Introduction to Warpspawn Games


VICTORY Most Runs at the end of 9 Innings wins. THE DECK



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VICTORY


Most Runs at the end of 9 Innings wins.

THE DECK


Players share a common Event Deck.

DICE


Six sided dice (D6) are needed.

PAWNS, TOKENS, MARKERS, & COUNTERS


Use counters to keep track of Runs.

Use pawns to represent the Batter & Runners.

Use tokens to keep track of Outs.

Use markers to keep track of Innings.


THE BOARD


Used to keep track of runners.

Draw a regular Baseball Diamond.


SETUP


Flip a coin to determine who is Home Team and who is the Visiting Team.

RULES OF BASEBALL


It is assumed players are familiar with Baseball & the Rules of Baseball.

There are 9 Innings. The Visitors bat the first half (The Top) of the Inning.

The Team at bat is the Offensive Player. The Team at Field is the Defensive Player.

The remaining rules deal with the parts that need to be simulated in a card game format.

There are things left unsaid, such as movement of the runners, that should be

Intuitive to those familiar with the actual game. Confusions will be addressed in a

FAQ’s section after playtesting.

TURN SEQUENCE


A Turn represents a single batters turn at bat.

Important: A Turn does not correspond to a single pitch, but rather, the

The final end result of a Batter’s efforts.

Each turn is divided into 3 phases:

1. Draw Phase

2. Batting Phase

3. Fielding Phase

DRAW PHASE


Both players draw or are dealt 2 cards from the deck.

If the deck runs out, shuffle the discard & draw from it.


BATTING PHASE


The Offensive Player rolls 2D6 (2 six-siders added together)

To get a Result on the Batting Table.

This Roll is called the Batting Roll.

The Offensive player may play up to one Hit card and

one Batter card to Modify the roll.

The Defensive player may play one Pitch card to modify the Roll.

Players may also play ‘Effect’ cards to modify the roll.

Hit, Batter, Effect, and Pitch cards are collectively referred to as Modifier cards.

Modifier cards must be played before the Roll is made.

Before any Modifier cards are played, the Offensive Player may play one

‘Automatic Result’ card. If the Offensive player doesn’t play an Automatic

Card, the Defensive player may play one Automatic card.

Automatic cards provide a particular outcome instead of making the Batting Roll.

Played cards are always immediately discarded.


BATTING TABLE


2D6 Result: Notes:

2-6 Out Batter is either Struck out or Fielded out

7 Ball Roll Again

8-9 Single Place the Batter Pawn on 1st Base

10 Double Place the Batter Pawn on 2nd Base

11 Triple Place the Batter Pawn on 3rd Base

12+ Home Run Homer

Note: Base Hits will cause Runners already on base to be moved forward.


FIELDING PHASE


The Defensive Player may play one Fielding card.

If the Defensive player did not play a Fielding card, the Offensive

Player may play one fielding card.

Maximum hand size is seven cards.

Discard excess cards at the end of this phase.

CARD LIST NOTATION


H = Hit

P = Pitch

B = Batter

E = Effect

F = Fielding

A = Automatic Result. Do not Roll on the Batting Table.

X = Special

BR = Batting Roll


EVENT DECK CARD LIST


Card Name: # Type Notes

Fast Ball 1 P BR –1 (Heater)

Curve Ball 1 P BR –1 (Uncle Charlie)

Knuckle Ball 1 P BR –1

Slider 1 P BR –1

Breaking Ball 1 P BR –1 (Cutter)

Change Up 1 P BR –1 (Slow Pitch)

Sinker 1 P BR –1 (Fork Ball)

Spit Ball 1 P BR –1 (Illegal)

Strike 1 P BR –1

Slugger 1 B BR +1

Pinch Hitter 1 B BR +1

Switch Hitter 1 B BR +1

Clean Up Hitter 1 B BR +1

Designated Hitter 1 B BR +1

Top of the Line-up 1 B BR +1

Heavy Hitter 1 B BR +1

Lead Off Hitter 1 B BR +1

Big League Hitter 1 B BR +1

Line Drive 1 H BR +1

Ground ball 1 H BR +1

Base Hit 1 H BR +1

Fair Ball 1 H BR +1

Fly Ball 1 H BR +1

Bunt 1 H BR +1

Gap Hit 1 H BR +1

Texas Leaguer 1 H BR +1 (Between Infielders & Outfielders)

Error 1 E BR +1

Steal 2 F Move 1 Runner forward 1 Base

Walk 2 A Batter goes to 1st Base (Base on Balls)

Over the Fence 1 A Batter gets a Homerun (Homer)

Beaned 1 A Batter goes to 1st Base (Hit by Pitch)

Safe 1 E BR +1

Relief Pitcher 1 E BR –1

Brush Back 1 E BR –1

Relay Ball 1 E BR –1

Bullpen Warm-up 1 E BR –1

Ace 1 E BR –1 (Club’s Best Starting Pitcher)

Sacrifice Fly 1 A All Runners move forward 1 base. Batter is Out

Sacrifice Bunt 1 A All Runners move forward 1 base. Batter is Out

Caught Stealing 1 F Target Runner is Out

Foul Ball 2 X Reroll BR right after it is made

Foul Tip 1 X Reroll BR right after it is made

Double Steal 1 F Move 2 Runners forward 1 base

Single 2 A Batter goes to 1st Base

Double 1 A Batter goes to 2nd Base

Triple 1 A Batter goes to 3rd Base

Double play 1 A Batter & Runner are Out

Around the Horn 1 A Batter & Runner are Out (Double Play)

Force Out 1 A Runner is Out if Batter makes it to Base

Triple Play 1 A Batter & 2 Runners are Out

Tag Out 1 F Runner is Out

Pick Off Runner 1 F Runner is Out

Fly Out 1 A Batter is Out

Circus Catch 1 A Batter is Out (Outstanding Catch)

Infield Fly 1 A Batter is Out

Strike Out 1 A Batter is Out (Caught Looking)

Grand Slam 1 A Batter gets Homerun if Bases are Loaded

Ground Rule Double 1 A Batter goes to 2nd Base

Hit & Run 1 F Move 1 Runner forward 1 Base

Wild Pitch 1 F Move 1 Runner forward 1 Base (Passed Ball)

Hot Box 1 F Target Runner is Out (Run Down)

Interference 1 F Redo the whole Turn

Squeeze Play 1 F Runner on 3rd Base steals Home

Greenlight 1 X Draw 2 Cards in Draw Phase

Base Coach 1 X Draw 2 Cards in Draw Phase

# = copies of card in deck



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