baserunner or an additional two total bases beyond that required for the loss of his first pitch. Should the same batter represent both the 4th man to reach base and the 6th total base, the pitcher may choose the criteria by which he will lose additional pitches. Note that a runner's progression around the bases has nothing to do with "total bases"; a single followed by a homer and a homer followed by a single both equal 5 total bases. The loss of pitches in this manner is only temporary; a pitcher which gets the side out regains all of his lost pitches at the start of the next inning.

  2. A starting pitcher that remains in the game past the 9th inning must roll the die at the start of each additional inning. If he rolls less than or equal to the number of extra innings, he has tired and loses his best remaining pitch for the remainder of that game. For example, rolling a 1 or 2 at the start of the 11th inning would result in the loss of an Ace's A pitch. If he remains in the game and rolls a 1, 2, or 3 at the start of the 12th inning he would lose his B pitch also.

NOTE: If the D/T uses a pitch card to which he is not entitled, the T/B has the choice of accepting the result or calling for a new pitch.

Gain of Pitching Effectiveness

On any given day a pitcher can have "stuff" beyond his normal talents. A shutout in the making is evidence that even a run of the mill pitcher can have his day.

  1. If the D/T starting pitcher has not allowed a run during the first six or eight innings, that pitcher gains effectiveness as per the chart below:
Type7th-8th inning9th inning
2nd LineGain Breaking Pitch-BGain Fast Pitch-A
1st LineGain Fast Pitch-AGain One No Result
AceGain One No ResultGain One No Result
  1. A "No Result" gain can be used only once; not once per inning. However, a "No Result" capability can be saved from one inning to the next until it is used. The "No Result" capability can be used at the D/T's option to nullify any T/B Swing which would not result in a run being scored. Note that a "No Result" could not be used to cancel a successful steal (not Hit & Run) or an attempt to score by "Taking an Extra Base". A "No Result" is subject to the same penalties outlined in the Basic Game under the Offense Table, para #7.

Pitching Rotation

Naturally the biggest effect of series play will be on the use of pitchers.

  1. Starting pitchers may not pitch in the following three games of any game they start. They may be used as pinch runners or pinch hitters, however.

a. Starting pitchers may be chosen from among players 10, 21, 22, 31, 32 and 42 exclusively.

b. Starting pitchers cannot be removed from the game during the first 5 innings until they have either given up a run or loaded the bases with no outs.

c. Second-line pitchers may both start and relieve. A 2nd-line pitcher used in relief is not placed under the same restrictions as a starter; i.e., he does not automatically incur 3-games rest for appearing in relief just because he is also classified as a starter.

d. When a starting pitcher is named, his "box" in the "pitching rotation" section of the scorepad is crossed out for that game and the following 3 games.

e. No pitcher may appear in a game if his pitching rotation box (hereafter called PR Box) for that game has already been marked.

f. Second-line pitchers are not restricted to 5 innings of pitching. They may be used in as many innings as the player wishes in any one game.

  1. When a reliefer is brought into a game check off one level of his PR box for every complete inning he has pitched.

a. For every level checked off in the reliefer's PR box, a certain amount of rest is imposed in the form of unavailability in following games (see section 3).

b. Second-line and the ace reliefers may pitch up to 5 innings.

c. First line reliefers may pitch no more than 3 innings.

d. At the end of a game, each manager is responsible for marking the availability status of his pitchers for future games by placing an "X" in the respective PR boxes of any pitchers which he has used in that game and have incurred "enforced rest" penalties. EXAMPLE: had pitcher 33 pitched two full innings of relief in game No. 1, he would have two of the three levels in his PR box for game No. 1 checked off, thus necessitating that his manager cross out his entire PR Box for game No. 2, thus making him unavailable for pitching in the next game.

  1. The amount of rest required by relief pitchers varies according to the number of innings pitched.

a. Any pitcher who pitches less than 1 2/3 innings in relief requires no rest.

b. Any pitcher who pitches at least two, but less than 3 innings in relief requires one day of rest.

c. Any pitcher who pitches at least 3 but less than 4 innings in relief requires two days of rest.

d. Any pitcher who pitches four or more innings in relief requires 3 days of rest.

e. Fractions of innings are always rounded downwards. For example: 1 2/3 innings would round down to one inning.

f. Second line pitchers need not check off their "innings pitched" levels of their PR Boxes past the 5th level for there are no further rest requirements for their use beyond this point.

Pitching Rotation Example

Home team started its Ace (No. 10) who pitched 6 innings and was relieved by the Ace Reliefer (No. 20) who pitched the 7th and 8th innings. Reliefer No. 43 came on to pitch the 9th in which the visitors tied the score. Thus an extra-inning game! Pitcher No. 23 pitched the final three innings. At the game's end, each manager had to mark the availability of his pitchers for future games. In this case, the home team manager must cross off his ace starter (No. 10) for the next three games; thus he cannot pitch until game No. 5. Ace reliefer (No. 20) cannot pitch in game No. 2, and reliefer (No. 23) must sit out games No. 2 and No. 3. Reliefer (No. 43), because he was only used for one inning, may be used in game No. 2.

The visiting team's manager has to mark his pitching rotation in like manner. Note that although the visitor's 2nd-line starter went only four innings he could have stayed in the game for the entire duration had the manager so desired.

[Scorepad pitching rotation chart: one grid per game, with columns for Starters only (10, 21, 31), Starter/Relievers (22, 32, 42), and Relievers only (20, 23, 33, 43), each pitcher's PR Box marked off as described above.]

Optional Rules

The printed folder gives the Base Stealing—By Slow Runners, Playoffs, Sore Arms, Superstars and Using Real Players sections no heading of their own on the page where they appear; they are grouped here under Optional Rules, which the folder cross-references for Base Stealing—Slow Baserunners.

Base Stealing—By Slow Runners

For obvious reasons, an attempted steal by a slow runner is a very great risk. Its success is dependent purely upon the element of surprise. To recreate these rare occasions, merely allow slow baserunners to steal in the same manner as fast runners. Assign −1 speed to Slow Runners.

Playoffs

When simulating World Series replays, managers shouldn't be constrained by the same rules governing regular season play. In playoff competition, starters may start every 3rd game and reliefers may pitch with one less day of rest than normally required.

Sore Arms

Should a manager find himself in a position wherein he has no rested pitcher to bring into a game, he may bring in any pitcher who has not already appeared in that game, including starters, under the following conditions.

  1. The pitcher automatically loses his most effective pitch, i.e., an Ace pitching without sufficient rest would be unable to throw his "A" Fastball for the duration of the game.

  2. The effects of pitching without rest double the rest required before the player's next appearance. For example, a pitcher working without rest who pitches 3 innings would be required to miss the team's next 4 games.

  3. Working less than two innings without rest still incurs a one day enforced rest penalty.

  4. Maximum penalty is 6 days enforced rest.

Superstars

Those who replay league seasons using actual player statistics as suggested earlier may appreciate the following tips which help to simulate outstanding performances by superstars in BASEBALL STRATEGY.

  1. HITTING: For a batter with an average of .350 or better, change all "1" offensive results to a "3".

  2. PITCHING: A pitcher enjoying a truly outstanding year can be simulated by changing all "10" results under the "C" pitch column to "2" for that pitch only.

Using Real Players

  1. The Player Roster Card BLANKS, included in this game, can be used to add major league players into the play of Baseball Strategy. The formula for doing so is in the section of this rules folder headed "Using Big League Players." The same formula can also be applied in preparing teams of your choice from minor league, college, and amateur ranks.

Taking the Extra Base

After any hit, a fast baserunner may gamble on the hitter stretching a single into a double, or a double into triple, etc., by rolling a die against the "Taking Extra Base" table on the playing board. Similarly, a baserunner may attempt to take an extra base beyond that allowed by the Defense Chart in the same manner. Any attempt which is unsuccessful results in the runner being put out.

League Play

As has been done by thousands of owners of companion game—FOOTBALL STRATEGY (called the "best football game ever designed" by Sports Illustrated)—league play can be formed in which players draw up schedules and maintain statistics on both team and individual player accomplishments.

  1. As an "ideal" seasonal schedule, we recommend one whereby each team plays all other teams eight times; 4 at home and four away games. Of course, such schedules can be expanded in accordance with the time availability of the players involved.

  2. In real life, player's performances can vary from season to season, often from month to month. To reflect that up and down characteristic of player performances, we suggest that you keep a scorepad record of each player's time-at-bats. Towards this end, we have included a batting summary chart on the back of the scorepad to aid in the recording of individual averages against both left and right handed pitching. The chart should be filled out as the game progresses, with player performances being noted after each at-bat. At the end of, say, every 22 at-bats against each type of pitching recompute each player's average—then write in, in pencil, his new average on the lines directly below the printed averages shown on each roster card. When each player comes to bat, you then use the penciled averages as your guide for which swings may be called.

NOTE: No such provision is made for pitchers. Rather than overly complicate matters, we suggest you simply leave pitchers' averages at status quo.

  1. The sole determinant of pitching effectiveness should be the ERA (Earned Run Average). The ERA is determined simply by dividing the number of innings pitched by 9 and then dividing the quotient into the number of earned runs allowed. Example: A pitcher who had pitched 63 innings and allowed 23 runs would have an ERA of 3.28. It would therefore be necessary to keep side records of the number of innings pitched and runs allowed. To earn an "Ace" rating a pitcher should have an ERA of 2.25 or less. First line pitchers would require an ERA of 3.25 or under. All others would be considered 2nd line pitchers.

An alternate, less complex method is to base pitcher ratings on the won-loss record. Here's how. As soon as any hurler has recorded a total of nine decisions, alter his status as follows:

a) 3 to 1 or better won-loss ratio = Ace b) 1½ to 1 or better won-loss ratio = 1st Line c) less than 1½ to 1 won-loss ratio = 2nd Line

Recompute each pitcher's status after every decision beyond nine.

Injuries

As in all sports, injuries play a regrettably major role in baseball. The ability of a team to keep its key players healthy throughout the long season and during a crucial series is a prime ingredient in nearly all championship teams. The role injuries play in sports can be simulated in BASEBALL STRATEGY by utilizing the following rules:

  1. FIRST DRAW: Place all 25 home team Roster cards face down and have the visiting manager select one. The player picked will be the one affected by whatever result occurs in the second draw.

  2. SECOND DRAW: Place the 7 pitch cards face down and select 1 card at random. The card chosen will dictate the injury to the player selected in the first draw.

A—No Effect B—Upset Stomach—misses one game C—Flu—misses three games D—Pulled Muscle—misses two games E—Spike Wound—misses four games F—Sore Arm—misses next two series G—Draw again—If drawn a second time, the player is lost for the season with a broken leg.

Whenever a player is lost for the season, his team may call up a replacement from the minor leagues to fill out the roster. That player called up must play the same position as the player lost through injury. Each player called up must roll one die on the Characteristic Table for each statistical area to determine his capabilities.

Die RollCharacteristic
1,2Same as player replaced
3, 4One category worse than player replaced
5, 6Two categories worse than player replaced

EXAMPLE: A 1st baseman is lost for the season. The replacement 1st baseman must roll once each on the Characteristic Table for Fielding, Power, Average, Average vs LH and RH pitching, and Speed. If our original 1st baseman was a F1 runner and his replacement rolls a "3" on his Speed die roll, he would become a F0 runner; if he rolls a "5", he would become a SLOW runner. When assigning an Average, arbitrarily assign any number as long as it falls within the categories shown at the top of the Offense Table on the playing board.

  1. Now repeat steps 1 and 2 for the visiting team.

Solitaire Game

One person may take the part of T/B for both sides. The side pitching its Ace gets all 7 pitch cards of one set plus Cards A and B of the second set. When pitching a 1st line hurler use B through F of one set and B and C of the second set. When a 2nd line hurler is pitching use two C's and one each D, E, F, and G Cards. Merely shuffle the pitch cards before each swing is called, placing them face down. After calling each swing, turn up one card. Always re-shuffle the pitch cards after each result.

  • LONG BELT: A 7 result is a Long Belt. Depending upon the power rating of the hitter, the long belt can produce anything from a single to a homerun. It is risky to call a pitch that will result in a 7 when the batter has a minus power rating (such as -3). This power rating is a die-roll modifier, and a minus number tells you how much to subtract from the die roll. You will observe that the lower the die-roll, the greater the chance for a homerun off the Long Belt Table on the playing board. On a DOUBLE, all fast and slow runners score. On a SINGLE, all fast and slow runners advance two bases.