Clutch Baseball
Clutch Baseball Rulebook
Table of Contents
Table of Contents
1. Types of Cards
There are 4 types of cards: Player Cards (Batters and Pitchers), Strategy Cards, Coach Cards, and Stadium Cards.
1.1. Player Cards
A. Batter Card
A Batter card shows the following:
- Baserunning: Speed of the Batter for baserunning.
- Stealing: Speed of the Batter for stealing.
- Positions: Positions the Batter can play on Defense.
- Defense: Batter's Defensive Rating at each position.
- Handedness: Side the Batter bats with.
- On-Base: Rating based on likelihood of reaching base.
- Handedness Bonus: Unique advantage vs. LH or RH Pitcher.
- Name: The Batter's name.
- Result Chart: Where Results are determined.
- Card Year/Set: Year/Set that the card is from.
- Team: The Batter's team.
- Salary: Batter's value based on card statistics.
- Icons: see below.
- Clutch: Batter's ability to perform in high-pressure situations.
Batter card icons:
- CA: Catcher
- 1B: First Baseman
- 2B: Second Baseman
- 3B: Third Baseman
- SS: Shortstop
- LF: Left Fielder
- CF: Center Fielder
- RF: Right Fielder
- DH: Designated Hitter
- R: Right-Handed
- L: Left-Handed
- S: Switch Hitter (Switch Hitters automatically bat opposite of Pitcher's Handedness)
- L+: Additional On-Base rating vs. LH Pitcher
- R+: Additional On-Base rating vs. RH Pitcher
- SO: Strikeout
- Ground Ball
B. Pitcher Card
A Pitcher card shows the following:
- Defense: Pitcher's Defensive Rating.
- Role: Role(s) of the Pitcher.
- SP: Starter
- RP: Reliever
- OP: Opening Pitcher
- BP: Bulk Pitcher
- Inning Limit: Fresh innings limit per role.
- Handedness: Side the Pitcher throws with.
- L: Left-Handed
- R: Right-Handed
- Command: Rating based on likelihood of getting Batters out.
- Handedness Bonus: Unique advantage vs. LH or RH Batter.
- L+: Additional Command rating vs. LH Batter
- R+: Additional Command rating vs. RH Batter
Because a Switch-hitter automatically bats opposite of the Pitcher's Handedness, Pitchers with an additional advantage against opposite handed Batters will also have that additional advantage against Switch-hitters.
- Mistake Range: Rolls the Pitcher makes a mistake on.
- Name: The Pitcher's name.
- Result Chart: Where Results are determined.
- Salary: Pitcher's value based on card statistics.
- Team: The Pitcher's team.
- Card Set: Set that the card is from.
- Icons: see below.
- Clutch: Pitcher's ability to perform in high-pressure situations.
Pitcher card icons:
- SO: Strikeout
- GB: Ground Ball
- LD: Line Drive
- FB: Fly Ball
- BB: Walk
- 1B: Single
- 2B: Double
- HR: Home Run
- AS: All-Star
- GG: Top Defender
- HL: Holds Leader
- K: Strikeouts Leader
- MVP: Most Valuable Player
- SV: Saves Leader
- W: Wins Leader
GAME TIP #1: TAKE IT SLOW WHEN LEARNING HOW TO PLAY CLUTCH Try playing a few games using just the Player cards before attempting to play a game using Strategy cards and the complete rules. The most important rules to master are contained in 3.8 At-Bat Sequence. Add more rules as you feel comfortable and remember to refer to the Glossary for terms you don't understand and for quick references.
1.2. Strategy Cards
A Strategy Card shows the following:
- Card Color: Type of card indicating when it can be played.
- Blue: played while on Offense
- Red: played while on Defense
- Grey: played while on Offense or Defense
- Special Card Icon: Momentum, Burst or Impulse cards.
- Title: Name of the Strategy Card.
- Trigger: Specific situation when card can be played.
- Clutch Moment: Cards that require a Clutch Moment to play.
- Visual Trigger: The trigger shown in a graphic way.
- Effect: How the card affects the game.
- Card Set: Set that the card is from.
- Card Rarity: Rarity of the Strategy Card: Common, Uncommon, or Rare.
1.3. Coach Cards
A Coach card shows the following:
- Name: The Coach's name.
- Trigger: Specific situation when card can be played.
- Bar Color: Type of card indicating when it can be played.
- Blue: Hitting Coach played while on Offense.
- Red: Pitching Coach played while on Defense.
- Blue & Red: Bench Coach played while on Offense or Defense.
- Effect: How the card affects the game.
Bench Coaches last for 2 half-innings.
1.4. Stadium Cards
A Stadium card shows the following:
- Name: Name of the Stadium.
- Main Effect: How the card affects the game.
- Defensive Effect: How the card affects specific players.
- Offensive Effect: How the card affects specific players.
- Stadium Diagram: Layout and Dimensions of the Stadium.
2. Deck Building
2.1. Team Roster
A complete roster consists of (26) Player Cards.
First you will need eight (8) Batters that can fill each defensive position: CA, 1B, 2B, 3B, SS, LF, CF, RF.
Select a Designated Hitter for your team. They can be a DH or any position.
Then you pick a backup Catcher and at least three (3) Batters for your Bench.
Your team will use a 5-Man Rotation so you will choose five (5) Pitchers with the SP and/or BP role. These Pitchers can also have other roles on their cards.
Then you will select up to eight (8) Pitchers with the RP and/or OP roles for your Bullpen. Your Bench plus your Bullpen must equal twelve (12) Players.
GAME TIP #2: ALTERNATE ROSTER SIZES AND SALARY CAPS In this section you have been given the official roster size and Salary cap, but we encourage you to create different ones–just make sure all players use the same restraints to keep games balanced. Here are a few example rosters:
- 20-Man Roster: (9) Batters, (2) Bench, (4) SP, (5) RP (5,000 Salary)
- All-Star Game: (15) Batters, (15) Pitchers, No salary limits, anything goes!
You may not use multiple copies of the same Player Card on a team (this includes different versions of the same Player).
NOTE: Your total team Salary must be less than or equal to 6,000 points.
2.2. Strategy Deck
A complete Strategy Deck consists of exactly fifty (50) Strategy Cards which is constructed with the following stipulations:
- No more than three (3) of the same Common card.
- No more than two (2) of the same Uncommon card.
- No more than one (1) of the same Rare card.
2.3. Coaching Staff
Your Coaching Staff consists of exactly three (3) Coach Cards which is made up of the following:
- One (1) Bench Coach
- One (1) Hitting Coach
- One (1) Pitching Coach
Your coaching staff will be available to you at any time during the game and does not count towards your fifty (50) card deck or your seven (7) card hand limit. Coach cards shall be discarded separately from Strategy Cards.
2.4. Stadium Selection
Only one (1) Stadium Card may be used with your team and Strategy Deck.
3. Gameplay
3.1. Playmat (Recommended Play Area Layout)
The recommended play area includes:
- Batting Order: 9 Batters Currently in the Game.
- Pitchers: Pitchers who are still available to Pitch.
- Bench & Coaches: Reserve Batters & unused Coaches.
- Strategy Deck: Shuffled Face-Down Strategy Cards.
- Discard: Used Strategy cards stacked Face-Up.
- Stadium & Weather: The Stadium Card & Weather Card.
- Home Plate: The current Batter Card.
- Pitcher's Mound: The current Pitcher Card.
- 1st Base / 2nd Base / 3rd Base: the base spots on the Playmat.
- Active Cards: Use for Coaches & Strategy Cards in play.
3.2. Setup
A. Home vs. Away
If playing only one (1) game: each Manager rolls the Regular Die. The Manager who rolls the highest is the Home team.
If playing a best of series: each Manager rolls the Regular Die; the Manager who rolls highest is the Home team in the first, third, fifth and seventh games; the other Manager is Home in the second, fourth and sixth game. Each Manager must use their one (1) selected Stadium Card throughout the series.
B. Stadium Card
The Home Manager places their Stadium Card down on the designated spot on the Playmat/Area. This is the "master" card for the entire game. Its effect(s) will apply whenever noted (unless altered by the effects of Strategy Cards). If a Stadium Effect would alter the printed Result on a chart, it is not considered Changing a Result.
Stadium Cards have a Main Effect and then two secondary bonuses; The secondary bonuses are active only when the Main Effect is triggered.
C. Starting Pitchers
Starting Pitchers are used in your rotation in any order you choose as long as they are fresh. You may also use an Opening Pitcher (OP) to begin the game instead, which must then be followed next by a Bulk Pitcher (BP).
If playing a single game, Managers may either simply agree or roll a 20-sided die with the rotations set first to determine which Starting Pitchers will be used.
D. Strategy Cards
Each Manager shuffles their Strategy Card Deck and places it on the spot designated Playmat/Area with the cards face-down. Five (5) Cards are drawn to start the game. After drawing, you may elect to take a mulligan. To do so, shuffle your entire hand back into your deck, then draw five (5) new cards. If you choose to accept the new hand, you must place an amount of cards equal to the number of mulligans you have taken at the bottom of your deck in random order.
During the game, one (1) additional card is drawn after every half-inning. No more than seven (7) cards may be in a Manager's Hand at once. Managers must draw any required cards, even if they have a full Hand. A Hand can temporarily exceed seven (7) cards but must be brought down to seven (7) before the next Pitch is thrown. In the event that a Manager runs out of Strategy Cards to draw they will simply stop drawing Strategy Cards.
E. Batting Order
Each Manager may place their starting Batters on their side of the Playmat/Area. This must include a Batter for each of the following positions: CA, 1B, 2B, 3B, SS, LF, CF, RF and a DH. The unused Batters are placed on the Bench. You can move players from one position to another as long as the batting order stays the same. You can replace them with a Pinch Hitter from your Bench, but you can not put your DH in the field. Two-Way players may be removed from either pitching or batting separately and remain in the game as their other role.
GAME TIP #3: SCORING THE GAME You can download official scorecards from clutchcardgames.com. Pencil should be used, as Defensive Ratings can change when substitutions are made. Both Managers should keep a scorecard to avoid scoring conflicts.
3.3. Scorecard
An official scorecard can be used to score the game. Its areas are:
- Manager Name: Score all innings in this row.
- Starting / Opening Pitcher: Track their innings pitched, runs, and walks.
- Relief / Bulk Pitchers: Track their outs recorded, runs, and walks.
- Battery Rating: Add Defensive Ratings of Pitcher + Catcher.
- Infield Rating: Add Defensive Ratings of 1B + 2B + 3B + SS.
- Outfield Rating: Add Defensive Ratings of LF + CF + RF.
- Score: Tally total runs scored in this box.
3.4. Inning Limits
If a Manager chooses to leave a Pitcher in the game beyond their Innings Pitched (IP) limit, they are considered tired. A tired Pitcher will get (-1) Command for each inning left in the game past their IP limit, and each Swing will be rolled using the Power Die. An Inning Limit of one (1) is equivalent to three (3) outs; a Pitcher may record these three (3) outs in separate innings without becoming tired. Minimum Command (with handedness bonus) = 0.
A. Adding Innings
If a Pitcher completes five (5) innings and allows two (2) runs or less they will get (+1) IP for a Quality Appearance. You may not otherwise add more than (+1) IP during an inning or (+2) IP during an entire game.
B. Subtracting Innings
A Pitcher will get (-1) IP for every four (4) walks or four (4) earned runs allowed. Walks and Runs are not combined. Inherrited Runs and Automatic Runners scoring in extra innings do not count against a Pitcher.
C. Entering a Game Tired
Pitchers may be tired before the start of a game. A Pitcher that enters a game tired will get (-1) Command and the Swing will be rolled with the Power Die. Relief pitchers may not pitch in more than two (2) consecutive games before becoming tired. The amount they pitch also determines at what point they are considered to be tired. (see 4.4 Pitcher Tiredness)
3.5. Substitutions
Substitutions must be made at the start of an At-Bat, before anything else happens. No substitutions can be made until the 4th inning except for an Opening Pitcher (who must be replaced by a Bulk pitcher) or a tired Starting Pitcher. Once a player has been taken out of the game, they may not return.
A. Double Switch
You can combine (2) Defensive Replacements into a single substitution. The (2) new players take the old ones' spots in the batting order in either spot you choose.
B. Emergency Fielders
If you use a Player out of position that player automatically has a (-3) Defensive Rating. If a Manager is unable to field a lineup of nine Batters, that Manager must forfeit the game.
C. Emergency Pitchers
If a Manager uses all of their available Relief Pitchers before the game has concluded, the last Pitcher who entered will remain in the game.
3.6. Game Structure
A full game consists of nine (9) innings. Each inning consists of two (2) half-innings comprised of three (3) outs each. The Away team bats first in the top half of each inning and the Home team bats in the bottom half. If the Home team is ahead after the top half of the 9th (or later) inning(s), no bottom half of the inning will occur. If the game is tied after nine (9) complete innings, play continues until the Away team has scored more total runs than the Home team at the end of an inning, or the Home team takes the lead.
3.7. Clutch
A Batter or Pitcher's Clutch Rating refers to their ability to perform in high leverage moments of the game, called Clutch Moments (7th inning or later of a game with a run differential of 3 or less, anytime the bases are loaded, or when there is a runner in scoring position with 2 outs). Clutch can be triggered by Strategy cards and/or Stadium cards. These cards will denote the time in which Clutch will apply, and to which statistic it will be factored into.
3.8. At-Bat Sequence
An At-Bat officially begins when the Manager on Offense moves their Batter into the Batter's Box spot on the Playmat/Area. The following order of events occurs for each At-Bat:
A. Before The Pitch
- Substitutions: After a Batter has been moved to the Batter's Box the Defense or Offense can make a substitution.
- Intentional Walk: After all Substitutions have been made, the Defense can choose if they want to Intentionally Walk the Batter. (see 4.1 Intentional Walks)
- Stolen Base Attempt: After the Defense has chosen to pitch to the Batter, the Offense can attempt a Stolen Base if they have a runner on base.
- Sacrifice Bunt: The Offense can then choose to Sacrifice Bunt before the Pitch.
B. The Pitch
- Pitch Roll: The Manager on Defense rolls the Regular Die to determine the Pitch Roll. The Regular Die is used for the Pitch, unless a relevant Strategy, Stadium or Coach card has been played that changes the die being used for this Pitch Roll. This die result may be altered by Strategy, Stadium or Coach cards that specifically modify a Roll. If the Pitch Roll falls within the range of the current Pitcher's X-Zone, it is considered a Mistake Pitch. (see F. Mistake Pitches)
- Command: The Pitcher's printed Command, plus any Handedness Bonus (L+/R+). Command may be altered by Strategy, Stadium, or Coach cards that specifically modify a Pitcher's Command.
- Pitch: Add the Pitch Roll and the Command to determine the Pitch. The Pitch may be altered by Strategy, Stadium, or Coach cards that specifically modify a Pitch. For Strategy, Stadium, or Coach cards that instruct you to add a Pitcher's Clutch, add it to the Pitch.
C. Advantage (Pitch vs Batter's On-Base)
If the Pitch is higher than the Batter's On-Base, the Pitcher gets the Advantage. If the Pitch is lower than or equal to the Batter's On-Base, the Batter gets the Advantage. Some Strategy, Stadium, or Coach cards may potentially alter the Advantage.
- On-Base: The Batter's printed On-Base, plus any Match-Up advantages (L+/R+). The On-Base total may be altered by Strategy, Stadium, or Coach cards that specifically modify a Batter's On-Base.
D. Swing
The Swing is the process of combining a Swing Roll and any modifications to the Swing Roll or the Swing itself to determine the Swing.
- Swing Roll: The Manager on Offense rolls the Regular Die to determine the Swing Roll. The Regular Die is always used for the Swing, unless instructed to do otherwise by Strategy, Stadium, or Coach cards or if a Mistake Pitch has been thrown (see F. Mistake Pitches). This die result may be altered by Strategy, Stadium, or Coach cards that specifically modify a Roll.
- Swing: The final result of the Swing Roll after factoring in any modifications is called the Swing. The Swing may be altered by Strategy, Stadium, or Coach cards that specifically modify a Swing. For Strategy, Stadium, or Coach cards that instruct you to factor in a Batter's Clutch, factor the Batter's Clutch into the Swing.
E. Result/Outcome
Take the Swing and use the Result Chart of the Player Card that gained the Advantage to find the corresponding Result for that total. This Result may be altered by Strategy, Stadium, or Coach cards (see 3.10 Changing Results). A Manager can only successfully change a result once during an at bat. The final Result, after any changes have been made or attempted, is considered the Outcome of the At-Bat.
NOTE: An Outcome can not be changed.
GAME TIP #4: SPEED AND DEFENSE Player's speeds can range from 11 to 25 and Player's fielding abilities can range from -2 to +6 and from +7 to +12 for Catchers. Keep this in mind when building your team's Defense and Speed and when deciding to make aggressive plays on the basepaths. As always, remember that Strategy and Stadium Cards can have large impacts on Defensive Checks and Throws!
F. Mistake Pitches
All Pitchers have an X-Zone that consists of a range of 1, 1-2, or 1-3. When the Manager on Defense rolls for the Pitch, if the Pitch Roll falls within in the range of the current Pitcher's X-Zone, it is considered a Mistake Pitch. When a Mistake Pitch is rolled, the Batter is automatically given the Advantage, and the Swing Roll is rolled using the (24 sided) Power-Die. Some Strategy & Stadium effects can cause or prevent a Mistake Pitch. A Pitch Roll may be altered to fall within the Pitcher's X-Zone, which could potentially cause or prevent a Mistake Pitch, but modifications to the overall Pitch (or Pitch Total) will not cause or prevent a Mistake Pitch from occurring.
3.9. Order of Events
A. Substitutions
The Manager on Defense may make a pitching substitution before any Strategy Cards are played. After the Defense has had the chance to make a pitching change, or play Strategy Cards, the Offense may play Strategy Cards, or Pinch-Hit. If the Defense played a Strategy Card that wouldn't apply anymore (due to a Pinch Hitter) the card is returned to their hand. Any Pitcher entering the game must face at least (3) Batters or complete the current half-inning. A Batter has officially entered the game after entering the Batting Order/Batter's Box, but can be removed at any time without having had an At-Bat.
- If the Manager on Offense plays a Strategy Card before the Pitch, a pitching change may still be made, but they may put that Strategy Card back in their Hand.
- If the Manager on Defense plays a Strategy Card before the Pitch, a Pinch Hitter may still be used, but they may put that Strategy Card back in their Hand.
B. Strategy Cards
The Manager on Defense is allowed to play a Strategy Card before the Manager on Offense.
- A Manager cannot play a duplicate card in the same At-Bat (the opposing Manager may play the same card).
- No combination of cards can affect the same attribute more than +/- 3 in any one direction per manager.
- If the Offense plays a Strategy Card that adds to the Swing, the Defense may play a card that subtracts from the Swing.
3.10. Changing Results
Many Strategy Cards allow a Manager to change or potentially change a result. If unchanged, these results are what would become the outcome from an At-Bat, Defensive Throw, or Defensive Check. In order for a changed result to occur, the initial result must first be determined, and then a Manager may play a card to attempt to change it.
- Stadium Cards' effects on the game are NOT considered to be changing a result.
- When attempting to change a result, all factors from the original result remain constant.
A. Successful/Unsuccessful
Certain Strategy Cards will require additional effects if a play is successful or unsuccessful. A play will be deemed successful/unsuccessful after ALL desired Strategy Cards have been played by each Manager for that instance.
- Each Manager may only successfully change the result of an At-Bat once per At-Bat. Example: If the Manager on Offense successfully changes a GB result to a 1B, they cannot then attempt to change the 1B to a 2B.
3.11. Fielding
A. Defensive Throw
A Defensive Throw is calculated as Defensive Rating (Battery, Infield, Outfield or otherwise as stated) + Regular Die roll vs. the Baserunner or the Batter's Baserunning or Stealing Speed. NOTE: A tie goes to the Offense.
B. Defensive Check
A Defensive Check is calculated as Defensive Rating (Battery, Infield, Outfield or otherwise as stated) + Regular Die roll vs. 20 (or other number as stated). NOTE: A tie goes to the Defense.
3.12. Advancing Bases
A. Basic Baserunning
After a Single (1B), Double (2B), Triple (3B), or Home Run (HR) result, any baserunners that are currently on-base when a hit will automatically advance the same amount of bases as the Batter. Example: 1B = Advance 1 base, 2B = Advance 2 bases.
B. Advancing Additional Bases After a Hit
In addition to the automatic advancement after hits, a Manager can choose to advance additional bases with one or more baserunners (not including the Player who got the hit). The Manager on Defense may then attempt to throw out the baserunner. This is a Defensive Throw determined by the Defensive Manager's Outfield Rating + Regular Die Roll vs. the Baserunner's Baserunning Speed.
- (+3) to their Baserunning Speed if they are trying for Home.
- (+3) to their Baserunning Speed if there are two (2) outs.
- (+6) to their Baserunning Speed if they are trying for Home and there are two (2) outs.
- If more than one (1) Baserunner is trying to advance, the Manager on Defense chooses one of them to try to throw out.
- There may only be one (1) Baserunner on each base at a time.
C. Ground Ball (GB) Advancement
Any Baserunner who is forced (Glossary: Forced) must advance (or attempt to advance) 1 base. Any Baserunner not forced may stay on their current base.
- When the Manager on Offense chooses to attempt to advance an unforced Baserunner, the opposing Manager may choose to let this Baserunner advance automatically and take the out of the Batter at 1st base or attempt to throw him out. This is a Defensive Throw determined by the Defensive Manager's Infield Rating + Regular Die Roll vs. the Baserunner's Baserunning Speed (the Batter and all other Baserunners are automatically safe).
- A Baserunner on 3rd base (forced or unforced) scores automatically unless the infield is in (See 4.3 Playing The Infield In).
- (+3) to the Baserunning Speed if they are trying for Home.
D. Fly Ball (FB) Advancement
Baserunners can "tag-up" and try to advance (1) base after a FB. This is a Defensive Throw determined by the Defensive Manager's Outfield Rating + Regular Die Roll vs. the Baserunner's Baserunning Speed.
- (+3) to the Outfield's Defensive Rating if a Baserunner is trying for 2nd base.
- If a Baserunner successfully advances from 3rd base to Home, this will count as a SF and RBI for the Batter.
- If more than one (1) Baserunner is trying to advance, the Manager on Defense chooses one of them to try to throw out.
- (+3) Baserunning Speed if they are trying for Home.
3.13. Double Plays
A Double Play can be attempted when a runner is on 1st base and the Batter's Swing Result is a GB. The lead runner (the one heading to 2nd base) is automatically out, and a double play attempt will be made against the Batter trying to reach 1st base safely. This is a Defensive Throw determined by the Defensive Manager's Infield Rating + Regular Die Roll vs. the Baserunner's Baserunning Speed (with an additional +3 Speed for this attempt). Double Plays cannot be attempted if the infield is in (See Infield In).
- If a Baserunner is on 2nd, they advance to 3rd base automatically.
3.14. Stealing Bases
The Manager on Offense can declare that they are attempting a steal prior to the Pitch being thrown. Stealing a base can be performed when there is at least one Baserunner on 1st or 2nd base (you cannot steal Home from 3rd base). This is a Defensive Throw determined by the Defensive Manager's Battery Rating + Regular Die roll vs. the Baserunner's Stealing Speed.
- +3 to the Defensive Battery rating if the Baserunner is trying to steal 3rd base.
- If there are Baserunners on 1st and 2nd base, a double steal may be attempted. The Manager on Defense may choose which Baserunner to attempt to throw out (the other Baserunner is automatically safe).
4. Managerial Decisions
4.1. Intentional Walks
Before the Batter has entered batter's box and/or any Strategy Cards have been played, the Manager on Defense may choose to Intentionally Walk the Batter (IBB). The Batter will automatically be moved to 1st base.
- An Intentional Walk is not scored as a walk against your Pitcher.
- After an Intentional Walk, the next Batter will receive +2 to their On-Base rating for this At-Bat only (a Pinch Hitter would still receive the +2 On-Base).
- After a second consecutive Intentional Walk, the next Batter will receive +2 to their On-Base rating AND +2 to their Swing for this At-Bat only (a Pinch Hitter would still receive the both as well).
4.2. Sacrifice Bunting
Before the Batter has entered batter's box or any Strategy Cards have been played, the Manager on Offense may choose to Sacrifice Bunt. They will attempt a Regular Die roll over 12 (tie goes to the Defense). If unsuccessful, they will try a second time. If unsuccessful again, they have the option of rolling a third time or receiving a normal Pitch (+2 to the Pitch). If they are unsuccessful a third time, the Result of the At-Bat is automatically a SO. After a successful Sacrifice Bunt, the batter is ruled out (SAC) and all Baserunners advance one (1) base. Sacrifice Bunts cannot advance a Baserunner to home.
4.3. Playing The Infield In
Before the Pitch, the Manager on Defense may choose to play the Infield In (he must verbally tell the opposing Manager). When doing this, a GB will not automatically score a runner on 3rd base.
- If the bases are loaded before the GB, the Baserunner on 3rd base will be thrown out automatically and all other Baserunners are safe.
- If the bases are not loaded before the GB, the Manager on Offense can choose to attempt to advance the runner on 3rd to Home. This Baserunner will receive +3 to their Speed for this attempt only. If they choose to send the Baserunner, the Manager on Defense may then attempt to throw out the Baserunner. This is a Defensive Throw determined by the Defensive Manager's Infield Rating + Regular Die Roll vs. the Baserunner's Baserunning Speed; the Batter is automatically safe at 1st base. If they do not send the Baserunner, the Batter is automatically out. (If a Baserunner was at 1st base, they advance to 2nd base automatically, but if a Baserunner was at 2nd base, they must remain at 2nd base).
- When playing the Infield In, the Defense forfeits the ability to turn a Double Play.
- Any GB Result on the Batter's Chart changes to a 1B Result.
4.4. Pitcher Tiredness
When playing multiple games such as a season, league, tournament or series, pitchers will sometimes be tired from the previous game(s).
A Pitcher is considered tired if they Pitched in two (2) consecutive games for any amount of pitches, already Pitched Tired in the previous game, or pitched more than one (1) Inning in the previous game.
If the Pitcher pitched for more than:
- 1 inning: They are tired until they rest one (1) game.
- 2 innings: They are tired until they rest two (2) games.
- 3 innings: They are tired until they rest three (3) games.
- 4 innings: They are tired until they rest four (4) games.
"Pitched for more than" means that they faced at least one (1) Batter after having recorded three (3) outs. The Innings Limit listed on their card doesn't change how much they have to rest if they pitch more than one (1) Inning.
- Choosing to Intentionally Walk (IBB) a Batter doesn't count as a Pitch, but if the Offense chooses to Sacrifice Bunt that does count as a Pitch.
- If a Pitcher would be tired on their next Pitch, you can remove them from the game regardless of the three (3) Batter minimum rule.
- You are only Pitching Tired if you throw a Pitch while Tired. This means that successfully completing a Double Play will not mean you have pitched Tired if you would not have tired after recording a single out.
- A Starting Pitcher or Bulk Pitcher will be tired after pitching in their game and needs to be rested for four (4) games regardless of innings pitched.
- If a Pitcher comes into the game Tired and pitches, they must rest the remaining games from their previous outing.
- If they pitch more than one (1) Inning while Tired, they must rest for the period specified above or the games remaining from their previous outing, whichever is greater.
Examples of different amounts of Innings a Pitcher can pitch without being tired depending on their IP (Inning Limit). "x" denotes a rested game.
- 1 IP: 1/1/x
- 2 IP: 2/x/2/x OR 1/2/x
- 3 IP: 3/x/x OR 2/x OR 1/3/x/x OR 1/2/x
5. Glossary
- 1-2-3 INNING: a half-inning when one (1) Pitcher faces only three (3) Batters and none of them reach base safely.
- 3 BATTER MINIMUM: a Pitcher coming into the game in relief must face a minimum of three (3) Batters or complete the rest of the current half-inning. If they come back out for the next inning they much reach at least three (3) total Batters faced before they can be removed.
- ADDITIONAL BASES: The amount of bases that the Batter and any other Baserunners may move forward after an Result. See 3.10.
- ADVANCEMENT: When a runner is attempting to advance an extra base. See 3.10.
- ADVANTAGE: Determines if the Pitcher's or Batter's Chart will be used to determine the Result. See 3.7.
- AT-BAT: A Batter's turn in the Batter's Box. See 3.8.
- BASERUNNING (BR): Baserunning Speed rating, used for advancing bases.
- BASES-EMPTY: A situation in which there are no runners on base.
- BATTER: During an At-Bat, the Player Card in the Batter's Box is called the Batter. A Batter is considered a baserunner only after they reaches a base safely, at which point the At-Bat is over. See 1.1.A.
- BATTERY RATING: Pitcher + Catcher Defensive Ratings. This is used primarily to throw out a Player stealing. See 3.3.
- BATTING ORDER: The order in which Batters come up to the Batter's Box is called the Batting Order. See 3.2.
6. Listing of Products
Available League Legal Products:
- 2024: 360 Player Cards, 54 Strategy Cards, 30 Stadium Cards, and 6 Coach Cards.
- 2023: 54 Strategy Cards, 36 Legends Set Player Cards, 24 League Prize Player Cards, 19 Clutch Live Player Cards and 6 Coach Cards.
- 2022: 80 Strategy Cards, 32 League Prize Player Cards, and 18 Coach Cards.
- Core: 54 Strategy Cards.
- Team Sets: 480 Player Cards (16 Team Sets with 30 Players per Team).
Available Rotated Out Products:
- 2023: 960 Player Cards, 30 Effects Cards, and 30 Stadium Cards.
- 2022: 982 Player Cards, and 30 Stadium Cards.
Available Optional Products:
- 2023: 35 Weather Cards, and 17 Manager Cards.
- 2022: 35 Weather Cards, 30 Effects Cards, and 12 Manager Cards.
Dice: d10, d12, d16, d20, d24 dice, and dice sets.
Playmats: Neoprene playmats including a generic option, all 30 MLB cities, Buffalo, Charlotte, Las Vegas, Montreal, Nashville, Portland, Vancouver, Williamsport, and a Limited Edition Puerto Rico.
Storage: Storage options from BCW Supplies including the Prime X4 Card Box, Prime X4-XL Card Box, 3 Row Card Game Box, Side Loading 18-Pocket Pages (10 colors), Deck Boxes, Team Set Bags, Collectible Card Bins (2 sizes), Card Dividers, Modular Sorting Trays, Bit Boxes, Dice Bags, and Card Stands.
7. Version History
- 6.0.1: 2022 Rulebook featuring new starting hand size, +IP limitations, a mulligan rule, 2-way player rules, the removal of no doubling up strategy card rules, a new +/- 3 cap per manager on all additions and subtractions, swingmen addition, updated defensive ratings, line drive outs, speed split into baserunning and stealing with new rating scales.
- 8.0.4: Initial 2024 Rulebook featuring Opening Pitchers, Bulk Pitchers, Maximum Defense Ratings per unit, Earned Run based tiredness, Quality Appearance ruling, Changes to Manager Cards and Weather cards, Allowance for an extra bench batter with a smaller bullpen plus other minor corrections.