Senior Seminar: Baseball Simulation Guide and Rules

40 Strat-O-Matic Rulebook and Guide

How to Play

(1.0) Order of Play and Reading the Dice and Cards

You may use any of the strategies that big-league managers use. Each player must clearly announce their strategy before rolling the dice to resolve a play.

(1.1) Order of Play

  1. The Defense announces their strategy (defensive positioning, holding runners on base, substitutions, give an intentional walk, etc.).
  2. The Offense announces their strategy (bunt, hit and run, pinch hit, etc.)
  3. The dice are rolled by the Offense to resolve the play.

If the offense makes a batting substitution (a pinch hitter), the order of play is reset, and the Defense may then re-select a strategy or make a pitching change. In the case of any pitching change, a pitcher brought in for relief must face at least one batter before the Defense can make another pitching substitution.

(1.2) Dice Rolling Mechanics

Each batter’s roll involves all four dice: the three 6-sided dice and the 20-sided die. The 20-sided die is used to resolve secondary results (such as “split chances) and is also used in secondary rolls, such as fielding chances, baserunning, etc.

The three 6-sided dice are used to get the primary play result. Read the white (control) die first, then add the two colored dice together. If the control die comes up 1, 2, or 3, refer to the appropriate column on the batter’s card. If it is 4, 5, or 6, refer to the pitcher’s card. The two colored dice will total 2 through 12. Cross-reference the sum of the colored dice with the appropriate line in the correct column.

Example: A control 3, a colored 2 and a colored 6 would be read as 3-8 (batter’s column No. 3, result No. 8). A control 4, a colored 1 and a colored 5 would be read as 4-6 (pitcher’s column No. 4, result No. 6). Many card readings are self-explanatory (WALK, STRIKEOUT, etc). But others are resolved differently depending on the situation.

Split Chances: Some readings on the player cards require checking (or rolling) the 20-sided die. Take the result found when the 20-sided die roll falls inside the range indicated. These add drama and statistical accuracy.


(2.0) Runner Advancement on Hits

(2.1) Default Runner Advancement

By default, all runners on base advance 1 base on a SINGLE result, 2 bases on a DOUBLE result, 3 bases on a TRIPLE result.

(2.2) ASTERISK (*) Marking after SINGLE and DOUBLE

The asterisks on some of the hit results indicate specific base advancement of the runners and prohibit any additional baserunning decisions by the offense.

A SINGLE followed by one asterisk (*) indicates an automatic one-base advance for all runners, no additional advancement may be made. A SINGLE or DOUBLE followed by two asterisks (**) indicates an automatic two-base advance for all runners, no additional advancement may be made.

(2.3) Runner Advancement: Manager’s Choice

When no asterisk is present, the offense may elect to have the baserunners attempt to advance an extra base beyond the default advancement. NOTE: The batter never advances an extra base. He remains at first on his single, or at second on his double.

  1. Consult the lead baserunner’s running rating at the top of his card (if the lead baserunner is the pitcher, he may have a different running rating listed on the roster sheet than the standard 1-10 found on the eight pitchers’ hitting cards).
  2. An outfielder’s throwing arm will affect all attempts at taking extra bases. Each outfielder’s arm rating is indicated at the top of the Advanced side of his card. Determine where the ball was hit by rolling a single 6-sided die: 1-2 Left Field; 3-4 Center Field; 5-6 Right Field
  3. On throws from right field to third base, increase the baserunner’s running rating by 2. On throws from left field to third base, decrease the baserunner’s running rating by 2.
  4. If the lead runner was held on base by the defense, subtract 1 from his running rating.
  5. If there are two outs, add 2 to the baserunner’s running rating.

Add or subtract the arm of the fielder, plus situational modifiers above, from the running rating of the involved baserunner.

Then roll the 20-sided die. If the roll falls within the range of the lead runner, all baserunners advance the extra base. If the roll is greater than the lead runner’s rating, the lead runner is out, while other runners advance one base.

The maximum combined running rating and throwing arm total is 1-19, and the minimum is 1.

(2.4) Cutoff Rule

This rule comes into play on a single followed by no asterisks when there are runners at first and second, or the bases loaded at the time of the hit.

If the offense elects to let the runner on second base attempt to score by taking an extra base, the defensive manager is asked if he wants to cut off the throw to home plate. By cutting off the throw, he allows the runner from second base to score, but “holds” the runner from first base at second base. If the defensive manager chooses to throw for the runner attempting to score, the runner at first base automatically takes third on the throw.

(2.5) Catcher Blocking Home Plate

Whenever there is a play at the plate, the catcher’s defensive ability may be challenged, and it can make the difference between a runner being called safe or out. The rule comes into play when you are rolling the 20-sided die to determine if the runner is safe or out at home. If the last number in the safe range or the first number in the out range is selected then the catcher’s ability will be checked with another roll of the 20-sided die on the CATCHER BLOCKING THE PLATE CHART.


(3.0) Flyball ( ) A, B, C

There are three types of flyball: A = Deep Flyball; B = Medium/Average Flyball; C = Shallow Flyball. The abbreviation in parentheses indicates which fielder the ball was hit to: (lf)-left fielder, (cf)-center fielder, (rf)-right fielder.

Upon reading such a result, refer to the FLYBALLS RESULT CHART and check the specific type (A, B or C) in play. The results for the batter and any baserunners are shown. Disregard baserunner advancement if there are no baserunners, or if the out is the third out of the inning.

(3.1) Flyball(rf)B Tag-Up Option

On a FLYBALL (rf)B only: a runner at second base may advance to third base with this calculation: Baserunner’s Running rating +/- right fielder’s arm, +2 for the throw to third base from right field. Roll the 20-sided die. However, the only OUT chance is a roll of 20. If the roll is higher than the highest safe chance, but lower than 20, the runner holds at second base. This baserunning option is available whether the FLYBALL(rf)B occurs off a player’s card or a result from the Fielding Chart.

Example: A 1-14 runner and a -1 arm. Safe: 1-15; Hold: 16-19; Out: 20.


(4.0) Groundball ( ) A, B, C

There are three types of groundball: A = hard-hit groundball; B = average groundball; C = soft/slow grounball. The abbreviation in parentheses indicates which fielder the ball was hit to: (p)-pitcher, (c)-catcher, (1b)-first baseman, (2b)-second baseman, (3b)-third baseman, (ss)-shortstop.

Upon reading such a result, refer to the GROUNDBALL RESULT CHART and check the specific type (A, B or C) in play against the situation with runner(s) on base. The results for the batter and any baserunners are shown. Disregard baserunner advancement if there are no baserunners, or if the out is the third out of the inning.


(5.0) “X” Chances: Flyball( ) X, Groundball( ) X, Catcher’s Card X

Fielder’s will record most assists and putouts on the routine plays already described. But the tougher chances, the “X-chance” readings will test the defensive fielder’s skill. X-chance plays are only read off the pitching cards as some pitchers have more (or less) of a tendency by way of their pitching style to “test the defense.”

Whenever an X-chance occurs, the fielding rating of the defensive player whose position is indicated in the parentheses is needed to determine the outcome. Fielding ratings range from 1 (a star, “gold glove” level defensive player) to 5 (very poor). A lower number always indicates a more skillful fielder. Each player’s defensive rating is indicated at the top of his card.

(5.1) Basic Fielding Chart Consultation

Consult the Basic Fielding Chart. Find the correct fielding position for the play in question and the proper fielder’s rating (the horizontal line with columns 1, 2, 3, 4, and 5). Roll the 20-sided die and find the correct number in the vertical column titled SPLIT NO. Then read across to find the result of the play.


(6.0) Other Card Results

(6.1) GROUNDBALL( )++

This is an especially hard-hit ball and fielders who are not in normal position may not be able to make the play for an out. There are several situations where the fielder is out of position:

  • If the infield is positioned IN, regard any groundball()++ reading as a SINGLE** (all other runners advance two bases).
  • If the corners are positioned IN and the “++” occurs with the third baseman, first baseman, or pitcher, the result is a SINGLE**.
  • If the defense is holding a runner on first, any “++” result to shortstop, second baseman, or first baseman result in a SINGLE**.
  • If the defense is holding a runner on second, any “++” result to the shortstop or second baseman results in a SINGLE**.

(6.3) LINEOUT( ) INTO AS MANY OUTS AS POSSIBLE

If no runners are on base, or there are already two out, this is treated as a normal lineout. But with fewer than two out and runners on, this will result in a double play or even a rare triple play!

(6.4) … PLUS INJURY

Injuries may occur to any batter (including pinch-hitters), if the result of the dice roll includes the phrase, “plus injury.” If you are using the DH rule, an injury occurs to the pitcher in the field (on the play) when a white 6 and colored dice total of 12 (6-12) is rolled and the DH is at bat.

First, complete the play. Then roll the 20-sided die and consult the INJURIES table on the Basic Strategy Chart to determine the duration of the injury. Injuries will be limited to the duration of the game and players are considered fully healed by the start of the next game.

(6.5) HOMERUNS: Power ratings (N/W)

A HOMERUN is always awarded to a batter when the result is rolled on the batter’s card. However, to limit the ability of low-power batters to hit homeruns off pitchers’ cards, a check of the power of the hitter at bat needs to be made. You will find each batter’s power rating(s) below his name, and above his hitting columns, on the Advanced side of his card. The possibilities are N for normal power and W for weak power. Some batters may be N against left-handed or right-handed pitching, and W against the other. Here you do need to check the handedness (Left or Right) of the pitcher vs the batter to determine the power rating.

All HOMERUN results on pitcher cards will be checked against the power rating of the hitter. The hitter must have N (Normal) power for this roll to result in a HOMERUN. If the batter’s power rating is W then the result is a SINGLE** (all other runners advance two bases).


(7.0) Offensive Strategy

(7.1) Sacrifice Bunt

These bunts may not be used when there are two out.

  • (7.11) Each batter has an individual bunting rating (A, B, C, or D) shown at the top of his card. Each pitcher also has his own bunting rating shown on the Advanced side of the pitcher’s card. Use this rating, and not the bunting rating at the bottom of the pitchers’ hitting cards. Consult that rating on the Advanced Strategy Chart, then roll the two 6-sided colored dice to get the result.
  • (7.12) If the defense is playing the Infield IN, or Corners IN, then the bunter’s rating is reduced one grade (Example: An A bunter becomes a B bunter).
  • (7.13) With runners at first and third base, the Sacrifice bunt may be used in order to move the runner from first to second. Simply use the sacrifice as you would in any other situation and follow the results. However, the runner on third base remains there, even if the batter beats out the bunt for a hit. If the batter pops out into a double play, the runner on first is doubled-up and the runner on third base holds.

(7.2) Squeeze Play

The Squeeze Play may be used ONLY when there is a runner at third base and less than two outs.

  • (7.21) With the bases loaded, and the corners or infield positioned in, downgrade the bunting rating two levels instead of one level. This is because there is a force play at home plate, and on a bunt the runner on third must try to advance if the ball is bunted on the ground. Example: The bases are loaded and the corners are in with a batter who is an A bunter. In this case refer to the C bunting column on the squeeze play chart. Note: The worst possible adjusted bunting rating continues to be a rating of E.

(7.3) Hit and Run

The Hit and Run may not be used with a runner on third base.

  • (7.31) Each batter has an individual hit-and-run rating shown at the top of his card. Consult that rating on the Advanced Strategy Chart, then roll the two 6-sided colored dice to get the result.
  • (7.32) If the defense is playing the infield IN, or if any runner is being held on a base, then the batter’s hit-and-run rating is improved by one grade (Example: A batter’s B hit-and-run rating becomes an A).
  • (7.33) A baserunner may be held only when the infield is positioned back or if the corners are IN but never when the entire infield is positioned IN.
  • (7.34) When the result of an attempted Hit and Run results in “batter misses pitch …” the base runner(s) MUST attempt to steal. Proceed as you would with any other steal attempt, making all necessary adjustments.

(8.0) Stealing & Holding Baserunners

All batters have individual stealing ratings (AAA, AA, A, B, C, D, or E) at the top of their cards. Some pitchers may have different stealing grades than the generic E grade on the pitcher’s hitting cards. These pitchers will be listed separately, with their individual stealing rating, on the roster sheet.

(8.1) The catcher’s throwing arm (a number rating +/- in parentheses following his fielding rating on the Advanced side of his card) will be subtracted from or added to the stealer’s safe chance.

(8.2) The Defense may elect to hold the runner(s) with a fielder. If the defense has announced that they are holding the runner attempting a steal, add or subtract the catcher’s throwing arm, then make this further deduction, depending on his stealing grade:

  • AAA: -1  | AA: -2  | A: -2  | B: -3. | C: -3. | D: -4. | E: -4

Example: A man on first base with a B stealing grade is attempting to steal second base while being held against a catcher with a throwing arm of -1. He will have a safe chance of 1-9 (13 – 1 – 3 = 9).

(8.3) The Defense may elect to “hold the ball” and concede the stolen base which would be automatically successful. Otherwise, the Defense will roll the 20-sided die to make the throw. Consult the STEALING section of the Basic Strategy Chart, under the baserunner’s stealing rating and the base he is attempting to steal.

(8.4) Catcher’s “T” Ratings: On the throw, if the runner successfully steals second or third base on a roll of 1, 2, or 3, roll the 20-sided die again and refer to the catcher’s card for his “T” rating. If the second roll is within the “T” rating range, the catcher has committed a throwing error, allowing all baserunners to advance one additional base. If this roll was outside the catcher’s “T” range, no error occurs.

(8.5) In a double-steal situation, use only the steal rating of the lead runner. The trail runner(s) automatically advance one base.

(8.6) Note that while holding a runner on base reduces his chances of stealing, it also increases the batter’s ability to hit safely. Whenever a runner is held on base, any groundball followed by a “++” to a defensive player out of position becomes a SINGLE** (all runners advance two bases). See section 6.0 for more details.

(8.7) As detailed in section on runner advancement (section 2), when a runner is held on first or second, subtract 1 from his running rating when that rating is needed to determine whether he can advance an extra base on another player’s hit.

(8.8) The defensive manager may change instructions about holding any of the runners whenever a new batter comes to the plate, or whenever there is a change in the pitcher or catcher.

(8.9) A runner may be held on base only when the infield is playing back, or positioned IN at the corners.


(9.0) Defensive Strategy

The normal infield position is Infield Back, playing at a normal playing depth (sometimes also called “double-play depth”). But there are times when it is important to reduce the batter’s bunting ability and to cut down the chance of a runner scoring from third on a ground ball by positioning the infield differently either all the infielders placed IN (closer to home plate), or just the corner infielders (first and third basemen) IN.

(9.1) Infield IN

  • All of the infielders, including the pitcher and catcher are considered as positioned IN.
  • Runner(s) may not be held on base. Steal attempts get a +5 dice roll modifier EXCEPT for a steal of home which is resolved normally.
  • The batter’s bunting ability is reduced (as detailed in section 7).
  • Convert any batter’s card GROUNDBALL followed by a “++” to read “SINGLE**” (all other runners advance two bases).
  • If the result of the play is a GROUNDBALL A, B, or C, consult the Groundball Result Chart. This does not apply to any GROUNDBALL()X chances (refer to the Basic Fielding Chart instead).

(9.2) Corners IN

  • The pitcher and catcher are considered to be playing IN when there is a runner on third base only, or when there are runners on second and third base only. Otherwise, the pitcher and catcher are considered to be playing back.
  • Any runner or combination of runners also may be held on base when the infield is positioned as Corners IN.
  • The batter’s bunting ability is reduced (as detailed in section 7).
  • On a groundball hit to the first baseman, third baseman, follow the rules for Infield IN.
  • On a groundball to the second baseman or shortstop, follow the rules for Infield BACK.

(10.0) Pitcher Usage

Find each pitcher’s endurance rating in the upper right portion of the Advanced side of his card. The number in parentheses following the word “starter” or “relief” is the inning of work when the pitcher becomes vulnerable to fatigue. If a pitcher is both a starter and reliever, he will have two different endurance ratings. Once reaching this point, the pitcher becomes fatigued, known as a pitcher’s “Point of Weakness” (POW), and must be removed from the game.

(10.1) Starting Pitchers

Starters begin to tire when entering the inning indicated by the endurance rating. The starting pitcher must be removed, having reached the POW, from the game and replaced by a relief pitcher in either of two situations:

  • A. He reaches the inning of work indicated by the endurance rating and allows any combination of three hits or unintentional walks in the same inning.
  • B. He reaches the inning of work indicated by the endurance rating and allows any combination of four hits or unintentional walks in any two consecutive innings.
  • C. He reaches a third complete inning after his rated endurance.

Intentional walks, batters hit by a pitch, or defensive errors do not contribute to the POW. Nor do any hits or walks that occur before the pitcher’s POW inning.

Example: A starting pitcher with an endurance rating of 6 becomes fatigued as soon as the third hit and/or unintentional walk occurs in the 6th inning. He must then be removed from the game. Or, in case B, he retires the side in order in the 6th, but becomes fatigued by yielding two walks in the 7th inning and two hits in the 8th, at which point he must be removed. Or, in case C, he pitches well in the 6th, 7th, and 8th innings and does not yield more than four hits or walks in this three-inning span. He must be removed by the start of the 9th inning.

(10.2) Relief Pitchers

Relief pitchers become vulnerable to fatigue based on outs recorded. A reliever with an endurance rating of (1) is immediately vulnerable and could reach his POW by yielding three hits and/or unintentional walks without recording an out. A reliever with a POW of (2) would become vulnerable after he has recorded three outs. Then, whenever three hits and/or unintentional walks occur within a subsequent three-out period, the reliever reaches his POW. Maximum usage: Any relief pitcher must be pulled two innings (six outs) past his rated endurance even if he is performing well and has not reached the POW by means of surrendering hits and/or walks.

Example: A reliever with a POW of (2) enters the game with one out in the 6th inning. He becomes vulnerable after one out in the 7th. Then, after getting the second out in the 7th, he walks the next two batters before getting the third out. But he allows a single to the leadoff batter in the 8th, and becomes fatigued, because he has allowed three hits/walks in a three-out period after reaching his POW. He must then be removed from the game.

(10.3) “No-Stuff” Rule

A pitcher will be removed from the game and replaced with another pitcher from the bullpen under the following condition: if he surrenders six (6) or more runs in any single inning. This is known as the “no-stuff” rule and covers a situation when a pitcher simply didn’t have his “stuff” in any given appearance.


(11.0) Substitutions, Injuries, & Players Out of Position

Sometimes injuries may force a manager to use a substitute at an unfamiliar position. If there are no remaining players rated for a position, try to use as similar a player there as possible such as an infielder in the infield, an outfielder in the outfield, etc. In most cases, the substitute at the unfamiliar position plays with the worst possible defensive ratings: A 5 defensive rating, a +5 throwing arm (for outfielders and catchers), and, for catchers, a “T” rating of 1-20.

(11.1) Outfielders out of position

A rated outfielder playing another outfield position that is not listed on his card is not automatically given a 5 defensive rating. In such cases, the outfielder’s arm strength rating will remain unchanged, and use the OUTFIELD FIELDING ADJUSTMENT CHART to appropriately adjust his defensive rating.

(11.2) Bringing in a position player to pitch

In extreme emergencies, a manager may bring in a position player to pitch. The penalties are steep: Defense rating of 5, relief endurance (1). For pitching, use the POSITION PLAYER PITCHING CARD while a position player is pitching.

 


Appendix: CHARTS (Link to PDF version HERE)

STARTING LINEUP USAGE CHART
1D6 Roll Checked Positions
1 CF, 3B, DH
2 SS, RF, 1B
3 2B, CA, LF
4 SS, LF, 1B
5 2B, RF, DH
6 CF, CA, 3B

 

PLAYER REST CHART
TOTAL PA (AB + BB) D20 Roll to REST
600+ NEVER
575 – 599 1
550 – 574 1 – 3
525 – 549 1 – 6
500 – 524 1 – 8
475 – 499 1 – 10
450 – 474 1 – 13
425 – 449 1 – 15
400 – 424 1 – 18
375 – 399 1 – 19
0 – 374 ALWAYS


FLYBALLS RESULT CHART

Flyball ( )A

Batter out.

All baserunners advance one base. Sacrifice fly if a runner on 3rd scores.

Flyball ( )B

Batter out.

A runner on 3rd scores. Sacrifice fly.

On Flyball (rf)B, runner on 2nd may try to tag up and advance to 3rd.

Flyball ( )C

Batter out.

All runners hold.



 



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