BH2045 BasesLoaded Reference v5 Prev
BH2045 BasesLoaded Reference v5 Prev
BOOKLET
IMMEDIATE ACTIONS
Immediate Actions usually happen immediately when you play your card. Some Immediate
Actions introduced in expansions will conditionally affect play when you resolve Hits on the
same card or cards played later.
Immediate Actions are conditional and will only apply if the conditions are met.
When resolving Immediate Actions, if pawns are removed from either Home Plate or a base,
place them back into the general supply.
Immediate Actions that produce Hits happen in Step 1 of the sequence of play before your
opponent resolves their Threatened Hits and before you place your Threatened Hits from
this card. Hits from Immediate Actions are unrelated to the Threatened Hits from the Hit Box
(unless otherwise stated in the Immediate Action) and therefore if a card with an Immediate
Action also has Hit Boxes, these Threatened Hits are placed as normal during Step 3.
Immediate Actions with Free Agent (FA) Deck Checks appear in some expansions.
Whenever you are asked to make a Check from the FA Deck, reveal the top card and check
for the type of player – Natural, Robot, or Cyborg. The Check is successful if the type of
player matches the Check called for in the Immediate Action. The card used for the Check is
then returned to the bottom of the FA Deck.
Cards with two Immediate Actions appear in later expansions. You may decide the order in
which to execute the Immediate Actions. Each Immediate Action stands on its own and only
depends on its own conditions for effect (with the exception of card DT-587).
For example: If you have a Base Runner on 2nd and/or 3rd base and you
play Ty Terry, all of your Base Runners advance 2 bases and you then
place a Blue pawn on 1st base as a new Base Runner, all as a result of the
Immediate Action “Clutch: Single”. In Step 3, you will place your Threatened Hit listed on the
card as normal (The Home Run).
Curve: Cancels all Hits from a Robot’s Hit Boxes. Your opponent removes the Batters from
Home Plate. A Curve has no effect if your opponent played a Natural or a Cyborg.
Double Play: Remove up to 2 Slow or Average Speed Base Runners from your opponent’s
bases. Double Play does not affect your opponent’s Batters.
Fastball: Cancel all Hits from a Natural’s Hit Boxes. Your opponent removes the Batters from
Home Plate. A Fastball has no effect if your opponent played a Robot or a Cyborg.
Glove: Cancel 1 Hit from your opponent’s Hit Boxes. If your opponent has more that one Hit
Box, you may choose which Hit to remove. Your opponent removes the Batter of the cancelled hit.
Knuckleball: Reduce the value of all Hits in an opponent player’s Hit Boxes by 1. This means
a Home Run becomes a Triple, a Triple becomes a Double, a Double becomes a Single, and a
Single is cancelled.
Leadoff: If this is the first card you play in a mini-game, immediately execute
the Hit(s) listed after “Leadoff” in the Immediate Action box. Any Hit Boxes will
apply as normal when you place your Threatened Hits.
Pick Off: Remove up to the indicated number of Base Runners from your
opponent’s Stadium. You may not remove any of your opponent’s Batters.
Spit Ball: Cancel all Hits from a Cyborg’s Hit Boxes. Your opponent
removes the Batters from Home Plate. The Spit Ball has no effect if the
opponent played a Robot or a Natural.
Stolen Base: Starting with your Base Runner on the highest base,
advance all Fast and Average Base Runners already on bases by 1 base
(irrespective of their speed). As normal, the next base must be open for a
Base Runner to advance, so a slow Base Runner will prevent movement
past them.
Walk Examples
» Walk with no Base Runners on bases - advance the Batter to 1st base.
» Walk with Base Runner on First - advance the Batter to 1st base and
advance the Base Runner on 1st base to 2nd base.
» Walk with Base Runners on Second and/or Third and no Base Runner on First. Advance the
Batter to 1st base. Base Runners on the Second and/or Third do not move.
» Walk with Base Runners on all Bases - advance the Batter to 1st base, and advance
each Base Runner in turn (1st base Runner advances to 2nd base, Second Base Runner
advances to 3rd base, 3rd base Runner advances to Home Plate and scores).
NATURALS MAGNA GLOVE EXPANSION Magna Glove: Cancel 2 Hits. You may choose
which two of your opponent’s Hit Boxes are
10 Cards NM-151 to NM-160 cancelled. Your opponent removes the Batters of
the cancelled Hits.
This expansion provides 10 new Naturals. The
Naturals now have a Magna Glove that only some Teamwork: The Teamwork Actions in this
of them can handle. This glove can stop up to 2 expansion depend on how many other Naturals
hits from an opponent’s Hit Boxes. are in your In Play Box. Do not count the current
This set also expands on Teamwork. played card in this total.
BIG FLY! EXPANSION Pinch Runner: Upgrade all current Base Runners
15 Cards BF-196 to BF-210 to Fast: Replace all blue and white pawns on your
bases with red pawns.
This expansion adds new Immediate Actions
based on batting, including a few new pitches. Quick Eye: 2 Walks: If your opponent’s top card
is a Cyborg, you get a Walk followed by another
Hit & Run: When resolving the Threatened Hits of Walk. No effect if your opponent’s last card is not
this card, all of your Base Runners advance one a Cyborg.
extra base from each Hit on this card, ignoring the
normal bonus from Runner speed. For example: Sinkerball: If your opponent has a Base Runner
When resolving a Single, all Base Runners would on 2nd and/or 3rd, cancel all of your opponent’s
advance 2 spaces, irrespective of their speed. This Threatened Hits, removing all Batters from their
also applies to any new Base Runners created by Home Plate.
previous Hits on this card.
ERRORS! EXPANSION Error: Opponent’s Gloves (of any kind) will only
work if the opponent makes a successful Check
15 Cards ER-181 to ER-195
against the Free Agent Deck for the Type of player
This expansion includes new Immediate Actions (Natural, Robot, Cyborg) noted. If the Check card
based on game errors, including two that can revealed does not match the Type, the Glove
remove a player from the game. Immediate Action has no effect.
Bean Ball: Make a Check from the Free Quick Eye: Cyborg out of game & replace with
Agent deck by trying to match the type of your Minor Leaguer: If your opponent’s topmost card
opponent’s top card in their In Play stack with In Play is a Cyborg, and if you make a successful
the revealed card. If successful, your opponent’s Check for a Robot, your opponent’s Cyborg
card and any Threatened Hits are removed and card and any Threatened Hits are removed and
the opponent’s card is returned to the box. Your the card is returned to the box. Your opponent
opponent immediately replaces that card with then replaces the discarded card with a card of
a card of their choice from their Minor League their choice from their Minor League player(s).
player(s). The replacement card is put on top of The replacement Player is put on top of your
your opponent’s In Play stack but no Immediate opponent’s In Play stack but no Immediate Action
Action or Threatened Hits on the card take place. or Threatened Hits on the card take place. The
The replacement card counts for revenue during replacement card counts for revenue during the
the Buy Round. In the rare case your opponent Buy Round. In the rare case your opponent has no
has no Minor League players available, Bean Ball Minor League players available, Quick Eye has no
has no effect as the condition for replacing their effect as the condition for replacing their card with
card with a Minor League player cannot be met. a Minor League player cannot be met.
Contact: If your opponent uses any Glove Action Quick Eye: Wild Pitch: If your opponent’s
on any of your Threatened Hits from this card, topmost card In Play is a Cyborg, all of your
those Hits become a Single instead of being Base Runners (in normal order) advance 1 base,
cancelled. irrespective of their speed.
Fitz Field
High Grass: When placing Threatened Hits, all
Single Threatened Hits are cancelled if the FA
Deck Check Type matches the Batter.
HITS
Hits allow the Batter and Base Runners to move around the bases in counter
clockwise order based on the Hit as well as their speed, if possible/
For all Base Runners:
Single Hit: Advance 1 base
Double Hit: Advance 2 bases
Triple Hit: Advance 3 bases
Home Run Hit: Advance all the way to Home.
Base Runners that reach Home score 1 Run.
Base Runners Speed (only if already on base)
Slow Base Runners (White): Slow Base Runners only advance the number of
bases equal to the Hit as described above. (For example: Advance 1 base for
a Single, 2 bases for a Double, 3 bases for a Triple, and all the way Home on a
Home Run.)
Average Base Runners (Blue): Average Base Runners advance the number of
bases equal to the hit the same as Slow runners with one exception: An Average
Base Runner on 2nd base will advance from 2nd base to Home on a Single
(thereby scoring a run).
Fast Base Runners (Red): Fast Base Runners always advance the number of
bases equal to the Hit +1. (For example: They advance 2 bases on a single, and
all the way home on a double, triple, or home run).