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Table of Contents INTRODUCTION............................................ 4 CR Notes:............................................... 4 MATERIAL REQUIREMENTS...................................4 GENERAL PRINCIPLES OF BATT-BALL.........................5 THE ROUNDS............................................5 THE GROUND............................................5 The Batt-Ball Ground (Diagram 1)......................6 THE ATTACK............................................7 THE PURPOSE OF THE ATTACK.............................7 THE DEFENSE...........................................7 Position Eligibility Summary................................9 THE PURPOSE OF THE DEFENSE...........................11 RUNNER TAGGING UP (Advancing after a catch)...................12 STRIKES AND CATCHING MISTAKES........................12 SUBSTITUTES............................................. 12 VIOLENCE ON THE GROUND.................................13 GENERAL PRINCIPLES OF THE RULES........................13 SQUARES.............................................. 13 CHARACTERISTICS......................................13 THE PITCH.............................................. 14 Pitch Table..........................................15 Random Fielder Assignment. ................................17 1

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Page 1: INTRODUCTION - Cp Models  · Web viewon defense and . BATTER. on offense. Other spelling such . as ” foulball ” were kept in place (instead of changing to the two word “foul

Table of ContentsINTRODUCTION..........................................................................................................4

CR Notes:...................................................................................................................4MATERIAL REQUIREMENTS...................................................................................4GENERAL PRINCIPLES OF BATT-BALL................................................................5

THE ROUNDS...........................................................................................................5THE GROUND..........................................................................................................5The Batt-Ball Ground (Diagram 1)............................................................................6THE ATTACK...........................................................................................................7THE PURPOSE OF THE ATTACK.........................................................................7THE DEFENSE.........................................................................................................7

Position Eligibility Summary.................................................................................9THE PURPOSE OF THE DEFENSE......................................................................11RUNNER TAGGING UP (Advancing after a catch)................................................12STRIKES AND CATCHING MISTAKES.............................................................12

SUBSTITUTES.............................................................................................................12VIOLENCE ON THE GROUND................................................................................13GENERAL PRINCIPLES OF THE RULES...............................................................13

SQUARES................................................................................................................13CHARACTERISTICS.............................................................................................13

THE PITCH.................................................................................................................14Pitch Table...............................................................................................................15Random Fielder Assignment....................................................................................17UMPIRE CALL!.......................................................................................................17

EXTRAORDINARY OCCURRENCE.......................................................................19DETERMINING THE TRAJECTORY OF THE BALL............................................26

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Determining the Section...........................................................................................26Determining the Square............................................................................................27

THE PITCH FIELD MOVES:.....................................................................................28Killing the ball (AKA Swinging for the Fences).........................................................30THE ACTIONS............................................................................................................31

Run actions...............................................................................................................31Bat actions................................................................................................................32Throw actions...........................................................................................................32Catch actions............................................................................................................34Psychological actions...............................................................................................35o Show-off........................................................................................................35

o Taunt..............................................................................................................35

Effects of Psychological Actions.............................................................................35o Jubilation.......................................................................................................35

Nerves............................................................................................................36Spells............................................................................................................................36COMBAT.....................................................................................................................37

Combat Table...........................................................................................................37Multiple assaulting batsmen:....................................................................................38Wounds:...................................................................................................................38

UMPIRE ASSIGNMENT............................................................................................39PENALTIES................................................................................................................39

Applying Penalties for the attacking team:...............................................................39Applying Penalties for the defending team:.............................................................40

THE BAT.....................................................................................................................41BOUNCES...................................................................................................................41TRAITS........................................................................................................................42o Popular..............................................................................................................42

o Comical.............................................................................................................42

o Persuasive..........................................................................................................42

o Skillful batter.....................................................................................................42

o Lucky batter......................................................................................................45

o Concentrated.....................................................................................................45

o Warrior..............................................................................................................45

o Cold blood.........................................................................................................45

o Armed................................................................................................................45

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o Psychopath........................................................................................................46

Sophisticated throws:...............................................................................................46Non-sophisticated throws:.......................................................................................46Destabilizing:...........................................................................................................47

Natural traits:................................................................................................................47 Lycanthropy......................................................................................................47 Very small.........................................................................................................47 Weak or Very Weak Power...............................................................................47 Very Large Strike zone......................................................................................47 Experimented (or Experienced)........................................................................47 Misunderstood person.......................................................................................48 Batt-ball do........................................................................................................48

Pitching machine:.........................................................................................................48Emergency (aka mop up) Pitchers:..............................................................................48SOLITAIRE PLAY WITH BATT-BALL........................................................................48Assigning the Pitcher of Record...................................................................................49Line of Sight for Throws...............................................................................................49CREATING A TEAM OF BATT-BALL....................................................................49

Homogeneous teams:...............................................................................................49CREDITS.....................................................................................................................50QUICK REFERENCE CHART...................................................................................51

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INTRODUCTION 

The Batt-ball is a miniature game designed to simulate a violent variation of baseball taking place in an imaginary world with dragons, elves and knights.

In general, when these creatures enter the ground to play a game of Batt-ball, they are called BATSMEN (batsman in the singular), although they may also carry other names due to their position, their role in the game or the type of character they have (caste, race or other).In your case, we will refer to you as the OWNER to avoid confusion with players on the field or batsmen.

In baseball, the batsman is the player holding the bat. In Batt-ball, he/she is called a BATTER.

CR Notes: I found the Batt-ball rules very interesting and contained very clever ideas. (Thanks Mark for

sharing the Batt-ball rule set with me.) I felt that the rules did require some tweaking, but keeping the basic game flow, field layout, team size (the 4th infielder would crowd things a bit), etc.

As I started to convert my various miniatures to Batt-ball batsmen, I realized that the actual miniature should have an impact on various traits and position eligibility. These concepts have been incorporated into the ruleset.

The major changes that I’ve made to the original rules are:o Add umpires and extraordinary events to spice up the game play.o Update the Swing for the Fences rule to provide more risk/reward.o Removed the element of death from game. There was no level between a “sprained finger”

and death. Replace death results with degrees of injuries (minor and major) where a batsman can miss a game or more.

Batt-ball has apparently developed its own terminology and rules, which may or may not be based on American Baseball. With that in mind, it still can be confusing to a new gamer when using the term Batsman to represent a miniature. From a baseball (and also cricket) perspective using Batsman instead of fielder when on defense can be confusing. I have updated the rules to use the term FIELDER or DEFENDER on defense and BATTER on offense. Other spelling such as ”foulball” were kept in place (instead of changing to the two word “foul ball”).

Pitch has two usages in the original rule set. A pitch is the act of a pitcher throwing the ball to a batter. The other usage, when referring to the field of play (i.e., soccer pitch) was changed to GROUND or FIELD.

Sections and Sectors were both used. I changed ‘Sector’ references to Section to be consistent. There were other minor changes to clarify the language. All updates are in red italics and old

verbiage is strikethrough.

MATERIAL REQUIREMENTS 

The game uses eight-sided die. We’ll call them D8. In some cases, a four-sided die might be needed. You may use a real D4 or just use a D8 and divide the result by 2.The Batt-ball also requires miniatures to represent your batsmen and a map of 26 squares per side. A pen & note paper may prove useful for making notes during the game.

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GENERAL PRINCIPLES OF BATT-BALL

THE ROUNDS

The Batt-ball is a game played in two rounds. At each round, one team attacks and the other defends, then the teams alternate roles.

Only the attacking team can score points, the defending team must prevent his opponent from scoring.

A round ends when three batsmen are eliminated in a row. It happens if none of them were able to reach first base for whatever reason (strikes, fouls, wound) or when eight batsmen have struck the ball for the attack.

There is a bit of ambiguity regarding the batting order continuity from the first round to the second. There are basically two options.

o Follow the Cricket method. Where the order is determined as each batter comes to the crease with usually both innings keeping the same order. But importantly, the “opening batsmen” may begin each innings at the crease. For example, let’s say in Round 1, batsmen Alpha, Bravo, and Charlie are retired in order. If the Cricket method is followed, Alpha may begin round 2 at the marble.

o Follow the American Baseball method. Whereas the order is set at the beginning of the game and that order is followed for the remainder of the game. Each inning will begin with the next batter in the order after the last man of the previous inning. For Batt-ball, in the second and subsequent rounds, the order will follow the next batsman in the lineup that did not bat in the preceding round (or the first batsman if all eight batsmen came to the marble). For example, if the first three batsman are retired in order in the first round. The second round will start with batsman #4 and continue until three consecutive outs are recorded or all eight batsmen have struck. An example of latter, the order of the second round would be as follows, batsman #4, #5, #6, #7, #8, #1, #2, and finally #3.

If after two rounds the two teams are tied, you can agree to a draw or add an extra round. The attack and defense will alternate their role after only four attacking batsmen have struck. To increase the likelihood of scoring, each attacking team will begin the extra round with a runner on second base. The batter that made the last out is nominated to be placed on second base. If none of them have succeeded in striking the ball, the number of batters eliminated in a row remains the same. If there’s still a tie, each owner throws a dice and the highest wins.

THE GROUND

A Batt-ball ground is composed of nine sections of eight squares and an edge of one square. One section at an angle is called the DIAMOND (section zero on the diagram below). Its four

corners are the MARBLE (M on the diagram below) and three attack bases. The marble is placed at the corner of the terrain. The four squares at the center of the diamond are the PITCHER’s MOUND.

The three adjacent sections of the diamond are the INFIELD (6, 7 & 8 on the diagram below). The five adjacent sections of infield form the OUTFIELD (1, 2, 3, 4 & 5 on the diagram below).

Note that each attack base and the marble have an adjacent square. CR Note: Runners may also be eliminated by being hit by a thrown ball. See Plugging Runners.

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The defense base closest to the corner of the ground is the place to be occupied by the catcher defense.

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The Batt-Ball Ground (Diagram 1)

Base of Attack Base of Defense Pitcher’s Mound Catcher Home Run Fence Foul ball boundary

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THE ATTACK

The attack or attacking team can only play eight batsmen. If the team has got more than eight members, the owner must choose eight of his batsmen. Once made, this choice cannot be changed. Experienced players might also wish to decide the order in which the batsmen will strike the ball.If the team has less than eight batsmen, it is unfortunate but perfectly legal. It's a good tactic to inflict the heaviest possible losses when you are attacking so that the defense cannot field a sufficient number of batsmen when it will attack in the next round.

Each batter (or attacking batsman) passes in turn at the home plate or marble to hit the ball. The batter can make two STRIKES and/or two FOULBALLS.

A strike is a pitch in an area between the shoulder and the knee of the batter, over the marble. If the ball passes through this zone and the batter does not hit, it's a strike. Upon the third strike, the batter is OUT.

A foulball is a ball hit by the batter outside the playing ground (that is, the ball does not land in zones 0 to 8 or is hit over the home run fence). No runners may advance and the batter returns to the marble on the first two foul balls. Upon the third foul ball, the batter is out.

The strikes and foul balls are counted separately so a batter can have as much as two strikes and two foul balls. A batter out can come back as a defender next round when the teams switch roles.

THE PURPOSE OF THE ATTACK

How to score points? Once the batter hits the ball, he/she must run towards the first base. The goal is to get on base

before the defense returns the ball on it. For practical reasons, each base is doubled. There are BASES OF DEFENSE and BASES OF ATTACK. This way, two figures can’t be simultaneously on the same square. An attacker can’t end his movement on a defense base and a defender can’t end his movement on an attack base for this reason.

The game purpose is to go through all the bases and back to home plate to score a point. Another way to score, much rarer, is the HOME RUN: the famous full turn of the diamond. In

such cases, not only does the batter score a point, but all of the other attacking players on the bases.

THE DEFENSE

Unlike the attacking team that fields its players one by one, the defense places up to eight players on the ground at each PITCH. The PITCHER must be placed in one of the four squares of the pitcher’s mound. To add roster

strategy and spice to the game, managers may use this optional rule. The ability to be assigned as a pitcher is based on the miniature design. Miniatures that carry a bat may never be assigned to the pitcher position. To expand the rule, only miniatures that hold a ball (i.e., the Pitcher or the Amateur) may be considered specialist pitchers. “Gloved” miniatures that do not hold a ball, may pitch as a non-specialist pitcher (and are subject to the “Underhand” rule). Also note: Being a specialist pitcher does not automatically give that pitcher the “Sophisticated Throws” trait. The “Sophisticated throw” is a way to award truly gifted pitchers.

The CATCHER must be placed on the base defense behind the marble. Miniatures that are considered specialist catchers (i.e., the miniature has the catcher’s mask, shin guards, or other such equipment), can never pitch. Also, if any batsman is positioned as a catcher, and is

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considered as a non-specialist catcher (that is, the miniature does not have the equipment listed above) must subtract one from their Catching skill when resolving the STRIKE? Roll. If these two critical positions can’t be ensured by the defense, each batter left is credited with a point and the round automatically ends.

Two batsmen can be placed on two of the three other defense bases. They are the BASE PLAYERS.

Another batsman can be placed in the infield. He/she is called the SHORTSTOP. Three batsmen can be placed in the outfield. They are called OUTFIELDERS. Handedness can be a factor when assigning defensive positions. To add roster strategy and

game flavor, managers may use this optional rule. Only right-handed throwing batsmen may play the position of catcher, Base Player 1 or 2, and shortstop. This is determined by the actual miniature design.

o If the miniature has a glove in the left hand (i.e., the “Aristocrat” or the “Veteran”), then he/she throws right-handed and may play any position.

o If the miniature has a glove in the right hand, then he/she throws left-handed and may only play in the outfield or pitcher.

o For batters, consider the stance of the batter and assume that the player throws with the same handedness. Examples of right-handed batters are the Barbarian and the Ogre. These players are considered to also throw right-handed and therefore may play any position (except pitcher).

o Left-handed batters (such as the Champion or the Skeleton) are assumed to also throw left-handed. These Batsmen may only play in the outfield.

o Ambiguous players such as the Pro (who has no glove or bat) or the Starlet (no particular batting stance) may be considered right-handed for the purpose of this rule.

o The Batt-man is considered a switch batter (that is, bats with either hand) and may be assigned to any defensive position (except pitcher).

o To eliminate any confusion, the handedness of the Batsman should be indicated on the team roster when the player is added to the team.

Note: Those three positions get names for the fun of it. Base players, fields and shortstops do not really have specific rules.

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Position Eligibility Summary Coaches have the option to base Position eligibility on the physical miniature.

This will require each coach to modify/convert each figure to meet the needs of the team.

Find the description and handedness that best describes each miniature batsman. This will determine the position(s) each batsman may play.

Description Handedness Pitcher Catcher Infield OutfieldMiniature has ball in right hand

Right Specialist pitcher (may or may not have sophisticated throws trait).

May catch but minus 1 to catch rating for Strike? Rolls.

Yes Yes

Miniature has ball in left hand

Left Specialist pitcher (may or may not have sophisticated throws trait).

No No Yes

Miniature has catching equipment. (one or more of the following: mask, chest pad, shin guards, catcher’s mitt, etc)

RightNote: left-handed catchers are rare.

No Yes No No

Miniature has glove on left-hand and throws with right-hand

Right Emergency Pitcher(must Throw Underhanded)

May catch but minus 1 to catch rating for Strike? Rolls.

Yes Yes

Miniature has glove on right-hand and throws with left-hand

Left Emergency Pitcher(must Throw Underhanded)

No No Yes

Miniature has right-handed stance or holds bat in right hand.

Right No No Yes Yes

Miniature has left-handed stance or holds bat in left hand.

Left No No No Yes

Miniature has bat in each hand.

Both No No Yes Yes

Miniature does not have a bat, ball, or glove.

Right Emergency Pitcher(must Throw Underhanded)

May catch but minus 1 to catch rating for Strike? Rolls.

Yes Yes

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Example of a set-up of batsmen at the beginning of a pitch (diagram 2)

C: CatcherP: PitcherB1: Base Player 1B2: Base Player 2F1: Field 1 (aka Outfielder 1)F2: Field 2 (aka Outfielder 2)F3: Field 3 (aka Outfielder 3)S: ShortstopBa: BatterR: Right-handed BatterL: Left-handed Batter. This will give left-handed batters their natural advantage of being that step closer to first base.

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THE PURPOSE OF THE DEFENSE

How to eliminate the players?

Of course the role of defense is to prevent the opposing team from scoring points. There are several ways to eliminate the attacking batsmen.

• Three strikes: The batter is allowed two strikes. After the second strike, he/she is eliminated.

• Three foulballs: The batter is allowed two foulballs. After the second foulball, he/she is eliminated.

• At the base: Once the batter successfully hits the ball, and sends it back correctly, he/she must absolutely reach the first base before he/she is plugged with the ball, is tagged out, or if in the case of the a force play, the defender is in possession of the ball while on the base of the defense. For subsequent bases, the batter (now considered a runner) has the right to return back if he/she sees that he/she cannot reach the base before being plugged or tagged with the ball (except if the runner is forced to the next base by trailing runner(s) or the batter). But if he/she can’t reach the first base, the batter cannot return to the marble.

• Interceptions: The defense can eliminate a player by catching the ball in the air anywhere on the field. • Brutality: Although prohibited by the regulations, this way to eliminate an attacker is fairly common.

Force Outs: When a runner (attacker) is forced to the next base due to a trailing runner or batter taking his place at the previous base, the To reach a base before the ball means that a attacker must reach the base of attack before a batsman (fielder) of the defense is in possession of the ball on the base of the defense adjacent to the base of attack. To eliminate an attacker, the defenders usually throw the ball to their team-mates on the bases of defense. It is possible to eliminate several attackers in a turn by throwing the ball successively to several batsmen of the bases of defense and this can be done in no particular order. For example, the attacking team has runners on first and second. If the batter hits a ball that is not caught or intercepted. The runners are forced to advance to the next base (since the trailing bases are now taken by another runner or the batter) and may be retired by the defense being in possession of the ball on the base of defense. In this example, the defense has the option of the first base (retiring the batter), second base (retiring the trailing runner) or third base (the lead runner). The defense also has the option to retiring a runner by tagging or plugging (see next rule).

Plugging the runner: When a runner (attacker) is not forced to the next base, the runner must reach the next base before he/she is tagged by a fielder in possession of the ball or hit directly by the ball from a fielder’s throw. When tagging a runner, the fielder must be in an adjacent square of the runner.o In the case of the latter, this is known as plugging the runner. Upon a successful plugging,

the ball is dead and any other runners will advance or return to the closest base. No further action is possible. Also, the runner will suffer a light wound (see ‘throwing Missiles’ under Throwing Actions).

o Tagging a runner may be a preferred method as it becomes possible to eliminate several runners in a turn by throwing the ball at another runner or to another fielder. This can be

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done in no particular order, but keep in mind that successfully plugging a runner will end the turn.

It is important to note that unforced runners do not have to advance. For example, the attacking team has a runner on second (and first base is empty). The batter hits a ball to section 6 that is not caught. If the runner on second feels that he/she cannot make it to third base safely, they have the option to hold at second base. Remember if before the batter hits the ball and there are one or more trailing bases that are empty, the runner is NOT forced to advance when the ball is hit. If trailing bases are occupied, the runner is forced to advance on a ball that is not caught or intercepted.

RUNNER TAGGING UP (Advancing after a catch)

After the defense has caught a Normal, High, or Very High ball in the air, the attacking team has the option of advancing one or more of their runners. The Defense will go first (this represents the runners having to stand on the bases awaiting the catch). The Defense will have to anticipate which base to throw the ball. The runners may move the number of squares equal to their Run characteristic. The turns continue until the attacking team has completed their runner movement. To retire a runner, he/she can only be tagged or plugged.

Example: The attacking team has the bases loaded (that is, runners on 1st, 2nd, and 3rd bases). The batter hits a ball that is caught deep in section 3. The defense, anticipating that the attacking my try to advance all of their runners, throws the ball back towards 2nd base. The attacking team choses to have the runner on third try for home, but will hold the runners on 1st and 2nd bases. Play continues until the runner advances safely to the next base or the runner has been put out (and the attacking team chooses to hold the remaining runners).

STRIKES AND CATCHING MISTAKES

Sometimes, during a strike if the catcher drops the ball by mistake, or if he/she catches it wrong (when he/she leaves his glove), the game continues! All players on the field, including the batter, have the right to move and move towards the next base! This happens rarely, but when it happens, it happens very quickly.

This case is represented by the result "STRIKE? "On the pitch table. As stated previously, if a batsman is positioned as a catcher, and is considered as a non-

specialist catcher (that is, the miniature does not have catching equipment, mask, or pads) must subtract one from their Catching skill when resolving the STRIKE? Roll.

SUBSTITUTES

Each team is permitted two substitutes per match. Substitutes can only be made during the stoppage of play and not while any ground action is in progress. A manager may substitute any player at any time (replace a batter, replace a runner, replace a defender, replace an injured player, etc). The only caveat is that once removed for a substitute, the replaced player may not take further part in the match.

The Pitching Machine does not count toward the two substitute limit.

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VIOLENCE ON THE GROUND

The regulations of the Batt-ball authorize a number of acts of violence on the ground and that is why this sport is so popular with the spectators and batsmen who play it.

The attack has the right to engage a defender in combat without penalty in the diamond and the infield but can’t attack any defender in the outfield.On the contrary, the defense can engage in combat with an attacker in the outfield without penalty but it’s against the regulations in the diamond and infield. It is important at this stage to make the difference between the regulations of Batt-ball which

affect the batsmen and the rules of the game which affect owners (you). Thus, a batsman of the defense may very well attack a batsman of the attack in the infield risking a penalty but it is not possible to use loaded dice for example.

GENERAL PRINCIPLES OF THE RULES 

SQUARES

As we’ve seen earlier, the ground is composed of squares. The square is the unit we’ll use for the rules (move or throw). The square being the basic unit, the size of your models, their bases or squares themselves are of no importance.

Two batsmen cannot simultaneously occupy the same square.

CHARACTERISTICS 

Every batsman has six characteristics for the game. Sometimes we’ll call them CHAR.

Run (aka Move/Action Points): This characteristic measures the ability of a batsman to move on the ground, his reflexes in general and his capacity to undertake actions per turn.

Bat: This characteristic measures the ability of a batsman to use a bat.For all sorts of things ...

Throw: This characteristic measures the ability of a batsman to throw the ball or pass it to team-mates but also to use other less conventional missiles.

Catch: This characteristic measures the ability of a batsman to catch the ball or intercept it.

Fight: This characteristic measures the ability of a batsman to connect with batsmen of the opposing team. And also to fraternize with the referee.

Endure: This capacity measures the ability of a batsman to absorb punishment or recovery from injury. to push a conversation with a batsman of the opposing team or throw back a ball with his skull.

The characteristics range from 1 to 8. With a score of 1, the figure is probably suffering from severe disabilities. A score of 5 means it is a is an average Batsman and a score of 8 implies that the Batsman excels in his field.

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The characteristics are used in many ways but all have in common one way to be used: the dice roll under the characteristic.

The first way to use a characteristic is when a batsman attempts an action. The owner throws a die under the characteristic needed with a D8 to see if that action will succeed or not:o In the case of a higher score than his characteristic, he/she will fail his action.o In case of a tie, it will get variable results depending on the situation or action and the

Umpire. It may be a limited success, a real blunder with consequences more serious than if he/she had missed the throw by above its characteristic or even a greater success than mere success.

o If strictly less, he/she will succeed his action.

o Some examples of rolls under characteristics: Run: When a roll of reflexes is required during the pitch. Bat: When an attacker a batter attacks a defender with the bat. Throw: When a defender passes the ball to a batsman of his team.Catch: When a batsman is trying to catch the ball from a teammate. Fight: When a batsman is appealing a decision by the referee umpire. Endure: Every time the batsman is harmed during a fight or hit by a bat.

o For some actions, a bonus or a penalty may be applied to the die throw.We shall see in detail each roll under characteristics when necessary.

The second way to use the characteristics is meant to simulate challenges or duels between the pitcher and the batsman during a PITCH or discussions of batsmen from opposite teams during COMBAT.o This is a dice roll added to the characteristic and then the sum is subtracted from the sum of

the characteristic and the die thrown by the opposing owner.o The difference gets various results on the tables (pitch or combat).

Or if you prefer (Throw CHAR of the pitcher + D8) - (Bat CHAR of the batter + D8) = Result of the pitch.

Or (Fight CHAR of the engaging batsman + D8) - (Fight CHAR of the victim) = Result of the combat.

The third way to use a characteristic only affects the CHAR Run where the score determines the number of squares a batsman can move or the number of actions he/she can attempt. o Example: A batsman with a Run of 4 can move four squares. Or move one square, try to

pick up the ball, fail, move again one square and try to pick it up again.

THE PITCH 

Once the defenders are placed, the attack sends his batter to the marble and it’s PITCH time ! The pitch is the crucial moment when the pitcher throws the ball in order to eliminate the batter.

But it also gives the oppurtunity to the other players on the ground to get into action when, by chance, a batsman not too awkward manages to hit the ball.

How to resolve a pitch is simple. Simply add the Pitcher’s Throw rating to the D8 result and subtract the batter’s Bat rating added to batter’s D8 result. Once you calculate the difference,

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refer to the PITCH TABLE to find what happens from that point. Ideally, the pitcher throws the dice first.

The PITCH TABLE aims to represent some of the most common situations that occur during a game of Batt-Ball and this is why they are extremely variable.Until a batter hasn’t succesfully hit the ball back,you must refer to the table pitch.o You must refer to the PITCH TABLE until the batter is retired or reaches base.o For each batter, there can be only seven pitches maximum: 2, missed throws from the

defense, 2 strikes, 2 foulballs and a seventh pitch which will be either success for the batter or lead to his elimination.

Pitch Table

(Throw CHAR of the pitcher + D8) - (Bat CHAR of the batter + D8) = Result of the pitch.

+7: DISASTER! +6: BATTER OUT! +5/+4: STRIKE!+3/+2: FOULBALL!+1: STRIKE?0: UMPIRE CALL! -1: MISSED THROW -2: LOW BALL -3 /-4: « NORMAL » BALL -5: HIGH BALL-6: VERY HIGH BALL -7: HOME RUN!

Explanations of the results of the Pitch:

Disaster!: A member of the defense intercepts the ball on the fly (see Random Fielder Assignment to identify the defender). The batter is instantly eliminated despite his number of strikes and fouls, even if it is his first pitch. A new batter can enter the field step up to the marble unless the three previous batters were eliminated in a row, in which case, the round is over and the defense becomes the attack. In addition to the batter, each attacker runner is eliminated if he/she fails a REFLEX check*. That is, if the D8 result is less than his Run characteristic [this represents the runner(s) being too aggressive and caught off their base(s)]. If the roll is successful, the batsman felt it coming runner anticipated the catch and did not leave his base. *If any runner has taken a successful lead, they are automatically out having strayed too far from base.

Batter Out!: A member of the defense intercepts the ball on the fly (see Random Fielder Assignment to identify the defender). The batter is instantly eliminated despite his number of strikes and fouls, even if it is his first pitch. A new batter can enter the field step up to the marble unless the three previous batters were eliminated in a row, in which case, the round is over and the defense becomes the attack.

Strike: The pitcher has successfully completed his throw and the batter gets a strike. The catcher automatically catches the ball thrown by the pitcher. A new batter can enter the field

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step up to the marble unless the three previous batters were eliminated in a row, in which case, the round is over and the defense becomes the attack.

Foul ball: The batter has hit the ball out of the ground (behind or down the left or right field lines), but sent it back badly. He gets it’s a foulball. As already described, if the batter gets three foulballs, he/she is eliminated. A new batter can enter the field step up to the marble unless the three previous batters were eliminated in a row, in which case, the round is over and the defense becomes the attack.

Remember that strikes and foulballs are counted separately.

Strike?: The pitcher has successfully thrown the ball and the batter missed but he/she only gets a strike if, and only if, the ball is caught by the catcher with a D8 roll strictly less than his score of Catch (plus one because it is a predictable Throw from the pitcher. This sum represents the Catch value.) As stated previously, if a batsman is positioned as a catcher, and is considered as a non-

specialist catcher (that is, the miniature does not have catching equipment, mask, or pads) must subtract one from their Catching skill when resolving the STRIKE? Roll.

If the die roll is equal to his Catch value, the catcher fails receiving the shot pitch and the ball deflects of one square (See deflections). Then each attacking batsman makes a reflex roll and if successful a free action and then a second reflex roll and if successful a free action.

If the catcher totally fails in catching the ball (D8 result is greater than his Catch value), the ball is deflected four times. The attack can play normally and then the defense.

Missed throw: The pitcher totally failed his throw has missed the strike zone. He/she gets a special penalty. If a pitcher makes three missed shots throws, the attack gets a penalty and each of its the attacking batsmen can advance to the next base (See penalties). In addition, if a D8 roll is greater than or equal to the pitcher’s FIGHT characteristic,

he/she can’t be the pitcher again for the duration of the game and he/she must be replaced by a team-mate. (CR Note: updated this rule to keep the pitcher in the game longer and reduce pitching changes).

Finally, a runner may try to steal the second or third base on a missed throw. Treat as any Field Movement with the Offense moving first then the defense. Turns continue until the runner is out or safe at the next base.

Low ball: The batter has painstakingly managed to hit the ball. The section where it will land must be determined, the PITCH SECTION MOVES and then the square must be determined as well as the PITCH SQUARE MOVES. Following that, the attack can play and then the defense. Once the position of the ball is known, draw an imaginary line or stretch a piece of string between the square and the batter. If one or more defenders are on the trajectory, they may attempt to intercept the ball. If they succeed in intercepting the ball, the result is treated like a Batter out ! Result.

Normal ball: The batter has been able to decently hit the ball. The section where it will land must be determined, the PITCH GROUND SECTION MOVES and then the square must be determined as well as the PITCH GROUND SQUARE MOVES. Following that, the attack can play and then the defense.To the contrary of a low ball result, no interception can be attempted on the trajectory. However, if a defender can be placed on the square where the ball will land, and thus

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eliminating in the process the attack. he/she will have an opportunity to attempt a catch to retire the batter (see Catching the ball). If the defense catches the ball in the air, the attacking team has the option of advancing their runners (see Runners Tagging Up).

High ball: The batter has hit the ball fairly well. The section where it will land must be determined. The attack can play and then defense. Then, and only then, the square must be determined. Then the attack can play and then the defense. If the ball lands on the same square as a defender as the result of a reflex roll or great positioning, he/she may attempt to catch the ball. If the fielder reaches the ball as the result of normal field action movement, consider the ball as dropped to the ground. If the defense catches the ball in the air, the attacking team has the option of advancing their runners (see Runners Tagging Up).

Very high ball: The batter has successfully hit back the ball! It flies to the sky. The attack can play and then the defense. The section where the ball will land must be determined. The attack can play again and then the defense. Then the square where the ball will land must be determined. If the ball lands on the same square as a defender as a result of a reflex roll or great positioning, he/she may attempt to catch the ball. If the fielder reaches the ball as the result of normal field action movement, consider the ball as dropped to the ground. If the defense catches the ball in the air, the attacking team has the option of advancing their runners (see Runners Tagging Up).

Home Run: The ball goes beyond the confines of the arena and nobody will probably ever see it again! All the batsmen on the ground can go to the marble and each of them scores a point. The defense cannot stop them as they are too frustrated to even think about doing something violent or against the regulations.

Random Fielder Assignment. Make a D8 Fielder Assignment roll if the identity of a defender is required.

o 1 = Pitchero 2 = Catchero 3 = Baseman 1o 4 = Baseman 2o 5 = Shortstopo 6 = Outfielder 1o 7 = Outfielder 2o 8 = Outfielder 3

UMPIRE CALL!

Roll a D8 and apply the result to the Umpire type assigned to the match.

Neutral Umpire 1 Umpire calls a Strike. 2-4 Make an Fight Roll for the pitcher. If the D8 result is less than the pitcher’s Fight Char, the

Umpire calls a Strike. If the D8 result is greater than or equal to the pitcher’s Fight Char, the Umpire calls a Missed throw.

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5-6 Make an Fight Roll for the batter. If the D8 result is less than the batter’s Fight Char, the Umpire calls a Missed throw. If the D8 result is greater than or equal to the batter’s Fight Char, the Umpire calls a Strike.

7 Umpire calls Missed throw. 8 Extraordinary occurrence.

Strict Umpire 1 Pitch tips batter’s bat. Umpire calls Foul Ball. 2-4 Umpire calls Strike. 5-7 Umpire calls Missed throw. 8 Extraordinary occurrence.

Lousy Umpire 1 Inside pitch appears to be a missed throw, but Umpire calls a hit batsman. Batter is awarded

first base and all runners, if any, advance one base. 2-3 Make an Fight Roll for the pitcher. If the D8 result is less than or equal to the pitcher’s

Fight Char, the Umpire calls a Strike. If the D8 result is greater than the pitcher’s Fight Char, the Umpire calls a Missed throw.

4-5 Make an Fight Roll for the batter. If the D8 result is less than or equal to the batter’s Fight Char, the Umpire calls a Missed throw. If the D8 result is greater than the pitcher’s Fight Char, the Umpire calls a Strike.

6 If the batter is persuasive or popular, the umpire calls Missed throw; otherwise, the Umpire calls a Strike.

7 If the pitcher is persuasive or popular, the umpire calls Strike; otherwise, the Umpire calls a Missed throw.

8 Extraordinary occurrence.

Homer Umpire 1 Batter hits ball out of ground. Foul Ball! 2-4 Umpire calls Strike if home pitcher; Missed throw if pitcher is member of visiting team. 5-7 Umpire calls Missed throw if home batter; Strike if visiting batter at the marble. 8 Extraordinary occurrence.

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EXTRAORDINARY OCCURRENCE

Whenever the Extraordinary Occurrence results from the UMPIRE Chart, roll two D8 dice and read as a two-digit number.

11 – The skies break open and a downpour descends upon the field. If in the second round, the umpire stops play. If the home team is winning, the game end

with the home team awarded the victory. If the home team has not completed their second round, the game reverts back to the score at the end of the first round. Whichever team was winning at the end of the first round is declared the victor. The exception is if the umpire is a Homer. The Homer umpire will let the game continue. In this case reduce all characteristics by one.

If in the first round, the game will continue. Due to the poor conditions, reduce all characteristics by one.

12 – The pitcher throws a pitch to the inside strike zone. The batter must choose one of the following two options

Option 1: The batter has the option to take a Strike! Option 2: The batter may lean inside and let the ball hit him/her. In this case the batter

is awarded first base. All runners may advance one base. Since the batter was struck by the ball, he/she suffers a Light Wound.

13 – The batter has belted a long fly down the line. Make a Jubilation roll for the batting team. If the D8 result is less than or equal to the batting team’s jubilation rating, the ball is a

Home Run. The batter and any runners score. If the D8 result is greater than the batting team’s jubilation rating, the ball is foul. If

this is the batter’s third Foulball, he/she is out.14 – If this pitch was a normal Fastball, umpire calls a strike. If the pitch was any type of sophisticated (or underhand) throw, the pitcher loses control and the ball sails over the backstop. The batter may advance to first and all other runners advance one base.15 – The umpire calls a strike! If this the third strike, the batter is out. If this is the third out in the row and the umpire is “Lousy”, he/she does not count the out as he/she has lost track of the number of outs. The attacking team may continue their round. If the next batter is retired, then the round ends as normal.16 – If a pitching machine is NOT on the mound, the umpire calls a strike! If a pitching machine is on the mound, it suffers a mechanical break down and walks the next three batters. The pitching machine is removed for repairs.17 – The lead runner (or batter if no base runners) goes berserk for no apparent reason and attacks the nearest defender. Resolve the Combat as per the normal rules.18 – The pitcher’s missed throw nearly strikes the batter in the head. The batter, believing it was on purpose, charges the mound to attempt a bat attack. Resolve the Combat as per the normal rules.

21 – The batter stands at the plate and watches his/her majestic blast curve foul at the last moment (just missing a home run). If this is not the batter’s third foulball, he/she begins to show off to the crowd. Make a Show Roll for this batsman.22 – “Hey no batter! Hey no batter, swing!!” yells the defense. Make a Taunt roll for either baseman or shortstop. If the Taunt is successful, the batter must make a Nerves roll.23 – If no runners are on base, batter fouls off the delivery. Otherwise, the lead runner is tripped by the nearest fielder (who sneaks behind the runner). While prone the runner is plugged by the pitcher for an out. Make a penalty roll against the fielder who tripped the runner (remember to use

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the proper umpire type). If no penalty is called the out stands. If a penalty is awarded to the defender, the runner is awarded the next base (including home).24 – The batter is fooled by the delivery. The batter has the option of a strike or a foulball. 25 – First roll D8 to determine outfielder. If the result is 1 to 3 is Outfielder 1; 4 to 6 is Outfielder 2; 7 or 8 is Outfielder 3. The outfielder makes a heroic catch of a long fly ball but crashes into the wall (and suffers a light wound). All runners advance one base. 26 – The batter is perplexed by the movement of the pitch as it whizzes past him for a strike. The pitcher is accused of putting an illegal substance on the ball. The pitcher’s fate is based on the umpire type:

A Strict umpire negates the call and immediately ejects the pitcher after reviewing the ball. The defending team must nominate another pitcher. The batter is awarded first base and any other base runners are awarded one base (including home base).

A Lousy umpire doesn’t notice any infringement. The strike remains despite protest from the batting team.

A Homer umpire will allow the strike to stand if the pitcher is a member of the home team. If the pitcher is a member of the visiting team, the batter is awarded first base and any other base runners are awarded one base (including home base). There are no further sanctions against the pitcher (that is, he/she remains in the game).

A Neutral umpire listens to the protest of the batter. Use the batter’s Fight characteristic. If the D8 result in less than the batter’s Fight characteristic, the batter is awarded first base and any other base runners are awarded one base (including home base). If the D8 is greater than or equal to the batter’s Fight characteristic, the strike call stands and not further action is taken against the pitcher.

27 – First, roll a D8 to determine the outfielder. If the result is 1 to 4 is Outfielder 1; 5 to 8 is Outfielder 3. The batter grounds a foul ball down the line along the stands.

If the defending team is the home team, the nominated outfielder softly tosses the ball into the stands to a young fan. Add a Jubilation point to the home team as they cheer the home Batsman.

If the defending team is the visitors, the nominated outfielder fires a hard throw to the young fan. Make a D8 roll against the outfielder’s Throw characteristic.

o If the D8 result is less than the Throw characteristic, the fan is beaned by the ball. The visitors add one point to their NERVES rating.

o If the D8 result is greater than or equal to the Throw characteristic, the throw misses and the fans begin to heckle the outfielder unmercifully. Subtract one from the visiting team’s NERVES rating.

28 – The batter lays down an excellent bunt down the first base line. Make a D8 roll against the batter’s Bat characteristic.

If the D8 result is less than the Bat characteristic, the ball stays fair and the batter reaches first safely. All other runners advance one base.

If the D8 result is greater than or equal to the Bat characteristic, the ball rolls outside the line for a foulball.

31 – If no runners are on base, the batter fouls the ball off. Otherwise, the lead runner charges to the next base with spikes flying high. The pitcher recognizing the theft attempt throws the ball to the covering baseman (baseman 1 covers 2nd base; baseman 2 covers 3rd base, or catcher covering home). Make a Combat roll against the Fight characteristic of the combatants. In addition to the effects of the combat table, if the results favor the runner (including result of zero) the hard slide dislodges the ball and is safe (and all other runners advance one base). If the results favor the fielder, he/she holds the ball and the runner is out (any other runners hold their bases).

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32 – The pitcher suffers a slight cramp in his/her leg. The manager switches the pitcher with Outfielder 3 for one batter so the cramping can be stretched out. The new pitcher must throw the Underhand pitch to the one batter. The players can be switched back to their original positions after the at bat is resolved.33 – A quick pitch delivery whips past the batter for a strike. But while delivering the ball, the pitcher stepped out of the pitching box to the protest of the batting team.

Make a D8 roll with the following modifiers. o If Popular and/or Persuasive batter +1.o If Popular and/or Persuasive pitcher -1o If the umpire is a Homer and the batter is a member of the home team +1.o If the umpire is a Homer and the batter is a member of the visiting team -1.o If the umpire is Lousy, then -1.o If the umpire is Strict, then +1.

If the D8 (plus/minus the cumulative modifiers) result is four or less, then the strike stands as called.

If the D8 (plus/minus the cumulative modifiers) result is five or more, a Balk is called. The batter is awarded first base. All other runners (if any) are awarded the next base (including home base).

34 – A pitch on the corner of the strike zone is called a ball. The catcher turns and begins to argue with the umpire. The umpire type will determine the outcome.

If a Lousy umpire, he/she changes his call to a strike. If a Strict umpire, the catcher must make a D8 roll under his FIGHT characteristic to have

the call reversed to a strike. If the D8 roll is equal or greater than the catcher’s FIGHT characteristic, the call stands and the catcher is given a Penalty.

If a Neutral umpire, the catcher must make a D8 roll under his FIGHT characteristic to have the call reversed to a strike. If the D8 roll is equal or greater than the catcher’s FIGHT characteristic, the call stands.

If a Homer umpire and the catcher is a member of the home team, the call is changed to a strike.

35 - First, roll a D8 to determine the outfielder. If the result is 1 to 4 it’s Outfielder 1; 5 to 8 is Outfielder 3. The batter belts a long fly into foul territory. The defending team has the option to do one of the following.

The outfielder may opt to let the ball drop foul. If this is the batter’s third foulball, he/she is out.

The outfielder may opt to catch the ball for an out. Unfortunately, he/she falls into the stands and all runners automatically advance one base.

36 – There’s something in the stadium’s water that contains medicinal qualities. All injures or wounds are automatically ignored during this game. This includes players that have been already wounded or injured.37 – The batter smashes a low line drive to Outfielder 3. Make a D8 roll against the fielder’s catch rating.

If the D8 result is less than or equal to the fielder’s catch rating, he/she makes the diving catch (all runners, if any, hold). The batter, so incensed charges into the outfield and attacks the Outfielder 3. See Combat.

If the D8 result is greater than the fielder’s catch rating, the fielder traps the ball. The batter is safe at first and all runners, if any, advance one base.

38 – Due to a discount ticket promotion, the oversized crowd carries over into the outfield. Only a hastily erected rope separates the “standing room only” fanatics from the action. Make a D8 roll against the batter’s Bat characteristic.

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If the D8 result is less than the batter’s Bat characteristic, the batter launches a drive that bounces into the crowd. The batter is awarded 2nd base. All runners, if any, automatically advance two bases.

If the D8 result is greater than or equal to the Bat characteristic, the long drive is caught by Outfielder 2 before it reaches the crowd. All runners, if any, hold their bases.

41 – If the bases are empty, the pitch is called a missed throw. Otherwise, the lead runner is the object of the hidden ball trick (the runner believing the pitcher has the ball is caught off base by the nearest fielder hiding the ball). Make a D8 against the runner’s Run characteristic. If the runner has the Concentrated attribute, subtract one from the D8 result.

If the result is less than the Run characteristic, the runner gets back to the base safely. If the result is greater than or equal to the runner’s Run characteristic, the unsuspecting

runner is tagged out.42 – If there are any base runners, the pitcher steps off to hold the runner(s) close to their bases. If bases are empty the batter lines a drive into the gap between the outfielders and reaches 2nd base safely after obviously miss touching 1st base. The defending team, noticing that the runner missed 1st

base, appeals to the umpire. The type of umpire will determine the result of the appeal. If a Lousy Umpire, not paying attention, turns down the appeal (allowing the runner to

remain at 2nd base). If a Strict Umpire, he/she correctly upholds the appeal and calls the runner out. If a Homer Umpire and the runner is a member of the visiting team, he/she is called out on

appeal. If the runner is a member of the home team, he’s remains at 2nd base. If a Neutral umpire, make a D8 roll against the runner’s Run characteristic (subtracting

one from the D8 result if the runner has the Concentrated trait). o If the result is less than or equal to the runner’s Run characteristic, the appeal is

turned down and the runner remains at 2nd base. o If the result is greater than the runner’s Run characteristic, the appeal is upheld and

the runner is declared out.43 – A close pitch is called a strike to the batter.

If the home team is in the field, the fans cheer the strike call. If the visiting team is in the field, the fans show their displeasure and begin throwing bottles

at the fielding side. If a member of the field side has the Warrior or Psychopath trait (owner must chose fielder if more than one fielder qualifies), he/she charges into stands to punch out a fanatic or two. When order is restored, the umpire has no option but to give the player a Penalty. If a Strict Umpire is in charge, the player is ejected.

44 – The batter lines a drive back to the box the strikes the pitcher’s arm and bounds into foul territory. The batter reaches 1st base safely and all runners (if any) advance one base. Make an immediate D8 roll against the pitcher’s Endure characteristic. If the result is less than or equal to the pitcher’s Endure characteristic, he/she shakes off the pain and continues. If the result is greater than the Endure characteristic, the pitcher suffers a Light Wound.45 – If the bases are empty or a runner on 3rd base, the pitch is fouled off by the batter. If there are runners on 1st base and/or 2nd base, the runner(s) takes off as the batter swings through the ball. If multiple runners, the catcher must chose the runner to put out (the other runner will advance one base automatically). If the catcher’s Throw characteristic + D8 roll is greater than the runner’s Run characteristic + D8 roll, the runner is out. Otherwise, the runner is safe.46 – The hits a scorcher down the 1st base line. If the batter has the Lucky Batter trait, the ball hits 1st base and batter reaches 1st base safely (all runners, if any, advance one base). Otherwise, the ball goes foul. If this is the batter’s third foulball, he/she is out.

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47 – A missed throw is called as the inside pitch knocks the batter on his back. If the batter has the Armed trait, the concealed weapon falls to ground for all to see. The umpire, with no other choice, immediately ejects the Armed batter. 48 – If the batter is very small, the pitcher can’t find the plate and walks the batter. If the batter is not very small, the chest high pitch is called a strike.

51 – If the pitch is a sophisticated throw and the batter has the skillful batter trait, the tough pitch is lined for a single. All runners, if any, advance one base. Otherwise, the pitch is called a strike.52 – The launches the ball towards the outfield fence. 53 - First roll D8 to determine outfielder. If the result is 1 to 3 is Outfielder 1; 4 to 6 is Outfielder 2; 7 or 8 is Outfielder 3. The batter rips a low liner to the outfield. The outfielder has the option to gamble or play it safe. Select one of the following options:

The outfielder can play it safe and take the ball on a bounce allowing the batter to reach first and runners to advance two bases.

The outfielder can gamble and try for the catch. Make a D8 roll against the fielder’s Catch characteristic.

o If the D8 roll is less than the fielder’s catch rating, he/she makes a spectacular diving catch. All runners, if any, hold their bases.

o If the D8 roll is greater than or equal to the fielder’s catch rating, he/she misses the ball and it scoots all the way to the wall. This allows the batter to circle the bases for an inside-the-park home run. All runners, if any, score ahead of the batter.

54 – A heavy thunderstorm begins to flood the field. The umpire calls time as the players and fans head for cover. Roll two D8s and read as two digits. The result is the number of minutes the game is delayed. If more than 60 minutes, neither pitcher can loosen up and therefore cannot pitch any further. Both teams must nominate another pitcher finish the game. Also, due to the moisture in the air and deluge on the ground, a pitching machine may NOT be used.55 – The umpire is struck by a foul ball and knocked out cold. The replacement umpire will not call a penalty for the remainder of the game. If a pitch needs to be resolved, make a D8 roll…odd is a strike; even is missed throw. If any other decision is require, simply assign the options to the same odd/even outcome.56 – First, roll the D8 to identify the fielder in question: 1=pitcher, 2=catcher, 3=Baseman 1, 4=Baseman 2, 5=Shortstop, 6=Outfielder 1, 7=Outfielder 2, and 8=Outfielder 3. The batter hits a high pop fly that the fielder jungles. In represent this event, make a D8 roll against the fielder’s Catch characteristic.

If the D8 result is greater than or equal to the fielder’s Catch characteristic, the ball bounces of the fielder’s glove and hits the ground. Make a bounce roll to determine the square the ball ends in. The runner may advance the number of squares up to their Run characteristic. Continue to alternate Runner and fielder turns until the action is completed (either the runner(s) is (are) safe or retired.

If the D8 result is less than the Catch characteristic, the ball hits the fielder’s glove and bounces in the air. All runners have the option to advance the number of squares up to their Run characteristic. Make a second D8 roll to see if the fielder will catch the ball.

o If the second D8 result is less than or equal to the fielder’s catch rating, the ball is secured by the fielder. Continue to alternate Runner and fielder turns until the action is completed (either the runner(s) is (are) safe or retired.

o If the second D8 result is greater than the fielder’s Catch characteristic, the ball drops to the ground. Make a bounce roll to determine the square the ball ends in. Continue to alternate Runner and fielder turns until the action is completed (either the runner(s) is (are) safe or retired.

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57 – Perfect positioning by the defense. First, roll the D8 to identify the fielder in question: 1=pitcher, 2=catcher, 3=Baseman 1, 4=Baseman 2, 5=Shortstop, 6=Outfielder 1, 7=Outfielder 2, and 8=Outfielder 3. The batter takes a mighty swing, but hits a lazy pop fly to the identified fielder. All runners, if any, hold their bases. 58 – The batter is called out on strikes by the umpire. The batter loses his temper and cocks his bat. Make a D8 roll against the batters Fight characteristic.

If the D8 result is less than or equal to the batter’s Fight characteristic, a cooler head prevails and the batter walks back to dugout with further action.

If the D8 result is greater than the batter’s Fight characteristic, he/she swings and connects with the umpire’s body. The injured umpire is carted off and replaced by a neutral umpire for the remainder of the game. The batter is suspended the number of games equal to a D8 roll.

61 – If no runners are on base or first base is empty, the batter loops a ball down the right field line that just lands foul (if this is the third foul, the batter is out). If there is a runner on first, the batter loops a ball to outfielder 3. If there are runners on second or third base, they score easily. The runner on first takes a short cut through the infield (obviously missing second base) and reaches third base safely (and the batter is safe at first). The fielding team appeals to the umpire. The outcome is based on the type of umpire.

If the umpire is lousy, he/she wasn’t watching the runner and all are safe. If the umpire is strict, the appeal is upheld and the runner on third is out. If the umpire is a homer, the call will favor the home team (that is, if the home team is

batting, the runner is safe; if the home is on defense, the runner is out). If the umpire is neutral, make a D8 roll. If the result is odd, the runner is out on appeal; if

even, the runner is safe at third.62 – The Batter’s mistimed attempt tips off the bat and rolls into Section 0. Make a square roll to determine where the ball is hit. Continue with the fielding team making the first move.63 – If the Batter is the same handedness as the pitcher (i.e., a right-handed batter facing a right-handed throwing pitcher or left-handed batter versus a left-handed pitcher), the batter strikes out. If the batter is the opposite handedness (i.e., a left-handed batter versus a right-handed pitcher or a right-handed batter against a left-handed pitcher), the batter rips a tape-measure homerun. Note: The Batt-man is considered a switch hitter and homers off any pitcher.64 – If the Batter is facing a specialist pitcher, the batter is struck out on a fastball. If the batter is facing a non-specialist pitcher, the batter belts the underhanded toss over the fence for a home run. All runners score! 65 – A bench clearing melee breaks out on the field. Each player will engage in combat with their opposing position counterpart (pitcher fights pitcher, catcher fights catcher, etc). Resolve all conflicts. The game continues utilizing all surviving players and all available bench players (this is an authorized exception to the two sub limit rule).66 – If the game is in round 2, the pitch is a strike to the batter. If in the first round, the visiting players are threatening to strike over management’s non-payment of road expenses. Make a D8 player decision roll.

If the result is even, the strike is adverted by ownership agreement to pay the back expenses. If the result is odd, management takes a hard stance and the visiting players leave the field.

The umpire has no choice but to forfeit the match to the home team with a result of 1-0. All game stats count except no winning or losing pitcher is assigned.

67 – The current batter shows off to the crowd by performing balance tricks with his/her bat. Make a Show-off roll for the batter.68 – The current pitcher shows off to the crowd by performing juggling tricks. Make a Show-off roll for the pitcher.

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71 – The current batter begins to taunt the pitcher for no apparent reason. Make a Taunt roll for the batter.72 – The current pitcher begins to taunt the batter for no apparent reason. Make a Taunt roll for the pitcher.73 – The current defending Outfielder 2 begins to interact with the bleacher fanatics.

If the Home team is on defense, make a Show-off roll for Outfielder 2. If the Visiting team is on defense, make a Taunt roll for Outfielder 2.

74 – The umpire calls a strike to the batter. A bench player (who is not playing in the current match) begins to yell obscenities towards the umpire. Make a Taunt roll for the selected player (owner’s choice). If the Taunt roll fails (that is, greater than the lower CHAR value), the umpire ejects the player from the game. The player must leave the bench and may not play in the current match.75 – Sand in the eyes. All infielders that are one square from an opposing runner, will toss sand or dirt into the eyes of the runner. Refer to the missiles section under throwing other things. If the catcher is successful against the batter (inflicts discomfort), a strike is called. Otherwise consider the pitch a missed throw.

76 – The batter fouls the next two balls back into the stands. If either results in the third foulball, the batter is out.

77 – The result of the next two pitches is missed balls. If either results in the third missed ball, then the batter advances to first and all runners, if any, advance one base. See Missed Throw section.

78 – The result of the next two pitches is strikes. If either results in the third strike the batter is out.

81 to 82 – The batter fouls the next two balls back into the stands. If either results in the third strike, the batter is out.

83 to 85 – The result of the next two pitches are missed balls. If either results in the third missed ball, then the batter advances to first and all runners, if any, advance one base. See Missed Throw section.

86 to 88 – The result of the next two pitches are strikes. If either results in the third strike the batter is out.

Note: results 81 to 88 can be used for additional events as required.

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DETERMINING THE TRAJECTORY OF THE BALL

Determining the Section To determine which section the ball heads to, just roll an eight-sided die and refer to the

following diagram:

CR Note: When determining the Section, please be aware of the Weak Batter and Very Weak Batter attributes. If the Section Roll for a Weak Batter is “3” or “2”,”3”,”4” for a Very Weak Batter, then the ball is hit to section 0.

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Determining the Square To determine which square the ball heads to, just roll two eight-sided dice of different colors or

roll a die twice successively. In the case of different colors, one die will be the tens and the other the units. In the case of a single die, the first roll will be the tens and the second the units.For example, a 4 and an 8 will give 48.

Once you get the number determined by the dice, refer to the following diagram:

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THE PITCH FIELD MOVES:

You'll have probably already noticed that some batsmen did not have a Run characteristic sufficient to reach the next base in a single turn. Do not worry, that’s why they may get extra movement called the pitch moves. Whenever you have a section or a square determined, each batsman gets an opportunity to get one extra action. When you make the determination of the section, this movement is called a pitch field section move and when determining the square it is a pitch field square move . The only exception is if the result 'STRIKE?" on the pitch table that leads to two pitch field square moves.

These movements take place outside the normal phases of the game where the owners take turns to play. Think of them as slow motion from a sports tv show.

The pitch field moves are used to represent varying reflexes of your batsmen and their ability to assess the position of the ball and the risks they may wish to take over the game in progress.

The pitch field section move occurs when the ball is just starting to fall and heads to a section. It's a time slightly longer than the pitch square move that represents the final moments of the trajectory of the ball when it almost lands.

Therefore the pitch field moves require different Reflex rolls:

Pitch Field section move: roll under Run or equal. Pitch Field square move: roll strictly under Run.

Note that the pitch moves do not allow only moves but any action. Thus, the pitch moves can be used for combat.

The attack always makes its reflex rolls and uses its pitch moves before the defense.

0) Choice of throw (if available, see traits) by the defense and choice of hit by the attack.

1) Pitch !1.1} IF Foulball, Strike, Batter out, Disaster, Missed throw, Home Run: apply the result and start again at 0)

1.2} IF Strike?: catcher makes a catch roll: 1.2.1} IF catcher rolls under his catch CHAR: strike! 1.2.2} IF catcher rolls equal his catch CHAR: two pitch square moves and then results. 1.2.2.1} IF catcher rolls under his catch CHAR: 4) then 5) 1.3} IF Low ball: start at 2), then 3), then 4) and then 5) 1.4} IF « Normal » ball: start at 2), then 3), then 4), and then 5) 1.5} IF High ball: start at 2), then 4) then 5) then 3), then 4) and then 5) 1.6} IF Very high ball start at 4), then 5), then 2), then 4), then 5), then 3), then 4), and then 5)2) Determine which section the ball heads to. IF Reflex roll under or equal Run CHAR => Pitch section move3) Determine which square the ball heads to. IF Reflex roll strictly under Run CHAR => Pitch square move4) The attack can move and play its batsmen.5) The defense can move and play its batsmen

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Example:

Initial position of batsman Sector position after movement Position after movement box

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In this example, the batsmen are placed as in the second diagram.

o The batter manages to hit the ball and the section is the 4. Each batsman succeeds his reflex roll less than or equal to its character Run and gets a pitch section move.

o The batter runs towards the first base.o The catcher pursues the batter. o The fields and the shortstop move towards section 4.o The pitcher decides to back off a bit so he/she doesn’t get a hit from the bat.o The base players decide to stay where they are.o Then we proceed to the determination of the square and the roll is 85.o Again, each batsman succeeds his reflex roll and gets a pitch square move. o The batter goes on towards the first base. o The catcher keeps pursuing the batter. o The outfielders 2 and 3 get closer to the square 85.o The outfielder 1 move towards the infield now he/she knows his team-mates are close to the

ball.o The shortstop decides to stay where he/she is so fields 2 and 3 can make an easy throw to

him. o The pitcher thinks he/she is safe and stays where he/she is too. o The base players remain on their base.o From now on, the game follows a « classical pattern » with the attack and then the defense

playing in turn their batsmen until a new pitch happens.

Killing the ball (AKA Swinging for the Fences):

A batter has the opportunity to declare that he/she will try killing the ball before the pitcher has chosen his throw. Once this decision is made, it is not possible to go back. Attempting to kill the ball requires a good concentration and cold blood and needless to say that most batsmen aren’t really that kind of player.

In order to kill the ball, the batter must first succeed a Bat roll strictly under his characteristic. Moreover, in case of failure, his characteristic Bat will be reduced for the pitch by 1 point. Then proceed to the pitch as usual with the following modifications:

In case of a positive result for the attack on the pitch table (Missed throw, Low Ball, « Normal » ball, High ball, Very high Ball), the batter will determine the position of the ball into the diamond in the same way as in other sectors.The sector being predetermined and the ball not rising in the air, there will be no pitch section move. However, there will still be a determination of square and therefore a pitch square move.

CR Note: Updated rule to provide more risk/reward.

In the case of a Missed Throw or Low Ball, the batter takes a mighty swing and misses for a Strike! If this is the third strike, the batter is out.

In the case of a « Normal » ball, High Ball, or Very High Ball, roll the D8 to determine the Field Section. o If the D8 result is 2, 3, or 4. The batter connects a might blow and the ball carries over the

over the fence for a HOME RUN!

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o If the D8 result is 1, 5, 6, 7, or 8, make a 2D8 roll as normal to determine the square the ball was hit.

o Important Note: There are no Strength limitations when a batter swings for the fences. Normally, for example, if a batter is Very Weak, sections 2, 3, and 4 would be downgraded to section 0. But, when Killing the Ball, these rolls would not be downgraded and would result in a home run.

Option: Eventually, the owners may decide to play this rule by secretly writing down their intentions on paper and reveal it only before the pitch rolls are made.

THE ACTIONS

A batsman may complete a series of actions that differ depending if he/she plays in defense or attack. A batsman may perform as many actions as he/she has Run points. The exceptions are combat, psychological actions (showing off and daunting).

Catching a ball thrown by a teammate or the pitcher, intercepting a ball or something, throwing and hitting the ball during the pitch cost no action points. Because those actions take place out of the normal phases of the game. Defending in combat costs no action either.

For field actions, it is a good rule of thumb to say that once a team has failed an action, their turn ends. For example, if the defending team makes a throw and it’s dropped or is inaccurate, the defending team turn is over and the attacking team takes their actions.

Run actions

Move:o A batsman can move one square in the desired direction without any roll and spend all his

actions in motion to cross as many squares as his Run value allows. He/she can move before or after any action and also move between different actions. For example, a batsman can move forward one square, catch the ball, move, attack, throw the ball and then move again.

Other movements: speed up, dive and crawl:o The batsmen can accelerate at any time of their movement even if they generally use more

movement to dive at the end of it. Only acceleration is possible per turn and per batsman. Accelerate allows a player to move one square without spending an action point.

o For example: A batsman has a Run value of 6. He/she wants to pick up a ball 5 squares away and then make a pass to a teammate. He/she decides to speed up after traveling three squares; crosses the two following squares with a single point of action and then he/she has two action points left to catch the ball and throw it.

Accelerate requires a Run roll.o If the result is strictly under the CHAR Run, the batsman successfully accelerates and can

move two squares for one action point. o If the result is equal to the CHAR Run the batsman dives. He/she can move two squares for

one action point but he/she ends prone on the ground and must stop his actions for the turn. This uncomfortable position modifies all the characteristics of the batsman by -1 except for the Run which is now reduced by four points. The characteristics will remain affected for

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the following turns as long as the character is prone but it’s possible to make actions while prone.

For example, a batsman with a Run value of 6 has fallen in the previous turn. At beginning of his turn, the ball is one square away. Being prone, he/she only has two action points. He/she decides to crawl to the adjacent square, accelerates so he/she gets the crawling move for free, picks up the ball and makes a pass!

o If the result was a failure, the batsman has fallen in the square where he/she was.

o A batsman can try to get back on his feet with a Run roll with a bonus of +1: If the result is strictly under his Run CHAR, he/she gets back on his feet for two

action points. If the result is equal to his Run CHAR, he/she gets back on his feet for one action

point. If the result is greater than his Run CHAR, he/she must spend all of his action points

and can’t attempt any other action.

Taking a lead.o Before any pitch, a runner (or runners) have the option to take a lead of

one space. The runner must first make a reflex roll against their Move CHAR. If the pitcher is left-handed, add +1 modifier to this roll for runners on first base. If the pitcher is right-handed, add +1 modifier to this roll for runners on third base.

If the modified roll is less than the runner’s Move CHAR, he/she may take a one square lead.

Otherwise the runner stays on the base. o If the pitch results in no runner movement (i.e., FOULBALL), the

runner(s) return to their base(s). o The purpose of this rule is to make base stealing a viable option.

Bat actionsA batsman can keep the bat once he has hit the ball and thrown back the ball. A batter has the option to keep the bat or drop the bat once he/she hits the ball. A batter/runner

without a bat may raise their Run characterstic by one point. Most batsmen use it carry their bat to cause damage to the opposite team and it goes without

saying that’s why most of the spectators come to watch the players at the stadium.

A batsman can attempt to hit with the bat an adjacent adversary only once per turn.o A roll strictly lower than the Bat score indicates that the batsman inflicts a light wound to the

target.o A roll equal to the Bat score indicates that the batsman inflicts a serious wound to the target.o A roll upper greater than the Catch Bat score indicates a missed attempt.

Throw actions Throwing the ball:

o A batsman can throw the ball on any square on the ground. Although heavy, the ball is not really a concern for our virile batsmen and there is no problem of maximum reach.

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o However, if a batsman is always strong enough to reach his objective, the precision of his throw is affected by the distance. The better the Throw CHAR is the easier the batsman can throw the ball at great distances.

Throw value in squares: Throw roll +1 Add one to the Throw characteristic. Throw value times 2 in squares: Throw roll No modifier to the Throw characteristic. Throw value times 3 in squares: Throw roll -1 Subtract one from the Throw

characteristic. Beyond: Throw roll -2 Subtract two from the Throw characteristic. An attempt to plug a

runner from this distance allows the runner a chance to dodge the throw by diving out of the way of the flight of the ball. This is a free action. Make a D8 roll.

o If the result is strictly under the Run CHAR, the batsman successfully dodges the throw and may move forward one space. The ball will bounce D4 squares from the target square.

o If the result is greater than or equal to the batsman’s Run Char, the plugging stands and he/she must endure a light wound as normal.

o Counting the squares is up to the owner as long as he/she counts the square he/she wishes to reach. Always use the higher level modifier if greater than the lower level. For example, if the fielder has a Throw CHAR of 5 and the target is 11 squares away, use the minus one modifier (since 11 is greater than 5 x 2 = 10). A roll strictly lower than the Throw score indicates a successful pass to the target. A roll equal to the Throw score indicates a pass reaching its target but deviating from a

square. A roll upper greater than the Throw score indicates a missed throw. It deviates 1D4

times. It is possible that during these bounces the ball falls again on target.

o A batsman fielder can choose an occupied square of a team-mate, a runner, or not when throwing the ball.

o A throw towards an empty square will always cause 1D4 bounces.

o A batsman fielder does not need a Throw roll if he/she wishes to pass the ball to a neighboring team-mate. This action will be automatically successful. However, the reception will require a roll (see Catches).

Throwing other things:o Sometimes a batsman may wish to throw an object to an opposing batsman or even the ball itself

to cause damage to the target. o The throwing modifiers for the distance are the same as for the passes described above

A roll strictly lower than the Throw score indicates a successful throw to the target and the damage is equal to the type of missile.

A roll equal to the Throw score indicates a successful throw to the target and the damage is one level higher to the type of missile.

A roll upper greater than the Throw score indicates a missed throw. It deviates 1D4 times. It is possible that during these bounces the projectile hits another target.

Missiles:

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-Sand, clump of earth: Those types of missiles are available anywhere on the ground. However they can’t be thrown more than a square away. They can’t be intercepted. They can only inflict a « discomfort » damage case of a roll equal to the Throw CHAR.

Ball / bat: « Light wound » Weapon: « Serious wound »

Catch actions 

Picking the ball up on the ground:o When the ball is on the ground, a batsman needs to pick it up first in order to throw it.

He/she needs to be on the same square as the ball. The batsman gets a +1 to his Catch CHAR when picking up the ball.

A roll strictly lower than the Catch score indicates that the batsman has picked up the ball.

A roll equal to the Catch score indicates that the batsman has picked up the ball but can’t throw it this turn.

A roll higher than the Catch score indicates a missed attempt. The ball deviates one time.

Catching a ball thrown by a team-mate:o When the ball is thrown by a team-mate, a batsman needs to catch it.

A roll strictly lower than the Catch score indicates that the batsman has caught the ball. A roll equal to the Catch score indicates that the batsman has caught the ball but can’t

throw it this turn. A roll higher than the Catch score indicates a missed attempt. The ball deviates one

time. When a Strike? Result happens on the pitch table, the catcher gets a +1 to his Catch CHAR.

Intercept a low ball, ball or a missile:o When a Low ball result happens on the pitch table, defending batsmen can attempt to

intercept the ball if they are on the trajectory. A batsman or attackers may wish to intercept balls but they risk a penalty.

o Batsmen get a malus of -2 to the Catch CHAR when attempting interceptions of a Low Ball. A roll strictly lower than the Catch score indicates that the batsman has caught the ball or

missile. A roll equal to the Catch score indicates that the batsman has caught the ball or missile

but can’t throw it this turn. A roll higher than the Catch score indicates a missed attempt. The ball continues on its

destination.

Remember that there are other situations where a batsman can intercept a ball. It happens automatically when either the “Batter out!” And or “Disaster!” occurs during the pitch.

Also, during pitch moves, a batsman can be placed on the square where the ball will land. Even if it’s an interception in terms of regulation, the batsman receiving the ball can catch it as if he/she had been thrown a pass (see above). CR Note: This applies to « NORMAL » BALL, HIGH BALL, or VERY HIGH BALL where a D8 roll is compared to the fielder’s Catch CHAR.

A roll strictly lower than the Catch score indicates that the batsman has caught the ball.

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A roll equal to the Catch score indicates that the batsman has caught the ball but can’t throw it this turn.

A roll higher than the Catch score indicates a missed attempt. The ball deviates one time.

Psychological actions As you've probably noticed, psychology has a prominent place in a Batt-ball game. An old

saying tells: "A ball, a bat, a brain."…"… scattered on the ground ..." some would add... Batsmen have two types of psychological actions to perform: show off and taunt.

o Showing off and taunting operate more or less the same way. Once per turn, a batsman can "show off" with the crowd or "taunt" a batsman opponent. However, it is not possible to show off or taunt during pitch moves but it is possible to show-off or taunt after scoring a point as a free action.

When a batsman attempts a psychological action, he/she must make a roll under his lowest CHAR. This represents the fact that despite his acrobatics or good jokes, everyone knows the batsman isn’t very good and should probably stay quiet.

When taunting, the batsman must choose a batsman of the opposite team.

o Show-off: A roll strictly lower than the lowest CHAR indicates that the team gains a JUBILATION

point. A roll equal to the lowest CHAR indicates that the team loses a JUBILATION point. The

batsman got lucky and he/she should have stayed quiet. A roll upper greater than the lowest CHAR indicates a missed attempt. Nobody notices

or the spectators think it was unnecessary.

o Taunt: A roll strictly lower than the lowest CHAR indicates that the opposite team gains a

NERVES point. A roll equal to the lowest CHAR indicates that the opposite team loses a NERVES point.

The batsman making jokes was so ridiculous, he/she actually made the opposite team laugh and relax.

A roll upper greater than the lowest CHAR indicates a missed attempt. It was just not funny or annoying enough.

The points of Jubilation and Nerves cannot become negative. If a team does not have any point of Jubilation or Nerves points left, it is the opposite team that gains either a point of Jubilation or Nerves.

Effects of Psychological Actionso The effects of getting points of Jubilation or Nerves aren’t the same but the mechanics behind

them are the same.o The Jubilation or Nerves points are accumulated until they are « spent ».o Every time a team gains a point of Jubilation or Nervousness, a D8 roll is needed under the

current level of Jubilation or Nerves.

o Jubilation:

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o A roll strictly lower than the current level of Jubilation indicates that the team gains +1 on all the CHAR of all its batsmen for the duration of the turn. The Jubilation points are reduced to 0.

o A roll equal to the current level of Jubilation indicates that the batsman who showed-off gains +1 on all his CHAR for the duration of the turn. The Jubilation points are reduced to 0.

o A roll upper greater than the current level of Jubilation does nothing. The Jubilation points are kept.

Nerves:o A roll strictly lower than the current level of Nerves indicates that the batsman mocked gets

mad and attempts a violent action against the joker. He/she gets a personal penalty. The Nerves points are reduced to 0.

o A roll equal to the current level of Nerves indicates that 1D4 members of the opposite team get mad, attempt a violent action against the joker and get a personal penalty. The Jubilation points are reduced to 0.

o A roll upper greater than the current level of Nerves does nothing. The team is still cold-blooded.

The points of Jubilation and Nerves are accumulated throughout the playing time but at the very end of a round, when both teams switch roles, the owner can choose to lower the Nerves level of 1D4 by the dialogue or of 1D8 by choosing to impose a serious wound on one of his batsmen (to take in a careful demonstration of authority). When doing so, if the Nerves level of the team becomes negative, the opposite team isn’t affected.

Spells CR Note: During the course of play-testing, I found that there were no formal

rules for Spells. So I added these very simple rules. Spells can only be used by the spell holder while on defense in the field. For each Spell level, the spell holder may lower any CHAR value by one before

any dice are rolled. So if a batsman has Spell x 2, he/she may lower one roll by two (-2 adjustment) or two rolls by one (-1 adjustment).

Regardless of the outcome, once the spell is spent, it may not be used again in the current game.

Spell levels are replenished after each game. For example, let’s say a sorcerer is on defense and has the Spell ability. A

batsman with a Bat CHAR of 6 comes to the marble. The sorcerer can choose to cast the Spell and have the Bat CHAR reduced to 5 for the next pitch.

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COMBAT

A batsman has the possibility of assaulting the players of the opposite team although the regulations of the Batt-ball are very strict about when and how to do it.

A batsman can assault only a single adjacent opponent each turn.

Combat Table

(Fight CHAR of the assaulting batsman + D8) - (Fight CHAR of the vicitm + D8) = Result of the combat.

+7: Assaulting batsman is dead without possible resurrection has suffered a major injury. +6: Assaulting batsman is dead endures a minor injury. +5: Assaulting batsman endures a serious wound.+4/+3: Assaulting batsman endures a light wound.+2/+1: Assaulting batsman endures a discomfort.. 0: Nothing really happens.-1/-2: Victim endures a discomfort.-3/-4: Victim endures a light wound. -5: Vicitim endures a serious wound. -6: Vicitim is dead endures a minor injury. -7: Vicitm is dead without possible resurrection has suffered a major injury.

Explanations of the results of fight:

Dead without possible resurrection: It is sad but we do not re-attach heads. Note that in the case of an endure roll equal, the result can be lowered by one level and thus the victim can be resurected.A batsman having a score of Endure CHAR of 8 can only be killed by this level of wound.Dead: Too bad !

o Major Injury: The player is injured for the remainder of this game plus the number of games equal to a D8 roll.

o Minor Injury: The player is injured for the remainder of this game and the next game.

o Serious wound: The player has to leave the ground and the match.

o Light wound: The player has to leave the ground. Every time there’s a new pitch, he/she can return if he/she makes a successful roll of Endure lower or equal to his characteristic.

o Discomfort: The batsman gets a malus of -1 point in all of his CHAR until the end of his turn. Multiple discomforts aren’t cumulative.

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Multiple assaulting batsmen:

A batsman can see himself the target of several aggressors successively. Every aggressor after the first gets a +1 bonus to his Fight CHAR. So, the second aggressor has a bonus of 1, the third of 2 and so on.

However, this bonus also applies to the penalty incurred by the batsman aggressor (See penalties).

Wounds:

At the conclusion of a fight, a batsman can undergo a wound as indicated by the result of the table of fight.

He then has to make an endure roll. This is not an action.

o A roll strictly lower than the Endure CHAR indicates that the batsman isn’t affected by the wound.

o A roll equal to the Endure CHAR indicates that batsman lowers the level of the wound by one level.

o A death without possible resurrection result becomes a death result ,a death A major injury becomes a minor injury, a minor injury result becomes a serious wound result, a serious wound result becomes a light wound result, a light wound result becomes a discomfort result and a discomfort result becomes a tie.

o A roll upper greater than the lowest Endure CHAR indicates a missed attempt. It was just not funny or annoying enough.

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UMPIRE ASSIGNMENT

Each match will be overseen by one umpire who will be in charge of enforcing the Batt-ball code. Neither team will know the identity of the umpire until game time. To randomize the umpire assignment, roll a D8 and refer to the following chart:

o 1-3 Neutral Umpireo 4-5 Strict Umpireo 6-7 Lousy Umpireo 8 Homer Umpire

PENALTIES

There are two ways to appoint a fault in Batt-Ball. In a voluntary or involuntary way.o The voluntary faults are insults to the regulations and often imply a violent action against

another batsman. They are sanctioned by penalties and can lead to the exclusion of a batsman.

o The involuntary faults are errors of appreciation of play or simply clumsiness which can lead to the elimination of a batsman only for the round. They are sanctioned by strikes or foulballs.

"Penalties", "strikes" and "foulballs" are separately recorded. Besides, the penalties differ depending if the team is in attack or defense. Penalties due to the voluntary faults:

o A player can decide to make an action prohibited by the regulations of Batt-ball.o Every time one of his batsmen wish choose to "cheat", the owner will have to make a penalty

roll after the action is resolved to see if the batsman is sanctioned. A penalty roll usually results in a penalty if the D8 result is of 6 or more. We’ll use the term 6+ The type of Umpire will have an effect on whether a penalty is called or not. The batsman who does not respect the regulation and is sanctioned three times is expelled from

the ground for the duration of the game. The ignominy of certain faults or the sometimes stormy dialogue between a referee and a player

can lead to even more delicate situations for the cheaters and in the case of an 8 on the penalty roll, the batsman will be immediately expelled from the ground as if he/she had undergone three penalties.

Applying Penalties for the attacking team:

The attack undergoes only individual penalties. When the attack undergoes a penalty, the incriminated batsman receives a penalty and cannot

play anymore for that turn.

Here are the actions prohibited and sanctioned for the attack:

- Playing the ball after the pitch: 6 + for the first action, 5 + for the second, 4 + for the third, 3 + for the fourth and 2 + for the fifth and 1 + for the sixth action. 1+ means an automatic penalty.Only one penalty roll is made.

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For example: A batsman of the attack picking up the ball, moving 2 squares and throwing the ball will be sanctioned on a throw of 3 +.Being in possession of the the ball at the end of his turn will get a automatic penalty for the batsman. At the begi nning of next turn, he can also get a penalty until he has dropped the ball.

-Being the agressor in the outfield.If a second aggressor strikes a defender, the penalty becomes 5 +. If a third aggressor strikes a defender, the penalty passes in 4 +, etc.

- Throwing or using the bat to hit a defender 6 +.

- Using a weapon or throwing a missile.

Applying Penalties for the defending team:

The defense undergoes collective penalties in addition to individual penalties except when taunting or if a missed throw happens during the pitch.

A collective penalty allows every batsman of the attack at the time of the fault to automatically reach the following base while the defenders can’t move. It is absolutely possible for the attack to score by this means.

Note: For the practical management of the game, think that the referee-devils stop time. That’s why even the ball stays where it is, even if the penalty happens during pitch moves when the ball is flying.

Note: For the practical management of the game, make the Umpire rolls as they occur. But apply any ejections or sanctions when the play has completed.

-Being an agressor in the diamond and infield. If a second aggressor strikes a defender, the penalty becomes 5 +. If a third aggressor strikes a defender, the penalty passes in 4 +, etc.

- Using a weapon or throwing a missile.

- Using the bat. 6 + for the first action, 5 + for the second.etc (See playing the ball for the attack above).

- play with the bullet 6 + for the first action (share), 5 + for the second.etc.

Modifiers to the Penalty Roll (all are cumulative).

1) Make an immediate Fight Roll. If a D8 result is less than the penalized player’s Fight Char, he/she receives minus one (-1) modifier. If the D8 result is greater than or equal to the Fight Char, there is no modifier.

2) If the penalized player has the Persuasive Char, he/she receives a minus one (-1) modifier.3) Using a Bat or weapon as a club has a plus one (+1) modifier.4) Attacking batsman handling/throwing the ball receives a plus one (+1) modifier. 5) Apply any multiple assault bonuses, if applicable.

Using a weapon or throwing a missile, defenders interfering or striking a batter or runner, or any other attack receives no modifiers to the Penalty Roll.

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Roll a D8 and apply all modifiers and apply the result to the Umpire type assigned to the match.

o Neutral Umpire 1-5 Batsman receives a warning, but no further sanctions are applied. 6+ Batsman receives a penalty from the umpire. If this is the Batsman’s third penalty,

he/she is expelled from the ground.

o Strict Umpire 1-4 Batsman receives a stern lecture from the umpire, but no penalty is given. 5-7 Batsman receives a penalty from the umpire. If this is the Batsman’s third penalty,

he/she is expelled from the ground. 8+ The Batsman is immediately expelled from the ground regardless of the number of

penalties already received.

o Lousy Umpire 1-6 No penalty is given as the umpire was looking elsewhere. 7+ Batsman receives a penalty from the umpire. If this is the Batsman’s third penalty,

he/she is expelled from the ground.

o Homer Umpire 1-4 No penalty given this time. 5-6 Playing to the home crowd, a penalty is only given if the Batsman is a member of the

visiting team. If this is the Batsman’s third penalty, he/she is expelled from the ground. 7+ Batsman receives a penalty from the umpire. If this is the Batsman’s third penalty,

he/she is expelled from the ground.

THE BAT This game being entitled Batt-ball, it was evident that a small paragraph was going to be

dedicated to the bat. At the beginning of every pitch, the bat is given to the entering batter of the attack. If

inadvertently, a defender had seized it, he/she will also give it back to the attack. Otherwise, the bat, which can be thrown, can be in the hands of anybody during the game and it

is often the case.

BOUNCES The ball can sometimes deviate from its trajectory or bounce when a batsman fails a throw or a

catch. Bounces or deviations are randomly determined by means of a D8 as shown on the following diagram:

1 2 34 X 56 7 8

X is the batsman (in case he/she tries to pick or catch the ball) or the square where the ball previously bounced.

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Most of the time, the ball will remain within the limits of the ground (sections or border) but it can be brought to go astray outside. If this occurs, the bounce will be cancelled but in case of multiple successive bounces, the next bounces have to be rolled. Note: an exception to this rule is if the physical ball park has dugouts (or other features) that are opened to the field. If a ball should happen to bounce into these open areas, all runners may advance two bases. As with the actual miniatures, reality outweighs the abstract.

TRAITS The traits are parameters which influence the game in a more trivial way than the characteristics

and that all the figures do not possess. A trait can have a positive influence or a negative one although most of them are positive. Every trait has its own rule and there is no main rule for their use except the fact that they are

two groups: the traits accessible to all and the natural ones that only certain batsmen can have and aren’t possible to acquire. Besides, some of these natural traits can be disadvantages while the other traits are always advantages.

Traits for all:

o Popular: This trait confers the batsman a bonus of +2 on all their rolls when showing off. o Comical: This trait confers the batsman a bonus of +2 on all their rolls when taunting.o Persuasive: This player has good relations with the umpire, a miserable reputation or an

attractive a.. All his penalty rolls get a -1. o Skillful batter: This skill represents the batters ability to “hit the ball where they ain’t.”

This skill may only be used by miniatures that actually are carrying a bat. During the pitch, when determining the section where the ball lands, the batsman can choose to throw a D4 instead of a D8 and choose one of the following diagrams:

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Skillful batter - Choice 1

Skillful batter - Choice 2

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Skillful batter - Choice 3 

Skillful batter - Choice 4

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Skillful batter - Choice 5

Option: If you prefer you can use the following rule. Choose four adjacent sections except the section 0 and give them numbers from 1 to 4.

o Lucky batter: During the pitch, when determining the square where the ball lands, the batsman can choose which die is the units or tens after the roll. For example, a 37 roll could also be a 73. In order to use this trait, the miniature must actually be carrying a bat.

o Concentrated: A rare specimen, the batsman is interested in the ball and in the game he/she benefits from a bonus of +1 for his Reflex rolls.

o Warrior: When multiple aggressors fight the victim, they don’t get bonus.

o Cold blood: The batsman has nerves of steel and can’t be the target of taunting. He/she can’t be one of the batsmen losing his nerves.

o Armed: The batsman always manages to hide a weapon on him. Once per game, he/she can use a weapon or throw a missile weapon. The batsman has to choose at the beginning of the game if he/she will use a missile or a weapon and cannot change his choice. Note: There is no option if the miniature actually has a weapon (i.e., knife, chain, etc).

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o Psychopath: The batsman has a passion for clubs, bludgeons and bats and the level of damage he/she inflicts when using a bat is increased by one. This trait doesn’t increase the level of the bat when thrown.

Sophisticated throws:

The batsman masters the techniques of throws. He/she may choose between five types of throws when he/she is the pitcher and only for the pitch. As stated earlier, only miniatures that hold a ball (i.e., the Pitcher or the Amateur) may be considered specialist pitchers. “Gloved” miniatures that do not hold a ball, may pitch as a non-specialist pitcher (and are subject to the “Underhand” rule). Also note: Being a specialist pitcher does not automatically give that pitcher the “Sophisticated Throws” trait. The “Sophisticated throw” is a way to award truly gifted pitchers.

1. Fastball: No particular rules. It is how every batsman specialist pitcher throws the ball.

2. Borderball: The pitcher likes playing with the limits.o He gets a bonus of +1 to his Throw CHAR+1 but the referee sanctions a penalty on the

pitcher on a 6+ exactly like in case of a missed throw on the pitch table.

3. Softball: The pitcher likes the surprises.o He gets a bonus of +1 to his Throw CHAR.+1 but if only if the batter chooses to kill the

ball. If the batter is not trying to kill the ball, there is no bonus. , he/she will benefit from an additional bonus of +1 to his Throw roll. when trying to kill the ball. The batter won’t get the +1 bonus for the determination of the pitch.

4. Cannonball: The pitcher likes to hurt. Including his catcher team-mate behind the batter !o The pitcher gets a +1 bonus to his Throw CHAR.o In case of results "Strike" or "Strike?" on the table of pitch, the catcher must endure a

light wound. In case of an Endure roll equal to his characteristic, the catcher will immediately be inflicted a discomfort and get a -1 to all of his CHAR. If he/she is inflicted a light wound and has to leave the ground, the ball will bounce once from the catcher’s square.

o In case of "Batter Out", the batter has to endure a serious wound before being eliminated. In case of "Batter Out + Disaster", the batter has to endure a death major injury result. The other effects of those results apply normally.

5. Curved ball: The pitcher likes showing off. During the pitch.o The pitcher gets a +1 bonus to his Throw CHAR. But the spectators loathe those players

who prefer the "ball " aspect of the sport to the " batt " aspect. A roll is needed and if a 5+ occurs, then the jubilation level of the team is reduced by one.

Non-sophisticated throws:

1. Underhand ball: The pitch used by non-specialist pitchers. Miniatures that are represented with a bat may not pitch unless directed by an extraordinary event.o The batter gets a +1 bonus to his Bat CHAR. o Since spectators get a kick out of position player taking the mound, the pitcher’s team

has their jubilation level of the team is increased by one.

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Destabilizing:

The reputation of the batsman, his appearance or his technique, perturb completely the opposite pitchers which do not know any more which throw to choose.

Instead of choosing his throw, a pitcher with the sophisticated throws skill confronted with the batsman has to roll a D8 and see below what happens type of pitch will be thrown:1-2: Fast ball3: Borderball4: Cannonball5: Softball6: Curved7-8: The pitcher may choose normally his throw.

Natural traits:

Lycanthropy:o Sometimes, a game is played on a day the werewolf slumbers if the individual doesn’t

manifest. Roll D8 before each game. On a result of 1 or 8, the werewolf does not play his characteristics of a werewolf but those of an amateur. However, he/she doesn’t get the popular trait of the amateurs.

Very smallo The elves, pixies and imps are so small and fast that they have the ability to evade the attacks

of their enemies thanks to their small size. When a very small batsman is inflicted a wound, he/she can make a dodge on a throw of 6 + on a D8 and if successful not endure the wound.

o Very small batsmen are also considered to have Very Weak Power.

Weak or Very Weak Powero Due to a player’s lack of size or strength, batters can have Weak or Very Weak power. o When determining the Section, please be aware of the Weak Power and Very Weak Power

attributes. If the Section Roll for a Weak Batter is “3” or “2”,”3”,”4” for a Very Weak Batter, then the ball is hit to section 0.

Very Large Strike zoneo The Batsman’s large size is an inviting target for the Pitcher. If a batter has a very large

strike zone, any “MISSED THROW” on the Pitch Table becomes a “STRIKE?”o Batsmen such as Dragons or Giants are considered to have a “Very Large Strike zone”.

Experimented (or Experienced)o The veterans have a random trait when they begin their second career to represent what they

learned or gained from their first career. Roll one D8:

1: Popular2: Skillful batter3: Lucky batter4: Concentrated5: Psychopath6: Armed

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7: Persuasive8: Nothing gained from previous career.

Misunderstood person: o The batsman suffers a -2 malus to his lowest CHAR when showing off.

Batt-ball do: o The batsman has an incredible disadvantage: a code of honor! Each penalty roll made by

him/her is subject to a +1 modifier. Also, he/she can’t acquire the persuasive trait.

Pitching machine: The pitching machine offers the advantage of sophisticated throws at an upper level in terms of

efficiency or discretion.

o Borderball: The Penalty on a 7 + instead of 6 +.o Cannonball: Levels of wound increased by 1 for the beater and catcher.o Softball: In case of killing the ball and missing the roll, the batter will get a -2 malus instead

of the usual -1.o Curved ball: Point of Jubilation lost only on of 6 + instead of 5 + because the pitching

machine is appreciated by the fans.

Emergency (aka mop up) Pitchers: If due to injury or owners choice, any non-specialist pitcher can be sent to the

mound to pitch. In this situation, the batsman is considered to only throw the non-sophisticated “Underhanded” pitches.

The ability to be assigned as a pitcher is based on the miniature design. Miniatures that carry a bat may never be assigned to the pitcher position.

SOLITAIRE PLAY WITH BATT-BALL As with any baseball board game, Batt-Ball can be played solitaire with the gamer making

decisions that are in the best interest of the team at hand without too much of a conflict of interest (i.e., setting the lineup, sending in defensive replacements, pinch hitting, making pitching changes, making a pitch selection, etc.) Other gamer-initiated activities such as combat or taunting can be activated by the Extraordinary Event chart.

When controlling both teams, a gamer may use a D8 roll to determine a subjective action. You can form the question with a yes/no answer. With an odd result being yes and an even result being no. Examples: should the runner on first try to steal second? Or, should the runner that just scored a run, show-off? The dice result will determine the next action.

You may also address the options using the same odd/even concept based on a certain situation. For example, a team trailing in the 2nd round may start to swing for the fences. The human defensive manager would recognized this fact and begin to have its Pitcher with Sophisticated Throws hurl the Softball pitch to counteract the batter’s aggressiveness. The solitaire gamer can simply state that the pitcher will throw a Softball on the odd result and a Fastball on an even result.

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Assigning the Pitcher of Record An important part of documenting baseball games are the player statistics;

including the pitcher’s won-loss record. For each Batt-Ball game played to a conclusion, the assignment of winning and losing pitcher will solely be based on who was pitching when the winning run scored.

For example, Home team pitcher #1 pitches the first inning and allows the opposition to score five runs. Home team pitcher#2 pitches the second inning and allows one run. The final result has the home team losing the game six runs to five. Although pitcher#2 allowed only one run, it was the run that decided the game and therefore pitcher#2 is credited with the loss on his record. For the visiting team, which ever pitcher was in the game when the sixth run scored is credited with the win.

Line of Sight for Throws. If during the course of play, it appears that a defensive player or the umpire is in

the line of sight or in the way of a throw, assume the blocking individual will move out of the way of a throw.

CREATING A TEAM OF BATT-BALL

The owners have 40 monies to compose their team of batsmen. The minimum number of batsmen in a team is eight.

With this sum, you can recruit.-8 rookies.-5 rookies, 5 losers.-5 losers, 3 rookies, 1 really skilled.-6 losers, 2 decent, 1 really skilled.-4 losers, 3 decent, 1 really skilled-3 losers, 3 rookies, 1 decent, 1 really skilled.-2 losers, 2 rookies, 4 decent.-10 losers, 1 really skilled...

Or you can recruit what you wish and not spend all of your monies.For example:

3 dead losses, 4 rookies, 1 voucher and monies in reserve.

See the Batsmen Profiles sheet for the batsmen available.

Homogeneous teams:

Some owners prefer to hire batsmen exclusively of the same origin or even of the same type. There are teams of humans, dwarves, etc.

The first kind of team which limits itself to an origin (humans, creatures of myth, undead or Orientals) benefits of a bonus of +1 when showing off because the

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spectators prefer the batsmen who play for their country or their species rather than the mercenaries ready to sell their services to the highest bidder.

The second kind of team including a single type of batsmen (aristocrats, zombies, cyclops, etc.) benefit from a bonus of +2 when showing off because they are often followed by their corporation or attract all the spectators of their race from the local neighborhood.

Teams of amateurs, starlets or any other popular batsmen stack up their bonuses. So starlet’s team members usually show off with a lowest CHAR of 7! Isn’t the feminine solidarity amazing? (Not too sure that saying and joke work in English)

The Batt-man, the cthooloose and the pitching machine can play for all the teams and can join a homogeneous team without affecting its homogeneity and bonuses still apply. However the bonuses for homogeneity don’t apply when one of them attempts to show off.

CREDITS

Rules written by PF (Pierre Francois)Figures sculpted by PFConception of the ground by Yannick, Loky & MugenFigure Painting by Ari NielssonPlaytesters, A big thank you to Yannick, Matou, Corentin, Fabien, Sylvain, Gloubi, Didier, Nowfell, Guillaume and all the others...Batt-Ball figures produced by CP Models - www.cpmodelsminiatures.co.ukNon-official (and limited game tested) changes (in red) by Chris Rohan. I have created eight teams with 12 player rosters. Team names are from Robert Coover’s 1968 novel “Universal Baseball Association, J. Henry Waugh, prop.” Play-testing continues.

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QUICK REFERENCE CHART

Sophisticated Throws Fastball: No particular rules. It is how every specialist pitcher throws the ball. Borderball: The pitcher likes playing with the limits.

He gets a bonus of +1 to his Throw CHAR+1 but the referee sanctions a penalty on the pitcher on a 6+ exactly like in case of a missed throw on the pitch table.

Softball: The pitcher likes the surprises.He gets a bonus of +1 to his Throw CHAR+1 but if the batter chooses to kill the ball, he/she will benefit from a bonus of +1 to his Throw roll when trying to kill the ball. The batter won’t get the +1 bonus for the determination of the pitch.

Cannonball: The pitcher likes to hurt. Including his catcher team-mate behind the batter !The pitcher gets a +1 bonus to his Throw CHAR.In case of results "Strike" or "Strike?" on the table of pitch, the catcher must endure a light wound. In case of an Endure roll equal to his characteristic, the catcher will immediately be inflicted a discomfort and get a -1 to all of his CHAR. If he/she is inflicted a light wound and has to leave the ground, the ball will bounce once from the catcher’s square.

Curved ball: The pitcher likes showing off. During the pitch.The pitcher gets a +1 bonus to his Throw CHAR. But the spectators loathe those players who prefer the "ball " aspect of the sport to the " batt " aspect. A roll is needed and if a 5+ occurs, then the jubilation level of the team is reduced by one.

Pitch Table

(Throw CHAR of the pitcher + D8) - (Bat CHAR of the batter + D8) = Result of the pitch.

+7: DISASTER! +6: BATTER OUT! +5/+4: STRIKE!+3/+2: FOULBALL!+1: STRIKE?0: UMPIRE CALL! -1: MISSED THROW -2: LOW BALL -3 /-4: « NORMAL » BALL -5: HIGH BALL-6: VERY HIGH BALL -7: HOME RUN!

BOUNCES Bounces or deviations are randomly determined by means of a D8 as shown on the following

diagram:

1 2 34 X 56 7 8

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