Tuesday, January 04, 2005

How To Play

Before choosing your future World Champion lineup, you must learn how to play so you know which players will help your team and in what fields, or maybe they'll hurt your team.

Really, learn how to play BEFORE constructing your lineup, rotation, and bullpen. Players aren't always as they had seemed in real life.

So, the pitcher is on the mound, and the batter has stepped in to the batter's box. The person on the fielding team rolls the die. The number will be somewhere from 1-20. Look at the number. Now, look on your pitcher's card. Add the number rolled on the die to your pitcher's Control Number. Now, look to the batter's card, and look for his On Base Number. If the Control Number plus the roll of the die was greater than the batter's on base number, it is called the Pitcher's Advantage. If it was equal or less than the batter's on base number, then it is the Batter's Advantage. Disregarding whose advantage it was, the person on the batting team rolls the die. If it was the pitcher's advantage, look for the number on the pitcher's card. If it was the batter's advantage, look for the number on the batter's card.

If it is a Walk, advance the batter to first base and then look to see if there was already someone on first. If so, advance him one base. If there were runners on first and second, advance them both one base and put the batter on first. Same with the bases loaded. But if there was only a man on second, for example, he does not advance. Same with a man on third or second and third.

If it is a Single, advance the runner to first, and advance any runner already on base a base further.

If it says Single+, first, look to see if there is someone on first. If so, then act as if it was a single. If no one is on first base, then advance all baserunners two bases.

If it is a Double, advance all baserunners two bases.

If it was a Triple, advance all runners three bases.

If it was a Home Run, then all runners, including the batter, score.

If an FB is hit, then it is a fly ball. A runner on second base(with no one on third) may try to Tag Up(optional). Look at your outfielders. Add up their Fielding, which is +?. Then, subtract the Outfield's Fielding from the runner's speed, and add 1. Then, the fielding team rolls the die. If it is that number or higher, the runner has been thrown out. The same thing happens with a man on third. But when that man is tagging up from third, add five to his speed. You can tag up with two runners, but the defense can only attempt to throw the further runner out.

When a GB is hit, it advances runners not on first base. But if there is a runner on first base, a Double Play will be attempted(not optional). Subtract your Infield's Fielding from the runner's speed. Then, add 1. The fielding side then rolls the die. If it is that number or greater, then the double play is successful. If there was a runner on second and/or third(but not first), they advance 1 base unless the double play or grounder ended the inning.

If the result is PU or SO, then an out is added, but no runners may advance.

To attempt a Steal, first check to see where your runner's are. You can not steal home, and in order to steal second or third, the base you are stealing must be unoccupied. First, look at your catcher's fielding. Subtract this from the runner's speed, and add 1. Then, the fielding side rolls the die. If the result is equal to or greater than the number, then the runner was thrown out. If this ends an inning, a batter will start the next inning. If the rolled number was less than your result from the fielding and speed, then the base was successfully stolen. But if you were stealing third, then the catcher adds 5 to his fielding.

You can also attempt to take Extra Bases. So, on a hit, a runner(or two) may try to go an extra base(third or home). Subtract the outfield's fielding from the runner's speed and add 1. The defense needs this or higher to throw the runner out. But if the runner is going home, you add five to his speed. In addition, if the pitch came with two outs, add another five to his speed. Once again, the defense must try to throw out the furthest runner. But a runner may not advance from first to second as an extra base.

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