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Diceball!

Diceball! Rulebook

Table of Contents

Table of Contents

  • A Quick Look at the Game
  • Description of the Game
  • Baseball Basics
  • The Game Board
  • Goal of the Game
  • Before Starting the Game
  • The Game Begins
    • The Pitcher
    • Strikeout
    • Walk
    • The Ball is Hit!
    • The Batter
    • The Ball is Hit to a Circle
    • The Ball is Hit to a Cloud
    • Relays to First Base
    • Moving the Players on the Board
    • Double Play
    • A Throw to Home Plate
    • Non-Forced Out
  • Outs
  • The Ball is Hit to a Star-Shaped Zone
  • How the Ball Moves
  • Scoring a Run!
  • Danger Zone: the Red Spaces
  • Safety Zone: the Green Spaces
  • When a Runner Stops Advancing
  • Advancing on a Fly-Out
  • The Infield Hit
  • How to Keep Score
  • End of the Game
  • Optional Plays for Experts
    • The Designated Base Stealer
    • The Regular Stolen Base
    • Double Steal
    • Hit-and-Run
    • Full Count, Two Outs
    • The Sacrifice Bunt
    • The Suicide Bunt (Squeeze Play)
    • The Automatic Strike
    • Intentional Walk
    • Errors
  • The Scoresheet
    • Scoring an Out
    • Errors
    • Strikeouts
    • Base on Balls (or Walk)
    • Hits
    • Stolen Base
    • How to Interpret a Scoresheet
    • How to Compile Statistics
  • Organize a DICEBALL!™ Tournament
  • The Beauty of the Game
  • Source Notes

A Quick Look at the Game

Contents: 1 board, 1 rule book, 2 sets of 4 pawns, 1 ball-sheet, 2 sets of 6 dice, 2 dice cups, 1 pad of scoresheets.

The board represents a baseball field.

  • Numbers from 1 to 36 indicate the place where the ball is hit.
  • The gloves represent the position of the defense.
  • The clouds represent a ball hit in the infield (a ground ball caught by a defensive player).
  • The circles represent a ball caught directly in the air (fly ball or line drive). The hitter is automatically out.
  • The star-shaped zones are base hits.
  • Numbers from 27 to 36 are home runs.
  • The balls on the playing field show a relay from a defensive player to one of the four bases.
  • The green spaces indicate the path a defensive player must follow to reach a ball that was hit safely in the outfield.
  • The green and red spaces between the bases allow the runners to move from one base to the next. The red spaces are a danger zone: the runner is not allowed to return to the previous base. The green spaces are a safety zone: the runner can go back to the previous base. Runners who stop running are placed on the green space immediately following the base they have reached.
  • The brown spaces allow the first base player and the third base player to touch their base.

Description of the Game

DICEBALL!™ is a baseball board game that uses the magic of dice. Two players, each representing a baseball team, try to win the game. Depending on the situation, the players are the manager, the pitcher, an infielder, an outfielder, the batter or the runner!

Just like baseball, the defense has to put three players out in each inning. Every pitch is important in reaching this goal. A good pitcher will strike out many batters, but also may give up too many walks...

The pitcher needs support from the rest of the team. To put runners out, infielders will have to make fast and accurate relays.

Outfielders must also react quickly to reach balls hit far into the outfield.

Batters will be hitting the ball to every corner of the field, and even over the fence! A quick runner may be able to stretch a single into a double... But if the ball reaches the base first, the runner's out.

In DICEBALL!™, experienced players try to steal bases or bunt. They will be in position to give an intentional walk or to give batters with a 3 and 0 count the red light. However, errors can be costly!

Baseball Basics

Baseball is played on a field made up of an outfield and a diamond. At each corner of the diamond is a base: first base, second base, third base and home plate. Two teams of nine players each, compete. At the beginning of the game, one team goes on the defensive side. The defensive side has a pitcher in the center of the diamond. The pitcher throws the ball over the plate. Players from the opposing team go to home plate, one at a time, and try to hit the ball with a bat. When trying to hit the ball, these players are called batters.

The pitcher must throw the ball over the plate within a designated zone, otherwise the throw is called a ball by the umpire positioned behind the home. If the pitcher throws the ball in this zone and the batter doesn't swing, the throw is called a strike. It is also called a strike if the batter swings and misses the ball. If the batter hits the ball outside the lines running from home plate through first and third base along the outfield, it is a foul ball. A foul ball is a strike, but if the batter already has two strikes, the foul ball doesn't count as a third strike. There is no limit to the number of foul balls that a batter can hit. A batter is out on a foul ball if the ball is caught in the air by a defensive player. If the pitcher throws four balls before three strikes, the batter gets a walk and goes to first base.

The batter's goal is to hit the ball out of the reach of the defensive players. As soon as the ball is hit, the batter runs towards first base. The defensive player nearest to the ball tries to catch it before it touches the ground. If the ball is hit along the ground, it must be thrown or carried to first base before the batter reaches the base.

If the batter reaches first base on a hit, it is a single; reaching second base is a double; reaching third base is a triple. A ball hit so far that the batter can touch all the bases and come back to home plate, is a home run! A ball hit over the fence is also a home run; the batter and all runners on the bases score.

When the batter hits the ball, runners on the bases try to advance to home plate. Runs are scored when offensive players reach home plate safely. A team scores runs until there are three outs.

Defensive players put their runners out by touching them with the ball before they reach the bases. Two runners cannot be on the same base at the same time. A runner cannot go back to a base if all previous bases are occupied. If one of the runners is forced to run ahead because all previous bases are occupied and is put out, it is called a forced out. In this case a defensive player has only to touch a base with the ball in his glove before the runner reaches the base. Batters out at first base are always forced outs because the batter cannot go back to home plate.

A run cannot be scored on a third out that is a forced out. But, if the inning ends on a non-forced out, a runner can score by touching home plate BEFORE another runner becomes the third out.

The defense can put one, two or three runners out on the same play.

If the ball is in the air, runners already on base can try to reach the next base after the ball is caught.

After three outs, the offensive side becomes the defensive side and vice-versa. When both teams have batted, one inning has been played. The game lasts nine innings. If there is a tie, more innings are played until there is a winner.

DICEBALL!™ is a lot like the real game of baseball. It's fun for rookies and experts. The rules are simple: read them carefully and get ready to Play Ball!

The Game Board

The DICEBALL!™ game board represents a baseball field. Place the board so that home plate is nearest to you. To your right, along the white line, you will find first base. Following the circles to the left, you will find second base, and then third base. Between home plate and second base, you will find the pitcher's mound. Behind the bases, you will find the outfield: right, center, and left fields.

The gloves indicate the position of the defensive players.

Infield

  • 2 = pitcher
  • 3, 4 = first base
  • 12, 13 = second base
  • 10, 11 = shortstop
  • 5 = third base
  • 1 = catcher

Outfield

  • 17, 18 = left fielder
  • 19, 20 = center fielder
  • 21, 22 = right fielder

Goal of the Game

The team at bat tries to score runs. The opponent tries to prevent the offensive side from scoring runs by putting players out before they reach home plate.

When the defensive side gets three players out, it switches to the offensive position and has its turn at bat. When three of its players are out, the first inning is over. The team that has scored the most runs at the end of nine innings wins the game.

Before Starting the Game

Flip a coin to determine which team will be first at bat.

The defense places the ball-piece on the pitcher's glove, and three pawns on the outfielder's gloves. One pawn will be used to indicate the outs on the board. (No pawns are placed on the infielder's glove since they will not have to move.)

The offense places a pawn at home plate.

The Game Begins

The Pitcher

The pitcher faces the first player at bat. With DICEBALL!™, the die replaces the ball. The defense rolls each die one at a time, as if they were throwing a real ball. Here is how to read the roll of the die:

Infield

  • 2 = pitcher
  • 3, 4 = first base
  • 12, 13 = second base
  • 10, 11 = shortstop
  • 5 = third base
  • 1 = catcher

Outfield

  • 17, 18 = left fielder
  • 19, 20 = center fielder
  • 21, 22 = right fielder

The defense rolls each die as many times as required to achieve one of the following: a strikeout, a walk or the ball is hit.

Strikeout

The defense must roll a "1" after two strikes (foul balls or strikes on a swing) to get a strikeout.

Example

In this example, five pitches were necessary for the pitcher to put the batter out.

Explanation

  • 1st pitch: "2", foul ball, strike. The count is zero balls, one strike.
  • 2nd pitch: "1", strike on a swing. The count is zero balls, two strikes.
  • 3rd pitch: "2", foul ball. The count does not change.
  • 4th pitch: "4", a ball. The count is one ball and two strikes.
  • 5th pitch: "1", strike on a swing. Third strike, the batter is out.

The defensive side indicates the "out" by moving a 4th pawn to a space on the board specially marked for that purpose: one out, two outs, three outs.

Walk

When four balls are pitched to a batter, the pitcher walks the batter. The batter is then placed on the space immediately after the first base. Base runners are always allowed a one-space lead.

Example

In this example, the pitcher threw eight pitches.

Explanation

  • 1st pitch: "4", ball. The count is one ball, no strikes.
  • 2nd pitch: "1", strike on a swing. The count is one ball, one strike.
  • 3rd pitch: "3", foul ball. The count is one ball, two strikes.
  • 4th pitch: "4", ball. The count is two balls, two strikes.
  • 5th pitch: "2", foul ball. The count does not change.
  • 6th pitch: "3", foul ball. The count does not change.
  • 7th pitch: "4", ball. Full count, three balls, two strikes.
  • 8th pitch: "5", ball, ball four. The batter gets a walk.

The Ball is Hit!

When the defense rolls a 6, the ball is hit. It is then the offense's turn to play.

Example

"1" -> "1" -> "6" = the ball is hit!

In this example, the pitcher threw three pitches before the ball is hit.

Explanation

  • 1st pitch: "1", strike on a swing. The count is no balls, one strike.
  • 2nd pitch: "1", strike on a swing. The count is no balls, two strikes.
  • 3rd pitch: "6", the ball is hit.

As soon as the ball is hit, the pitcher stops pitching. To keep track of the balls and strikes pitched, leave all of the dice thrown on the board.

The Batter

If a pitch is hit, then the offense starts to roll.

  1. The offense rolls one die. The number on the die indicates the number of dice used to hit the ball.
  2. The offense rolls the indicated number of dice. The sum of the roll shows where the ball-piece should be placed on the board.

Example 1

The offense rolls a die and gets a 6, then rolls six dice simultaneously. 29 is a home run! The batter scores a run, as do all teammates already on base.

Example 2

The offense rolls a die and gets a 2, then rolls two dice, adding them to get the result of the hit. 7 is an automatic out on the board. The batter is retired.

Numbers from 1 to 36 show where the ball is hit.

The Ball is Hit to a Circle

When the ball is hit to a circle, it is caught in the air by a defensive player. The hitter is out.

There are two possibilities:

  1. The ball is hit high into the air to 1, 7 or 9. It is an infield fly, caught by an infielder. The batter is out. Base runners cannot advance.
  2. The ball is hit to the outfield; 17, 18, 19, 20, 21 or 22. The ball is caught in the air: it is an outfield fly. The batter is out. However, a runner may try to reach the next base. (See paragraph Advancing on a Fly-Out, p. 11).

The Ball is Hit to a Cloud

A ball hit to a cloud in the infield (2, 3, 4, 5, 10, 11, 12 or 13) is a ground-ball caught by a defensive player. The batter starts to run towards first base. The batter is out if the ball reaches the base first.

This is what happens

The ball-piece is placed on the defensive player's glove. The offense rolls one die to start the batter running towards first base. Batters must run across the seven red squares to reach the base safely. The defense now rolls one die. The ball travels along the dotted line towards the base. If the ball does not reach the base, the offense rolls again. This continues until either the batter reaches the base (batter is safe) or the ball reaches the base (batter is out).

Example

The ball is hit to 12. The second baseman recovers it. The batter, starting from home plate, runs towards first base. Rolling the die the offense gets a 6, 2 short of the first base. Now it's the defense's turn to throw the die. A roll of 3 or more will get the ball to first base. The defense rolls a 5, the batter is out.

Relays to First Base

Bases count as one space. Home plate only counts for a space when a runner is advancing from third base.

The relays to first base have different lengths. Let's look at them one by one.

  • The ball is hit to 3 or 4. The first baseman gets the ball. The offense rolls the die and advances the batter. The defense rolls the die. The first baseman must touch the brown space before reaching first base (a roll of 2 or more).
  • The ball is hit to 5. The third baseman retrieves the ball. The offense rolls the die and advances the runner. The third baseman needs a roll of 4 or more to get the batter out.
  • The ball is hit to 10 or 11. The shortstop catches the ball. The offense rolls the die and advances the runner. The shortstop needs a roll of 3 or more to get the batter out.
  • The ball is hit to 12 or 13. The second baseman catches the ground ball. The offense rolls the die and advances the runner. The defense needs a roll of 3 or more to get the batter out.
  • The ball is hit to 2. The pitcher catches the ball. The offense rolls the die and advances the batter. It's now the defense's turn to play. The defense must roll 2 or more to put the runner out.

The offense always rolls the die BEFORE the defense.

Moving the Players on the Board

The runners move using the roll of one die. If there is more than one runner, they all move at the same speed. If the offense rolls a 3, all runners advance 3 spaces.

Runners can remain on their base unless they're forced to advance to make room for a player advancing from the previous base.

Example

The ball is hit to the shortstop (10 or 11). There is a runner on second base but there is no one on first base. In this case, the runner on second base is not forced to run to third base. The offense must declare that a runner will be moved BEFORE rolling the die. (For more information, see Danger Zone and Safety Zone, p. 10.)

Double Play

If there is a runner on first base, then a double play is possible. If the ball is hit to an infielder then the defense may try to put two runners out on the same play. It is easy for the infielders to put the runners out because they only have to touch the bases, NOT the runners.

Here are the possibilities:

  • The ball is hit to 2. The pitcher catches the ball. The offense rolls the die and advances the runners. The defense throws the ball to second base and then to first base. A total of 6 or more is needed. If the bases are loaded, then the ball may be thrown first to home plate and then to first base. A total of 6 or more is needed.
  • The ball is hit to 10, 11, 12 or 13. The shortstop or the second baseman catches the ball. The offense rolls the die and advances the runners. The defense needs at least a 2 to get the runner out at second base. A total of 6 is needed to get both outs.
  • The ball is hit to 5, with a runner on first base. The third baseman catches the ball. The offense rolls the die and advances the runners. The third baseman needs 7 or more to complete the double play.
  • The ball is hit to 5, with runners on first and second bases. The third baseman catches the ball. The offense rolls the die and advances the runners. The third-baseman (represented by the ball-piece) crosses the brown space and reaches third base for the first out, then relays the ball to first base. The third baseman may decide instead to attempt the double play as shown above.
  • The ball is hit to 3 or 4. The first baseman catches the ball. The offense rolls the die and advances the runners. The defense must then decide if:
    1. the ball will be thrown first to first base and then to second base. A total of 6 or more is needed for the double play; or
    2. the ball will be thrown first to second base and then to first base. A total of 7 or more is needed for the double play.

Here are two examples; in example one the batter is out; in example two the batter is safe.

Example 1

The ball is hit to 12. The offense rolls a 6. The defense rolls a 5. The runner is out.

Example 2

The ball is hit to 5. The offense gets a 4. The defense gets a 3. The offense rolls again and gets a 4. The batter is safe and is placed on the green space immediately following the base. The pitcher then faces a new batter.

If the defense needs more than one roll to complete the double play, the offense has a chance to roll again.

The defense must announce its decision BEFORE rolling the die.

Only one player can be put out at a time unless it is a forced out situation.

Even the very rare triple play is possible with DICEBALL!™.

A Throw to Home Plate

The defense may decide to throw the ball home to prevent a run. The relay to the catcher is always DIRECT: the defense cannot touch a base to put a runner out and then throw to home plate. If it is not a forced out, the ball will stay in the catcher's mitt. The other runners will be declared safe.

If the bases are loaded, the defense is allowed to use all the numbers on the die. The ball does not have to stay in the catcher's mitt since it is a forced out.

Non-Forced Out

Sometimes, runners who don't have to run will try to get an extra base. In this case, unless runners reach a red space, the defense can try to put them out by throwing the ball to the base that the runners are trying to reach. In major league baseball, a defensive player must tag the runner with the ball to get the out. In DICEBALL!™, players are considered tagged if the ball reaches the base. However, the ball stays at the base for one of the defense's turns, no matter the result of the defense's roll. All other runners are declared safe.

Example

The ball is hit to 12 with only a runner on second base. The offense announces its intention to run to third base and rolls a 3. The second baseman decides to throw to third base; the baseman needs a 5 but only gets a 4. The offense rolls again and gets a 1. The defense rolls again, needing only 1, but gets a 6. The ball cannot advance anywhere else in this sequence. It must stay in the hands of the third baseman. The batter then gets to first base without having to throw the die.

Outs

As soon as a player is out, the pawn is removed from the field. The out is indicated on the board or on the scoresheet. As soon as there are three outs, the teams switch positions.

The Ball is Hit to a Star-Shaped Zone

  1. Balls hit to 27, 28, 29, 30, 31, 32, 33, 34, 35 or 36 are home runs. The batter and all the base runners score one run.
  2. Balls hit to other star-shaped zones are base hits.
    • Balls hit to numbers 23, 24, 25 or 26 can also be doubles, sometimes triples.
    • Balls hit to numbers 6, 8, 14, 15 or 16 are usually singles, sometimes doubles, but can also result in an out.

Results depend on the speed of the runners and the arms of the defensive players!

The following is the game sequence when there is a base hit

The ball is placed on the star-shaped zone as indicated by the dice. The offense rolls the die to get to the bases. The defense rolls the die to move the outfielder on the green spaces toward the ball. When the outfielder reaches the ball, the throw to the infield player is made by following the balls drawn on the game board. The infielder then throws the ball to the appropriate base. The runner and the outfielder each play in turn. If the defensive player reaches a base when the runner is in the danger zone leading to the base, the runner is out.

Example

The ball reaches star-shaped zone 14. The runner needs 8 to reach first base. The defense needs a total of 15 to make the throw to first base. A throw to second base requires rolls of 14. Here is what happens. The offense gets a 4. The defense gets a 5. The offense gets a 3. The defense gets a 4. The offense gets a 4 and is now further than the base and is on the green spaces. The defense gets a 2 and now only needs a 3 to reach second base. The offense decides to stay with a single and keeps the runner at first base without rolling the die.

How the Ball Moves

The defense moves the ball by throwing one die. The star-shaped zones and the gloves account for spaces. On the roll of a die, the defensive player can run towards the ball, get it and throw it. The defensive player throws the ball on reaching the star-shaped one. The ball piece moves on the board while the player-pawn stays on the star-shaped zone.

The ball cannot change direction until it touches a base or a glove. The arrows on the dotted lines in the infield indicate the ball can be thrown along that particular line in one direction only.

Scoring a Run!

A run is scored when a player reaches home plate after running all bases before the third out.

Exception

A run is not scored if a runner reaches home plate before a third out at first base.

Danger Zone: the Red Spaces

First base, second base, third base and home plate are preceded by red spaces. A runner reaching one of those red spaces, CANNOT GO BACK. The runner must keep advancing. The runner is out if the ball gets to the first base.

Safety Zone: the Green Spaces

A runner on a base or on a green space, can decide to stop running. The offense must declare who will run and who won't before rolling the die.

Be careful! If the offense rolls a 5 or 6, a runner on one of the two spaces before a base could be put into the danger zone before the next base. In this case, the runner doesn't have to go, and can stay at the base.

The defense may throw the ball to a base when the runner is on the green spaces. This forces the runner to slide into the base. The runner is then safe but cannot keep running.

A runner on a green space does not have to roll the die to come back to the base.

Quick decisions make the game run more smoothly.

When a Runner Stops Advancing

When a runner stops advancing, the pawn is placed on the green space immediately following the base that is reached. This runner will not be allowed to advance before another hitter goes to bat. Other runners may keep on advancing.

The offense must always declare its intentions BEFORE rolling the dice.

When the runners are finished advancing, they are always placed on the green space immediately following their respective bases. The pitcher then faces a new batter.

Advancing on a Fly-Out

A runner can advance to a base on an outfield fly, if the outfield fly is NOT the third out.

This is what happens

The ball is placed on the outfielder's glove. The runner loses the one space lead and comes back to the base. Then the offense throws two dice. With a roll of 8 or more, the runner is safe. Rolling 7 or less, gives the outfielder a chance to put the runner out. The outfielder is also allowed to roll two dice. If the outfielder's relay does not reach the base, the offense then defense roll alternately, using only one die until the runner is either safe or out.

When a runner scores on such a play it is called a sacrifice-fly.

The Infield Hit

Batters safe at first base on a ball hit to 2, 3, 4, 5, 10, 11, 12 or 13 cannot go to second base. If there are already runners on the bases, they can advance safely to the next base. Extra bases are not allowed on this hit.

How to Keep Score

Write the outs and the runs in the corresponding boxes at the top of the scoresheet. After each half-inning, write the runs scored in the box located in front of your team's name on the scoresheet.

End of the Game

When the ninth inning is over, the team that has scored the most runs wins the game! If the team at bat in the second half of each inning has the most runs when coming to bat in the final inning, the game is considered over.

Extra innings are played if the score is tied after nine innings. The game continues until one team has more runs than the other after a complete inning. A baseball game cannot end with the score tied. The game is played until one team wins!

Optional Plays for Experts

The Designated Base Stealer

The lead-off hitter for both teams is the "designated base stealer". If this batter gets on base, the offense can declare its intent to have this runner steal a base. The offense must do this before the pitch on which the attempt is to be made. There are three possibilities:

  1. Foul ball. If the pitch is a foul ball, the runner may not move.
  2. Strike on a swing or ball. The pitch is either a strike on a swing or a ball. The offense then throws two dice at the same time. If the offense gets 7 or more, the runner is safe. If not, the ball is placed on the catcher's mitt and the defense throws one die to make the throw to the base. A minimum of 4 is needed (home plate does not count as a space). If the catcher's throw does not reach the base, the offense may continue to play with one die. This process continues until either the ball reaches the base before the runner is out, or the runner reaches the base before the ball, and the runner is safe.
  3. The ball is hit. If the ball is hit, the runner attempting to steal is spotted on the first red space (after the "safety zone"). The play continues as usual, with the ball placed on the spot where it is hit. If the ball is a fly out (ball hit to 1, 7, 9, or from 17 to 22), the runner comes back to the previous base, without having to roll the dice. The right to move ahead on a fly-out is lost. In the case of a base hit or a ground ball, the play continues as usual (except that the runner starts from the first red space and uses one die).

Diagram captions: "If the pitch is either a strike on a swing or a ball, the designated base stealer starts to run from the first green space and runs using two dice." "If the base stealer doesn't reach the next base on the first roll, the defense needs 4 to put him out." "When the ball is hit, the designated base stealer starts to run from the first red space and runs using one die." "The regular base stealer starts to run from the third green space and runs using one die."

The Regular Stolen Base

Other runners may also attempt to steal using the following procedure. In this case, the probability of success is lower than for the designated base stealer (60% instead of 75%).

This is what happens

After having announced the intent to steal on the following pitch, the runner is spotted on the third green space past the base.

  1. Foul ball. If the pitch is a foul ball, the runner may not move.
  2. Strike on a swing or ball. The pitch is either a strike on a swing or a ball. The offense then throws one die. If the offense gets 5 or 6, the runner is safe. If not, the ball is placed on the catcher's mitt and the defense throws one die to try to make the throw to the base. A minimum of 4 is needed (home plate does not count as a space). If the catcher's throw does not reach the base, the offense may continue to play with one die. This process continues until either the ball reaches the base before the runner, and the runner is out, or the runner reaches the base before the ball, and the runner is safe.
  3. The ball is hit. If the ball is hit, the process is the same as the one described for the designated base stealer except that the runner starts from the third green space.

Double Steal

If there are runners on first and second base with the third base being empty, the offense can attempt a double steal. Both runners advance with one die, and they start from the third green space past the base.

If the designated base stealer is on second base, two dice are used for both runners. They both start from their usual position, one space past the base.

Stealing home plate is not allowed in DICEBALL!™.

Only one runner can be put out on a double steal attempt.

Hit-and-Run

The hit-and-run can be attempted when there is a runner on first base or when both first and second base are occupied.

This is what happens

The offense announces its intent to use the hit-and-run on the next pitch. The runner or runners are placed on the third green space past their respective bases. The pitcher does not throw. The offense throws one die.

  1. If the offense gets a 1, it is a strike on a swing. The offense must then move the runners ahead as if it were a regular stolen base attempt. The play continues as described above in "The Regular Stolen Base" or "Double Steal".
  2. If the roll is 2 or 3, it is a foul ball. The runner or runners return to the base.
  3. If the roll is a 4, a 5 or a 6, the ball is hit. The offense then rolls, in the usual way, to determine where the ball is hit. (See The Batter, p. 5)

Here are the different possibilities and the impact on runners:

a) Fly ball: The batter is out and the runner or runners return to the base.

b) Ground ball or base hit: The play continues as usual except that the runners start to run from the third green space past the base.

To maintain the realistic characteristics of the game, both teams are limited to two hit-and-run attempts per game. Foul balls do not count as attempts.

Full Count, Two Outs

If after two outs, the hitter reaches a full count (3 balls, 2 strikes), every runner can be placed on the third green space past the base. This must be done before the throw is made. Runners have already started their run towards the next base if the ball is hit.

The Sacrifice Bunt

The offense may attempt to move runners ahead by a sacrifice bunt. Such an attempt must be declared before the pitch. The runner is spotted on the first red space following the safety zone. The pitcher does not pitch and the offense rolls one die. There are two possibilities:

  1. Failed bunt. If the offense rolls a 1, a 2 or a 3, the bunt attempt has failed on a foul ball. The runner goes back to the previous base. A failed attempt after two strikes is an out. Batters can change their mind, after one or two strikes, and ask the pitcher to resume pitching again.
  2. Good bunt. On a 4, 5 or 6, the ball is bunted and placed on the catcher's mitt. The offense must roll one die to try to reach the next base. If it succeeds, the defense has no choice but to attempt to throw to first base to put the batter out. However, if the runners do not reach their next base, the defense may decide to throw to any base. The play continues as usual. More than one out may be obtained on such a play.

The Suicide Bunt (Squeeze Play)

The suicide bunt can be attempted when there is a runner on third base except when the bases are loaded. When the offense announces its intent to attempt a suicide bunt, the pitcher stops pitching and the offense rolls first.

This is what happens

  1. The offense rolls one die to move the runner from third base to home plate. The runner moves forward.
  2. The offense rolls the die again to determine the success or failure of the bunt attempt. There are three possibilities.

1. Strike. The offense rolls a 1. The batter misses the ball: it is a strike on a swing. The ball is spotted on the catcher's mitt.

a) The runner is still in the safety zone (green spaces). Runners who started running from third base that are still in the safety zone must go back to the base (without throwing the die).

b) The runner is in the danger zone (red spaces). If the runner who started running from third base is in the danger zone, the defense needs a roll of 2 or more to complete the out. (Please note that the ball does not move during this defensive play.) If the defense rolls a 1, the offense rolls again; runners that fail to reach home plate on that roll are automatically out.

2. Foul ball. The offense rolls a 2 or a 3. These are foul balls. Runners starting from third base must go back to the base (without throwing the die). A failed bunt after two strikes counts as a third strike.

3. Good bunt. The offense rolls a 4, a 5 or a 6. The ball is bunted and spotted on the catcher's mitt. The catcher does not have control of the ball yet. It is still the offense's turn to play.

a) The runner is still in the safety zone (green spaces). Runners still in the safety zone must go back to the base. The batter then runs towards first base. The defense needs a roll of 4 or more to complete the out.

b) The runner is in the danger zone (red spaces). If the runner is in the danger zone, the defense must roll the die again. On the second roll of the die, the batter, who is now the runner, starts running towards first base. If the runner who started running from third base does not reach home plate on this roll of the die, the defense tries to complete the out by rolling a 2 or more. Since this is not a forced play, the runner who is running towards first base is automatically safe.

If the runner who started running from third base reaches home plate, the catcher can try to get the runner out at first base. The defense needs a roll of 4 or more to make the out.

Rolling the dice is never required to bring the runner back to the base.

If there are already other runners on bases during the suicide bunt, they all run at the same speed, by the same number of spaces as the runner who starts from third base.

The Automatic Strike

At any time, the batter may decide not to swing on a 6. It is then considered a strike.

Intentional Walk

At all times, the pitcher may decide to give the hitter an intentional walk, and can do so without rolling the die.

Errors

The defense commits an error when the two following conditions are met:

a) The ball is hit to the infield and the defense gets a 1 on the first roll of the die.

b) A runner reaches a base before the ball does.

Examples

  1. The ball is hit to 12. The offense rolls a 5. The defense rolls a 1. The offense rolls a 4. The runner is safe on an error.

  2. The ball is hit to 12. The offense rolls a 4. The defense rolls a 1. The offense rolls a 3. The defense rolls a 4. The runner is out and the error is avoided.

  3. RARE PLAY: There is a runner on first base and the ball is hit to 10. The offense rolls a 6. The defense rolls a 1. The offense rolls a 1. In that case, there is an error and both runners are safe, even though the defense can, theoretically, put the first runner out on first base.

On an error, a runner can advance until the defensive throw reaches the base. If the runner reaches the danger zone toward the next base, the runner is automatically safe at that base.

Examples

  1. The ball is hit to 12. The offense rolls a 6. The defense rolls a 1. The offense rolls a 6 and declares that the runner will stay at second. The runner is safe and this is a two-base error.

  2. The ball is hit to 10 with runners on first and second base. The offense rolls a 6. The defense rolls a 1. The offense rolls a 5. In this case, only the runners who were at first and second base can move two bases forward. The runner who started from home plate has not reached the danger zone that leads to the second base.

The Scoresheet

(There are alternative ways to mark the score.)

If you wish to follow the game closely, you can mark the results of each player at bat on the scoresheet.

Baseball card collectors can even choose their own starting team.

Here is how it works. In the rectangular boxes, from top to bottom, write the names of each of the nine players who will play in the game, in the order in which they bat. The vertical columns on the right of the names represent innings. There are twelve columns on a sheet in case a game goes into extra innings. The boxes help you to keep track of each player's batting. Generally, the following information is noted:

a) how the hitter was put out;

b) the kind of hit (single, double, triple, home run);

c) if there was an error, and which defensive player made the error that allowed the hitter to get on base;

d) the number of runs scored when that player went to bat.

Scoring an Out

On the scoresheet, each defensive position is represented by a number:

  • 1: the pitcher
  • 2: the catcher
  • 3: the first baseman
  • 4: the second baseman
  • 5: the third baseman
  • 6: the shortstop
  • 7: the left fielder
  • 8: the center fielder
  • 9: the right fielder

These numbers are used to describe who put a player out.

Examples

  1. The batter is put out through a relay from second base to first base. You would write 4-3 in the batter's box.

  2. The batter hits a fly ball and the center fielder catches it. You would write an 8 in the batter's box.

  3. The batter hits a ground ball to third base while there is a player on first base. The third baseman throws the ball to the second baseman who then throws it to first base for a double play. You would write 5-4-3 in the batter's box and in the box of the runner who was on first base.

  4. The batter hits a fly ball to the infield (1, 7 or 9). You would write IF in the box for "infield fly".

Sometimes, the batter will be safe because the defense has chosen to put out another runner. You would then write FC, for "fielder's choice", in the batter's box. The out will be written in the box of the runner who the defense has chosen to put out.

Example

A ball is hit to second base (12 or 13) with a runner on first base. The defense decides to put out the runner who starts running from first base but not the one who starts running from home. You would then write FC in the batter's box and 4-6 out in the previous batter's box.

Errors

When a batter is safe on an error, write E and the position number of the player who made the error. Example: Error made by the third baseman: E5. In the case of a two-base error, write 2E5.

Strikeouts

When a batter is out on three strikes, mark SO.

Base on Balls (or Walk)

When a batter gets on base via balls, mark BB.

Hits

When a batter hits the ball in a safe place, record the type of hit in the box:

  • single = H1
  • double = H2
  • triple = H3
  • home run = H4

Sometimes a runner is put out while trying to reach an additional base on a hit. In this case, write how the batter was put out.

Example

A ball is hit to center field (15). The batter is put out while trying to reach second base. You would then write H1 and 8-4 for the relay from center field to second base.

When a batter helps a runner to score a run, add an asterisk for each run batted in (H2**** means a double and three runs batted in).

Stolen Base

If a runner steals a base, write SB in that player's box. If a runner is caught and put out at second base, write 2-4 (the printed text reads "24"), for third base, write 2-5.

How to Interpret a Scoresheet

Team 1

Batter1st inning
Batter ASO
Batter B9
Batter CBB
Batter DH2, 9-4-2
Batter EH1*

Team 2

Batter1st inning
Batter AE4, SB, 2-5
Batter BBB
Batter CH2*
Batter DH1*
Batter ESO
Batter F1-3

Explanation

Team 1, first inning. Batter A was out on three strikes. Batter B was out on a fly to right field. Batter C received a walk. Batter D hit a double but was put out at home, trying to score on the single to right field hit by Batter E. Batter E batted in a run; Batter C scored.

Team 2, first inning. Batter A reaches first base on an error by the second baseman. Batter A stole second base but was put out on a relay by the catcher while trying to steal third base. Batter B received a walk. Batter C hit a double. The double brought Batter B home. Batter D hit a single. The single brought Batter C home. Batter E was put out on three strikes. Batter F hit a grounder to the pitcher who threw the ball to first base.

How to Compile Statistics

  • AB – At Bats (walks and sacrifice hits do not count as an at bat).
  • R – Runs.
  • H – Hits (a hit is not recorded for a batter reaching a base on an error by the opponent, however the at bat counts).
  • RBI – Runs Batted In.

On the scoresheet you'll also find a small grid to calculate the statistics for the pitcher. Here are the meanings of the abbreviations:

  • IP – Innings Pitched
  • H – Hits
  • R – Runs
  • ER – Earned Runs
  • BB – Walks
  • SO – Strikeouts
  • HR – Home Runs

Over a series of games you may want to calculate the following statistics.

Earned Run Average (ERA). Calculating the ERA of a pitcher: number of runs that are not due to errors divided by number of innings pitched, multiplied by 9 = Earned Run Average.

Example

17 earned runs in 47 innings pitched = an ERA of 17 / 47 x 9 = 3.26. Earned Run Average for this pitcher = 3.26 runs per game.

Organize a DICEBALL!™ Tournament

Organize a DICEBALL!™ tournament with your friends and feel the thrill of a race for the pennant. May the best team win!

The Beauty of the Game

DICEBALL!™ was designed by and for baseball fans to mirror the statistical magic of baseball. This statistical similarity makes the game thrilling. Because the game can be as close as real baseball games, each pitch, each ball that is hit, each base hit and each relay are critical. A bad run or a managing error may end up costing the game; on the other hand, a timely bunt or a hit-and-run can bring victory.

In DICEBALL!™, the batter hits the ball in play 66% of the time, compared to 76% in major league baseball. The batter is struck out 23% of the time, against 15% in baseball. Further statistical comparisons: 11% of the at-bats end up in walks, compared to 9% in baseball. The ball is hit a few less times in DICEBALL!™. However, the game is balanced out by the greater probability of getting a base hit when the ball is hit (.339 vs. .304). Taking into account strikeouts, the offensive average in DICEBALL!™ is almost the same as baseball: .251 vs. .254! Since there are more walks and errors in DICEBALL!™, the on-base percentage is slightly higher (.349 vs. .340). Even the odds of getting an out, are realistic: 33.6% of balls that are hit in DICEBALL!™ are ground balls (34.8% in baseball), 11.7% are fly balls or liners to the infield (14.7% in baseball) and 20.8% are fly balls in the outfield (20.1% in baseball). On average, one more runner gets on base from each team in a DICEBALL!™ game than in an actual baseball game.

The more dice you roll to hit the ball, the greater the probability of getting a base hit. With one die, the average is .167; with 2 it is .278; with 3, .287; with 4 dice, it is .356; if you roll five dice, the average climbs to .472. The overall average when the ball is hit in play is .319, not counting infield hits. Adding the possibility of infield hits, the overall average when the ball is hit is .339.

The additional plays included in the expert section give managers a competitive edge. The steal, the bunt, the hit-and-run, etc. can all be used by a wily manager to win the game just like actual baseball. The odds in these plays are all as true to life as the rest of DICEBALL!™.

(Source: Major league baseball statistics from The Stats Baseball Scoreboard, by John Dewan and Don Zmida, Ballantine Books, NY, 1989.)

Source Notes

Transcription notes for the printed English rulebook (Daniel Girard, Intellijeux). Printed typos are transcribed as printed, except these noted fixes: the Full Count section prints "is the ball is hit" (transcribed as "if the ball is hit"); the Stolen Base scoring example prints "24" for a runner caught at second base (transcribed as "2-4", matching the "2-5" pattern given for third base); the Hit-and-Run and Sacrifice Bunt step lists are set out as printed on the same page. Board diagrams, the pitch-count sample graphics and the scoresheet form are not reproduced; their numbers and wording are given in the text above.