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BaseballA 2-player game for the piecepackRev 1.0, May 2001Designed by Jim Doherty,
Eight Foot Llama (www.EightFootLlama.com)

OverviewThis is a loose simulation of baseball for two players. There’s plenty of luck
involved, but someof the choices managers face in real life are represented here, such
as how to pitch to certainbatters, when to change your pitcher, and whether or not to
go for that extra base. You’ll need abasic familiarity with the sport to play this
game, as baseball rules are not outlined much here.
The game is five innings, though extra innings may be necessary. Optional rules are
included.

What you need to playA piecepackA standard deck of playing cards (take the jokers out)
Two copies of the team sheet and one copy of the game sheet that accompany these
rules.

SetupEach player takes 2 full suits of tiles and the corresponding pawns. The coins
and dice will beused by both players.
Stack one 5 tile and the two nulls from your set face-down. This is your pitcher stack
andrepresents the three pitchers you have available. The numbers on the inverted tiles
have nomeaning. Put the stack on the P square of the game sheet. Put your other 5 tile
out of play.
Your remaining eight tiles are your position players (LF, CF, RF, 3B, SS, 2B, 1B, C).
Set theseup on the remaining squares on your team sheet. You may assign any tile to
any position, exceptthat players with the value 4 may not play the outfield. Higher
numbers represent betterfielding and speed skill, but lower numbers have better
batting skill. Aces count as a value of 1throughout this game. Players are committed
to their position for the whole game.
Each player takes a full set of red cards which are Pitch Cards and black cards which
are SwingCards. Keep these two sets separate. They form hands which players select
from when a battersteps to the plate. Remove the Aces if you are not playing with the
Stealing Second Baseoptional rule.
Use coins to track the game on the game sheet.
Pawns denote which player is next to bat, and also the fatigue of your current
pitcher.

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The player who is further from his home is the visiting team and bats first. Resolve
disputes witha die roll or food fight.
Batting order starts with the left fielder, and progresses across the tiles left-to-
right (LF, CF, RF,3B, SS, 2B, 1B, C, P, LF, etc.) Place one of your pawns on the
bottom left of the hitter due to batnext. The fielding player takes the red die. The
batting player takes the remaining dice.
Hitting the BallAn at-bat is resolved by rolling the three batting dice, ignoring any
die that matches the tile valueof the batter, and totaling the result. For example, if
your batter tile is a 4, and you roll [null, 4,ace], your Hit Result is 1.
Before this is done, however, each player must play a card face-down. The fielding
playerchooses any red card from his hand to represent the Pitch, and the batting
player chooses anyblack card to represent the Swing. The King is the highest card and
the two is the lowest. Onceboth players have made their card choice, the cards are
revealed, and the Hit Result is determinedas shown above. Cards played go to discard
piles in front of each player. Subsequent Pitches andSwings must be played from the
remaining cards in your hand.
If the fielding player played a higher card, he made a good pitch. Subtract two from
the HitResult. If the batting player played a higher card, the swing proved more
powerful. Add two tothe Hit Result. If both played the same card, the Hit Result
stands as it is.
The Hit Result is interpreted by the following chart. Note that the numbers shown
below are alsoshown in red next to the appropriate player on your team sheet.
HitResult
3 or less Strikeout. Batter is out, move on to next batter.
4-7 Ground Ball. Possible single – fielded by:4=3B 5=SS 6=2B 7=1B
8-10 Fly Ball. Possible single – fielded by:8=LF 9=CF 10=RF
11-12 Double. Batter to 2nd.
13-14 Triple. Batter to 3rd
15+ Homerun.

Fielding a Ground Ball or Fly BallGround balls and fly balls are hit to specific tiles
as shown the Hit Result chart. The fieldingplayer rolls the red die. If its value is
less than the value of the tile fielding the ball, the batter is

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out. Otherwise, the batter reaches first with a single. You can remember the less than
rule byrecalling that "ties go to the runner" in baseball.

BaserunnersWhen a batter reaches base, place a coin matching the batter’s tile value
on the appropriate baseto represent him. Any runners already on base when the batter
gets a hit will advance as manybases as the batter did. For example, if you hit a
single with a man on second, you now haverunners on first and third.

Special Baserunning RulesAfter a hit with men on base, the lead runner may choose to
try for an extra base, such as tryingto score from second on a single. If he does so,
he must roll a piecepack die equal to or lessthan his own tile value to safely advance
(again, ties go to the runner). If he rolls too high, he isout. If you have multiple
baserunners at the time of a hit, only the lead baserunner may seek anextra base this
way. Everyone else on the basepaths stays put regardless of what happens to thelead
runner.
Example: You have men on 1st and 2nd and get a single. The runner on 2nd goes to 3rd,
and decides to
try for home with the roll of a die. Whether he is safe at home or out, the next
batter will come up with
men on 1st and 2nd.
If a batter flies out, and it does not make the third out of the inning, the lead
runner may attemptto advance as above after the catch.
Example: You have men on 1st and 2nd and hit a fly out. The runner on 2nd tries for
3rd after the catch.
Whether he is safe at third or out, the runner on 1st will remain there.
If a batter grounds out in a force situation (runners on 1st, 1st+2nd, or bases
loaded), the leadrunner is forced out and the batter is safe at first.
Runners stay where they are on non-force situation groundouts or strikeouts.

Scoring RunsAs runners cross home plate, track the score with on the game sheet. Also,
place a pawn on theopposing pitcher to track the number of runs he has given up. Place
the pawn on his upper-leftspace for the first run he allows and move it clockwise as
more runs score. If four or more runsare scored off of a single pitcher, he is In Deep
Trouble (see later section). Note: Your thirdpitcher can't get In Deep Trouble, so you
don't have to track the runs he gives up.

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Running out of Swing and Pitch CardsIf you play your last Swing Card, just pick up the
discard stack in its entirety and continue play.
If you play your last Pitch Card, you have a decision to make before the next batter
comes up.You may leave your current pitcher in the game, in which case the face cards
stay in thediscard stack but you pick up the others and continue play. Or, you may
replace the pitcher.

Replacing the PitcherYou may replace your pitcher at any time. Remove one tile off
your pitching stack and put itpermanently out of play. If there was a pawn on this
tile, set it aside, since your new pitcher willcome into the game with zero runs
scored off him. Pick up all of your discarded Pitch Cards, butput the highest
remaining face and numbered card permanently out of play (the K+10 on thefirst
pitching change, the Q+9 on the second). Your third pitcher cannot be replaced.

Pitchers In Deep TroubleIf your first or second pitcher gives up four runs, he is In
Deep Trouble. You’ve left him in thegame too long, and it will take time to warm-up
the next pitcher in the bullpen. You may notreplace him until three more hitters have
come to bat or the current inning ends. During this time,the batting player gets to
roll four batting dice instead of the usual three.
Your third pitcher never gets In Deep Trouble.

When the Pitcher Comes to BatPitchers bat as if they had a tile value of 5 and may not
swing with a face card unless thebatting player has nothing but face cards left in his
Swing Hand.
You may pinch-hit for your first two pitchers. Remove him from the game [see Replacing
thePitcher], and conduct the at-bat as if you were batting regular player with a tile
value of 2.
You may not pinch-hit for your third pitcher, since he may not be replaced.

Optional Rules
Juice CardsYou can give the Face Cards additional power with this rule, making the
decision to use them alittle more strategic.
Face Cards represent Juice Cards -- an extra effort from a pitcher or batter. If a
player plays aJuice Card that outranks his opponent’s card (even if it is another
Juice Card), he gets a bonus

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for the at-bat beyond the standard two-point modifier. Thus only one player will get a
bonus on agiven at-bat, never both.
If the batter gets the bonus, he can re-roll any nulls he rolls once.If the pitcher
gets the bonus, the batter must re-roll any 5s he rolls once.

The Ace Card: Stealing Second BaseThis rule rewards speedy players (i.e., bad hitters)
who get on base and can make for a toughdecision.
If the runner on first has a tile value equal to or greater than the opposing catcher,
he mayattempt to steal second (if vacant, of course). The batting player attempts a
steal by playing hisAce Swing Card during an at-bat. This puts the at-bat on hold
while the steal of second isattempted. The runner steals second successfully unless
the fielding player has called a pitchoutby playing an Ace himself.
If no pitchout was called, the runner is safe, and the fielding player returns
whatever Pitch cardhe played to his hand.
If a pitchout was called when a base steal is attempted (that is, both players played
Aces), therunner is out. If the batting player took a regular Swing during a pitchout,
the Ace is consideredto have a Pitch value of 1.
If the batter plays an Ace when a stolen base is not possible, it is considered to be
a Swing ofvalue 1.
If the only card you have left in your hand is an Ace, your hand is considered emptied
(seeRunning out of Pitch and Swing Cards).

Batter  Plays… Fielder  Plays… Result

Ace Ace Pitchout! Runner caught stealing
Ace Non-Ace Runner steals second. Return pitch card to hand.
Non-Ace Ace Regular at-bat. Pitch card has value 1.

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