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Here are some rules suggested by our customers which may you decide are right for you.  If you have any suggestions and would like to see them on this list, let us know!  We would especially like to receive your comments and ideas on tabletop baseball, so that we may evaluate them for possible inclusion in TP Baseball.

                                    Stamina Rating for non Closer in a Save Situation:

This rule is to be used when a pitcher with a stamina rating of  long or short, enters a game from the 9th inning on, in a save situation. Figure the non closer�s new stamina rating by using the number of saves the pitcher had, and referencing the save conversion chart.

 

Save Conversion Chart:   
            0
Saves, N
 
           1-3 Saves, 0
            4-6 Saves,1
   
         7-9 Saves, 2
   
         10-14 Saves, 3
   
         15-19 Saves, 4
            20-29
Saves, 5
            30
+ Saves, 6

  (1)  Once you have converted the pitcher�s saves, the number or letter is his new �closer� rating. This rating represents the number of batters the pitcher may face without losing his effectiveness. When the pitcher�s closer rating reaches 0, the pitcher becomes fatigued as soon as he allows 1 runner to reach base. (Disregard intentional walks and catcher�s interference) A pitcher with a closer rating of N, is immediately considered fatigued with the first batter he faces in a save situation. (2) A possibility exists where a pitcher may begin his appearance with his normal stamina rating, and the game suddenly becomes a save situation. If this occurs, immediately figure his new closer rating, and reduce this rating by the number of batters faced. If the number has already reached 0, and 1 batter has reached base, the pitcher is fatigued. (3) Once a pitcher either begins, or enters an inning using his new closer rating, he must continue to use it for the rest of his appearance, even if the game is no longer a save situation. A pitcher pitching in consecutive save situations ha his closer rating reduced by 1 for the second day, and 2 for the third day. A pitcher who switches between �regular�, and �closer,� appearances, has his stamina reduced sat the non closer rate of 2 for each consecutive day pitched. 

Hit & Run:

With the Hit & Run on, all Texas Leaguers and Shallow Bloopers that are caught are double or triple plays. Any reading of WP or PB; Pitch in dirt, credit runner with a stolen base, roll to see if WP or PB occurs. If it does, use WP + rule for possible advance. (Also use the WP + rule if a PB occurs) If an extra base is taken, score as SB and WP. If WP + occurs, automatically score as SB and WP.  No additional roll is necessary. If BLK + occurs, score as SB with no additional chance for advancement. The original BKK + applies to a runner on 3rd only. With multiple runners, if the lead runner tries for the extra base, the defense can chose witch runner to try for.

 

At The Wall:

Any time a Homerun is hit on the batters card, there is possibility that the outfielder might �bring it back� into the ballpark. Roll 3 Dice and check the chart below. The blue Die is the location Die.

Fence                                               Range Rating

Height                         SP             VG             AV             FR                                 

Over 11 feet

10-11 feet                 98-99          99

8-9 feet                     96-99          98-99         99

6-7 feet                     94-99          97-99         98-99

less than 6 feet          92-99          95-99         97-99            99

Centerfielder attempts on balls hit to lcf or rcf. If the ball is robbed, runner on 2nd and 3rd advance, and runner on first may try to advance.          

Ground Rule Double:

When any reading of Double occurs, roll 2 ten sided Dice to see if it�s a �Ground Rule� Double. Check the chart below. If it�s a Ground Rule Double, all baserunners a limited to a two base advancement. There are two options, Grass, and Turf.

GRASS.............0-3               TURF..............0-7

 

Turf Adjustment: Outfielder Throwing Arms:

Reduce outfielders throwing arms by 1 on groundball singles. Example: a 0 becomes a -1.

 

Cut-Off Play Option:

If the outfielder concedes advancement, roll 2 Dice:

0-1....Trailing runner is trapped off base and tagged out, other runners hold.

2-97..Trailing runners hold.

98-99.....Cut-off man overthrown, batter and all runners advance an extra base on error.

 

Runner runs through stop sign at 3 rd:

Any time a runner is stopped at third base, there is a possibility that he �Runs Through� the stop sign. Roll 3 ten sided Dice. In innings 1-7 a roll of 000-005, causes the runner to ignore the third base coach, and attempt to score. In innings 8 and on, a roll of 000-009, causes the runner to try to score.

 

Pitcher Symbols: B and L;  Hit & Run Symbol: SP;   Foul:

 If a  second consecutive reading of foul, or * foul occurs, score as a strikeout.

Solitaire Runner Advancement Chart

If you are managing �your� team, this chart is designed to take any bias out of the opposing team�s third base coach. If you�re playing with no bias, then you can use it for both teams.

Use the Runner Advancement Chart below, and add the Outfielder�s arm in addition the actual game situations����. two outs, and balls hit to right or left.

 The chart is designed to simulate the game situation. (�The Book� says you never make the first or last out of an inning at 3rd base or Home Plate) therefore it�s tougher for a runner to advance to 3rd  or Home with 0 outs, but you might take that chance with 1 out.) Other situations are accounted for too.

Roll 1 Ten sided and 1 Six sided die and reference the chart.

On offence if the roll is Less than or Equal to the running rating, runner tries to advance. You then assume the defensive manager and roll to see if you attempt a throw.

On defense if the roll is Greater than the running rating, attempt a throw.

This chart simulates the offense taking the extra base with a faster runner, and defense throwing for a slower runner, but letting the faster runner advance.

Running :  12   11   10    9     8     7    6   5   4   3   2   1   0 -1 -2

Dice Roll:  15   14   13   12   11   10   9   8   7   6   5   4   3   2  1

Outs

0          Runner to 3rd                -3

0          Runner to Home            -4

1          Runner to 3rd                +4

1          Runner to Home            +3

2          Runner to 3rd                -3

2          Runner to Home            +4

 

Baserunner Advancement Chart.

On all even roll I use the actual Baserunner Advancement, the change is on the odd rolls. On those ODD rolls there is no automatic advancement. All Singles are 1 + ? and all Doubles are 2 + ?. It gives a little more importance to speed and outfielders throwing arms. Plus all those 1, 2, 3, and 4 runners don't always waltz home on singles.