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SOM BaseballRulebook
SOM BaseballRulebook
INTRODUCTION
Welcome to Strat-O-Matic. We are proud of our reputation as the baseball simulation with an unequalled combination of ease of play, baseball realism and statistical accuracy. Like such classic games as chess, Trivial Pursuit, Othello, and baseball itself, Strat-O-Matic Baseball is easy to learn, yet can provide a lifetime of challenge. Since 1961, when Strat-O-Matic Baseball made its debut, the game has been enjoyed by children and adults. Many have played Strat-O-Matic for more than 30 years! Strat-O-Matic baseball is really three games in one: Basic, Advanced and Super Advanced. We recommend that you familiarize yourself with the Basic game first, then add as many Advanced or Super Advanced options as you wish, depending on the amount of strategy and statistical precision you enjoy. Many adults still prefer the simplicity of the Basic game, while others want all the strategy possible. The choice is yours! In the options below, the Advanced and Super Advanced rules often supplement the Basic instructions, so it is worthwhile to learn the Basic rules even if you intend to play in a more advanced way. In other instances, please note that rules (especially for fielding and baserunning) for Advanced and Super Advanced play differ significantly. More than the other Strat-O-Matic game versions, Super Advanced play tries to account for the wide variety of circumstances that can occur in a big-league game. So the outcome of a play in Super Advanced Strat-O-Matic may differ depending on whether you are reading similar results from a player card or from a chart. In every case, the heart and soul of the Strat-O-Matic board game are the individual player cards (a two-sided card for each player, one for Basic play and the other for Advanced/Super Advanced play) and the dice (three 6-sided dice and one 20-sided die). EASE OF PLAY. Your game includes several easy-to-use charts. Easier still, more than 80 percent of the results come directly from the player cards themselves. As you play the game more often, you will notice that the hits on the player cards are grouped in familiar patterns. This makes it easier to evaluate a players skill and to play the game without delays. But it also adds excitement as you anticipate a pitch (the dice roll) that the batter loves to hit! Your first games probably will be much slower as you learn the rules, the cards and the charts, but it is common for experienced players to complete a game of Basic Strat-O-Matic in 20 minutes or less, and to complete a game of Advanced or Super Advanced Strat-O-Matic in 30 minutes or less. Because of this, many who play Strat-O-Matic can play a complete season for one team or even a whole league! BASEBALL REALISM. You will make all the decisions a major-league manager must make - creating a batting order; deciding when to swing away, bunt or steal; deciding when to bring in a relief pitcher or a pinch-hitter, and more. You must decide whether a certain pitcher is best against your opponent of the day, and whether your starting lineup would be best with a slugger or a slick defensive player at a key position. In Basic Strat-O-Matic, each batter is rated for his ability to reproduce his batting average and power, walks and strikeouts, how often he hits into double plays, and his overall fielding. He has separate ratings for his stolen bases and his ability to take extra bases on teammates hits. Each pitcher is rated for how often he allows hits and walks, how often he strikes batters out, his fielding ability and his batting ability. In Advanced and Super Advanced Strat-O-Matic, batters are
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rated additionally for their abilities at bunting and the hit-and-run, their ability to hit in the clutch and how often they are hit by pitches. There is a more precise stolen-base system. And there is a much more advanced fielding system, with separate ratings for range, errors, throwing arms and passed balls. Additional pitcher ratings in Advanced and Super Advanced Strat-O-Matic include ratings for endurance, balks, wild pitches, ability to prevent stolen bases and ability to make opposing batters ground into double plays. There are separate ratings for fielding range and errors. Pitcher batting is more detailed, too, including individual ratings for batting average, power and bunting. Individual baserunning and stealing ratings for some pitchers are found on the roster sheet. In Super Advanced Strat-O-Matic, performance may be affected by the major-league ballpark the game is played in, and even the weather. Most important, the Advanced side of each player card shows how each player will do against left-handed and right-handed opponents. When you play Strat-O-Matic this way, you can make the pinch-hitting and relief-pitching decisions with all the strategy thatbig-league managers must consider. In these ways, each player card truly is individual. On a single play, or in the short run, a lucky or hot weaker player may outperform an unlucky or slumping superior player, just as in big-league baseball. Additionally, some players may gain or lose effectiveness against a certain opponent or in a certain ballpark. It is up to you to decide who to play and when. Best of all, you get all of these features by rolling the dice just once or twice each time a player bats. Its really that easy. Because we make it so fun to play one game after another, you may join the thousands of gamers who say that Strat-O-Matic has taught them the most about big-league baseball. Now, you can learn as much about each player on other teams as you know about your home team. You might even learn a good bit more than you thought you knew about your favorite players! And with our wide selection of oldtimer teams and seasons, Strat-O-Matic is also an enjoyable way to learn about baseball history. In fact, our extensive research into historical seasons has unearthed statistics that no one ever compiled before (such as leftyrighty differences for pre-1980s seasons, and doubles and triples allowed by pitchers). STATISTICAL ACCURACY. We are extremely proud that we can offer you a game so easy and so fun that also delivers life-like accuracy with baseball statistics. This is true because each player has his own card and because each outcome is determined by a roll (or two) of the dice. Dice are fun to roll, but they also provide the statistical accuracy, because certain dice combinations are more likely than others. For instance, when you roll two 6-sided dice and add them together, it is much more likely that you will roll a 6, 7, or 8 than a 2, 3, 11, or 12. So, high-average batters will have more of their hits on 6, 7 and 8 than low-average hitters. The same is true for doubles, triples, home runs, walks, strikeouts and double plays.
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
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GETTING STARTED
All rules of baseball apply to Strat-O-Matic, so use them in the unlikely event that you encounter something not covered in these instructions. A game of Strat-O-Matic may be played solitaire or by a group of people. The examples below assume you are playing the most popular way, one person against another. GAME PARTS: Your game comes with complete teams of real major leaguers, four dice (one white 6-sided die, two colored 6-sided dice and one 20-sided die), a playing field, four markers to locate baserunners and the number of outs, several scoresheets, 8 pitchers hitting cards, a two-sided strategy chart, and separate fielding charts for Basic, Advanced and Super Advanced play. You should also find two charts with ballpark effects and weather effects (for Super Advanced play) and a roster sheet for each seasonof cards you received. Some important player ratings are included on the roster sheet. SETUP: Each person chooses a team. Referring to the information at the top of each player card, select a starting pitcher and one player for each of the other positions. To play a position, a player must have that position shown on his card (if you are using the designated hitter, any player may be the DH). The statistics at the bottom of each players Basic card will tell you who played most and which players were most effective. These are the statistics that Strat-O-Matic uses to create each players card and you may wish to use them to guide your lineup selections. Place the pitcher in the box containing the picture of a pitcher on the playing field. For his batting card, choose one of the 8 pitchers hitting cards, taking care to select the card that matches the batting number found in the upper right corner of the pitcher you chose to start the game. Arrange the batters in the starting lineup (including the proper pitchers hitting card) in a batting order, with the first batter on top of the stack. Keep the reserves separate. The team in the field should display its pitcher in plain view. The batting team should put the current batter in plain view. The batting team rolls the dice. You are ready to play Strat-O-Matic Baseball!
THE BASIC GAME 1.0 HOW TO READ THE DICE AND CARDS
Typically, each batters roll involves all three 6-sided dice. The 20-sided die is used for secondary rolls (such as split chances, fielding and baserunning). When rolling the three 6-sided dice, read the white die first, then add the two colored dice together. If the white die comes up 1, 2, or 3, refer to the appropriate column on the batters card. If it is 4, 5, or 6, refer to the pitchers card. The two colored dice will total 2 through 12. Cross-reference the sum of the colored dice with the appropriate line in the correct column. Example: A white 3, a colored 2 and a colored 6 would be read as 3-8 (batters column No. 3, result No. 8). A white 4, a colored 1 and a colored 5 would be read as 4-6 (pitchers column No. 4, result No. 6). Using the players whose cards are pictured here, lets say that Lefty Gomez is pitching to Al Simmons. If the dice roll is a white 1 and the colored dice total 4, the result is read as 1-4 and is found in column 1 of Simmons batting card: HOMERUN. If the white die had been a 4, however, the result is read as 4-4 and we would look on Gomez pitching card: STRIKEOUT. Splits: Some readings on the player cards require a second roll. These add drama and statistical accuracy. Using Al Simmons again, say the roll was 1-5, not 1-4. Instead of an automatic HOMERUN, the result would be HOMERUN 1-10, DOUBLE 11-20. Roll the 20-sided die. If the number falls within the range of 1 to 10, it is a homerun; if it falls within the range of 11 to 20, it is a double. Many card readings are self-explanatory (WALK, strikeout, popout, foulout). But others are resolved differently depending on whether you are playing Basic, Advanced or Super Advanced Strat-O-Matic.
3.0 FLYBALL () A, B, C
The abbreviation in parentheses indicates which fielder the ball was hit to: (lf)-left fielder, (cf)-center fielder, (rf)-right fielder. 3.1 Upon reading such a result, refer to the FLY BALLS section of the Basic Strategy Chart, and to the specific type (A, B or C) of FLYBALL in question. The results for the batter and any baserunners are shown. Disregard baserunner advancement if there are no baserunners, or if the out is the third out of the inning.
4.0 GROUNDBALL () A, B, C
The abbreviation in parentheses indicates which fielder the ball was hit to: (p)-pitcher, (c)-catcher, (1b)-first baseman, (2b)-second baseman, (3b)third baseman, (ss)-shortstop. 4.1 Upon reading such a result, refer to the GROUNDBALLS section of the Basic Strategy Chart. The results for the batter and any baserunners are shown. Disregard baserunner advancement if there are no baserunners, or if the out is the third out of the inning.
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
These deductions apply only to AA, A, B, C, D, and E stealing ratings. No deduction is allowed for a player with AAA stealing.
Example: An A stealer on first base would have a 1-15 chance to steal second base if he is not held on base. If held and the defensive catcher is a 2, then the A stealers safe chance would be reduced to 1-12. 8.21 Note that while holding a runner on base reduces his chances of stealing, it increases the batters ability to hit safely. Whenever a runner is held on base, any groundball followed by a ++ becomes a SINGLE** (all runners advance two bases). 8.22 The defensive manager may change instructions about holding any of the runners whenever a new batter comes to the plate, or whenever there is a change in the pitcher or catcher. 8.23 A runner may be held on base only when the infield is playing back.
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
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The maximum combined running rating and throwing arm total is 1-19, and the minimum is 1. 13.2 When a runner is held on first or second, subtract 1 from his running rating when that rating is needed to determine whether he can advance an extra base on another players hit. If the baserunner is not being held, add 1 to his running rating. NOTE: When using the cutoff rule, with the bases loaded or runners on first and second base, the trail runner is the runner on first. This rule applies to that trail runner. If the lead runner is held, consider the trail runner held. If the lead runner is not held, consider the trail runner not held. 13.3 ADVANCED CUTOFF RULE: This rule comes into play on a single followed by no asterisks when there are runners at first and second, or the bases loaded at the time of the hit. 13.31 If the offensive manager elects to let the runner from second base attempt to score by taking an extra base, the defensive manager is asked if he wants to cut off the throw to the plate. 13.32 By cutting off the throw, he allows the runner from second base to score, but holds the runner from first base at second base. 13.33 If the defensive manager chooses to throw for the runner attempting to score, the runner from first base automatically takes third. 13.4 SUPER ADVANCED: Use Advanced rules 13.1 through 13.2 with these additions: On throws from rightfield to third base, increase the baserunners rating by 2. On throws from leftfield to third base, decrease the baserunners rating by 2. 13.5 In Super Advanced play, there are times when the batter can advance an extra base on an outfield throw to another base: When a manager decides to advance a man from first to third on a single followed by no asterisks, the defensive manager has the choice of whether to throw for the runner going to third (make all the normal adjustments before rolling the 20-sided die to determine out or safe), or to concede third base to the runner, thereby holding the batter to first base. If the defensive manager tries to throw out the runner at third base, then the batter always takes second on this throw. 13.6 SUPER ADVANCED CUTOFF RULE: If you use the chart titled, SUPER ADVANCED CUT-OFF RULE COMPUTATIONS on Page 17, it is not necessary to read the following detailed explanation of this rule. 13.61 When a manager decides to try to score a runner from first base on a double followed by no asterisks, or the runner from second base on a single followed by no asterisks, the defensive manager has the choice of throwing home or conceding the run, thereby preventing the trail runner(s) from advancing. 13.611: NOTE: This rule also applies when a runner tries to go from 1st to 3rd on a single with no asterisks. In this case the trail runner is the batter. 13.62 If the defense throws home, the offensive manager must decide whether to allow the trail runner(s) to attempt to advance an extra base. 13.621 Calculate the lead trail runners chances as: Running rating-5, plus or minus the outfielders arm, plus the adjustment for baserunner hold (-1 if held, +1 if not held, see rule 22.3). Example: Lead trail runners running rating is 1-15, the centerfielders arm is -2 and this runner is being held on base. Safe chance is 1-7 (15-5-2-1 = 7). The calculation may not be lower than 1. Dont forget to add 2 if there are two outs (except if the trail runner is the batter), and to make any adjustments for outfield location if the throw is to third base (+2 if throw is from right field, -2 if throw is from left field).
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
13.622 If the offensive manager chooses to hold the trail runner(s), then the throw is automatically made to home by the defense. Roll the 20-sided die to determine whether the runner is safe or out. 13.623 If the offensive manager has decided to send the runner home and let the trail runner(s) try to advance, then the defensive manager must choose one of two options: A. Let the throw go through to home. Roll the 20-sided die to determine whether the runner is safe or out. The trail runner(s) advance an extra base. B. Cut off the throw and attempt to throw out the lead trail runner. Roll the 20-sided die to determine whether the lead trail runner is safe. The last trail runner, if any, automatically advances. The run automatically scores, even if the trail runner is out for the third out of the inning. 13.63 CATCHER BLOCKING THE PLATE (rule added in 2000): Whenever there is a play at the plate, the catchers defensive ability may be challenged, and it can make the difference between a runner being called safe or out. The rule comes into play when you are rolling the 20-sided die to determine if the runner is safe or out at home. If the last number in the safe range or the first number in the out range is selected, then the catchers ability will be checked with another roll of the 20-sided die. For instance, if the safe range (after all the adjustments have been made) is 1-14 and you roll a 14 or 15 on the 20-sided die, then you must roll the 20-sided die again and REFER TO THE CHART on Page 17 to determine if the runner is safe or out.
the following detailed explanation of the rules. 14.4 Use the Advanced rules above, with this addition: If there is a runner at third base and at least one more runner on base when a fly()B? reading occurs, if the offense decides to send the runner home, the defense has the option of cutting off the throw to the plate. 14.41 By cutting off the throw, he allows the runner from third base to score, but holds the other runner(s). 14.42 If the defense throws home, the offensive manager must decide whether to allow the trail runner(s) to attempt to advance. 14.43 Calculate the lead trail runners chances as: Running rating -5, plus or minus the outfielders arm. Example: Lead trail runners running rating is 1-15, and center fielders arm is -2. Safe chance is 1-8 (15-5-2 = 8). The calculation may not be lower than 1. As on attempts to advance on hits, on throws from rightfield to third base, increase the baserunners rating by 2. On throws from leftfield to third base, decrease the baserunners rating by 2. 14.431. If the offensive manager chooses to hold the trail runner(s), then the throw is automatically made to home by the defense. Roll the 20-sided die to determine whether the runner is safe or out. 14.432 If the offensive manager has decided to send the runner home and let the trail runner(s) try to advance, then the defensive manager must choose one of two options: A. Let the throw go through to home. Roll the 20-sided die to determine whether the runner is safe or out. The trail runner(s) advance. B. Cut off the throw and attempt to throw out the lead trail runner. Roll the 20-sided die to determine whether the lead trail runner is safe. The last trail runner, if any, automatically advances. The run automatically scores, even if the trail runner is out for the third out of the inning. 14.5 OUTFIELDER ROBBING A HOME RUN (rule added in 2001): Whenever there is a Homerun/Flyout split (from the cards or the ballpark chart) the outfielders defensive ability may be chal-
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc. lenged, and it can make the difference between a homerun or a flyout. The rules come into play when you are rolling the 20-sided die to determine if it is a homerun. If the last number in the homerun range or the first number in the flyout range is selected, then the outfielders ability will be checked with another roll of the 20-sided die. For instance, if the homerun range is 1-14 and you roll a 14 or 15 on the 20-sided die, then you must roll the 20-sided die again. REFER TO THE CHART on Page 17 to determine which outfielder has a chance for the catch and to determine the outcome. NOTE: If the height of the wall (at the point where the fielder would try to make the catch) exceeds 10 feet, then ignore this rule completely. This is the height of the wall in left-center field for a right-handed batter or right-center field for a left-handed batter.
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15.0 gb() A, B, C
ADVANCED 15.1 On the Advanced side of the player cards, the groundball readings are abbreviated to gb()A, gb()B, gb()C. Treat these in the same fashion as their Basic Game counterparts. 15.2 Also, on the Advanced side of more recent Strat-O-Matic card sets, you will notice underlined gb()A readings on pitching cards, and underlined gb()C readings on batter cards. Ignore the underline and proceed normally when using these players against contemporary opponents. However, in earlier issues of Strat-O-Matic card sets, gb()A readings occurred only on batter cards and gb()C readings occurred only on pitcher cards. If you are playing recent teams against earlier teams, you may wish to reverse any readings that appear with an underline (i.e. the gb()A readings revert back to gb()C and vice versa). SUPER ADVANCED 15.3 Follow the Advanced game guidelines above, but add these two rules: 15.31 When there are fewer than two outs and a runner on second base only, the runner moves to third on any gb()A or gb()B that is hit to the first baseman or second baseman. The batter is out. 15.32 When there are fewer than two outs and the second baseman and the shortstop are positioned back (either the entire infield is back, or only the corners are positioned in), a runner on third scores on a gbA or gbB hit to second base or shortstop. If the ball is hit to the first baseman, third baseman or pitcher when the infield is back, the runner from third does not score. These two rules apply only to readings from the player cards. For the outcomes of G1, G2 and G3 readings from the Super Advanced Fielding Chart, refer to the tables on that chart. 15.33 Outcomes of all gb()A, gb()B and gb()C plays in all baserunning situations are consolidated in the GROUNDBALL RESULT CHART on Page 17. When there is a runner on 1st, or a runner on 2nd, or with runners on 1st & 2nd, if the Corners are In and a gb()A, gb()B or gb()C is hit to the 1st or 3rd baseman, refer to the INFIELD BACK portion of this chart for play results.
B. Throwing arms for outfielders (from -6, the best, to +5, the worst) and catchers (from -5, the best, to +5, the worst). These are indicated in parentheses immediately after the range rating. Note that an outfielders arm rating is the same, no matter which outfield position he is playing. C. Error (e) ratings that determine the frequency of the players errors at each position. The lower the e rating, the fewer errors the fielder will commit. Note that if a listed e rating is higher than the maximum shown on the Advanced Fielding Chart, use the maximum e rating. The higher rating applies to the Super Advanced game. D. A T rating for catchers only. This range of numbers (1-3, 1-9, etc.) is the range for possible throwing errors on successful stolen bases (see instructions on Page 9 for Advanced game stealing). E. A passed ball (pb) rating for catchers only. This number indicates the highest number in a range that begins with 0 for possible passed balls (see Advanced game instructions for passed balls, wild pitches and balks). 16.2 Consult the Advanced Fielding Chart (one 2-sided chart). The same referral process for the Basic Fielding Chart applies to the Advanced Fielding Chart with one major exception - certain 20-sided die rolls (those involving e-ratings; for example, First Base 20-sided die rolls 7-15) require a second dice roll with the three 6-sided dice. When the Advanced Fielding Chart calls for a dice roll, roll all three 6-sided dice and refer to the defensive players e rating section located under the split number results on the Advanced Fielding Chart. The series of numbers located to the left of the results represent the total of the colored dice. If a reading yields a double result (e.g., E(2) 1-4, gbA 5-6), the white die number determines the correct result. In this example, if the white die is 1, 2, 3 or 4, a 2-base error - E(2) - has occurred. If the white die is a 5 or 6, a gbA has occurred. 16.21 The Advanced Fielding Chart has a variety of abbreviations and symbols, all explained at the bottom of the Centerfield Chart. SUPER ADVANCED 16.3 Defensive ratings are as in the Advanced game, except that higher e ratings are possible for Super Advanced play. Use the e ratings found on the player cards. NOTE: In some earlier versions of the game, any e ratings higher than the Advanced game maximum were listed separately on the roster sheet. 16.4 Consult the Super Advanced Fielding Charts (two 2-sided charts). The 20-sided die and all three 6-sided dice will be rolled on every reference to resolve X chances. Also note that instead of reading the white die separately, the three 6-sided dice are added, to reach a result ranging from 3-18. 16.41 Also note that in addition to the usual hits, errors and outs, the Super Advanced Fielding Chart contains a variety of Rare Plays. Here you will find such plays as inside-the-park homeruns, catchers interference, the hidden ball trick and many more exciting surprises! 16.42 Resolve X chances this way: A. Roll the 20-sided die and refer to the Range Section of the X-Chart and cross-reference the number rolled with the fielding range rating (1-5) for the defensive player in question. Obtain the correct reading. B. Then roll all three 6-sided dice, add them and refer to the Error Section of the X-Chart by finding the row with the defensive
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
players e rating. The possible readings are RP (rare play), E1 (1base error), E2 (2-base error), E3 (3-base error), or no reading at all (which means no error). C. Take the two symbols derived from the above steps and match them in the appropriate Symbols Chart to determine the outcome of the play. Example: A reading of GB(1b)X and a first baseman who is rated as 1b-4e15. The 20-sided die roll is 5. Cross-reference the 5 with the range rating of 4 in the Range Section for 1B/2B/SS/3B and find SI1. Then roll all three 6-sided dice (a 6, 5, and a 1) and add them as 12. In the Error Section for First Base, find the E RAT of 15 and read across. The dice roll number 12 appears under the column marked E1. Now go to the Symbols Chart, find the SI1 section and look at play result E1. Final result: Single and Error. 16.5 If a PO rare play occurs with fewer than two out and runners on first and second bases, or with the bases loaded, consider this an Infield Fly Rule play - the batter is out and the runners hold. Otherwise, accept this play as a single. 16.51 The SI1 RP found on the 1B/2B/SS/3B X-Chart should only be used on a groundball to 1st or 2nd. If an SI1 RP comes up for a grounder to 3rd or short then consider this a single with runners advancing 1 base. 16.6 Special Instruction for Catcher X-Chart: If the reading is P/P or P/F and no error occurs, there is a possible passed ball if there are also runners on base. See the section on Individual Balks, Wild Pitches and Passed Balls in this instruction booklet. 16.7 Cutoff clarification: On an F2 from the Super Advanced Fielding Chart with runners on second base and third base, do not subtract 5 from the running rating of the man on second, as this is not a cutoff play. However, do make the appropriate adjustment for throws to third base. Also, on this reading, when there is a runner on second but no runner on third, the runner on second can try to advance.
17.2 lomax
ADVANCED 17.21 This reading, abbreviated from lineout into as many outs as possible, is treated the same as in the Basic game (section 6.3) SUPER ADVANCED 17.22 When this result occurs in a situation where a triple play could occur, the result is not an automatic triple play. Instead, roll the 20-sided die. If the roll is 1-7, its a lineout/triple play. If the roll is 8-20, its a lineout/double play, with the lead runner doubled off.
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
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ability to hit safely rises dramatically. With either Infield In or Corners In, the batters bunting ability is reduced in Advanced and Super-Advanced play. ADVANCED 20.1 Use rules 9.11 through 9.14 from the Basic game, with these additions: 20.11 With the Infield In, reduce the batters bunting rating by one grade. Example: An A bunter becomes a B bunter. 20.12 In anticipation of a sacrifice bunt, the defensive team may bring the Infield In at any time. SUPER ADVANCED 20.2 In Super Advanced Play, the manager of the team in the field has the choice of Infield Back, Infield In and Corners In. 20.3 Because Super Advanced play provides for Corners In to defense the sacrifice bunt, Infield In may be chosen only with a man at third. 20.4 The Groundball Result Chart (see Page 17) replaces the Basic Strategy Chart for any gb()A, gb()B and gb(c) readings from the batter or pitcher cards with the Infield Back or the Infield In. It does not apply to gb()X chances. 20.5 With a runner on third base, always consider the pitcher to be playing in on a gb(p)A, gb(p)B or gb(p)C from the batters or pitchers card. 20.51 On a gb(p)X or CATCH-X, the pitcher and catcher are considered to be playing normal (back) when rest of the infield is playing normal and they are considered to be playing in when the entire infield is in. When the defensive manager is playing Corners In, the pitcher and catcher are considered to be playing in when there is a runner on third base only, or when there are runners on second and third base only. Otherwise, the pitcher and catcher are considered to be playing back. 20.6 With Infield In, convert any batters card groundball followed by a + to read SINGLE** (all other runners advance two bases). 20.61 With Infield In, convert any Super Advanced X-Chart result followed by # to read SI2 (single, with all other runners advancing two bases). 20.7 The manager of the defensive team may position his infield as Corners In until there are two outs, whenever a runner is on any base. Corners In preserves some double play possibilities while limiting the batters advantage of hitting safely more often through the drawn-in infield. With Corners In, use these rules: 20.71 Do not award a SINGLE** for a batters card groundball followed by a +. Treat the play as if the + did not appear. 20.72 On a groundball hit to the first baseman, third baseman, follow the rules for Infield In (including changing X-Chart results followed by a # to read SI2). 20.73 On a groundball to the second baseman or shortstop, follow the rules for Infield Back. 20.74 Rules 20.5 and 20.51 also apply. 20.75 Any runner or combination of runners also may be held on base when the infield is positioned as Corners In. 20.8 For gb()X results, refer to the Super Advanced Fielding Chart. Under each table for G1, G2 and G3 results, there are guidelines for each baserunning situation, with Infield Normal (back) and Infield In. There is also a Super Advanced Groundball Results Chart printed on the Fielding Chart that describes the outcome of each event that can occur on the Fielding Chart.
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc. The numbers preceding the slash are the range (when the two colored dice are rolled) indicating when the runner will establish his good lead. The numbers immediately after the slash are the range indicating when the runner will be automatically out stealing. Better base stealers have no automatic outs; you will see a hyphen (-) instead of a number range. 23.11 Players who steal often have an asterisk (*) in front of their good-lead range. The asterisk indicates that if the defensive manager does not elect to hold the runner, the runner automatically achieves his good lead. If a runner does not have an asterisk, or if he has an asterisk but is held on base, he must roll the two colored dice to determine whether he achieves his good lead. 23.12 Most pitchers and some batters have no number rating for stealing. If these players attempt a steal, they begin with a success chance of 0. After all adjustments (for hold, etc.), their minimum success is 1. Some pitchers have Supplementary Stealing ratings. These pitchers will be listed separately on the roster sheet. 23.13 The two numbers in parentheses indicate the runners stealing success ratings (on a roll of the 20-sided die), the first when he has his good lead, the second when he does not. 23.2 If the runner attempts to achieve his good lead and succeeds, he must attempt to steal immediately. So you will want to calculate his success chance first. Here is a typical sequence for determining whether to steal and how to do it: 23.3 STEALING SECOND BASE A. Combine the catchers arm (which will range from -5 to +5) and the pitchers hold rating (which will range from -6 to +9). This sum may not exceed the range of -5 to +5. Example: Catchers arm is -1, pitchers hold is -5. Instead of a combined -6, the adjustment is -5. Adjust the runners success ratings accordingly. Example: Instead of (19-14) above, this runner is now 14-9 after a -5 catcher/ pitcher adjustment. B. The defensive manager decides whether to hold the runner on base. If so, there is further adjustment: -2 from the first steal success rating and -4 from the second steal success rating. Example: Instead of 14-9, this runner is now 12-5. Note that the effect of holding the runner is applied after calculating the catcher/pitcher adjustment, so the total effect can exceed -5. C. The offensive manager decides whether to attempt a steal. If so, then first check to determine if the runner achieves his good lead. 1. If the runner has an asterisk (*) rating and the runner is not being held on base, then the runner automatically has his good lead. 2. If the runner does not have an asterisk (*) or he has an asterisk and is being held on base, then roll the two colored dice and check the runners number range(s). If the roll falls within the range of the first set of numbers, the runner achieves his good lead. If the roll falls within the range of the second set of numbers, the runner is automatically out stealing. If the roll does not fall within either range, the runner has failed to achieve his good lead. D. If the runner rolls for his good lead and achieves it, he must steal immediately. If the runner fails to achieve a good lead, he has the option of stealing at any time, or of holding his base. The baserunner may make only one attempt for a good lead while he occupies the same base, unless: 1. If a runner being held on base attempts and fails to achieve a good lead, he may try for the good lead once more if the defensive manager later decides to cease holding the runner on base. 2. If the defensive manager changes to a pitcher with a worse hold rating or a catcher with a worse arm, a runner who has previously attempted and failed to achieve a good lead may try for the good lead once more.
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc. E. If a steal is attempted, use the runners adjusted first success rating if he has his good lead, and his adjusted second success rating if he fails to achieve his good lead. If the runner is not being held on base, his adjusted success rating may exceed 20, in which case he is automatically safe. If he is held on, then his success rate may not exceed 19. His success rate may not be lower than 1. Roll the 20-sided die to determine whether the runner is safe or out. 23.31 On a successful steal with a dice roll of 1, 2, or 3, there is a possible throwing error by the catcher. Roll the 20-sided die again. Refer to the catchers card for his T number(s). If the second roll is within the T range, the catcher has committed a throwing error, allowing all baserunners to advance one additional base. If the second roll was outside the catchers T range, no error occurs. If the defensive manager decides that the risk of the throwing error is greater than the value of attempting to throw the runner out, the catcher may elect to hold the ball rather than attempt the throw. This decision is made after the offensive manager has announced his intention to steal and before the 20-sided die in rolled to determine safe/out. If the catcher elects to hold the ball, the runner safely steals the base and there is no possibility of a throwing error. 23.4 STEALING THIRD BASE 23.41 To steal third, the runner will be using his adjusted second steal-success rating. So if he is being held on base, deduct 4 from his rating as well as the catcher/pitcher effect. Example: The (19-14) stealer above held on base by a pitcher with a +1 hold and a catcher with a -2 arm, would have a success range of 9 (14 -4 +1 -2 = 9) Ignore the runners asterisk on attempted steals of third base and home. He must roll within the range of his good lead in order to attempt these steals. If he fails to achieve his good lead, he may not attempt to steal. If the roll falls within the range for his automatic outs, then he is out stealing. Otherwise, follow the instructions above for stealing second base. 23.5 STEALING HOME 23.51 To steal home, the runner will be using his adjusted second steal-success rating. But there is no adjustment for the catcher/ pitcher effect. Instead, deduct 9 from his second steal-success rating. And if he is being held on base, deduct an additional 4. Example: The (19-14) stealer above will have a success range of 1-5 if stealing home while not being held, and a success range of 1 if being held. Ignore the runners asterisk on attempted steals of third base and home. He must roll within the range of his good lead in order to attempt these steals. If he fails to achieve his good lead, he may not attempt to steal. If the roll falls within the range for his automatic outs, then he is out stealing. 23.6 DOUBLE/TRIPLE STEALS In double or triple steals, only the lead runners ratings will be used. The defense may attempt to throw out the lead runner only. The trail runner(s) automatically advance one base. 23.7 FORCED STEALS ON THE HIT AND RUN If the lead runner has not yet rolled for the good lead when a Hit and Run result requires the runner(s) to steal, then do so and proceed normally, making all necessary adjustments. If the runner has previously failed to achieve the good lead and the Hit and Run subsequently requires a steal, then proceed as you would for a runner who does not have a good lead. If the lead baserunner is on second base and he fails (or has already failed) to obtain a good lead, he is automatically out trying to steal third base.
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23.8 HOLDING RUNNERS ON BASE 23.81 A runner may be held on base when the infield is playing Back. Additionally in Super Advanced Play, any runner may be held when the infield is playing the Corners In. 23.82 Depending on the runners base, he is held on by different fielders. Consult the RUNNER BEING HELD CHART on Page 17 to determine who has responsibility for holding the runner (the fielder covering the runners current base and, if the potential steal is at second base, the infielder who would be taking the throw from the catcher). (NOTE: Use the Runner Being Held Chart to determine the infielders responsible for holding runners, which supercedes the table titled, Super Advanced Holding Runner Chart on the Super Advanced Fielding Chart.) 23.83 When an infielder is responsible for holding a runner and a gb()X is hit to him, add 1 to that fielders range rating. Example: With a runner held at first and a lefthanded hitter at the plate, a shortstop rated 2e20 becomes 3e20. The maximum range rating is 5. 23.84 Do not award a SINGLE** on a gb()+ while runners are being held on base. Instead, when a gb()X to an infielder responsible for holding the runner results in a symbol followed by a #, change that result to SI2 (single, with all runners advancing two bases). 23.85 When a runner is held on first or second, subtract 1 from his running rating when that rating is needed to determine whether he can advance an extra base on another players hit. If the baserunner is not being held, add 1 to his running rating. 23.9 DELAYED STEAL OF HOME 23.91 With runners at first and third base, the offensive manager may attempt a delayed steal of home (this may not be attempted if either runner has previously rolled for a good lead). Use this procedure: A. Do not roll for the lead. Instead, calculate the safe range for the runner at first by using his second steal rating number in parentheses and plus/minus the catchers arm (do not adjust for the pitchers hold rating or for the fact that the runner is being held on base). B. If the runner on first attempts to steal, the defensive manager chooses whether to have the catcher hold onto the ball (this permits the steal of second, but prevents the runner on third from attempting to score), or to throw to second in an attempt to throw out the runner. C. If the defensive manager chooses to throw to second, the offensive manager has the option of having the runner on third attempt to steal home. Calculate the safe chance by subtracting 5 from his second steal rating number in parentheses (do not adjust for the pitchers hold rating, the catchers arm or the fact that he is held on base). D. If the runner on third attempts to steal home, the defensive manager has the choice: Let the throw go through to try to get the runner attempting to steal second, or cut off the ball and throw home. E. After all choices are made, roll the 20-sided die to determine the result. F. With two outs, if the defense throws out the runner going to second base, the runner on third does not score.
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
with the two colored dice. A. If the 20-sided die roll is 3-20, discard the 20-sided die and continue normally with the Supplementary Stealing System. (If a steal is attempted, you will need to roll the 20-sided die again.) B. If the 20-sided roll is 1, the runner attempting the lead may be picked off. Refer to the runners second steal success rating (in parentheses) and roll the 20-sided again. If the number rolled is less than or equal to the runners rating, the runner dives back safely, but has failed to achieve his good lead. If the number rolled is higher than the runners rating, the runner has been picked off (statistically, this does not count as a time caught stealing). C. If the 20-sided roll is 2, there is a possible balk. Refer to the pitchers balk rating (at the top of the Advanced side of his card) and roll the 20-sided die again. If the number rolled is less than or equal to the balk rating, a balk has occurred and all baserunners advance one base. If the number rolled is higher than the balk rating, the runner dives back safely, but the runner has failed to achieve his good lead.
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc. Example: A starting pitcher with a POW of 6 becomes fatigued as soon as the third hit and/or unintentional walk occurs in the 6th inning. Or, he retires the side in order in the 6th, but becomes fatigued by yielding two walks in the 7th inning and two hits in the 8th. His POW is reached with the last hit, in mid-inning. 27.4 A relief pitchers POW is determined by outs. A reliever with a POW of (1) is immediately vulnerable to fatigue. He could reach his POW by yielding three hits and/or unintentional walks without recording an out. A reliever with a POW of (2) would become vulnerable after he has recorded three outs. Then, whenever three hits and/or unintentional walks occur within a subsequent three-out period, the reliever reaches his POW. Example: A reliever with a POW of (2) enters the game with one out in the 6th inning. He becomes vulnerable after one out in the 7th. Then, after getting the second out in the 7th, he walks the next two batters before getting the third out. But he allows a single to the leadoff batter in the 8th, and becomes fatigued, because he has allowed three hits/walks in a three-out period after reaching his POW. SUPER ADVANCED Use the Advanced POW system, but add these features: 27.5 STARTING PITCHERS 27.51 The Super Advanced Starting Pitcher Rest Chart determines how many games of rest a pitcher needs between starts. The amount varies according to whether the pitcher is an *-rated starter and how many innings he pitched in his last start. 27.52 A pitcher used in relief in his last outing should have at least one day of rest before starting. If he does not have this day of rest, consider him fatigued for his entire start. 27.53 If a pitcher who does not have a rating as a starter must start a game, give him a POW inning of 4. 27.54 The maximum number of innings a starter can pitch without fatigue is 11. 27.55 A starter who doesnt have it may lose his stuff before his POW inning. If a starter gives up 5 runs in any one inning, 6 runs in any two consecutive innings, or 7 runs in any three consecutive innings, consider him fatigued and convert all readings followed by dots to SINGLE** (all other runners advancing two bases). 27.6 RELIEF PITCHERS 27.61 A pitcher used as a starter in his last outing must rest the number of days indicated in the Super Advanced Starting Pitcher Rest Chart before his next appearance, whether it is as a starter or reliever. If a relief pitcher is used without this properrest, consider him fatigued for the entire relief outing. 27.62 If a pitcher who does not have a rating as a relief pitcher must pitch in relief, give him a POW inning of 1. 27.63 The maximum number of innings a reliever can pitch without fatigue is his POW inning, plus 2. 27.64 Relief pitchers cannot be used more than two straight days. After pitching two straight days, he must rest at least one day. 27.65 Rule Update in 2010: If a reliever pitches 2 or more innings above his relief fatigue rating then he must rest one day before his next appearance. If he pitches 3 or more innings above his relief fatigue rating then he must rest two days before his next appearance. If a relief pitcher is used without this proper amount of rest, consider him fatigued for the entire outing.
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call it closer endurance. For example, a rating of relief (2)/3 indicates a regular POW rating of 2 and a closer endurance rating of 3. 28.1 Closer ratings range from 0-6, with 6 being the big-leagues most frequent and successful closers. If a relief pitcher is rated N for closer endurance, he should not be used as a closer. 28.2 Closer endurance is the duration, measured in number of outs, a pitcher can maintain his effectiveness in closer situations. In Strat-O-Matic, a closer situation is defined differently than a bigleague save opportunity. Your pitcher will be in a closer situation whenever you have the lead in the 9th inning or later and the tying run is on base or at bat. 28.3 A pitcher may enter a game in a closer situation or a game he already has entered may suddenly become a closer situation. Here are some rules to govern both possibilities: 28.31 The closer rules do not affect the current games starting pitchers, who always use their starter POW (even for starting pitchers who have ratings both as starters and relievers). 28.32 Each reliever enters the game using either his closer endurance (if the game is already a closer situation) or his regular POW rating (if the game is not currently a closer situation). 28.33 If the pitcher begins his appearance with his regular POW and the game becomes a closer situation, he changes to his closer endurance rating. At that time, reduce his closer endurance by the number of outs he has already recorded. This number cannot be reduced to lower than 0, unless the pitchers closer endurance is N. 28.34 Once a pitcher begins to use his closer endurance rating, that is his endurance for the remainder of his appearance, even if the score changes and the game no longer is a closer situation. Example: A reliever enters the game in the bottom of the 9th inning with a 3-2 lead - a closer situation. The opposing team ties the score in the bottom of the 9th. In the top of the 10th, the pitchers team scores four times. If the same pitcher remains in the game for the bottom of the 10th, he is still using his closer endurance rating to determine when he becomes fatigued. 28.35 The closer endurance rating is the number of outs the pitcher can record before becoming fatigued. Once this number has been reached, reducing his endurance rating to 0, he becomes fatigued as soon as he allows a hit or walk. Example: A pitcher with a closer endurance rating of 0 will become fatigued as soon as he surrenders a hit or walk, while a pitcher with closer endurance of 6 can pitch two full innings without risking fatigue. 28.36 Any pitcher with a closer endurance rating of N is immediately considered fatigued with the first batter he faces in a closer situation. 28.37 As with regular POW, once a reliever becomes fatigued under the terms of the Closer Rule, out readings followed by dots become SINGLE** (all other baserunners advancing two bases). 28.38 When using the Closer Rule, also be sure to use the rule which limits a relievers innings to his relief POW rating, plus 2. At that point, he automatically becomes fatigued.
OTHER SUPER ADVANCED RULES 29.0 INDIVIDUAL BALKS, WILD PITCHES, PASSED BALLS
At the top of the Advanced side of their cards, each pitcher is rated individually for his balk (bk) and wild pitch (wp) frequency. And each catcher is rated for his passed ball (pb) frequency. Each is on a scale of 0-20, with 0 being the best, resulting inthe fewest of these plays.
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
To use these ratings, follow these rules whenever there is at least one runner on base: 29.1 WHEN PITCHING TO BATTERS When rolling the three 6-sided dice to get a result from the players cards, or when using the Bunt or Hit and Run charts, roll a 20-sided die at the same time. A. If the 20-sided die roll is 3-20, continue with the normal reading of the three dice (if you will need the 20-sided die again to resolve this play, you must re-roll it.). B. If the 20-sided die roll is 1, a wild pitch may occur. Refer to the pitchers wild-pitch rating and roll the 20-sided die again. If the number rolled is less than or equal to the wild-pitch rating, a wild pitch occurs and all baserunners advance one base. C. If the 20-sided roll is 2, a balk or passed ball may occur. Roll the white 6-sided die first. If it comes up 1, 2, or 3, a balk may occur. It it comes up 4, 5, or 6, a passed ball may occur. In either case, roll the 20-sided die again and refer to the appropriate rating (the pitchers balk rating or the catchers passed ball rating). If the number rolled is less than or equal to the rating, then a balk or passed ball occurs and all baserunners advance one base. D. If your intial roll of the 20-sided die yields a 1 or 2, but no wild pitch, balk or passed ball occurs, you must re-roll the three 6-sided dice (without the 20-sided die) to continue the play. If a wild pitch, balk or passed ball did occur, you must re-roll all four dice to continue (if the bases are now empty, only the three 6-sided dice are needed). In this fashion, more than one of these events can occur while a single batter is at the plate. 29.2 WHEN RUNNERS ATTEMPT TO STEAL When rolling for a lead in the Supplementary Stealing System, also roll the 20-sided die along with the two 6-sided colored dice. A. If the 20-sided die roll is 3-20, discard the 20-sided die and continue normally with the Supplementary Stealing System. (If a steal is attempted, you will need to roll the 20-sided die again.) B. If the 20-sided die roll is 1, the runner attempting the lead may be picked off. Refer to the runners second steal success rating (in parentheses) and roll the 20-sided die again. If the number rolled is less than or equal to the runners rating, the runner dives back safely, but the runner has failed to achieve his good lead. If the number rolled is higher than the runners rating, the runner has been picked off (statistically, this does not count as a time caught stealing). C. If the 20-sided die roll is 2, there is a possible balk. Refer to the pitchers balk rating (at the top of the Advanced side of his card) and roll the 20-sided die again. If the number rolled is less than or equal to the balk rating, a balk has occurred and all baserunners advance one base. If the number rolled is higher than the balk rating, the runner dives back safely, but the runner has failed to achieve his good lead. 29.3 FIELDING CHART ADJUSTMENTS The individual wild-pitch ratings also simulate the difficulty catchers have with some wild pitchers, such as knuckleballers. When using this system, the P/P and P/F readings from the Catcher X-Chart Range Section of the Super Advanced Fielding Chart are handled differently. These readings indicate that a possible passed ball occurs, with runner(s) on base and if no error occurs on the play. If those conditions exist, refer to the pitchers wild-pitch rating and roll the 20-sided die. If the rolled number is less than or equal to the pitchers rating, then a passed ball occurs and all baserunners advance one base. If the rolled number is higher than the pitchers rating, no passed ball, and the batter pops out to the catcher.
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
WHAT IT MEANS
batter hit by pitch Very deep flyball; ALL runners advance Medium flyball; possible sacrifice fly Shallow flyball; runners never advance
X-chart flyball; check Fielding Chart for hit, error or out
throwing vs. baserunners throwing vs. base stealers Catcher Throwing -- errors on stolen bases Catchers passed balls Baserunning (not stealing) Stealing bases Stealing bases Getting the good lead Sacrifice & Squeeze Play Hit & Run Play homeruns off pitcher cards pitchers hitting pitcher balks pitcher wild pitches pitcher rating for holding runners in Supplementary Stealing System
Adv/SA Adv/SA Adv/SA Adv/SA All Basic/Adv SA SA Adv/SA Adv/SA Adv/SA Basic Adv/SA Adv/SA Adv/SA SA Adv/SA
Possible double-play grounder Possible fielders-choice grounder Slow groundball; runners often advance SINGLE** if infield in (or if runner held in Basic Game)
X-Chart groundball; check Fielding Chart for hit, error or out
X-Chart chance for catcher; check Fielding Chart for hit, error, out, wild pitch or passed ball
all baserunners advance 1 base only all baserunners advance 2 bases only error rating catchers throwing-error rating catchers passed-ball rating pitchers balk rating pitchers wild-pitch rating batter power: Normal or Weak (for use with N-HR readings on pitcher cards)
Adv/SA SA
Al Simmons Card Chances (Basic Side) HOMERUN: 5.0 TRIPLE: 1.5 DOUBLE: 7.6 SINGLE: 27.3 WALK: 7.0 Total on Base: 48.4 groundball A: 26 Strikeout: 11
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
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STRATEGY: What the Offense Can Do ... And What the Defense Can Do About It
OFFENSIVE STRATEGY
Stealing (Basic) Stealing (Advanced) Stealing 2nd (Supplementary Stealing) Stealing 3rd (Supplementary Stealing) Double Steal / 2nd & 3rd (Supplementary Stealing) Stealing Home (Supplementary Stealing) Delayed Steal of Home (Supplementary Stealing) Sacrifice (Basic) Sacrifice (Advanced) Sacrifice (Super Advanced) Squeeze (Basic) Squeeze (Advanced) Safety Squeeze (Super Advanced) Suicide Squeeze (Super Advanced) Hit and Run (Basic) Hit and Run (Advanced) Hit and Run (Super Advanced) Not with man on 3rd Not with man on 3rd; not after 1AND2 bunt Not with 2 out; use only with man on 3rd Man on 2nd must get good lead Man on 3rd must get good lead Only if defense throws for runner going to 2nd Not with 2 out; not with man on 3rd Not with 2 out; or with man on 3rd (except 1st & 3rd*) Not with 2 out; use only with man on 3rd None
RESTRICTION
HOW TO DO IT
Use stealing ratings (AAA, A, B, C, D, E) and Basic Strategy Chart. Adv: Apply catchers arm 1st steal number +/catcher arm and pitcher hold 2nd steal no. +/- catcher arm and pitcher hold Lead runners 2nd steal number 2nd steal nmber -9 See Rule 23.9 Basic Strategy Chart Batters bunting rating and Advanced Strategy Chart Batters bunting rating and Sup. Adv. Sacrifice Chart Basic Strategy Chart Batters bunting rating and Advanced Strategy Chart Batters bunting rating and Sup. Adv. Squeeze Chart Basic Strategy Chart Bunters H&R rating and Advanced Strategy Chart Bunters H&R rating and Sup. Adv. H&R Chart
DEFENSIVE STRATEGY
RESTRICTION
Not with Infield In
EFFECT
Pro: A Con: T, U Pro: C, D, E Con: U, Y
Hold the runner(s) Not with Infield In, but OK with Corners In Pro: C, D, E Con: V, W, X
N/A Not when runner(s) held Infield In only with men on 3rd N/A Not when runner(s) held If runner(s) held, no Infield In allowed (but Corners In OK) N/A None
N/A Pro: F, G Con: U, Y Pro: F, G Con: U, V, W, Y for all Infielders who are In N/A
Pro: No U, Y Con: Stealing improved, D Pro: No V, Y, W Con: Stealing improved, D
Outfield In
Pro: H Con: Z
EFFECT CODES
A: Deduct -4 for a -1 fielding catcher, -3 for a 2 catcher, -2 for a 3 catcher and -1 for a 4 or 5 catcher B: Deduct -1 from a AAA stealer, -2 from AA or A stealers, -3 from B or C stealers, -4 from D or E stealers C: Deduct -2 from 1st steal-success number, and -4 from 2nd steal-success number D: Deduct -1 from Running rating if held, or add +1 to Running rating if not held (also for trail runners if 1st and 2nd or bases loaded) E: Check for possible pickoff (if using optional rule 29.2)
F: Reduce bunters rating by one grade (ex. from A to B) G: Man on 3rds chance of scoring is reduced H: Subtract 7 (instead of add 2) to man on 3rds running rating on all fly()B? readings *: Man on 3rd never advances when offense chooses to sacrifice with men at 1st and 3rd T: No deduction for AAA stealer U: Convert groundball()++ or gb()+ to SINGLE**
V: Convert fielding chart # readings to SINGLE** if fielder is holding runner (see Runner Being Held Chart) or if ball hit to 3B or 1B when Corners In W: Add 1 to fielding range of infielder(s) holding the runner (see Runner Being Held Chart) X: Check for possible balk (if using optional rule 29.2) Y: Improve batters hit-and-run rating by one grade (example: from B to A) Z: Convert all fly()A and fly()B readings to SINGLE
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
HOLDING BASERUNNERS
BASIC GAME
CATCHERS Fielding Rating Deduction from each runners safe range on the steal section of the Basic Strategy Chart
ADVANCED GAME
BASERUNNERS Stealing Rating Deduction
RESULTS
1. Batter out, runners hold 2. Batter out, runner on 1st out -- double play! Other runners advance 1 base 3. Batter out, runners advance 1 base 4. Batter safe, runner at 1st out going to 2nd (force play). Other runners advance 1 base 5. If hit to 2b/ss -- Batter out, runners advance 1 base. Otherwise -- batter out, runners hold 6. If hit to 1b/2b -- Batter out, runner advances 1 base. Otherwise -- batter out, runner holds 7. Batter safe, lead runner is out, other runners advance 1 base 8. Batter out, runner on 3rd holds, runner on 1st advances to 2nd 9. Batter out, runner on 3rd out --double play! Other runners advance 1 base
1 2 3 4 5
Runner being held
-4 -3 -2 -1 -1
AAA AA or A B or C D or E
-1 -2 -3 -4
INFIELD IN
GBA 1 8 1 9 GBB 7 7 7 7 GBC 1 8 1 7
Important note for rule D: If the next base is occupied, the runner cannot be held under Strat-O-Matic rules. In that case, apply rule D based upon whether the runner on 3rd is held (with the bases loaded or with 2nd & 3rd) or whether the runner on 2nd is held (with runners at 1st & 2nd)
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
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CF
RF
no change
LF
no change no change
CF RF LF +1 +2
--+1
---
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Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
Groundball Result Chart, p6 (15.32), p8 (20.4), p17 HIT AND RUN Basic, p3 (7.3) Advanced/super advanced, p8 (19.0) Not after 1AND2, p7 (18.8), p8 (19.7) Ratings, p15 HOLDING BASERUNNERS Basic, p3 (8.2, 9.14), p17 Advanced, p9 (22.23), p17 Supplementary Stealing, p9 (23.0-23.7) Hit and run, p8 (19.3, 19.7) Pitcher Ratings, p9 (23.3), p15 Runner Being Held Chart, p10 (23.81), p17 HOMERUNS N/W power, p4 (12.0), p15 Ball Park Effects, p13 (30.3) Infield fly rule, p7 (16.5) INFIELD POSITIONING Basic, p3 (9.0) Advanced, super advanced, p8 (20.0) Catcher, p8 (20.51, 10.52) Corners In, p8 (20.0), p10 (23.81) Groundball Result Chart, p17 Pitcher, p8 (20.5) While holding runners, p3 (8.23, 9.14), p8 (19.3, 19.6), p10 (23.81) # symbols, p8 (20.61, 20.72) INJURIES Basic/advanced, p3 (6.4), p7 (17.3) Super advanced, p7 (17.3), p11 (25.1) Lead runners (see Runner Advancement) Lefty-righty ratings, p4 (11.0) Lineout into as many outs as possible, p3 (6.3), p15 Lomax, p7 (17.2), p15 Outfield Adustment Chart, p18 Outfield in, p9 (23.0) Outfielder Robbing a Homerun, p5 (14.5), p17 PASSED BALLS P/P and P/F, p7 (16.6), p12 (29.3) Super advanced, p12 (29.0) Pickoff Play, p10 (24.0) Pinch-hitting restrictions, p3 (10.1) Pinch-running restrictions, p3 (10.1) PITCHER BATTING Batting style, p4 (11.1) Bunting ratings, p7 (18.2) Hitting cards, p2 Ratings, p15 Stealing, p9 (22.1) PITCHER ENDURANCE * starters, p3 (10.2) Basic, p3 (10.2) Advanced/super advanced, p11 (27.0) Closer rule, p12 (28.0) Ratings, p15 Play-by-mail leagues, p14 Position players pitching card, p18 POW (point of weakness), see Pitcher Endurance Power, see Homeruns Rare plays, p6 (16.41, 16.5) RUNNER ADVANCEMENT Held runners, p4 (13.2), p9 (22.3) Maximum/minimum chances, p4 (13.1) On flyball() A-B-C, p2 (3.0), p5 (14.0), p9 (21.3) On flyball()B?, p5 (14.2), p9 (21.2) On groundball A-B-C, p2 (5.0) On hits (basic), p2 (2.0), p4 (13.0) Tagging up from second, p5 (14.3), p7 (16.7) Trail runners, p4 (13.2), also see Cutoff Rules Sacrifice, see Bunting Solitaire play, p14 Sportsmanship, p14 Squeeze play, see Bunting STEALING After batter misses pitch, p8 (19.4, 19.8) Delayed steal of home, p10 (23.9) Double steal, p3 (8.11), p10 (23.6) Stealing 2nd, p3 (8.1), p9 (22.0, 23.0) Stealing 3rd, p10 (23.4) Stealing home, p10 (23.5, 23.9) Supplementary Stealing, p9 (23.0) Ratings, p15 SUBSTITUTIONS Out of position, p11 (25.2) Outfield Adjustment Chart, p11 (25.21), p18 Pinch-hitting restrictions, p3 (10.1) Pinch-running restrictions, p3 (10.1) Position player must pitch, p11 (25.3), p18 Resting players (super advanced), p11 (26.2) also see Closer Rule Switch-hitters, p4 (11.1) Trail runners, see Runner Advancement Triple play, see lineouts into as many outs as possible and lomax W power, p4 (12.0) Weather effects, p13 (30.0) WILD PITCHES P/P and P/F p7 (16.6), p13 (29.3) super advanced, p12 (29.0)
INDEX
* OR ** SYMBOLS after hits, p2 (2.0), p15 starting pitchers, p3 (10.2), p11 (26.1) + OR ++ SYMBOLS Corners In, p7 (17.12) Holding runners, p3 (6.1, 6.2, 8.21), p7 (17.1), p15 Infield In, p3 (6.1, 6.2, 9.13), p7 (17.1), p8 (20.6), p15 # SYMBOLS, p8 (20.6, 20.72), p10 (23.84) BALKS Pickoffs, p10 (24.0) Super advanced, p12-13 (29.0, 29.1) Ball Park Effects, p13 (30.0) BUNTING Ratings, p15 Sacrifice, p3 (7.2), p7 (18.0) Squeeze, p3 (7.2), p7 (18.0) With Infield In, p7, (18.3, 20.11, 20.12, 20.3) Catcher Blocking the Plate, p5 (13.63), p17 Catchers Card-X, p2 (5.0), p6 (16.0), p7 (16.6), p12 (29.3), p15 Closer Rule, p12 (28.0) Clutch hitting, p13 (30.7) CUTOFF Rules Advanced, p4 (13.3) Super advanced, p4 (13.6), p5 (14.4), p7 (16.7), p17 Computations, p17 DEFENSIVE POSITIONING see Outfield In and Infield Positioning DICE ROLLS Balks, wild pitches, passed balls, p13 (29.1) Batting team rolls, p2 (2.2) chances p1, p15 How to read a roll, p2 (1.0), p6 (16.4) Splits, p2 (1.0) Sportsmanship, p14 FIELDING CHARTS Basic, p3 (5.1) Advanced, p6 (16.2) Super Advanced, p6 (16.4) FIELDING RATINGS Catcher arms, p6 (16.1), p9 (22.21), p15 e-Ratings, p6 (16.1, 16.3). p15 pb Ratings, p6 (16.1). p15 range ratings, p3 (5.0), p6 (16.1), p15 T-Ratings, p6 (16.1), p9 (22.22), p15 Outfield arms, p6 (16.1), p15 F2, p5 (14.32, p7 (16.7) Flyball() A-B-C, p2 (1.0), p15 Flyball() X, p2 (5.0), p6 (16.1), p15 G1-2-3, p6 (15.32), p8 (20.8) Groundball() A-B-C, p2 (4.0), p6 (15.0), p15 Groundball() X, p2 (5.0), p6 (16.0), p8 (20.51, 20.8), p15
Strat-O-Matic Baseball Board Game Rules, (c) 1998, 2004, 2011 Strat-O-Matic Game Company Inc.
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