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Strat-O-Matic Baseball: Day 4, Advance Rules Part 2

Day One: The Beginning

Day Two: Basic Rules

Day Three: The First Games

Day Four: Advance Rules Part 1

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We continue with groundball results in advance play.

The only change is it is abbreviated to gb()A, B, C. Also, if you have older cards read section 15.2 in the rule book.

Side note, a lot of the minor changes in the advance mode compared to the basic game are just abbreviations.

Moving onto “x” chances, FLY()X, GB()X and CATCH-X, you have to look on the fielders card and see what his fielder rating (like the basic game).

You will need to use the Advance Fielding Chart for any fielding results.

Throwing ratings for outfielders and catchers are in parentheses after the rating. The error rating is indicated by the “e” symbol. If the error rating is higher than the maximum on the fielding chart then use the highest possible.

The “T” rating is for catchers when a stolen base is attempted.

For any of the three “X” chances happen, start by using the same basic rules, there is only one change, when a e-rating, first base rolls a 7-15, you will need to roll the three six-sided dice.

When you roll the six-sided dice refer to the defensive players “e” rating section that is under the split number results on the Advance Fielding Chart.The numbers on the left represent the total of the red dice and the white die determines the correct result.

gb()+ is the abbreviation for a Groundball()+ result and lomax is shorthand for lineout into as many outs as possible.

Injuries use the same protocol as in the basic game.

In advance play each batter has a bunting rating on the top of their card, use that rating when looking at the Advanced Strategy Card after rolling the red dice.

If the infield is playing in the batters rating is reduced by one letter grade. If the bases are loaded and the corners or the entire infield is playing in reduce the rating grade by two.

In advanced play you can use the sacrifice when there are runners on first and third to advance the runner to second in all results, however, the runner on third doesn’t score.

For the hit-and-run option, again, each batter has a hit-and-run rating on their card (B, C, or D) use that rating on the advance strategy card and roll the red dice to find the result. If the defense is playing with the infield in or a runner is being held on base, the batters rating is improved by one grade.

Defensive strategy is used the same as in the basic game with two additions: first, if the infield is in reduce the batter’s bunting rating by one grade and second, the defensive team can bring the infield in at any time.

For stealing and holding on baserunners use the basic rules with a few modifications. Some pitchers will have different stealing grades that the normal “E” rating on the card, check the roster sheet for the anomalies.

The catcher’s throwing arm rating is to be added or subtracted from the stealing runners roll of the dice.

“T” ratings: If a runner steals second or third base with a roll of one, two, or three, roll the 20-sided die again. Look on the catchers card for his “T” numbers. If the second roll is within the “T” range for the catcher he has committed a throwing error, enabling the runners to advance one base. If the second roll isn’t inside the range no error occurs.

If the runner is being held while attempting a steal on top of subtracting the catchers throwing rating you will also need to deduct point depending the on the runners rating (AAA/-1, AA/-2, A/-2, B/-3, C/-3, D/-4, E/-4).

As an example, if there is a man on first with a “B” rating being held on first running against a catcher with a throwing arm of -1 the runner will have a safe chance of 1-9 (13-1-3=9).

Also, when a runner is held on first or second subtract one from his running rating when he is trying to advance an extra base on another players hit.

For injuries in advance play, still use the injury chart on the Basic Strategy Chart. If you are playing with a DH, and the DH rolls a 6-12 result the pitcher is injured.

If you have to use a player at an unfamiliar position most of the time the player will play with the worst defensive ratings (5 rating, highest “e”, +5 throwing arm and /or, “T” and “pb” ratings of 1-20 for a catcher).

The exception to the rule is if a outfielder plays another outfield position not listed on his card. In this case the players “e” rating and arm rating are unchanged. Use the Outfielding Fielding Adjustment chart on page 15 of the rule book to adjust his rating.

All pitchers and hitters should be played like they would in real life to get an accurate results in games. However, if a pitcher has an asterisk next to his name on the roster sheet he can pitch on three days rest between starts.

And finally, pitcher endurance.

You can find the pitcher point of weakness (POW) in the upper right corner of his advanced card, if a pitcher is both a starter and reliever he will have two rankings. This number is the inning in which the pitcher will start to become vulnerable to fatigue.

When a pitcher is fatigued all out results that have a dot after them are changed to SINGLE** results.

Once a pitcher reaches his POW, it cannot be overcome, no matter how well he pitches after that.

A starting pitcher reaches his POW in two ways:

In his POW inning (or any inning after) he gives up a combination of three hits or unintentional walks in the same inning, his POW begins with the batter after the third hit/walk.

He reaches his POW and allows a combination of four hits or unintentional walks in any two consecutive innings. Again his POW beings with the batter after the fourth hit/walk.

Intentional walks, hit by pitch and errors don’t count towards the POW.

a relief pitcher POW is determined by outs. A POW rating of one is immediately vulnerable to fatigue, he can reach his POW by giving up three hits/unintentional walks without getting an out. A reliever with a POW rating of two would have to record three outs before fatigue would be a factor.

Check back in the next few days for day five of Strat-O-Matic Baseball as I play with the advance rules.

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