RulesPal
Chat
Rulebook
High and Tight thumbnail

High and Tight

High and Tight Rulebook

Table of Contents

Table of Contents

  • 0.0 Using These Rules
  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 Player Pieces
    • 2.2 Game Pieces
    • 2.3 Strategy Cards
    • 2.4 Team Cards
    • 2.5 Rally Cap Cards
    • 2.6 Scoreboard
    • 2.7 Playing Field
  • 3.0 Setup
  • 4.0 Sequence of Play
    • 4.1 Draw Strategy Card Phase
    • 4.2 Deploy Players Phases
    • 4.3 The Batter vs. Fielder Phase
    • 4.4 Strategy Card Phase
    • 4.5 Managerial Move Phase
    • 4.6 Scoring Runs Phase
    • 4.7 Switch Sides Phase
    • 4.8 Ending the Game
  • 5.0 Strategy Cards
    • 5.1 Reading the Strategy Cards
    • 5.2 Strategy Card Procedures
    • 5.3 Eligible Strategy Cards
    • 5.4 Strategy Card Play Sequence
    • 5.5 Strategy Card Effects
    • 5.6 Special Strategy Cards
    • 5.7 Rally Caps Cards
  • 6.0 Extra Innings
    • 6.1 Eligible Players
    • 6.2 Extra Innings Procedure
    • 6.3 Ending Extra Innings
  • 7.0 Winning the Series
  • 8.0 Optional Rules
    • 8.1 Home Ballpark Effects
    • 8.2 Advanced Pitcher Fatigue
    • 8.3 Closer Saves
    • 8.4 Good Day / Bad Day

0.0 Using These Rules

The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's components, procedures for play, the game's core systems and mechanics, how to set it up, and how to win.

With each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.

Important information is in red text.

References to examples of a Rule or Case are in blue text and this font.

Text in shaded boxes, like this, provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.

1.0 Introduction

"No matter how good you are, you're going to lose one-third of your games. No matter how bad you are, you're going to win one-third of your games. It's the other third that makes the difference." - Tommy Lasorda

High & Tight is a simple game of baseball strategy for two players using cards and dice. This game attempts to simulate the key events that occur during a typical baseball game by using a macro view of individual player's contributions to the ultimate outcome. The key mechanic is far different than any other baseball game you've played. The ballplayers of both teams are directly matched up against one another over the course of nine innings. The manager's goal (i.e., your goal) is to extract the most he can from his players by placing them and their specific skills in the most advantageous strategic situations possible. In High & Tight, you manage one of two fictional teams as they battle inning by inning. You must utilize Strategy Cards to subtly increase the odds of scoring runs, and conversely, of preventing runs. The player who best manages the team's assets and takes advantage of the opportunities presented by the Baseball Gods will likely emerge victorious on that "field of dreams". To put it another way, you are fighting for "the other third."

2.0 Game Equipment

Parts Inventory

  • 80 1 x ½" Player Pieces
  • 30 ½" Game Pieces
  • 50 Strategy Cards
  • 8 Team Cards
  • 2 "Rally Caps" Cards
  • 1 Scoreboard sheet
  • 1 11" x 17" Playing Field
  • 1 Rules booklet

Not included, but necessary for play, are two 6-sided dice.

2.1 Player Pieces

The game includes four 20-man teams. Ballplayer pieces are divided into two types – Ballplayers (batters and fielders) and Pitchers. Player pieces are two-sided and are read as follows:

Diagram labels (Ballplayer, front): Player Name; Position – Defense Rating; Information; Graphic. Diagram labels (Ballplayer, back): the six ratings listed below.

Diagram labels (Pitcher, front): Pitcher Name; Type; Throws; Information; Scoring Number; Scoring Roll.

2.1.1 Ballplayer Pieces

Name – each Ballplayer has a name for identification purposes.

Position – Ballplayers are Infielders (IF), Outfielders (OF) or Catchers (C).

Bats – this is the side from which the batter swings the bat – either Righty (R), Lefty (L), or Switch (S). A Switch hitter hits from either side and uses the rating most advantageous to him.

Ratings – there are six skill categories listed for each Ballplayer: Offense, Defense, Power, OBP, Speed, and Clutch. Adjacent to each skill is a number - the greater the number, the better the player's ability is at that skill.

Offense – used by the inning's Batter and is compared to the opposing Fielder's Defense value. This Rating measures the batter's Slugging Percentage.

Defense - used by the inning's Fielder and is compared to the opposing Batter's Offense value. This Rating measures the fielder's Fielding Percentage.

Power – the Batter's homerun-hitting ability, it is referenced when an eligible Power Strategy Card is played.

OBP (On-Base Percentage) – the Batter's capability of getting on base by whatever means necessary. It also measures his "bat control" and strikeout frequency. This is referenced when an eligible OBP Strategy Card is played.

Speed – the Batter's ability to not only to steal bases, but to score runs as well. This is referenced when an eligible Speed Strategy Card is played.

Clutch – the Batter's ability to hit when the game is on the line or when players are in scoring position (on second or third base). This Rating measures the batter's RBI (Runs Batted In) production and is referenced whenever an eligible Clutch Strategy Card is played.

2.1.2 Pitcher Pieces

Name – each Pitcher has a name for identification purposes.

Type – pitchers are Starting Pitchers (SP), Relief Pitchers (RP) or Closers (CL). SPs begin each game and usually pitch the longest. RPs may come in during the game when the SP or another RP gets fatigued. The CL usually pitches the last inning of the game when his team is ahead.

Throws – the side from which the Pitcher pitches the baseball - either Righty (R) or Lefty (L).

Stuff - This area lists the starting Scoring Rolls and Scoring Number marker locations used in the Take The Mound Phase when this Pitcher is pitching.

Ratings – there are five skill categories listed for each Pitcher: Gopher, Control, K, Clutch and WHIP. Adjacent to each skill is a number - the greater the number, the better the pitcher's ability is at that skill. These skills are defined in more detail in the Glossary section (IBC).

Fatigue – this is a number which indicates how long the pitcher can throw effectively. For SPs, the number is their last non-fatigued inning. For RPs and CLs, it is the number of innings they can pitch before getting tired.

2.2 Game Pieces

The game pieces provided have various functions. They are each explained in greater detail in the relevant section of the rules.

2.3 Strategy Cards

There are two categories of Strategy Cards, Offense and Defense. Each card has a title which uses baseball slang to explain a certain baseball dynamic or the action occurring on the field. In the body of the card is a detailed explanation of the card's effect on play.

Strategy Card diagram labels: Card Type; Card Name; Instructions.

2.3.1 Offense Cards: these cards are used by the player who is at bat in the inning. They try to increase the number of Scoring Rolls and/or increase the Scoring Number.

2.3.2 Defense Cards: these cards are used by the player who is in the field in the inning. They try to decrease the number of Scoring Rolls and/or decrease the Scoring Number.

2.4 Team Cards

There are eight Team Cards provided (four standard and four optional) which each represent a fictional baseball team and its Home Ballpark. The ballpark effects are used as an Optional Rule.

2.5 Rally Cap Cards

Each player gets one of these cards to help keep track of how many times his allowed Rally Cap effect is applied during the game.

Baseball players are a particularly superstitious bunch and nothing is more evidence of this than the phenomenon of "rally caps". These are normally displayed by team members that wear their baseball caps inside out, upside down and backwards (but only while in the dugout), which is thought to give the team good luck. There is sporadic evidence of rally caps used throughout baseball for many years prior to 1986, but the most famous (or infamous, depending on your view) use was by the New York Mets during their incredible 9th inning rally in Game #6 of the 1986 World Series (culminating in the well-known Bill Buckner play). The Rally Cap Card also represents other offshoot rally devices - the Rally Monkey, the Rally Towel and now the Rally Squirrel.

2.6 Scoreboard

All of the game's charts and tables appear on this card. Keep it within easy reach of both players.

2.7 Playing Field

The Playing Field is where all the action occurs and is laid out on the table between, and within easy reach of, the two players.

3.0 Setup

Series Setup

Players must first decide what length of game they wish to play. There are four scenarios (or series) available, of different lengths:

  • Spring Training: Players play one game.
  • Divisional Series: Players play the best of three games. The first team to win two games wins the scenario.
  • League Series: Players play the best of five games. The first team to win three games wins the scenario.
  • World Series: Players play the best of seven games. The first team to win four games wins the scenario.

Once the scenario is decided upon, players must determine who has the Home Field Advantage in the series. This can be decided using any reasonable method the players wish (use high die roll if you can't decide). The player who gets the Home Field Advantage is Team 1 and his opponent is Team 2. Players are then assigned to be the Home team or the Away team in each game of the series, as follows:

  • Spring Training: Team 1 is Home in game #1.
  • Divisional Series: Team 1 is Home in game #1 and #3; Team 2 is Home in game #2.
  • League Series: Team 1 is Home in game #1, #2 and #5; Team 2 is Home in game #3 and #4.
  • World Series: Team 1 is Home in game #1, #2, #6 and #7; Team 2 is Home in game #3, #4 and #5.

Team Rosters

Players choose one of the four standard teams available in this game:

  • New York Highlanders (dark blue / gray counters)
  • Philadelphia Mustangs (bright red / white counters)
  • California Titans (orange / black counters)
  • Texas Cowboys (royal blue / red counters)

Use whatever method you find most convenient to decide who gets which team. Each player then takes all 20 Player pieces for his team, the corresponding Team Card, one Rally Caps card and a Fatigue marker (if using optional rules 9.2).

Editor's note: the printed cross-reference in the line above reads "optional rules 9.2". This rulebook's optional rules are in 8.0 (the Fatigue marker is used in 8.2.1 and 8.2.3), and rule 9.0 is not in the available file. The reference is transcribed as printed.

Starting Rotations

Both players secretly set their Starting Rotation for the entire series. This involves stacking their Starting Pitcher (SP) pieces in the order that they will appear in the scenario. The top piece will be the Starting Pitcher in Game #1 of the series, the second SP piece in the stack will be the Starting Pitcher of Game #2, etc.

  • In the Spring Training scenario, one SP is randomly selected by each player to be the Starting Pitcher for the one game. The other three SP's are not used.
  • In the Divisional Series scenario, each player need only select three SP's to be Starting Pitchers. The fourth SP is not used in the series.
  • In the other two scenarios, all four SP pieces must be used as Starting Pitchers.
  • In scenarios that end up going longer than four games, the rotation is re-started from the top.

For example, if you are playing a League Series scenario and each player has won two games, the Starting Pitcher of Game #5 will be the same SP that was the Starting Pitcher of Game #1.

SP's that are not in the Starting Rotation are placed to the side and not used in the series.

Game Setup

For each individual game within a given scenario, follow these procedures to get ready for play:

  1. Shuffle the Offense Strategy Cards and the Defense Strategy cards (keeping them separate) and then place each pile in their designated areas on the Playing Field.

  2. Place the Scoreboard along with all the game markers in a position so that both players can read it easily. Players place the Scoring Rolls and Scoring Number markers near their corresponding tracks. They also place their respective Team Logo markers on the left side of the Scoreboard in the corresponding Home or Away boxes.

  3. The Home player for this game draws a total of six Strategy cards (Offense or Defense in any combination desired) into his hand. He may then discard up to one unwanted card and draw a new one to replace it. After he finishes, the Away player does the same.

  4. Both players place their assigned Starting Pitcher for this game (see 3.0 - Starting Rotations) near the Playing Field. Unused RP and CL Pitcher pieces are placed into their respective Available Pitchers area in the Bullpen boxes on the Playing Field.

  5. Both players select their Lineup, which represents the nine Ballplayer pieces each player will use during the game. A player's Lineup must consist of the following makeup of player positions:

    • 1 - Catcher (C)
    • 3 - Outfielders (OF)
    • 4 - Infielders (IF)
    • 1 - Designated Hitter (DH)

    Players can choose any Ballplayer pieces from their roster to be in the Lineup, as long as they match the distribution of allowed positions listed above. The DH can be any remaining Ballplayer piece, regardless of position. Give this player a DH marker and keep it with him when he is a Fielder. This player is treated normally in all respects, except that he does not use his given Defense rating when Fielding (see 4.3.1, Designated Hitter).

    The Designated Hitter rule is a controversial rule that was introduced in the American League in 1973. It allows another player to bat for the team's pitcher instead of the pitcher batting for himself.

    After choosing their Lineup, each player places those Ballplayer pieces into their respective Available Ballplayers areas in the Dugout boxes on the Playing Field.

4.0 Sequence of Play

One game of High & Tight consists of completing nine Innings of play (or more if the game is tied after nine Innings). The team scoring the most runs at the end of the game wins that game and achieves one victory towards winning the entire series. In brief, innings are resolved by having each player take one turn as the Batter (playing Offense Cards) while the other player is the Fielder (playing Defense Cards). The Away player is the first Batter in each Inning (at the "top" of the Inning) and the Home player is the second Batter (at the "bottom" of the Inning). During each Inning, both players attempt to adjust the Scoring Dice and Scoring Number markers to their advantage. This is accomplished by the proper and timely use of the player ratings and the application of Strategy Cards. Basically, the team "at bat" wants to get both markers as high up their tracks as possible (to increase the odds of scoring runs with the dice roll) and, conversely, the team "in the field" wants to move the markers down their tracks.

The Inning Sequence

Each Inning is resolved in the following sequence. Each Phase is completed upon before the next one takes place:

  • A) Draw Strategy Card Phase
  • B) Deploy the Players Phase
      1. Take the Mound
      1. Batter Up
      1. Take the Field
  • C) Batter vs. Fielder Phase
  • D) Strategy Card Phase
  • E) Managerial Move Phase
  • F) Score Runs Phase
  • G) Switch Sides Phase
  • H) End of Game Phase

4.1 Draw Strategy Card Phase

The Batting Player (only) draws and exchanges cards per the Strategy Card procedures (see 5.2).

4.2 Deploy Players Phases

Both players must now commit the Ballplayers and Pitcher who will participate in this Inning. The Fielding Player must determine who the Pitcher and Fielder will be this inning and the Batting Player must determine who the Batter will be.

4.2.1 Take The Mound: The Fielding player decides on who his Pitcher will be this inning. Normally, it will be the Starting Pitcher who began the game, but Fatigue (see below) and other factors could force the player to change his Pitcher. Once a Pitcher is used in the game and removed, he cannot come back into the game. Upon removal, he is placed in the Used Pitchers area of the Bullpen box. The Fielding player announces who the Pitcher is and then places the Scoring Rolls and Scoring Number markers into their respective boxes based on the Pitcher's Stuff rating. The Pitcher piece is then placed (ratings side up) in the appropriate area on the Pitcher's Mound box (based on the side from which he throws).

Example: If Cane (California) is pitching this Inning, during the Take The Mound Phase the Scoring Rolls marker is placed in the "4" space of the Scoring Rolls Track and the Scoring Number marker is placed in the "IV" space of the Scoring Number Track. Cane's piece is then placed in the Righty area on the Pitcher's Mound box.

4.2.1.1 Pitcher Fatigue: Pitchers can only pitch for a certain number of innings before they get tired. The length they can pitch depends on their role on the team and is reflected by their Fatigue rating.

  • Starting Pitchers: the Fatigue rating for SPs indicates the last Inning number that they can pitch. During the next inning's Take The Mound Phase, the player must bring in an RP or CL Pitcher.

    Example: SP Sabaria (New York) has just finished pitching in the 7th Inning. Since his Fatigue rating is "7", this is his last inning. During the Take The Mound Phase of the 8th inning, an available RP must be brought in to pitch and this pitcher's values are now used.

  • Relief and Closer Pitchers: The Fatigue rating for RPs and CLs indicates the total number of Innings that they can pitch. During the next Inning's Take The Mound Phase, the player must bring in another RP or CL Pitcher.

    Example: RP Francesco (Texas) has a Fatigue Rating of "2". He's pitched in the 6th and 7th Innings but he may not do so in the 8th. The player must bring in another RP or CL Pitcher to pitch the 9th Inning and this pitcher's values are now used.

4.2.2 Batter Up: The Batting Player must place an eligible Batter in the Batter's Box. An eligible Batter is:

  • a) If the Batting player is the Away team: A Ballplayer who is in the Available Ballplayers area of the Dugout or;
  • b) If the Batting player is the Home team: The same Ballplayer who was just the Fielder in the "top" of this inning.

The Batting player then places his eligible Batter piece (ratings side up) into the appropriate Batter's Box (based on which side he bats from).

4.2.3 Take the Field: The Fielding Player places an eligible Fielder into the In The Field box. An eligible Fielder is:

  • a) If the Fielding player is the Home team: A Ballplayer who is in the Available Ballplayers area of the Dugout or;
  • b) If the Fielding player is the Away team: The same Ballplayer who was just the Batter in the "top" of this inning.

The Fielding player then places his eligible Fielder piece (ratings side up) into the In The Field box.

4.3 The Batter vs. Fielder Phase

During the Batter vs. Fielder Phase, the Batting player references the Offense value of the current Batter and deducts the Defense value of the current Fielder. The net difference is the number of spaces the Scoring Number marker is moved up the track (if positive) or down the track (if negative).

Example: The Scoring Number marker is currently in the "V" box. If the Batter in the inning has an Offense value of "6" and the Fielder's Defense value is "5", the Scoring Number marker is moved one space higher (net difference = +1) to the "VI" box.

4.3.1 Designated Hitter Effects: When the DH-assigned Ballplayer (see 3.0, Game Setup) is the Batter for the inning, simply use his offensive ratings normally. However, when the DH is the Fielder in the inning, the Defense value used is automatically "4" (as shown on the DH marker). Do not use the Defense value on his Ballplayer piece. In addition, the DH is not considered to be in the field and thus his Defense value cannot be used in conjunction with any Defense Strategy Cards that call for his Defense value to be used (ex: "Around The Horn").

High & Tight uses the DH rule to make overall game play easier. In order to be realistic, the DH does not get to use his Defense value as he never actually appears in the field. The DH marker's listed Defense value is simply the approximate average of all player Defense ratings.

4.4 Strategy Card Phase

During this phase, players may play their eligible Strategy Cards and all marker adjustments are made immediately as they occur (see 5.0, Strategy Cards for details on Strategy Card play).

4.5 Managerial Move Phase

During the Managerial Move Phase, the Batting player (only) may adjust the Scoring Dice and Scoring Number markers in one of two ways:

  • a) Move the Scoring Number marker up two or fewer boxes and, in exchange, move the Scoring Rolls marker down one box or;
  • b) Move the Scoring Number marker down two boxes and, in exchange, move the Scoring Rolls marker up one box.

This adjustment can be made only as long as there are enough boxes available on the Tracks to make the "down" adjustment.

Example: The final position of the Scoring Rolls marker is the "5" box and the Scoring Number marker is in the "VI" box. During the Managerial Move Phase, the Batting player could choose to move the Scoring Rolls marker up to the "6" box and simultaneously move the Scoring Number marker down to the "IV" box.

He could also choose instead to lower the Scoring Rolls marker to "4" and raise the Scoring Number marker to "VIII". If the Scoring Number marker had started the phase in the "II" box instead, he could not have made the first choice as he could not move the marker any further down the track.

A player who is behind by a number of runs may wish to increase his number of Scoring Rolls to give him a chance to score extra runs with some lucky rolls. On the other hand, if a player is trying to score just one run, he may want to make fewer Scoring Rolls, but with a greater chance to score that single run by increasing the Scoring Number instead.

4.6 Scoring Runs Phase

When the final positions of the Scoring Rolls and Scoring Number markers is determined the Batting player makes a number of dice rolls equal to the Scoring Roll marker box. Two dice are rolled each time and the dice are added together. Each roll that totals the exact number(s) in the Scoring Number marker box yields one run.

4.6.1 Reading the Scoring Rolls Box: Each box of the Scoring Rolls Track has a number representing the number of rolls allowed. So, for example, box "4" means the Batting player rolls the dice four times and checks the dice total after each roll.

4.6.2 Reading the Scoring Number Box: Listed in each box of the Scoring Number Track is one or more numbers. This is the dice roll total needed to score one run. These are read as follows:

  • Single Number (ex: 6) = if the two dice added together equal this number, one run is scored with that roll.
  • Two Numbers (ex: "7 or 2") = if the two dice added together equal either one of these numbers, one run is scored with that roll.
  • Scoring Number Box "I" (2 and 6 or 7) = in order to score a run in this box, the player must first roll a total of "2". Then he must roll again (for free this time – this does not count against his allowed Scoring Rolls) and score a total of "6" or "7" on the dice. If he achieves both required totals with both rolls, one run is scored.

Example: The Scoring Rolls marker is in the "5" box and the Scoring Number marker is in the "IV" box. The Batting player rolls two dice five times. His rolls are: 3 4, 2 2, 6 1, 3 1 and 5 5. He scores two runs in the inning (with the second and fourth rolls).

Please note that there is some descriptive wording in each of the Scoring boxes to give a better feel of the key situation depicted in each inning. It gives a narrative baseball description of the scoring situation, but it is purely flavor text and has no direct game meaning. So if you see "Two Outs" combined with "Bases Empty", your chances of scoring are low. But if you see "No Outs" and "Bases Loaded", there's no excuse for not achieving a big inning!

4.6.3 Additional Scoring Numbers: In some cases, the Batting player can earn additional Scoring Numbers aside from those listed on the Scoring Number Track. This can happen with the play of the Rally Caps Card (5.7) and/or with the application of Home Ballpark effects (8.1). These additional Scoring Numbers are simply added to the list of eligible numbers that will score a run for the Batting player.

4.6.4 Recording Runs: After the Batting player is done rolling for runs he must record the runs on the Scoreboard with the Runs Scored markers (these are the black numbered markers). If he did not score any runs, no marker is placed (the box already has a pre-printed "0" in it). If he scored one or more runs, he finds the numbered marker equaling the number of runs scored and places it in the box representing the half of the inning (top or bottom) just completed.

4.7 Switch Sides Phase

During this phase, the two players switch their roles – the previously Batting player becomes the Fielding player and vice versa. After the Home player bats in his half of the Inning (the "bottom"), the inning is over. Both players move the two Ballplayer pieces that were just used in the inning (the Batter and the Fielder) to the Used Ballplayer area of the Dugout box. These players cannot be used again in the game (exception: see 6.0, Extra Innings). The Away player then starts as the Batter with step "A" of the Sequence of Play in the "top" of the next Inning. If the Inning just finished is the 9th Inning, the game is over unless the score is tied (see 6.0, Extra Innings).

We've provided an At Bat marker (with Home and Away sides) to help you keep track of which inning you're in and which half of the inning you're playing. Just move the marker to each inning box on the Scoreboard as the game progresses.

4.8 Ending the Game

If the 9th Inning has been completed and the score is not tied, total the runs scored (add the Runs Scored markers together on the Scoreboard for each team). The team with the highest run total wins the game! Note that if the Home team is winning after the Away team has batted in the top of the 9th Inning, the game ends immediately (the Home team does not bat in the bottom of the 9th Inning).

The team that wins the game should note the win, either on a piece of paper or with a numbered marker or spare die. Keep a running total of games won for each team so a series winner can be determined.

5.0 Strategy Cards

Players do influence the game with their Starting Rotation and Lineup decisions, but a real edge can be achieved by clever and timely use of the Strategy Cards. These cards, combined with the particular skills of the team's players, can make or break a ball game.

5.1 Reading the Strategy Cards

These cards are either Offense or Defense cards. The Offense cards are played by the Batting Player and the Defense cards by the Fielding Player. The title of each card utilizes baseball slang to describe what play or event is represented by the card. The color of the card and its sub-title will tell you which type of card it is. There are six types of Strategy Cards: Power, Speed, OBP, Clutch, Special Strategy and Free Strategy. Each will be described in the appropriate rules section.

5.1.1 Strategy Card Explanations: Strategy Cards contain an explanation of how they are applied during game play. These explanations are pretty self-evident, but just to be sure:

  • a) Ballplayer and Pitcher Ratings Adjustments: Reference is often made to adding (+) or subtracting (-) a Ballplayer's or Pitcher's rating in a certain skill. This means that you take the indicated value for the Batter, Fielder or Pitcher's rating (per his Ballplayer piece) and either increase or decrease the Scoring Number marker by that amount.

    Example 1: If the Batting player plays the "Good Wood" Power Offense card with Hampton (Texas) batting (who has a 3 Power rating), he would move the Scoring Number marker up three boxes.

    Example 2: If the Fielding player plays the "On the Black" OBP Defense card with Oswald (Philadelphia) pitching (who has a 2 Control rating), he would move the Scoring Number marker down two boxes.

  • b) Bonus Cards: This special section is found on some cards and is in addition to the normal effects of the card. Simply refer to the appropriate Batter, Fielder or Pitcher ratings indicated and increase or decrease the Scoring Rolls marker as indicated.

    Example: If the Batting player has Kanno (New York) batting and plays the "Split the Outfielders" Speed Offense card, he would increase the Scoring Number marker by one box (for his 1 Speed) and increase the Scoring Rolls marker by two boxes (for his 3 Power).

  • c) "Pitcher/Batter Matchup" Cards: This card references the Batter's Bats rating (Righty, Lefty or Switch) and matches it with the Pitcher's Throws rating (Righty or Lefty). If the card indicates "Righty vs. Lefty", it does not matter which player has which value, just as long as they are opposite of one another. A "Switch" hitter always bats from the opposite side (and thereby can always benefit from this card). These cards represent the classic baseball strategy of trying to achieve advantageous pitching/batting matchups. It is a benefit to the Pitcher to throw from the same side as the Batter (Righty against Righty and, especially, Lefty against Lefty). It is to the Batter's advantage to bat from the opposite side from the Pitcher (Righty against Lefty and Lefty against Righty).

    Example: If the Fielding player has Ziti (California) pitching against Marty (Texas) and plays the "Pitcher/Batter Matchup" Defense Special Strategy Card, he will decrease the Scoring Rolls marker by three spaces (Lefty vs. Lefty). If instead the Batter was Blanto (Texas), the Fielding player could not have played the card at all as Blanto is a Switch hitter and would bat as a Righty in this matchup.

5.2 Strategy Card Procedures

Before each game starts and then again during the Draw Strategy Card Phase of each Inning (except the 1st Inning), players have the opportunity to draw new cards into their hand and then discard any one card and draw a new one to replace it.

5.2.1 Strategy Card Draws: When drawing cards, players may select any combination of Offense and Defense cards as they see fit. There is no limit to the number of Strategy cards a player may hold. Cards are held in the player's hand and are not shown to the opposing player, though your opponent may know how many of each category of card (Offense or Defense) you hold. Players draw six Strategy Cards before the game begins. Further cards are drawn, as follows:

  • 1st Inning = no cards are drawn;
  • 2nd, 3rd, 4th, 5th, 6th, 8th, 9th Innings and all Extra Innings = the player draws one new card.
  • 7th Inning (the "7th Inning Stretch") = the player draws four new cards.

It is suggested that you keep your Offense cards in a separate pile from your Defense cards. When you're Batting, grab the Offense cards to use and when you're Fielding, take the Defense pile in hand.

If a draw pile runs out of cards, simply take the discard pile and shuffle the cards and start a new draw pile.

5.2.2 Exchanging Strategy Cards: After a player draws one or more cards into his hand, he may then discard one or more cards and draw new cards to replace them (i.e., exchange them). The number of cards that can be exchanged depends on the inning being played, as follows:

  • 1st Inning = no cards are exchanged;
  • 2nd, 3rd, 4th, 5th, 6th and 7th Innings and all Extra Innings = the player may exchange one card;
  • 8th and 9th Innings = the player may exchange up to two cards.

Note that any card can be exchanged – it does not have to be the one that was just drawn. In addition, either category of card can be discarded and either category can be drawn to replace it.

It should be obvious that this card exchange mechanic can be used by players to try and dump less valuable Strategy cards and replace them with cards that are more likely be used in this or future Innings.

Example: It's the 2nd Inning of a ballgame. The Away player is batting first and will draw one Strategy Card (either an Offense or Defense card, his choice). The player may then discard any one card from his hand and draw one new card from either deck in exchange.

5.3 Eligible Strategy Cards

During the Strategy Card Phase, players may only play a Strategy card if it's the same Strategy type as indicated in the Inning Box or if it is a Special Strategy Card. If the Inning Strategy is "NONE", only Special Strategy Cards can be played this inning. In either case, only one Strategy Card can be played by each side per phase (however, see [6.7] - Rally Caps Cards).

Editor's note: the printed cross-reference "[6.7]" in the line above points to a rule number that is not printed in this rulebook. The Rally Caps rules are printed as 5.7 (see 5.7 below). The cross-reference is transcribed as printed.

Example: The Inning Strategy for the 5th inning is Power. Therefore, the Batting player can only play Power Offense cards and the Fielding player can only play Power Defense cards during this Inning. However, both players could play Special Strategy Card cards.

5.4 Strategy Card Play Sequence

During the Strategy Card Phase, the Batting player has the first option to play an eligible Offense Strategy Card or Pass (i.e., not play a card). If he decides to play a card, he takes the Strategy card from his hand and places it face-up onto the Offense discard pile. The card's effects are then applied immediately. Whether the Batting player plays a card or passes, the Fielding player can then either play an eligible Defense Strategy Card or Pass. Note that the Fielding player can still play an eligible Defense card even if the Batting player passes! If he plays a card, he places it face-up onto the Defense discard pile and applies any effects.

5.5 Strategy Card Effects

When a Strategy Card is played, apply its effects immediately. Each card will detail these effects and which values on the pieces to reference. Usually, the effect will be to add or subtract a particular value from the Ballplayer piece and/or the Pitcher piece. These plus and minus effects will move either the Scoring Number marker and/or the Scoring Rolls marker as indicated on the card. All adjustments are cumulative.

5.5.1 Scoring Rolls Track Procedures: If the Scoring Rolls marker is moved past the "10" box, flip it over to the "+10" side and start counting from the "1" box again (which would represent "11" Scoring Rolls). Adjustments below the "1" box remain in the "1" box.

5.5.2 Scoring Number Track Procedures: The Scoring Number marker can never be moved off its track and will remain at the lowest or highest box in those cases. Any excess adjustment past the "XII" box will grant the player one bonus Scoring Roll, added to his final number of Scoring Rolls for this at bat. Flip the marker over to its "+1 Bonus Scoring Roll" side as a reminder.

Example: The game is in the top of the 7th Inning, which is a Speed Strategy Inning. The Away player is Batting and has cleverly kept a Ballplayer with a 3 Speed rating in his dugout, waiting for this inning. In the Strategy Card Phase, he plays a "Good Jump" Speed Offense Strategy Card. He discards the card and moves the Scoring Number marker up three boxes. The Home player now has the option to play but has no Speed Defense Strategy Card. However, he does have a "Blown Call" Defense Special Strategy Card and decides to commit it. He discards that card and thus moves the Scoring Rolls marker down one box.

5.6 Special Strategy Cards

Certain Strategy Cards are designated as Special Strategy Cards and are colored differently for easy identification. These cards can be played in any inning, regardless of the Inning Strategy. They are played normally during the Strategy Card Phase and are treated in all ways as a qualifying Strategy Card. Each Special Strategy Card has unique conditions and effects, as described on the card itself.

5.6.1 Free Strategy Cards: Some cards are classified as Free Strategy Cards and are also colored differently. These cards do not count against the one-card per player per inning limit. They can be played as indicated on the card itself without affecting the number of allowed Strategy Card plays for that player. If both players happen to simultaneously play their Free Strategy Cards, the Batting player's card is committed first and then can be overridden by the Fielding Player's card.

5.7 Rally Caps Cards

Each player receives one Rally Caps card before play begins. This card is placed in full view of both players and is placed with the "2" side face up.

5.7.1 Using Rally Caps Cards: During the course of the game, each player may use his Rally Caps card only twice. In order to use it, the player may play it at any time during the Strategy Card Phase. This is even allowed after the player sees his opponent's played Strategy Card. After using his Rally Caps card effect for the first time in the game, the owning player should flip the card over to its "1" side. After using the card effect for a second time, the player removes the card from play as it cannot be used again.

Yes, a player can choose to use his Rally Caps advantage twice in a row and thus apply two bonuses in one phase!

5.7.2 Rally Cap Card Effects: Each use of the Rally Caps card allows the player one of two bonuses:

  • Immediately play an additional eligible Strategy Card. This is applied cumulatively with a Strategy Card that the player has already played this phase; – OR –
  • A Batting Player may elect to score a run with each roll of "10" during this at bat (only). This is cumulative with any other Scoring Number already in affect for this at bat.

Example: During the 4th Inning (Clutch), the Batting player has a Ballplayer batting with a "4" Clutch rating and the "Wallbanger" and "Fight Off Pitches" Clutch Offense cards in hand. He plays one of the cards and when his opponent does not play a Defense card in response, he seizes on the opportunity for a huge rally. He announces that he's using his first Rally Caps ability and plays the second card as well. After seeing the effect of both cards, he then says he's using his second (and last) Rally Caps card ability to also score runs on all rolls of "10", which is in addition to the Scoring Numbers indicated on the Scoring Number Track. So, for example, if the final Scoring Number box is "IX", the Batting player will score a run on each roll of "3", "7" or "10".

6.0 Extra Innings

If the game is tied at the end of the 9th Inning, players will begin playing Extra Innings. This consists of playing one Inning after another, starting with the 10th Inning, until one team is ahead at the end of any Inning (just as with the 9th Inning procedure).

6.1 Eligible Players

The players pick up all of the Ballplayer pieces in the Used Ballplayer area of the Dugout and place them back in the Available Ballplayers area. They are now again eligible to take part in Extra Innings, beginning with the 10th Inning.

Pitchers in the Used Pitchers area must remain there – they are still not available. All normal rules apply to Pitchers during Extra Innings. If a player runs out of Pitchers to use due to Fatigue limitations, the last Pitcher used continues pitching with a Fatigue +200 marker until the game is over (see 8.2.1, Pitching Tired).

6.2 Extra Innings Procedure

Players first clean the Scoreboard by removing all Runs Scored markers and putting just one Runs Scored marker in each "Final" box on the Scoreboard equaling the current tie score. The first Extra Inning is the 10th Inning and the Inning Strategy is "Any", which means that the Batting player may choose any of the available five Strategies (including "NONE") as the Strategy for his "at bat". The opposing player may change it to any other Strategy when he bats in the bottom of the inning. If the game is still tied after the 10th inning, play proceeds to the 11th inning. The 11th inning is treated exactly the same way as the 1st inning – including draw and exchange restrictions. Each inning afterwards, the same procedure is used for each Extra Inning – the 12th inning uses the 2nd inning parameters, etc.

6.3 Ending Extra Innings

The team that has more total runs at the end of any single Extra Inning is the winner. If the game is still tied, continue to the next Extra Inning normally. There is no limit to the number of Extra Innings that can be played – keep going until somebody wins. If by some miracle the players play through the 19th inning without one team winning, repeat the entire procedure again. Keep a cumulative total of any runs scored in the appropriate Inning boxes normally.

Please note that the game does not end if the Away team scores at the top of an Extra Inning (this is not Sudden Death). But it will end if the Home team goes ahead in the bottom of the Extra Inning.

7.0 Winning the Series

When a team has won the requisite number of games for the type of scenario being played (see 3.0, Game Setup), that player is declared the winner of High & Tight! Champagne will be sprayed in the locker room, so wear your goggles!

8.0 Optional Rules

These rules add a little more realism and make the game slightly more difficult. Apply them at your whim.

Note on transcription: the printed Fatigue markers in 8.2.1 and 8.2.3 are shown with a space inside the number (e.g., "+1 00"); they are transcribed here as +100 and +200.

8.1 Home Ballpark Effects

The Home player in each game flips over his Team Card to reveal the "Home Ballpark" side. This side of the card lists the name of the ballpark, the unique feature it possesses and that feature's effects on game play. These effects are applied during the entire course of the game. These bonuses are to simulate the support of the home town crowd, the physical layout of the stadium, environmental aspects of the stadium, etc.

8.1.1 Additional Team Cards: Aside from the four standard Team Cards, there are four additional cards that players may use in lieu of the standard cards. If players agree beforehand, players may additionally choose to be the Seattle Volcanoes, Chicago Black Sox, Florida Sharks or Arizona Killer Bees. These new Team Cards (and their corresponding Home Ballpark effects) can be used with any of the four standard rosters.

8.2 Advanced Pitcher Fatigue

The basic Fatigue rule is rather simplistic, since in many cases a pitcher may be able to pitch more or less than his normal capability based on how he was used in previous games. When using this option, the player may replace a Pitcher anytime he chooses. A removed SP must be replaced by an RP or CL. A removed RP or CL must be replaced by another RP.

An important part of managing a baseball team is effectively supervising the pitching staff. Keeping your pitchers fresh and prepared to enter the game at a key moment is vital.

8.2.1 Pitching Tired: When a Pitcher reaches his Fatigue point per the normal rules the owning player may elect to keep him in the game instead of removing him.

  • a) Starting Pitchers: The "Fatigue" rating for an SP now indicates the last Inning number that he can pitch without a Fatigue modifier. If the player decides to allow the SP to stay in the game and pitch the next Inning after his Fatigue rating, he places a "Fatigue +100" marker on the Pitcher's piece. This means that the Pitcher's "Stuff" rating is increased by one Scoring Roll. If he stays in another Inning after this one, flip the marker over to the "+200" side, thus increasing his Stuff rating by two Scoring Rolls. Regardless of how long the Pitcher remains pitching thereafter, the marker is not increased any further.
  • b) Relief Pitchers and Closers: The Fatigue rating for an RP and CL now indicates the total number of Innings that they can pitch without a Fatigue modifier. If the RP or CL stays in the game and begins pitching the next Inning after his Fatigue rating, follow the same Fatigue marker procedure as an SP.

A player may have to allow RP's to exceed their normal Fatigue inning because an SP gets "bombed" (see below) early in a game and an RP has to come in to pitch "long relief" past his normal endurance.

8.2.2 Pitcher's Rest: All Pitchers need some rest between games and thus can't be used in every game of a long series. Pitchers are restricted as follows:

  • Starting Pitchers: may only pitch once every four games;
  • Relief Pitchers: may only pitch for a maximum of three games in a row and then must take at least one game off (i.e., they are made Unavailable in that game). In addition, if an RP Pitcher exceeds his Fatigue rating (see 8.2) in any game, his allowed consecutive games played is decreased by one;
  • Closers: may only pitch for a maximum of two games in a row and then must take at least one game off. In addition, if a CL Pitcher exceeds his Fatigue rating in a game, he may not pitch in the next game.

Example: RP Contadez (Philadelphia) has pitched one inning each in Game #2, #3 and #4 in a World Series scenario. He may not, therefore, pitch in Game #5. If, however, he was forced to pitch two or more innings in Game #3 (more than his Fatigue rating of 1), he would not be allowed to pitch in Game #4.

8.2.3 Short Rest: The owning player may decide to allow a Pitcher to pitch on short rest. This means he can pitch the Pitcher in violation of the above-listed Pitcher's Rest limitations, but at a penalty.

  • a) Starting Pitcher's 3-Day Short Rest: A player may start an SP one game earlier (only) than normal. If he does so, the SP begins the game with a Fatigue +100 marker on his piece. It will then be increased to the +200 side if any further Fatigue eligibility occurs.

    SP Example: SP Flee (Texas) pitched in Game #2 of the current series. The player decides that he is a good match up against the New York Highlanders and pitches him again in Game #5 on "short rest". Flee will start Game #5 with a Fatigue +100 marker and if he gets "bombed" or pitches into the 9th inning, he will have to flip the marker to the +200 side.

  • b) Relief Pitcher's and Closer's Overworked Bullpen Short Rest: A player may pitch an RP or CL Pitcher in one extra consecutive game (only) than normal. If he does so, the Pitcher enters the game with a Fatigue +100 marker on his piece. It will then be increased to the +200 side if any further Fatigue eligibility occurs.

    CL Example: The Black Sox player really needs to close out Game #6 of the series to win. His Closer, Rivers, has already pitched Game #4 and #5, but he's willing to take the risk. In the 9th Inning of Game #6, with a 3-2 lead over the Killer Bees, he brings in CL Rivero with a Fatigue +100 marker already on his piece. If the Killer Bees tie the game up and go into Extra Innings, he can leave Rivero in, but now with a Fatigue +200 marker.

    Editor's note: the printed CL Example names the Closer as "Rivers" in one sentence and "Rivero" in the next. Both spellings are transcribed as printed.

8.3 Closer Saves

The CL Pitcher gets paid a lot of money by the team to "save" games (i.e., "close them out"). Therefore, if it's the 9th inning or any Extra Inning and the CL Pitcher has not yet pitched, the owning player must bring him in to pitch if his team is ahead by three or fewer runs. CL Pitchers cannot be used before the 9th Inning unless there is no other option! Otherwise the owning player can use the CL in any other eligible manner. This rule can be ignored if the Closer needs to take a "day off" per 8.2.2, Pitcher Rest.

8.4 Good Day / Bad Day

Pitchers are a sensitive breed and can easily have a good day and dominate or, conversely, have a bad one and fall apart. Whether it's a mechanical issue, a nagging physical ailment or a mental state, some days are just going to be good and some bad.

8.4.1 Pitcher's in a Good Groove: If an SP has given up only one or fewer runs at the time he reaches his Fatigue rating inning, ignore all Fatigue effects as stated in Pitching Tired (8.2.1). As long as he does not give up more than one run total, he ignores Fatigue. As soon as he does give up two or more runs, apply the normal Fatigue effects beginning with the next Inning (i.e., apply the Fatigue +100 marker).

8.4.2 Bombed Pitchers: If a Pitcher gives up 3 or more runs in one inning or 5 or more runs cumulatively, give him a Fatigue +100 marker at the end of the inning which results in either of the above totals occurring. If the Pitcher stays in the game, the marker stays with him. If the same Pitcher gives up an additional 2 or more runs cumulatively or passes his normal Fatigue Inning, flip the Fatigue marker over to the +200 side.

  • The game is now ready to begin. The Home player must sing the Star Spangled Banner and then yell "Play Ball!"

  • d) Canceling Strategy Cards: A Defense Strategy Card that cancels an Offense Strategy Card should be played immediately after that Offense card. Both cards are discarded without further effect. Special Strategy Cards cannot be canceled.

    Example: If the Batting player plays the "Ducks on the Pond" Clutch Offense card, the Fielding player can immediately play the "Web Gem" Clutch Defense card and cancel the Offense card before any markers are moved.

  • e) "Hit & Run" Offense Card: This card is unique in that it has two different effects. The Batting Player applies the increase in Scoring Rolls per the card (if he qualifies). However, any die roll of "9" will decrease his runs earned this inning to that point by one (but never below zero). You cannot score negative runs due to this card.

    This is to simulate the risk/reward effect of the hit-and-run play. The runner is running with the pitch and has an increased chance of scoring by doing so but also has an increased chance of being "doubled off" or thrown out if the batter swings and misses.

    Example: If the Batting player plays the "Hit and Run" card, he increases his Scoring Rolls by four. So let's assume his total number of rolls is six and the Scoring Number is "III". If he rolls 4 4, 2 1, 3 4, 4 5, 1 2 and 5 2, he will net one run scored.