Like our other sports games, this will have 6 dice and be a light dice rolling mini simulation game. There are some PLY mechanics and some SKILLS allocations you can use during clutch innings.
**Please note - I do not claim to be a Baseball expert. I probably have some terms or rules that may not fit....that's why I'm posting here for feedback from those who may have some advice or helpful suggestions** Thanks in advance
The game will have custom dice but for now, a D6 can be used and refer to the table.
It's for 2 players. You'll need a pen & paper to draw a simple baseball diamond and a coin to use as runners/bases etc.
In a nutshell....Pitcher rolls, Batter chooses which die to roll, Fielders choose which die to roll.....runners run, SAFE / OUT etc...rinse & repeat as per a game of Baseball.
What I'm after now is some simple dice rolls from you through a few innings to see if the baseball theme and feel is there. Thanks again
PITCHING
Pitching is simply done by rolling the PITCHER die
1/6 chance of a STRIKE / BALL - 4 other pitches that require the Batter to swing
BATTING
There are two BATTING dice. Hits to the INFIELD or OUTFIELD
The BATTER can choose either die to roll. Hit for a single or hit for a Home Run!
Both LINE DRIVE & DEEP FLY BALL are deemed to be in the air and able to be caught
FIELDING
Depending on what kind of hit - the FIELDER will roll accordingly
Any CATCH is an immediate OUT
Catch!/throw - is the chance of a dbl play if there is another runner
Pick up > throw = unless the base is stated (2nd / 3rd) the FIELDER can choose which base to throw to.
Any ERROR is a fumble and the runners advance (1) or (2) bases
Throwing to base - LEGS vs ARMS
Any time the runner is advancing or stealing a base, requires a D6 roll from both BATTER & FIELDER with the high roll winning.
In the event of a tie - reroll
On certain plays, there may not be requirement to do this. In the case of SINGLE (1) or DOUBLE (2) the runner automatically advances that number of bases.
Likewise, GROUNDOUT 1st / GROUNDOUT 2nd automaically result in the runner being OUT.
In the case of a DOUBLE PLAY opportunity, the fielder will choose which base to roll his dice for. If successful, he may choose a second and roll again.
If unsuccesful on the first of the double play…..he may no not try for the second runner.
SKILLS AND ALLOCATING POINTS
Both Teams start with 1 of each SKILLS they can allocate to be used ONLY ONCE per game
Legs +1 this allows for +1 to be added to the RUNNER's roll for crucial base attempts (can be used for a steal)
Arms +1 this allows for +1 to be added to the FIELDER's roll for crucial base attempts
Power hit - can be nominated that all hits to be DEEP - this can only be used on 1 BATTER
Pitch relief - nominate one other ball to become STRIKE for key plays (Ie say FAST BALL will be also be a STRIKE) - this can only be used on 1 BATTER
STEALING A BASE
A runner can elect to try and steal a base at anytime BEFORE the Pitcher rolls
To be successful, only the runner rolls the D6 - he must roll a 5/6 to be SAFE, otherwise he is deemed to be OUT