How to Play That's Baseball
COPYRIGHT 2012 Jason Manning, Connor Manning & the That's Baseball Company. All Rights Reserved. This
game may be reproduced for personal use only. It may not be republished in any form without the express written permission of the copyright holders.
What you need in order play
a. two dice or access to an online dice roller like Roll Dice Online.
b. A baseball card collection or access to a baseball statistics sit like Baseball Reference.
c. Paper and a pen or pencil.
d. A couple of hours.
(If you are using baseball cards, you can make your own game "board" using medium-sized construction paper marked so that you can put down a card on home plate, first base, second base, third base, and the pitcher's mound.)
Picking your team
a. Using baseball cards, or a site like Baseball Reference, select a player for all positions (C, 1B, 2B, 3B, SS, LF, CF, RF, five bench players, at least one starting pitcher and at least three relief pitchers. If you intend to play more than one game, or a whole season, or start your own baseball dynasty, I recommend you put together an entire 25-man roster. If you plan to use the Injuries Option, I would add at least one alternate starter, reliever, and position player.
Determining the adjusted batting average (ABA)
Write down a list of your batters, reducing a single season's -- or career's -- batting average to a two-digit number by rounding the last two digits of the number up or down (for example, you would round up a .255-259 to 26, a .250-.254 to 25. So, .311 would be 31, while .318 would be 32, etc. Pitchers do not need an ABA.
A batter cannot have an adjusted average (AA) of less than 24 or more than 32. If your player has a career average of less that .235, he will receive an adjusted average of 24. If the player has a batting average of more than 3.25, he is assigned an adjusted average of 32.
If you are playing the National League game in which the pitcher bats, every pitcher'd batting result is determined using the PITCHER-AT-BAT RESULT CHART (see below).
Here is a sample American League lineup, with DH, showing the batting average and the adjusted average number.
A.J. Pierzynski .301 / 30
Tino Martinez .273 / 27
Mark Grudzielanek .287 / 29
Scott Rolen .282 / 28
Royce Clayton .257 / 26
Dale Murphy .277 / 28
Larry Walker .317 / 32
Bobby Bonilla .283 / 28
Mark Texeira .270 / 27
Paul Konerko .298 / 30
Determining the pitching adjustment number (PAN)
Any pitchers you use should have a pitching adjustment number. If the pitcher's ERA you are using is 3.49 or lower, that hurler's PAN is -1. If the ERA is 3.50-4.49 the PAN is 0. If the ERA is 4.50 or above, the PAN is +1.
Here is the starting rotation of the 1966 Brooklyn Knights (see the forum) with the historical ERA and the PAN:
Tony Cloninger 4.12 / +1
Phil Niekro 4.11 / +1
Dave McNally 3.17 / -1
Ray Washburn 3.76 / 0
Denny Lemaster 3.74 / 0
Playing the game
Using the game card available for printing on this site (or one of your own making), create your lineup.
If playing against another player, determine who will bat first.
Player 1 rolls two dice (real or using an online dice roll). To determine the result of the at-bat, add the number rolled to the adjusted batters average (ABA) and then factor in the pitching adjustment number. Let's say the PAN is -1 and the batter is Tino Martinez, whose ABA is 27. Player 1 rolls a 5, adding this to the ABA, making 32, and subtracting the PAN, making the final total 31, which is "caught looking, strikeout".
RESULT CHART
25 - hits an infield single
26 - one-hopper back to pitcher, out at first
27 - pop up to catcher, out
28 - draws a walk
29 - high fly ball to left, out
30 - up the middle for a base hit
31 - caught looking, strikeout
32 - singles into right (or left)
33 - goes down swinging, strikeout
34 - fly ball to center, out
35 - grounder to third baseman, out at first
36 - extra base hit
37 - fly ball to right, out
38 - grounder to second baseman/shortstop, out
39 - singles through the gap into left
40 - flare drops in for a base hit
41 - ball four, takes first
42 - error
43 - extra base hit
44 - hit by pitch/passed ball
45 - home run!
If the pitcher is batting, you must use another result chart. Remember, pitchers do not have an ABA. To determine the result of the pitcher's at-bat, roll ONE (1) dice, consult the pitchers at-bat result chart.
Pitchers At-Bat Result Chart
1 - strikeout
2 - ground out
3 - pop up
4 - fly out
5 - single
6 - strikeout
Intentional Walks
Can be called at any time.
Bunts
You may choose to have your batter attempt to bunt the ball. If so, do not use the abovementioned Result Charts. The player rolls ONE (1) dice and consults the bunting result chart, below.
Bunting Result Chart
1-4 - The bunter is out at first base; baserunners on first and second advance one base. A baserunner on third base stays put.
5 - The bunter pops up and is out.
6 - The bunter strikes out.
Extra base hits
To determine the nature of the extra base hit, roll one dice and consult the chart below...
1-4 the hit is a double
5 the hit is a triple
6 the hit is a home run
Hit-and-Run
If a player has a baserunner or baserunners, he may choose to call the hit-and-run. The other player must be informed in advance of determining the result for a batter at the plate. No dice need to be rolled.
--If the batter strikes out - go to STEALING BASES to determine fate of each baserunner.
--If the batter hits a ground out - baserunners on first/second advance safely; a baserunner on third does not advance.
--If the batter hits a flyball out - go to FLY BALL ADVANCE and determine fate of each baserunner.
--If the player pops up to the catcher - go to STEALING BASES to determine fate of each baserunner.
--If the baserunner draws a walk - all baserunners advance one base except for a baserunner on third (unless the bases are loaded).
--If the batter hits a single - the baserunner on first advances to third; the baserunner on second or third scores.
-- If the batter hits for extra bases - all baserunners score.
Stealing Bases
If a player has a baserunner he may choose to attempt stealing a base. Base-stealing may be attempted for each baserunner, and the other player informed, prior to determining the result for the batter at the plate.
Roll ONE (1) dice.
1-3 - Baserunner is caught stealing and is out.
4-6 - Baserunner steals the base.
Pickoff Play
The player with a pitcher on the mound may attempt to pick off any baserunner. This must be done prior to determining the result for the batter at the plate.
Roll TWO (2) dice.
2 - A defensive error occurs and the baserunner moves up a base. If at third, the baserunner scores.
3-11 - The baserunner gets back safely.
12 - The baserunner is picked off and is out.
Double Play
If a player has a baserunner on first, and his next batter hits a ground out, the other player may roll for a double play.
Roll ONE (1) dice.
1-3 - No double play; the baserunner reaches second base safely.
4-6 - The baserunner is out at second base.
Fielder's Choice
If the bases are loaded with less than two outs, and a ground ball is struck, the baserunner at third base is thrown out at home plate, and the bases remain loaded.
Fly Ball Advance
If a player has a baserunner and the next batter hits a flyball out, the player may roll to determine if the baserunner tags up and advances to the next base. This may be done for more than one baserunner, but the baserunner on third must be done before the one on second, etc.
Roll ONE (1) dice.
1-3 - The baserunner does NOT tag up.
4-5 - The baserunner tags up and advances to the next base (or home plate if at third base).
6 - The baserunner tags up but is thrown out attempting to advance one base. If more than one baserunner, the other(s) advance one base.
Errors
The batter reaches first base safely. All other baserunners advance one base.
Hit-by-Pitch/Passed Ball
In either case, the batter goes to first. If there is a baserunner at first, he moves to second, and so on.
The Sequence
1. Prior to determining the batter's result, the player with a pitcher on the mound may choose to attempt a pickoff play on any one baserunner.
2. Prior to determining the batter's result, the player whose batter is at the plate may choose to
a. Call the hit-and-run; result to be determined later.
b. Call for stealing a base; result to be determined then.
c. Call for a bunt attempt; result to be determined then
3. The result for the batter at the plate is determined.
4. Passed ball or hit-by-pitch results are put into effect.
5. Determine the nature of an extra base hit.
6. If a groundout, the player with a pitcher on the mound may choose to roll for a double play.
7. If a groundout, the player with the batter may choose to roll for an error committed by the other team.
8. If a flyball out, the player with the batter may choose to roll for fly ball advance.
OPTIONS
BRAWLS
You have the option of playing for a brawl, which could result in the ejection of one or more players. To do so, first roll ONE (1) dice to determine if rolling 44 results in a passed ball of a hit-by-pitch. If the latter, roll ONE (1) dice again to determine the outcome:
1 - 5 no brawl occurs
6 - brawl occurs
If a brawl takes place roll ONE (1) dice again to determine result:
1 - offensive player is ejected. Roll TWO (2) dice to determine which of the nine players in the lineup is ejectedl rolling 10, 11 or 12 means no one is ejected.
2 - batter is ejected
3 - no one is ejected
4 - pitcher is ejected
5 - no one is ejected
6. - defensive player is ejected. Roll TWO (2) dice to determine which of the nine players in the field is ejected with 1-9 being catcher, pitcher, first baseman, second baseman, third baseman, shortstop, right field, center field, and left field; 10, 11, 12 means no one is ejected.
OPTIONAL: Pitch Count
A pitcher's pitch count must be tallied, using the following chart.
PITCH COUNT CHART
bunt - 1 pitch
hit-by-pitch - 1 pitch
passed ball - 1 pitch
pop up - 2 pitches
intentional walk - 3 pitches
groundout - 3 pitches
flyball out - 3 pitches
single - 4 pitches
extra base hit - 4 pitches
home run - 4 pitches
error - 4 pitches
strikeout - 5 pitches
base on balls - 5 pitches
If a player or players choose to employ this option, a starting pitcher throws 100 pitches, and a reliever 40 pitches before tiring. If this count is exceeded, the pitcher's PAN increases by 1 for every 20 additional pitches thrown, beginning in the next inning following that in which the pitch count is exceeded.
EXAMPLE: The starting pitcher has a PAN of -1. If he throws 104 pitches by the end of the 7th inning. If he returns to the mound in the 8th, his PAN is 0. If he has thrown 121 pitches at the end of the 8th, and returns to the mound in the 9th, his PAN is +1.
OPTIONAL: Injuries
Injuries are an integral part of baseball and factor into game strategy.
After each game each player rolls TWO (2) dice.
If a 2 is rolled - there is an injury
If 3-12 is rolled - there is no injury
If there is an injury, the player rolls TWO (2) dice to determine which starting player was injured, using this chart...
INJURED PLAYER CHART
2 - catcher
3 - first baseman
4 - second baseman
5 - third baseman
6 - shortstop
7 - left fielder
8 - center fielder
9 - right fielder
10 - pitcher
11 - false alarm: no injury
12 - false alarm: no injury
Finally, the player rolls TWO (2) dice to determine the nature and duration of the injury.
INJURY CHART
2 - Tommy John surgery; out for the season (pitcher only; if rolled for any other player, the player misses one day)
3 - pinched nerve; 5 days
4 - bruised knee; 10 days
5 - strained muscle; 15 days
6 - Achilles tendon; 20 days
7 - stress fracture; 25 days
8 - tested positive for banned substance; 30 days
9 - sprained wrist; 35 days
10 - torn tendon; 40 days
11 - broken ankle; 45 days
12 - torn ACL; 60 days
CLICK HERE FOR DIFFERENT WAYS TO PLAY THATS BASEBALL
CLICK HERE FOR A PAGE CONTAINING ONLY THE GAME CHARTS
CLICK HERE FOR A PAGE CONTAINING A GAME CARD TO USE FOR THE PLAY-BY-PLAY
game may be reproduced for personal use only. It may not be republished in any form without the express written permission of the copyright holders.
What you need in order play
a. two dice or access to an online dice roller like Roll Dice Online.
b. A baseball card collection or access to a baseball statistics sit like Baseball Reference.
c. Paper and a pen or pencil.
d. A couple of hours.
(If you are using baseball cards, you can make your own game "board" using medium-sized construction paper marked so that you can put down a card on home plate, first base, second base, third base, and the pitcher's mound.)
Picking your team
a. Using baseball cards, or a site like Baseball Reference, select a player for all positions (C, 1B, 2B, 3B, SS, LF, CF, RF, five bench players, at least one starting pitcher and at least three relief pitchers. If you intend to play more than one game, or a whole season, or start your own baseball dynasty, I recommend you put together an entire 25-man roster. If you plan to use the Injuries Option, I would add at least one alternate starter, reliever, and position player.
Determining the adjusted batting average (ABA)
Write down a list of your batters, reducing a single season's -- or career's -- batting average to a two-digit number by rounding the last two digits of the number up or down (for example, you would round up a .255-259 to 26, a .250-.254 to 25. So, .311 would be 31, while .318 would be 32, etc. Pitchers do not need an ABA.
A batter cannot have an adjusted average (AA) of less than 24 or more than 32. If your player has a career average of less that .235, he will receive an adjusted average of 24. If the player has a batting average of more than 3.25, he is assigned an adjusted average of 32.
If you are playing the National League game in which the pitcher bats, every pitcher'd batting result is determined using the PITCHER-AT-BAT RESULT CHART (see below).
Here is a sample American League lineup, with DH, showing the batting average and the adjusted average number.
A.J. Pierzynski .301 / 30
Tino Martinez .273 / 27
Mark Grudzielanek .287 / 29
Scott Rolen .282 / 28
Royce Clayton .257 / 26
Dale Murphy .277 / 28
Larry Walker .317 / 32
Bobby Bonilla .283 / 28
Mark Texeira .270 / 27
Paul Konerko .298 / 30
Determining the pitching adjustment number (PAN)
Any pitchers you use should have a pitching adjustment number. If the pitcher's ERA you are using is 3.49 or lower, that hurler's PAN is -1. If the ERA is 3.50-4.49 the PAN is 0. If the ERA is 4.50 or above, the PAN is +1.
Here is the starting rotation of the 1966 Brooklyn Knights (see the forum) with the historical ERA and the PAN:
Tony Cloninger 4.12 / +1
Phil Niekro 4.11 / +1
Dave McNally 3.17 / -1
Ray Washburn 3.76 / 0
Denny Lemaster 3.74 / 0
Playing the game
Using the game card available for printing on this site (or one of your own making), create your lineup.
If playing against another player, determine who will bat first.
Player 1 rolls two dice (real or using an online dice roll). To determine the result of the at-bat, add the number rolled to the adjusted batters average (ABA) and then factor in the pitching adjustment number. Let's say the PAN is -1 and the batter is Tino Martinez, whose ABA is 27. Player 1 rolls a 5, adding this to the ABA, making 32, and subtracting the PAN, making the final total 31, which is "caught looking, strikeout".
RESULT CHART
25 - hits an infield single
26 - one-hopper back to pitcher, out at first
27 - pop up to catcher, out
28 - draws a walk
29 - high fly ball to left, out
30 - up the middle for a base hit
31 - caught looking, strikeout
32 - singles into right (or left)
33 - goes down swinging, strikeout
34 - fly ball to center, out
35 - grounder to third baseman, out at first
36 - extra base hit
37 - fly ball to right, out
38 - grounder to second baseman/shortstop, out
39 - singles through the gap into left
40 - flare drops in for a base hit
41 - ball four, takes first
42 - error
43 - extra base hit
44 - hit by pitch/passed ball
45 - home run!
If the pitcher is batting, you must use another result chart. Remember, pitchers do not have an ABA. To determine the result of the pitcher's at-bat, roll ONE (1) dice, consult the pitchers at-bat result chart.
Pitchers At-Bat Result Chart
1 - strikeout
2 - ground out
3 - pop up
4 - fly out
5 - single
6 - strikeout
Intentional Walks
Can be called at any time.
Bunts
You may choose to have your batter attempt to bunt the ball. If so, do not use the abovementioned Result Charts. The player rolls ONE (1) dice and consults the bunting result chart, below.
Bunting Result Chart
1-4 - The bunter is out at first base; baserunners on first and second advance one base. A baserunner on third base stays put.
5 - The bunter pops up and is out.
6 - The bunter strikes out.
Extra base hits
To determine the nature of the extra base hit, roll one dice and consult the chart below...
1-4 the hit is a double
5 the hit is a triple
6 the hit is a home run
Hit-and-Run
If a player has a baserunner or baserunners, he may choose to call the hit-and-run. The other player must be informed in advance of determining the result for a batter at the plate. No dice need to be rolled.
--If the batter strikes out - go to STEALING BASES to determine fate of each baserunner.
--If the batter hits a ground out - baserunners on first/second advance safely; a baserunner on third does not advance.
--If the batter hits a flyball out - go to FLY BALL ADVANCE and determine fate of each baserunner.
--If the player pops up to the catcher - go to STEALING BASES to determine fate of each baserunner.
--If the baserunner draws a walk - all baserunners advance one base except for a baserunner on third (unless the bases are loaded).
--If the batter hits a single - the baserunner on first advances to third; the baserunner on second or third scores.
-- If the batter hits for extra bases - all baserunners score.
Stealing Bases
If a player has a baserunner he may choose to attempt stealing a base. Base-stealing may be attempted for each baserunner, and the other player informed, prior to determining the result for the batter at the plate.
Roll ONE (1) dice.
1-3 - Baserunner is caught stealing and is out.
4-6 - Baserunner steals the base.
Pickoff Play
The player with a pitcher on the mound may attempt to pick off any baserunner. This must be done prior to determining the result for the batter at the plate.
Roll TWO (2) dice.
2 - A defensive error occurs and the baserunner moves up a base. If at third, the baserunner scores.
3-11 - The baserunner gets back safely.
12 - The baserunner is picked off and is out.
Double Play
If a player has a baserunner on first, and his next batter hits a ground out, the other player may roll for a double play.
Roll ONE (1) dice.
1-3 - No double play; the baserunner reaches second base safely.
4-6 - The baserunner is out at second base.
Fielder's Choice
If the bases are loaded with less than two outs, and a ground ball is struck, the baserunner at third base is thrown out at home plate, and the bases remain loaded.
Fly Ball Advance
If a player has a baserunner and the next batter hits a flyball out, the player may roll to determine if the baserunner tags up and advances to the next base. This may be done for more than one baserunner, but the baserunner on third must be done before the one on second, etc.
Roll ONE (1) dice.
1-3 - The baserunner does NOT tag up.
4-5 - The baserunner tags up and advances to the next base (or home plate if at third base).
6 - The baserunner tags up but is thrown out attempting to advance one base. If more than one baserunner, the other(s) advance one base.
Errors
The batter reaches first base safely. All other baserunners advance one base.
Hit-by-Pitch/Passed Ball
In either case, the batter goes to first. If there is a baserunner at first, he moves to second, and so on.
The Sequence
1. Prior to determining the batter's result, the player with a pitcher on the mound may choose to attempt a pickoff play on any one baserunner.
2. Prior to determining the batter's result, the player whose batter is at the plate may choose to
a. Call the hit-and-run; result to be determined later.
b. Call for stealing a base; result to be determined then.
c. Call for a bunt attempt; result to be determined then
3. The result for the batter at the plate is determined.
4. Passed ball or hit-by-pitch results are put into effect.
5. Determine the nature of an extra base hit.
6. If a groundout, the player with a pitcher on the mound may choose to roll for a double play.
7. If a groundout, the player with the batter may choose to roll for an error committed by the other team.
8. If a flyball out, the player with the batter may choose to roll for fly ball advance.
OPTIONS
BRAWLS
You have the option of playing for a brawl, which could result in the ejection of one or more players. To do so, first roll ONE (1) dice to determine if rolling 44 results in a passed ball of a hit-by-pitch. If the latter, roll ONE (1) dice again to determine the outcome:
1 - 5 no brawl occurs
6 - brawl occurs
If a brawl takes place roll ONE (1) dice again to determine result:
1 - offensive player is ejected. Roll TWO (2) dice to determine which of the nine players in the lineup is ejectedl rolling 10, 11 or 12 means no one is ejected.
2 - batter is ejected
3 - no one is ejected
4 - pitcher is ejected
5 - no one is ejected
6. - defensive player is ejected. Roll TWO (2) dice to determine which of the nine players in the field is ejected with 1-9 being catcher, pitcher, first baseman, second baseman, third baseman, shortstop, right field, center field, and left field; 10, 11, 12 means no one is ejected.
OPTIONAL: Pitch Count
A pitcher's pitch count must be tallied, using the following chart.
PITCH COUNT CHART
bunt - 1 pitch
hit-by-pitch - 1 pitch
passed ball - 1 pitch
pop up - 2 pitches
intentional walk - 3 pitches
groundout - 3 pitches
flyball out - 3 pitches
single - 4 pitches
extra base hit - 4 pitches
home run - 4 pitches
error - 4 pitches
strikeout - 5 pitches
base on balls - 5 pitches
If a player or players choose to employ this option, a starting pitcher throws 100 pitches, and a reliever 40 pitches before tiring. If this count is exceeded, the pitcher's PAN increases by 1 for every 20 additional pitches thrown, beginning in the next inning following that in which the pitch count is exceeded.
EXAMPLE: The starting pitcher has a PAN of -1. If he throws 104 pitches by the end of the 7th inning. If he returns to the mound in the 8th, his PAN is 0. If he has thrown 121 pitches at the end of the 8th, and returns to the mound in the 9th, his PAN is +1.
OPTIONAL: Injuries
Injuries are an integral part of baseball and factor into game strategy.
After each game each player rolls TWO (2) dice.
If a 2 is rolled - there is an injury
If 3-12 is rolled - there is no injury
If there is an injury, the player rolls TWO (2) dice to determine which starting player was injured, using this chart...
INJURED PLAYER CHART
2 - catcher
3 - first baseman
4 - second baseman
5 - third baseman
6 - shortstop
7 - left fielder
8 - center fielder
9 - right fielder
10 - pitcher
11 - false alarm: no injury
12 - false alarm: no injury
Finally, the player rolls TWO (2) dice to determine the nature and duration of the injury.
INJURY CHART
2 - Tommy John surgery; out for the season (pitcher only; if rolled for any other player, the player misses one day)
3 - pinched nerve; 5 days
4 - bruised knee; 10 days
5 - strained muscle; 15 days
6 - Achilles tendon; 20 days
7 - stress fracture; 25 days
8 - tested positive for banned substance; 30 days
9 - sprained wrist; 35 days
10 - torn tendon; 40 days
11 - broken ankle; 45 days
12 - torn ACL; 60 days
CLICK HERE FOR DIFFERENT WAYS TO PLAY THATS BASEBALL
CLICK HERE FOR A PAGE CONTAINING ONLY THE GAME CHARTS
CLICK HERE FOR A PAGE CONTAINING A GAME CARD TO USE FOR THE PLAY-BY-PLAY