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Pocket Baseball

3 replies [Last post]
Joined: 01/06/2009

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

Joined: 01/06/2009
Simple rules (just to get a few run throughs)

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

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

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.


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

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

Joined: 03/02/2014
Choosing a pitch

I used to think that baseball was the worlds most boring game, until I started to watch it with my former son-in-law. He was a giant pain and I'm glad he's gone, but he did teach me a lot about baseball.

The biggest aspect that kept him riveted to the game was the mind game between batter and pitcher. On every pitch, he would be trying to anticipate what type of pitch it would be, and he explained how important it was for the batter (and the runners) to be anticipating each pitch. If the batter is expecting a curve, and gets a curve, then he has a better chance of hitting it than if he expects a fast ball.

If you wanted to capture some of this, then you could have both players choose and reveal simultaneously. The card that the batter choose would show, for each choice the pitcher could make, what die/dice the batter rolls for his hit attempt. If the batter chooses correctly, he makes a roll with something like 45% chance of success. If he chooses poorly, he makes a roll with something like 15% chance.

Stealing a base is also very dependent on the pitch thrown. On a pitch out, the runner should just be out, with no chance of success. On a fast ball, he should have less chance than against a slider, curve, or (god forbid) a knuckle ball. And base stealing is highly dependent on who the runner is. The chubby power hitters do not ever steal bases -- they're too slow.

But I imagine that capturing this level of detail would be impossible. I just thought I'd throw it out there.

Joined: 01/06/2009
Thanks for you thoughts!

Thanks for you thoughts!

There are plenty of table & stat driven baseball while trying to include as much relative theme, I intend to keep inline with our other games....simple, fast and fun.

Our games are for the casual gamer or sporting fan.

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