1. Picking your team
a. Using baseball cards, select a player for each infield position (C, 1B, 2B, 3B, SS),
three outfielders and a designated hitter.Pick cards that feature a career batting
average. Below is a sample team.
C
|
A. J. Pierzynski
|
Fleer 04
|
.301
|
1B
|
Tino Martinez
|
Upper Deck '03
|
.273
|
2B
|
Mark Grudzielanek
|
Topps '04
|
.287
|
3B
|
Scott Rolen
|
Fleer '04
|
.282
|
SS
|
Royce Clayton
|
Upper Deck '93
|
.257
|
OF
|
Dale Murphy
|
Donruss '87
|
.277
|
OF
|
Larry Walker
|
Upper Deck '03
|
.317
|
OF
|
Bobby Bonilla
|
Leaf '92
|
.283
|
DH
|
Mark Teixeira
|
Topps '05
|
.270
|
P
|
Bret Saberhagen
|
Donruss '91
|
3.21
|
RP
|
Orel Hershiser
|
Donruss '90
|
2.69
|
b. Adjusting the average. Jot down a list of your batters, reducing their BA's to a two-
digit number by rounding the last two digits of the number up or down (for example, .250
and up would be to 26, .249 and less would be 24; .311 would be 31, .318 would be 32,
etc.) A batter cannot have an adjusted average (AA) of less than 24 or more than 32. If
one of your players has a career average of less than .235, he must be given an
adjusted average of 24. If the player has a career average of more than 3.25, he must be
given an adjusted average of 32.
Pierzynski
|
30
|
Martinez
|
27
|
Grudzielanek
|
29
|
Rolen
|
28
|
Clayton
|
26
|
Murphy
|
28
|
Walker
|
32
|
Bonilla
|
28
|
Teixeira
|
27
|
c. The lineup. Place the nine cards of all in the order in which they will hit.
d. Determine who will bat first. That player (Player A) places his # 1 batter's card over
home plate.
e. Player A rolls two dice. To determine the result of the at-bat, add the number rolled
to the batter's adjusted average and then consult the Result Chart (left).
EXAMPLE: Player A's # 1 batter, Martinez, has an adjusted average of 27. Player A
rolls a 5 which, added to the AA, results in a 32 -- a fly out.
EXAMPLE: Grudzielanek, the # 2 batter, has an AA of 29. Player A rolls a 2, for a total
of 31 -- a walk.
f. If a batter reaches safely, place his card on the appropriate base.
g. Before the next batter's result is determined, (1) Player A may choose to attempt to
steal a base, and (2) Player B may choose to attempt a pickoff play. (See below)
h. Extra base hits. If the total of a batter's AA and the roll of the dice equals 29, 38 or 43,
the batter has an extra base hit. To determine the nature of the hit, the player rolls one
dice. If the roll is 1-4 the hit is a double. If the roll is a 5, it's a triple. And if the roll is a 6
it's a home run.
i. Stealing bases. If Player A has a base runner, he may choose to attempt a stolen
base. Player A rolls one dice. If a 1-3 is rolled, the baserunner is caught stealing and an
out is recorded. If 4-6, the baserunner advances. Stealing bases may be attempted for
each baserunner prior to determining the result for the batter at the plate.
j. Pickoff play. If Player B chooses, he may attempt to pick off any of Player A's base-
runners. Player B rolls two dice. If a 12, the baserunner is picked off, the player card is
removed, and an out is recorded. If a 3-11, the baserunner is safe. If the roll is a 2,
there is a defensive error and the baserunner moves to second. Player B may attempt a
pickoff of a baserunner only once between batters.
k. If Player A has a baserunner on first, and his next batter hits a ground out, Player B
may roll for a double play. Player B rolls one dice. If 1-3, there is no double play and
Player A's baserunner advances to the next base. If 4-6, the baserunner going from first
to second is also out. If there is more than one baserunner, and Player B rolls 4-6, he
may choose which baserunner is out on the double play. The other baserunner(s)
advance one base.
l. Fly Ball Advance. If Player A has a baserunner, and the batter hits a fly out, Player A
may roll one dice to determine if the baserunner tags up and advances to the next base.
A 1-4 roll means the baserunner does not tag up. A 5-6 means the baserunner
advances.This may be done for every baserunner if there is more than one on base, but
the runner on third must be done before the one on second, etc.
m. Errors. If Player A's batter hits a ground out, Player A may determine whether an
error is committed which will allow the batter to reach first base. Player A rolls two dice.
A 1-11 means no error is committed and the batter is out. A 12 means an error is
committed and the batter takes first. In that case, all other baserunners advance one
base.
n. A player's turn ends when three outs are made. Then it's the other player's turn to
bat. Player A places his pitcher's card on the mound, and Player B's first batter's card is
placed on home plate.
o. Baserunners advance the same number of bases as the batter who hits his way on.
For instance, if the batter hits a single and goes to first, all existing baserunners
advance one base. If the batter hits a double, existing baserunners advance two bases,
etc. Baserunners do not advance when the batter is hit by a pitch or walks.
p. Keep track of outs and innings in a way that is easiest for you. For my method, SEE
BELOW.