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Big League Baseball

Big League Baseball Rulebook

Table of Contents

Table of Contents

  • Equipment
  • Calculator
    • Pitch Indicators
    • Windows
    • Charts (Explanation)
    • Symbol Key
  • Setup
  • Basic Play
    • Favored Pitches
  • Batting Strengths
  • Base Running
  • Tips on Playing
    • Tips to the Pitcher
    • Tips to the Batter

Equipment

STORAGE TRAY — used for storing game components when not in use and, during the game, for storing players (cards) removed from the game.

GAME BOARD — consists of Ball Park, Score Board and Box Score Cards (used for scoring individual players on a team).

TABULATOR — consists of 3 dials which are turned to record balls, strikes and outs.

MARKING PENCIL — used for scoring; can easily be erased from board with tissue or sponge.

DICE — used with ACTION INDICATOR, Tables and Playcharts.

BASE RUNNERS — crimson are slow runners, black are fast.

TEAM CARDS — two decks, Visiting Team (Red) and Home Team (Blue), each consisting of 20 player cards. Cards show player's strengths and abilities. Pitches listed on Pitcher's Card are the only ones he can throw. On all other cards, pitches listed are those which the player hits best (favored pitches). A base runner in the upper right corner of the card indicates the player is a fast runner. Each team has:

  • 5 Infielders (including 1 utility man)
  • 4 Outfielders (including 1 utility man)
  • 3 Pinch-hitters (including 1 fast runner who may be used as a pinch-runner)
  • 5 Pitchers (A, B, C, and D — regular; R — relief)
  • 1 Pitcher Lineup Card (used for batting order only)
  • 2 Catchers

PLAYCHARTS — used for Called Third Strikes, Bunting, Squeeze Play, Hit-and-Run Play, Steal Play, Pinch-hitting, Pitch-Out and Pulling in the Infield.

CALCULATOR — used by Pitcher for each play. For easy reference, a diagram illustrates the areas referred to in the instructions.

Calculator

Pitch Indicators

There is one PITCH INDICATOR for the Blue Pitcher Cards and one for the Red. Using the INDICATOR for this team, the Pitcher selects his pitch and does not move the Indicator until he is ready to throw the next pitch. If no color appears after the Pitcher's letter on the INDICATOR, he does not throw that type of pitch and must choose another. (Example: Blue Pitchers A, B and C throw a Fast Low — FL; Pitchers D and R do not. Red Pitcher B does not throw an FL; all other Red Pitchers can throw this pitch.)

Windows

PITCH INDICATOR ("Pitcher Throws") WINDOW — shows the Pitcher's letter and the pitch he has selected.

BATTER TAKES window — Whenever the Batter "takes" (lets the pitch go by), refer to this window to see if the Batter has a ball or strike. Thus, when a Pitcher throws an FL, the Batter would have a ball.

BATTER SWINGS FOR window — When the Batter "swings" (states which pitch he is swinging at), refer to this window. Locate the type of pitch the Batter swung at and read the result in the window. If an "F" or "S" is shown, the Batter has "foul" or "strike" respectively. When a number is shown, the Batter has hit the ball and the Pitcher turns the calculator over to the ACTION INDICATOR.

ACTION INDICATOR — After the Batter hits the ball (indicated by a Chart No. in the BATTER SWINGS FOR window), the ACTION INDICATOR is used. The Batter rolls dice, the Pitcher sets the INDICATOR for the number rolled and reads the result opposite the Chart No. (which was indicated in the BATTER SWINGS FOR window). What happens to the Batter is listed under "Batter". What happens to runners is listed under 3B (runner at 3rd), 2B (runner at 2nd) and 1B (runner at 1st). All results listed for runners are subject to having a runner on that base when the ball is hit. Plus (+) indicates the runner advances that many bases. All other symbols are listed on the Symbol Key.

"NO. ON DICE" window — the window in which the number rolled on the dice is set.

EXAMPLE: Blue Pitcher B decides to throw a Fast Low and sets the Calculator at FL. The Batter, not knowing which pitch is being thrown, decides to swing at a Fast Straight and states "swing, Fast Straight." Locating Fast Straight (the type of pitch the Batter swung at) under the BATTER SWINGS FOR window, the Pitcher finds a number 2 indicating that the Batter hit the ball. He then turns the Calculator over to the ACTION INDICATOR. The Batter rolls the dice — a 7. The Pitcher sets the INDICATOR for number 7 and finds, on Chart 2, that the Batter has a SINGLE and each runner advances +1 (one base). The Batter (Base Runner) is moved to first base and any other runners are moved ahead one base.

Charts (Explanation)

  1. Infield balls.
  2. Hits that fall over the infield, moderately hard hit grounders in the infield and fly balls that infielders go out for and outfielders come in for.
  3. Sharply hit balls through the infield and fly balls and hits to the outfield that go farther than Chart 2.
  4. Balls hit down the 1st and 3rd base lines and hard hit balls not going as far as those on Chart 5.
  5. Hard hit balls.
  6. Most solidly hit balls which when hit for extra bases are the longest hit balls.

Symbol Key

  • 0 — Runner holds.
  • X — Runner OUT, Double Play (2nd to 1st) — if no runner at 1st, Batter OUT, other runners hold.
  • (X) — Runner OUT, Triple Play (2nd and 1st).
  • [X] — Doubled off if lead runner — otherwise hold.
  • ◆ — Runner advances +1 only if forced.
  • * — Runner advances +1 only if forced; lead runner OUT if forced. (If lead runner not forced, Batter OUT and runners hold.)
  • ● — OPTION: Batter may try for double. On dice roll 5, 7, 9 or 12 — slow runner SAFE. Dice roll 4, 8 or 10 — fast runner OUT.
  • OPTION symbol (lead-runner option) — Runner may hold, or try to advance +1 by stating which runners will try to advance and rolling dice. Lead Runner: Dice roll 6, 8, or 12 — slow runner SAFE. Dice roll 5, 7, 9 or 12 — fast runner SAFE. Other Runners: Dice roll 4, 8 or 10 — runner OUT.
  • OPTION symbol (runner-at-base option) — Runner may hold, or try to advance +1 by rolling dice. Runner at 1st: Dice roll 6, 8 or 12 — slow runner SAFE. Dice roll 5, 7, 9 or 11 — fast runner SAFE. Runner at 2nd or 3rd: Dice roll 5, 7, 9 or 12 — slow runner SAFE. Dice roll 4, 8 or 10 — fast runner OUT.

Editorial note: the Symbol Key glyphs for the two OPTION entries are printed as small icons on the card and are not reproduced as characters in this text; they are labelled by their option text above.

Setup

Players roll dice with the high number being the visiting team (Red cards). Each player selects his starting lineup, arranges his team cards, and lists the players in batting order on his score card. The visiting team places its lineup cards, face up, behind the plate facing the opposing player and puts a base runner (crimson for slow runner, black for fast) at the plate. The home team receives the calculator and takes the field by putting its starting pitcher (card) on the Pitcher's mound. Playcharts are placed so that they are accessible to both players. Before beginning the Basic Play, both players should read "How To Use the Calculator" section. (Editorial note: the "How To Use the Calculator" section is referred to here but is not present as a headed section in this document; the calculator instructions appear under the Calculator section above.)

Basic Play

  1. Pitcher sets the PITCH INDICATOR for his selected pitch and nods to Batter that pitch has been thrown.
  2. Batter decides to "take" (let pitch go by), "swing" or "bunt" and announces his action. If he swings or bunts, he must also state the type of pitch he is swinging at.
  3. Pitcher tells Batter what he threw and refers to the BATTER TAKES window or BATTER SWINGS FOR window (opposite pitch swung at) for results:
    • If BALL, STRIKE or FOUL is indicated, Batter adjusts the Tabulator accordingly. Note: On a called third strike, the Batter is not automatically out (see CALLED THIRD STRIKE Playchart).
    • If CHART NO. is indicated, the Batter has hit the ball and rolls dice. Pitcher turns the calculator over, sets it for the NUMBER ON DICE rolled by the Batter and reads the results of play opposite the correct CHART NO. The Batter and/or base runner(s) advance as indicated. The score card is marked accordingly. The Tabulator is adjusted and any runs are recorded on the score board.
  4. Pitcher repeats the process of pitching, and Batter continues to "take", "swing" or "bunt" until he advances or is out. When the Batter has completed his turn, he marks the score board and his score card, and places his card at the bottom of the lineup.
  5. The next Batter is up and play continues until three outs are recorded. The team at bat removes its lineup, takes the field and receives the calculator.

Players should become familiar with the basic play before adding the various strategies (see back of Playchart) to the game.

Favored Pitches

The type of pitches the Batter hits best are printed on his card and are referred to as "favored pitches". The Pitcher may throw any of his pitches to a Batter. However, if a Pitcher throws a favored pitch and the Batter "swings" for the same favored pitch, the Chart Number appearing in the BATTER SWINGS FOR window is not used. Instead, use ACTION INDICATOR Chart 6. This Chart gives the Batter a greater chance for a safe hit and extra bases.

Example: Batter's favored pitches are Slow Straight (SS) and Fast Straight (FS). Pitcher throws Fast Straight and Batter "swings" for Fast Straight. Calculator indicates Chart 5, however, Chart 6 is used.

When a favored pitch is delivered and the Batter "swings" for something else (including another favored pitch), the Chart indicated by the calculator is used. If the Batter "takes" a favored pitch, it is a "ball" or strike in the usual manner.

Batting Strengths

In the major leagues batting strengths and weaknesses of players are generally known to their opponents. Pitchers try to avoid pitching to the batter's strength. Perhaps, occasionally, a pitcher may try to cross up a batter and pitch to his strength when he thinks the batter may be looking for something else.

Base Running

Running the bases is a very important part of baseball. On most teams there are usually one, two or three players who are considered to be very fast runners. The fast runner on base is a dangerous man for his opponents. He is a constant worry to the pitcher because he may at any time attempt to steal a base. He is a valuable man to have at 1st when the hit-and-run is attempted. A fast runner is able to stretch a single into a double or may beat out a bunt for a safe hit.

Each team has four fast runners — two regulars, one utility man and a pinch-hitter — each designated by a base runner in the upper right corner of the card. A fast runner almost always has the advantage over a slow runner.

Editorial note: the printed source reads "basses" in this paragraph; it is transcribed here as "bases".

Tips on Playing

Both Pitcher and Batter should remember that all high and low pitches are out of the strike zone. Straight, inside and outside pitches are in the strike zone.

Tips to the Pitcher

  1. Use pitches out of the strike zone as often as possible. (Batter has less chance for a safe hit with these pitches.)
  2. Mix up your pitches so Batter will "swing" at pitches out of the strike zone.
  3. If Batter sees too many bad pitches (out of strike zone), he will start "taking" and this may add up to walking the Batter.
  4. Cross up Batter occasionally by throwing his "favored pitch" when he isn't looking for it.
  5. If you suspect a squeeze, hit-and-run, or steal play or want to try to pick-off, throw the pitch-out (PO).

Tips to the Batter

  1. Don't "swing" at every pitch. Wait for a good one (pitch in strike zone).
  2. "Swinging" in strike zone gives you best chance for a safe hit. You won't hit the ball squarely and may miss it entirely if you "swing" out of the strike zone.
  3. If your "favored pitch" (see Batting Strengths) is out of the strike zone, occasionally "swing" at it.
  4. Watch ball and strike count.
  5. Watch Pitcher's style. If first pitch is usually in strike zone, "swing" at it.