StratOMatic SuperAdvanced Game Instructions a compilation
Playing the Game
You have in your possession a baseball game with all the features of
major league baseball. Major league ballplayers will perform for you,
according to their major league records and your managerial decisions.
All rules of baseball apply. Each manager selects his team and plays 9
men, one for each position, in his starting lineup. In selecting your
ballplayers, you may refer to their records at the bottom of each card for
helpful advice. To play a position, a player must have that position
stated on his card. (Outfielders may play another OUTFIELD position by
using the Outfield Conversion Chart.) Once you have selected your starting
9 men, put them into a batting order, one card on top of the other with
your first hitter on top and your ninth hitter on the bottom. The
remaining players should be set apart from your starting batting order, or
lineup, to be used as substitutes.
To begin, the team that is up first will put their first batter up. The
team in the field will put their starting pitcher face up in the area
marked by the pitcher's picture. Set the strategy chart upright behind the
playing field. The dice are rolled, and the white die and 20sided die are
read separately from the two colored dice total, The white die and colored
dice are rolled on all plays. The 20sided die is rolled when there are
men on base. The white die refers to the proper column number on the
player's card. The column numbers are the large numbers directly
underneath the player's name, learn and position. Columns 1,2 and 3 are
found only on the batter's card, columns 4, 5 and 6 are found only on the
pitcher's card. The colored dice refer to the series of numbers (212),
located underneath the column number. The 20sided die determines wild
pitch and passed balls. Below is an example of a batter's card (Juan
Gonzalez) and a pitcher's card (Tom Glavine).
To illustrate, let us say that Tom Glavine is pitching to Juan Gonzalez. You
must first determine the hitting style of the batter and the throwing
style of the pitcher. To determine the hitting style of the batter, refer
to the extreme top lefthand corner of the batting card, to the left of
the player's name. An R indicates the hitter bats right, an L indicates
that the hitter bats left and an S indicates the batter is a switch
hitter. To determine the throwing style of the pitcher, refer to the top
of his card. Gonzalez would thus be a switch hitter and Glavine a right
handed pitcher. For a result of 1,2 or 3 on the white dice you would refer
to the lefthand side of Gonzalez's card (You would refer to the
righthand side if he were facing a righthanded pitcher). For a result of
4, 5 or 6, you would refer to the righthanded side of Glavine's card (If
Glavine was facing a lefthanded hitter, you would refer to the lefthand
side of his card), With none on and a white 2 and a colored dice total of
4 is rolled. You would look at Gonzalez's card underneath column 2 to the
number 4. The result would be a homerun. If you had rolled a white 5 and a
colored dice total of 8 , you would look at Glavine's card underneath
column 5 to the number 8. The result would have been a strikeout.
As your pitcher must remain aside from the batting order, replace the
card in the batting order with the card marked pitcher's hitting card. Do
not use the pitcher's card for his turn at bat. Use only the card marked
pitcher's hitting card. Be sure that you select the pitcher's hitting card
which has the same number found in the righthand corner of the pitcher's
card. For example, a pitcher with a 3 should use the pitcher's hitting
card number three. Pitcher's hitting card number 1 is used by the worst
hitting pitchers. If you are using the designated hitter rule, any player
may he used as a DH in place of the pitcher.
The Card
Abbreviations found on both the batter's and pitcher's cards:
FLY  Flyball
GB  Groundball
LO  Lineout
LOMax  Lineout into as many outs as possible POP  Pop Out
HBP  Hit by pitch
SI  Single
DO  Double
TR  Triple
HR  Homerun
E(1)  Error batter safe at first, runners advance I base
E(2)  Error batter is safe at second, runners advance 2 bases
E(3)  Error batter is safe at third, all runners score
**  Runner advance 2 bases
***  Runners advance 3 bases
&  followed by
PB  Passed Ball
++  + (effects plays with fielder's playing in)
W Clutch Play
®  Ball Park Home Run
·  Pitchers Fatigue
q  Ball Park Singles
r  Ball Park Single Corrector
Some readings have 2 possible results and you must roll the 20sided die
to determine the final result of the play. For example, if you rolled a
28 for Juan Gonzalez you would discover the following quotation:
Homerun 117, Double 1820. Roll the 20sided die. If the die roll
number falls within the range of 1 to 17, the result is a home run, if it
falls within the range roll 18 to 20, it is a double.
GB ( ) A, B, C
Upon reading such a result, refer to the groundball section of the "Rules
at a Glance" to the specific type (A, B, C) of the groundball in
question. The results of the play will be found opposite the reading.
Disregard advancement of runner if there are no runners, or if the batter
is the third out in the inning. The position making the play is indicated
by the abbreviations in parenthesis. The positions are abbreviated as
follows:
(p)pitcher (c)catcher (1b)first base (2b)second base (3b)third base
(ss)shortstop (lf)left field (cf)centerfield (rf)right field
FLY ( ) A, B, C
Refer to the flyball section of the "Rules at a Glance" to the
specific type (A, B, C) of the flyball in question and determine the
result in the same manner as Groundball A, B C
FLY ( ) X, GB ( ) X and CATCHX
The fielding ability of a defensive player is needed to determine the
outcome of the play. Refer to the fielding rating of the defensive player
whose position is indicated in the parenthesis. The fielding rating can be
found in the upper left hand corner of the defensive player's card.
Consult the Super Advanced Fielding Chart referring to the section that
pertains to the fielder's position in question. The horizontal numbers (1,
2, 3, 4, 5) in the Range Section indicate the fielder's range. The
vertical numbers under the column 'E RAT' indicate the players error
rating. To determine the result of the play follow the instructions found
in the SuperAdvanced XChart Procedure.
Ratings
In comparing fielding ratings, consider a fielder with a Range Rating
(the number immediately following the fielding position) of "1"
to be excellent, "2" to be good, "3" to be average and
"4" to be poor. The lower a fielder's Error Rating (the number
following the "e") the more sure handed the player is and the
less errors he will commit.
As an example, say you have two players rated at second base. The first
player is rated 2bl e34, and the second player is rated 2b3 e5. The
first player will show greater range than the second player by turning
more possible hits into outs. The second player will commit fewer errors.
In addition, outfielders are rated for their throwing. Outfielders with
the most powerful arms will be rated at 5, while outfielders with the
weakest arms will be rated +3 and higher. Most will be rated somewhere in
between. The skill of an outfielder's throwing will affect the chance of a
runner's advancement on hits and outs. (See the Advancement of Runners
Section)
Catchers are rated for throwing ability, Passed Ball blocking and
Throwing Error Rating (See the Stealing Section and Individual Balks, Wild
Pitches and Passed Ball Section,)
Pitchers are rated for Hold and Balk, Wild Pitch.
SuperAdvanced XChart Procedure
Always roll the 20sided die first and read the SYMBOL from the RANGE
SECTION of the XCHART using the 20sided die roll and the fielder's
defensive rating. Then ALWAYS roll the 3 dice. TOTALING ALL 3 DICE refer
to the ERROR SECTION of the XCHART using the defensive players erating.
Cross reference the results found in the SYMBOLS CHART to determine the
result of the play. IF THREE DICE ROLL FOR THE ERROR SECTION DOES NOT
GENERATE A SYMBOL USE "NO" AS THE, SYMBOL.
As an example, say that a reading of GB (1B)X comes up and the first
baseman is rated as a lb4el 5. Let us say you rolled a five on the
20sided dice. Referring to the RANGE SECTION of the SUPERADVANCED
XCHART, the SYMBOL under column 4 with a 20sided roll of 5 is "SI1".
Now total the 3 dice. Let us say the three dice were 6, 5 and 1. The total
of these three dice is 12. Now in the ERROR SECTION of the SUPERADVANCED
XCHART for the first baseman look at the row for a 15 ERAT. The SYMBOL
to use is "E1" since the sum of the dice (12) falls under the
column headed "El". Now to get the result of the play, refer to
the SYMBOLS CHART of the SUPERADVANCED FIELDING CHART and lookup the "SI1"
symbol section. Within this section look at the play result next to the "E1"
symbol for the final result of the play. In this example, the result of
the play is a single PLUS an error.The batter would go to second and ALL
nunners would advance 2 bases.
NOTE: If a "PO" rare play occurs with runners on first and
second or bases loaded and lessthan two out, consider this an infield fly
rule  the batter is out and the runners hold. Otherwise accept this play
a single.
Strategy
Advancement of Runners
One asterisk (*) following a single indicates an automatic one base
advance for all runners, Two asterisks (**) following a single or double
indicates an automatic two base advance for all runners. Singles not
followed by an asterisk(s) shall be considered a 1 base advance; doubles
not followed by asterisks shall be considered a 2 base advance. However,
in instances of singles and doubles not followed by asterisk(s), the
manager of the team at bat may elect to have his baserunners advance an
additional base. This does not include the batter who remains on the base
indicated by the hit (first base for a single, second base for a double).
If the manager decides to try for the extra base, he refers to the leading
baserunner's running rating, found at the upper righthand comer of his
batting card and then adds 'Modifications for runner advancement'. This
would give you the runners chance for advancement. The defensive manager
would then roll the 20sided die. If the number rolled falls on or under
the runner's chance for advancement, all runners advance an additional
base.
Modifications for Baserunner Advancement
The possible changes to a batter's baserunning rating are as follows:
 add or subtract the number in parenthesis following the outfield
position found at the top of the involved defensive outfielder's card
from the running rating of the involved baserunner. To identify the
outfielder in question refer to the outfield symbol following the single
or double reading on the batter or pitcher's card involved. In the event
that there is no outfield symbol assume the throw to be made by the
centerfielder.
 Add +2 if there is two outs when advancing on Singles and Doubles,
 On attempts for third base: subtract 2 if the left fielder is
making the throw, add +2 if the right fielder is making the throw.
 On attempts for home with a FLY ( )B? add +2.
The combined running rating with all possible modifications cannot be
lower than 1 nor higher than 19.
CutOff Rule with Throw to Home
When a runner has the option to score a run on a throw from the
outfield, the CUTOFF rule may be invoked. This can occur with a reading
of SINGLE (with no stars), DOUBLE (with no stars) or flyB? (with a runner
on third and at least one other runner on base).
The rule is applied as follows (note, that in the following rules, the
batter is considered a 'trail runner' except on a reading of fly( )B?):
 First the offensive manager decides whether to sent the runner to
home. If the runner is held at third, then the play is complete.
 If the runner is sent home, then the defensive manager has the
choice of throwing home or conceding the run (thereby preventing the
trail runners from advancing). If the defensive manager decides to
concede the run then plav resumes with the next batter.
 If the defense throws home, the offensive manager must decide
whether or not to allow the trail runner(s) to advance an extra base,
The safe chance that the trail runners(s) will come up is calculated as
follows:
 First trail runner's running speed (5)+ outfielder's arm.
 Also add (+2) for a basehit with 2 outs (except if the first trail
runner is the batter), and make the adjustment if the first trait runner
is trying for third base (see above). If the offense chooses to hold the
trail runner(s) then the throw is automatically made to home by the
defense, Roll the 20sided die to determine whether the runner is safe
or out.
6. If the offensive manager has decided to send the runner home AND to
let the trail runner(s) move up a base, then the defensive manager must
take one o the following options:
 Let the throw go through to home for a play at the plate. All the
trail runner move up a base on the throw. Roll the 20sided die to
determine whether the runner trying to score is safe or out.
 Cutoff the ball and attempt to throw out the first trail runner.
The run automatically scores. Other trail runners automatically move up
a base on this play. Roll the 20sided die to determine if the first
trail runner is safe or not. NOTE: The runner sent home scores even if
the third out of the inning is made on this cutoff play.
Batter Advancement on Throw to Third
When a runner has the option of going from first to third on a single
(with no stars) then use the following rule:
 First the offensive manager decides whether to send the baserunner
to third. If the runner is held at second then the play is complete.
 If the offensive manager sends the runner to third then the
defensive manager decides to either throw for the runner going to third
(the batter always takes second on this throw). or to concede third base
to the runner thereby holding the batter at first base. If he decides to
throw for the runner going to third then roll the 20sided die and use
all normal adjustments to determine if the runner going to third base is
safe or out.
Stealing
When a batter becomes a baserunner or if there is an on base change (ex:
runner on first, batter grounds into a forceout), the defensive manager
IMMEDIATELY indicates whether the lead runner is to be held on . The
defensive manager must elect to either hold or not hold the runner before
every at bat. For example, with a runner at first base, the defense may
indicate that a runner will be held on. After the next batter strikes out,
he may decide not to hold the runner on. Of course, once the runner(s)
relinquishes their base(s), the defensive manager's holding on
instructions are automatically voided.
Stealing Second Base
Stealing second base is achieved by tolling two 6sided dice and one
20sided die and referring to the set of supplementary stealing numbers
located at the top of the player card following the advanced steal rating
of the wouldbe basestealer and the Balk & Pickoff Rule. An example of
possible supplementary stealing system numbers may be found below.
*810/11,12 (1914)
After the offense declares his intention to steal, he would first roll
all three dice (One 20sided and two 6sided) If a roll of 320 on the
20sided die occurs continue with the normal steal sequence (rerolling
the 20sided die if a steal is actually attempted). If a 1 or 2 is rolled
on the 20sided die you would refer to the Balk/Pickoff Rule (see below).
The set of numbers (numbers preceding slash) indicate a player's chance
of establishing a good lead. The second set of numbers (numbers following
slash and before parenthesis) pertain to the runner's out stealing range.
The third set of numbers (number in parenthesis) are the player's steal
rating numbers. If the dice roll results fall within the first set of
numbers, in the example 810 (8,9 or 10), the runner has established a
good lead and MUST steal. If the dice roll result falls within the
second set of numbers (in the example, 11 or 12) the runner is
automatically out stealing. If the dice roll value is not included in
either the first two sets of numbers (good lead numbers or out stealing
numbers), 27 in the example, the baserunner has failed to establish a
good lead and this is not a MUST attempt steal situation.
If the baserunner established a good lead, the defense decides whether
to contest the stolen base, If the defense decides not to contest the
stolen base, the base is stolen and no other action is needed. If the
defense decides to attempt to throw the runner out, roll the 20sided die
and refer to the first rating in parenthesis (in the example, 19) found on
the baserunner's card. If the roll is between 1 and 19 the baserunner
successfully stole second base. If the roll is 20, he was thrown out
attempting to steal.
If the baserunner failed to establish a good lead, the offensive manager
may reverse his decision and not steal, However, if the manager still
prefers a steal attempt, refer to the second rating number in parenthesis,
in this example 14. If the 20die roll is from 1 to 14 the runner is safe.
If the roll is 1520, the runner is out stealing,
When using either rating number, first add together the catcher's
throwing arm rating and the pitcher's hold rating (found at the top of the
pitcher's card), The total of the two numbers must not exceed the range of
5 to +5. For example, if the catcher's throwing rating was 3 and the
pitcher's hold rating was 4, the total of 7 would be reduced to 5 .
However, if the runner is "held on" subtract from the prior
total the following, an additional 2 when using the first rating and 4
when using the second rating number. THIS NUMBER MAY NOT EXCEED 5. In
order to demonstrate the entire calculation assume the following: the
runner being held on, assume a catcher's throwing arm rating of 4 and a
pitcher's hold rating of 3. If the dice roll total was 8 (two sixsided
dice), the baserunner established a good lead and must steal. First total
together the catcher' a throwing arm rating (4) and the pitcher's hold
rating (3). Since (7) is greater than the maximum deduction , reduce to
(5). Then subtract (2). His chances for a successful steal would be 112
[19 + (5) + (2) = 12], If the initial dice roll was 5, the baserunner
did not get a good lead. If the offensive manager still wanted to attempt
a steal of second, his chances would be 15 [14 + (5) + (4)=5]. IF THE
BASERUNNER IS NOT HELD ON, THE SAFE STEAL RATING (NUMBER IN PARENTHESIS)
MAY EXCEED 20, IF A RUNNER IS HELD ON, THE MAXIMUM RANGE IS 119,
In a steal situation, if a baserunner's good lead numbers are preceded
by an asterisk and he is not being held on, the offensive manager
automatically rolls the 20sided die referring to the baserunner's first
rating number. A dice frequency roll is not necessary to establish a good
lead in this situation. An asterisk reading only affects steals of second
base (third and home are not affectedly
NOTE: There is only one dice roll for the lead per baserunner per base.
There are two exceptions to this rule:
 If the offense rolls but doesn't get the lead for a baserunner who
is held, and the defensive manager subsequently decides not to hold the
runner on base.
 If the offense rolls for the lead and does not get it, and then the
defense changes to a pitcher with a worse hold rating or a catcher with
a worse arm. In these cases the baserunner would have another roll for
the lead.
Catcher's TRating
If second or third base is successfully stolen, and 1,2 or 3 was rolled
during the successful steal, roll the 20sided die again. Refer to the
defensive catcher's card for his "T" number(s). If the number
rolled is within the range of the catcher's "T" number(s), a
throwing error by the catcher has occurred, allowing the baserunner(s) to
advance one additional base. No throwing error occurs if the number rolled
is not listed among the defensive catcher's "T" number(s).
Stealing Third Base
An attempted steal of third base is slightly different. In order for the
runner to steal, he must achieve a good lead, If the manager's dice roll
results fail to fall within the attempt steal range of the wouldbe
stealer, he may not attempt a steal of third base. Of course, the runner
is out if the dice roll results fall within the out stealing range. If the
baserunner achieved a good lead, roll the 20sided die and refer to the
SECOND rating number (14 in the example) of the potential stealer. Deduct
4 if the defensive manager had indicated that he was "holding the
runner on", also take into account the catcher's throwing arm and the
pitcher's hold rating,
Stealing Home
An attempted steal of home is exactly the same as stealing third base
with two exceptions: Subtract 9 from the baserunner's second rating and
do not account for the catcher's throwing arm and the pitcher's hold
rating. For example, if the baserunner on third is NOT held on, his safe
chances are 15 [ 14 + (9) = 5]. If he had been held on his only chance
for a successful steal of home would be 1 [14 + (9) + (4) = 1]
Delayed Steal of Home
With runners on first and third the offensive manager may call for a "delayed
steal" of home. When using a delayed steal you do not roll for the
lead. First calculate the safe range for the runner on first by using his
second steal rating number in parenthesis and adding in the catcher's arm
(do not adjust for the pitcher's hold rating or the fact that he is held
on base). The defensive manager must now choose to either have the catcher
hold onto the ball (this prevents the runner on third from attempting to
steal home) or throwing to second in an attempt to get the runner. If he
chooses to hold onto the ball then credit the runner going to second with
a stolen base and resume play.
If he chooses to throw to second then the runner on third may attempt to
steal home without having to roll for the lead. Calculate the safe range
for the runner on third by subtracting 5 off of his second number in
parenthesis (do not adjust for the pitcher's hold rating, the catcher's
throwing arm or the fact that he is held on base).
If the runner on third attempts the steal of home the defensive manager
can then either cutoff the ball and throw home or try for the out at
second base. Note that with 2 outs if the defensive throws and gets the
runner going to second base then the runner on third does not score.
This strategy may not be used if the offense has already rolled for the
lead for either baserunner.
Double Steal
In a double steal, only the lead runner is involved. The other runner(s)
automatically advance one base.
Holding a Runner on Base
When holding a runner on base, refer to the following chart to determine
which fielder(s) are responsible for holding the runner on base. The
penalty for holding a runner on is as follows: If a gb( )X is hit to a
fielder who is responsible for holding a runner on base, add 1 to that
fielder's range rating when consulting SUPER ADVANCED FIELDING CHART. For
example, with a runner on 1st being held and a lefthanded batter up, a
gb(ss)X reading occurs. Let's say the shortstop is rated ss2 e2O. When
consulting the fielding chart you should treat him as a ss3 e2O. Note
that if a player is already a 5 do not add 1 to his rating as 5 represents
the maximum rating. In addition, when consulting the fielding chart for
this fielder, all readings followed by the # symbol are treated as "SI2".
Table 1: Runner Being Held Chart
Runner being Held 
Fielder responsible for holding runner on 
Runner on 1st, lefthanded batter 
1B & SS 
Runner on 1st, righthanded batter 
1B & 2B 
Runner on 2nd, lefthanded batter 
SS 
Runner on 2nd, righthanded batter 
2B 
Runner on 3rd 
3B 
Balk/Pickoff Rule
If a dice roll of 1 or 2 is rolled on the 20sided die, during a steal
attempt the pitcher has attempted a pickoff throw and the base runner
dives back to the base.
A roll of 1 on the 20sided die indicates that the baserunner attempting
the lead may be pickedoff. Refer to the baserunner's second steal rating
number in parenthesis and roll the 20sided die again. If the number
rolled is less than or equal to the second steal rating the baserunner
dives back safely (the steal attempt is canceled and the runner may not
attempt to get the good lead again while still on this base). If the
number is greater than the second steal rating then this baserunner is
picked off.
A roll of 2 on the 20sided die indicates a possible balk. Roll the
20sided die again and refer to the pitcher's balk rating, If the number
rolled is less than or equal to the balk rating then a balk has occurred
and all baserunners advance 1 base. If the number is higher than the
pitcher's balk rating then the baserunner dives back safely (the steal
attempt is canceled and the runner may not attempt to get the lead again
while still on this base).
NOTE: At first at base, if the runner dives back safely, he may still
steal using his second steal rating number. At second base, if the runner
dives back safely, be may NOT steal.
Bunting and Hit and Run
Bunting and hit an run ratings may be found it the top of each player's
card. Before the manager of the team at bat indicates his choice of
strategy (bunt, hit and run or hit away), the defensive manager must state
the positioning of the infield. The infield is automatically playing back
when it fails to indicate positioning. Playing the infield in will affect
all strategy moves found on the Super Advanced Strategy Chart.
Bunting
If a manager elects to bunt, he must announce the strategy after
determining the position of the defense. As the dice are rolled the
offensive manager will announce that he is bunting, The offensive manager
must find the player's bunting rating which can he found at the top
righthand comer of the batter's card. The outcome of the play is resolved
by utilizing the Sacrifice Bunt Chart (which can be found on the Super
Advanced Miscellaneous Chart) and cross referencing the dice roll and the
player's bunting rating. Be sure to take into account all pertinent
details concerning the plays
Sacrifice Bunt with Runners on 1st and 3rd
You can attempt to sacrifice the runner from 1st to 2nd while holding
the runner at 3rd by simply declaring your intention. In all instances,
the runner on 3rd would remain there. Simply use the sacrifice as you
would with the runner on first and follow the results. If the reading of "batter
beats out bunt" occurs the batter is safe, runner on 1st goes to
second and runner on 3rd holds. If the reading "batter pops out (c)
into a double play" occurs, the runner on 1st is doubledup and the
runner on 3rd holds.
NOTE: No hit and run is allowed after a reading of "1AND2"
occurs when attempting to bunt.
Hit and Run Play
The offensive manager announces that he is going to hit and run. He then
proceeds to roll 3 dice. If the singledie is 1, 2, or 3 then he refers to
the Super Advanced Hit and Run Chart (which is found on the Super Advanced
Miscellaneous Charts page) using the batter's H&R rating. If the
singledie is 4, 5 or 6, he reads the result directly off the pitcher's
card in the usual manner. However, if a strikeout, walk, single or double
result occurs while reading the pitcher's card disregard that reading and
refer to the Super Advanced Pitching Results H&R Adjustments (also
found on the Super Advanced Miscellaneous Charts page) for the final
result of the play. DO NOT ADJUST ANY RESULTS OBTAINED FROM THE SUPER
ADVANCED FIELDING CHART.
NOTE: No hit and run is allowed after a reading of 1AND2 occurs when
attempting to bunt.
Failed Hit and Run
If a manager elects to hit and run, before attempting a "straight
steal", he rolls two dice and refers to the hit and run chart in
normal fashion. If the hit and run reading results in a missed pitch, THE
BASERUNNER(S) MUST ATTEMPT A STEAL. The offensive manager rolls two dice
to determine whether the lead runner had achieved a good lead. If the dice
roll results indicate a good lead, the manager rolls a 20sided die and
refers to the lead baserunner's first rating, If the dice reading falls
within the lead runner's out stealing range, the lead runner is out
stealing, other runners advance one base. If the dice roll reading fails
to indicate a good lead for the lead runner, refer to his second rating,
with a roll of a 20sided die. If the lead baserunner is on second and he
fails to obtain a good lead, he is automatically out trying to steal third
base. As in a typical steal situation, apply all adjustments.
With a runner on first, if a manager elects to hit and run after
attempting a steal and not obtaining a good lead, refer to the second
rating and apply all adjustments. If the lead baserunner was on second
base, he is automatically out.
Individual Wild Pitches and Passed Balls
Whenever there is at least one runner on base you should use the
following rule: When rolling the three dice to read the results off of the
players cards (or when using the hit and run chart) you should roll a
20sided die along with the three dice. If a 3 to 20 is rolled , continue
on with the normal reading of the three dice (if a split reading occurs
you MUST reroll the 20sided die) If a 1 or 2 is rolled then the normal
reading of the other dice is canceled and a wild pitch, balk or passed
ball may occur.
A roll of 1 on the 20sided die indicates that a wild pitch may occur.
Roll the 20sided die again and refer to the pitcher's wild pitch rating.
If the number rolled is less than or equal to the pitcher's wild pitch
rating then a wild pitch occurs and all base runners advance 1 base.
A roll of 2 on the 20sided die indicates that either a balk or a passed
ball may occur, Refer to the single white die and if it reads 1 to 3 a
balk may occur, If it reads a 4 to 6 a passed ball may occur. In either
case roll the 20sided die again and refer to the appropriate rating (the
pitcher's balk rating or the catcher's passed ball rating). If the number
rolled is less than or equal to the appropriate rating then a balk or
passed ball has occurred and all base runners advance 1 base.
Table 2: Flyball Chart
Runners 
fly( )A 
fly( )B 
fly( )B? 
fly( )C 
no runners on 
batter out 
batter out 
batter out 
batter out 
1st 
batter out, runner advances 
batter out, runner holds 
batter out, runner holds 
batter out, runner holds 
2nd 
batter out, runner advances one base 
batter out, runner holds 
batter out, runner holds 
batter out, runner holds 
3rd 
batter out, runner advances one base 
batter out, runner scores 
batter out, runner on 3rd may attempt to score as provided in the
ADVANCEMENT OF RUNNERS section 
batter out, runner holds 
1st & 2nd 
batter out, runners advances one base 
batter out, runners hold 
batter out, runners holds 
batter out, runners hold 
1st & 3rd 
batter out, runners advances one base 
batter out, runner on 3rd scores, other runner holds 
batter out, runner on 3rd may attempt to score as provided in the
ADVANCEMENT OF RUNNERS section, other runner as per Cut Off Play 
batter out, runners hold 
2nd & 3rd 
batter out, runners advances one base 
batter out, runner on 3rd scores, other runner holds 
batter out, runner on 3rd may attempt to score as provided in the
ADVANCEMENT OF RUNNERS section, other runner as per Cut Off Play 
batter out, runners hold 
bases loaded 
batter out, runners advances one base 
batter out, runner on 3rd scores, other runners hold 
batter out, runner on 3rd may attempt to score as provided in the
ADVANCEMENT OF RUNNERS section, other runners as per Cut Off Play 
batter out, runners hold 
Flyball and Lineouts
Ball Park Homerun with Right Fielder Making Play with Runner on Second
Base
With a ball park homerun reading that is caught in right field for an
out, with a man on 2nd but no man on 3rd, roll the 20sided die. If the
number is less than or equal to the baserunner's running rating plus/minus
the right fielder's arm rating, the runner on 2nd automatically advances
to 3rd.
LO( )max
When a reading of LO( )max occurs in a situation where a triple play
would occur, roll the 20sided die and refer to the following to determine
the outcome of the play:
17 LINEOUT  TRIPLE PLAY!
820 Lineout double play  lead runner doubled off.
"Groundballs" and "Infield In" Charts
The Super Advanced Rules related to ground balls found on the batter and
pitcher cards are consolidated in the following charts for easy reference.
These charts refer to only the readings of gb( ) A, gb( )B and gb( )C –
not to the gb ( )X which is described on the Super Advanced Fielding
Chart.
If a groundball is hit to the picher with a runner on third base then
ALWAYS refer to the INFIELD IN section. With no runner on 3rd ALWAYS refer
to the INFIELD BACK section for results of a groundball to the pitcher.
With the CORNERS IN refer to the INFIELD BACK section except when there
is a runner on third base and the ball is hit to the 1st baseman or the
3rd baseman  in that case refer to the INFIELD IN section.
Don't forget to award a single** to any groundball followed by a + with
the INFIELD IN (this means the entire infield must be positioned in  if
only the CORNERS are in do not award a single even if the ball is hit to
1st or 3rd).
Table 3: Infield In Chart
Runners 
gbA 
gbB 
gbC 
3rd 
runner on 3rd holds, batter out at 1st 
runner on 3rd out at home, batter safe at first, other runners
advance one baset 
runner on 3rd holds, batter out at 1st 
1st & 3rd 
runner on 3rd holds, runner on 1st to 2nd, batter out at 1st 
runner on 3rd out at home, batter safe at first, other runners
advance one baset 
runner on 3rd holds, runner on 1st to 2nd, batter out at 1st 
2nd & 3rd 
runner on 3rd holds, batter out at 1st 
runner on 3rd out at home, batter safe at first, other runners
advance one baset 
runner on 3rd holds, batter out at 1st 
bases loaded 
runner on 3rd out at home, batter safe at first, other runners
advance one baset 
runner on 3rd out at home, batter safe at first, other runners
advance one baset 
runner on 3rd out at home, batter safe at first, other runners
advance one baset 
Fielding Chart Adjustments
When a reading of "P/P" or "P/F" is generated from
the SYMBOLS CHART you should use the following procedure to determine if a
passed ball occurs:
Refer to the pitcher's WP rating on his card, Roll the 20sided die and
if the roll is less than or equal to the pitcher's WP rating then a passed
ball has occurred. If the roll is greater than the pitcher's WP rating
then the catcher blocks the pitch, runner hold.
On an F2 from the Super Advanced Fielding Chart with runners on 2nd and
3rd, do not subtract (5) from the running rating of the men on 2nd base
as this is not a cutoff play. However, do make the appropriate adjustment
for throws to 3rd (the adjustment for the OF's position making the play).
Also, on this reading when there is a runner on 2nd but not runner on 3rd
the runner on second CAN try to tag up and advance to third.
Pitcher's Point of Weakness (POW)
A pitcher's endurance factor inning indicates a specific inning in which
a pitcher's effectiveness may be reduced drastically or a point of
weakness my occur His endurance factor inning may be found at the top of
his card directly after the words starter and relief. If a pitcher starts
and relieves, he will have two endurance factor innings. In addition, some
players rated as relievers will also have an endurance for "closing
situations" (see CLOSER RULE.)
Please note that all pitcher cards contain out readings followed by a
dot (·). An example may be found in 65 of Tom Glavine's pitching
card. Let us assume that an out reading followed by a dot is rolled. The
following procedure is applied: If a pitcher has reached his POW, ignore
the out reading and substitute verbally the phase single**. If a pitcher
has not reached his POW, the out reading is the correct result. It is
strongly suggested that you relieve a pitcher who has reached his POW.
There are four ways for a starting pitcher to reach his POW:
Table 3: Groundball Result Chart
Runners 
gbA 
gbB 
gbC 
no runners on 
batter out at 1st 
batter out at 1st 
batter out at 1st 
1st 
runner out at 2nd, batter out at 1st 
runner forced at 2nd, batter safe at 1st on fielder's choice 
runner advances one base, batter out at 1st 
2nd 
on ball hit to SS or 3B  runner holds, batter out at 1st,
on ball hit to 2B or 1B, runner to 3rd batter out at 1st 
on ball hit to SS or 3B  runner holds, batter out at 1st,
on ball hit to 2B or 1B, runner to 3rd batter out at 1st 
runner advances one base, batter out at 1st 
3rd 
on ball hit to SS or 2B  runner scores (if less than two outs),
batter out at 1st,
on ball hit to 3B or 1B, runner holds, batter out at 1st 
on ball hit to SS or 2B  runner scores (if less than two outs),
batter out at 1st,
on ball hit to 3B or 1B, runner holds, batter out at 1st 
runner advances one base, batter out at 1st 
1st & 2nd 
runner on 2nd to 3rd, runner on 1st out at 2nd, batter out at 1st 
roll one 6 sided die a roll of 1 or 2, runner on 2nd forced at
third, runner on 1st to 2nd, batter safe at 1st
a roll of 36 runner on 2nd to 3rd, runner on 1st out at 2nd, batter
safe at 1st 
all runners advance one base, batter out at 1st 
1st & 3rd 
runner on 3rd scores, runner on 1st out at 2nd, batter out at 1st 
runner on 3rd scores, runner on 1st out at 2nd, batter safe at 1st 
all runners advance one base, batter out at 1st 
2nd & 3rd 
On ball hit to SS  runner scores (if less that two outs), runner on
2nd holds, batter out
On ball hit to 2B  runner scores, runner on 2nd to 3rd, batter out
at 1st
On ball hit to 1B or 3B  runners hold, batter out at 1st 
On ball hit to SS  runner scores (if less that two outs), runner on
2nd holds, batter out
On ball hit to 2B  runner scores, runner on 2nd to 3rd, batter out
at 1st
On ball hit to 1B or 3B  runners hold, batter out at 1st 
all runners advance one base, batter out at 1st 
bases loaded 
runner on 2nd and 3rd advance one base, runner on 1st forced at 2nd,
batter out at 1st 
runners on 2nd and 3rd advance one base, runner on 1st out at 2nd,
batter safe at 1st 
all runners advance one base, batter out at 1st 
 If a starting pitcher has reached his endurance factor inning and he
allows 3 hits and/or walks (disregard intentional walks) in one inning
or less, his POW begins with tire batter following the last hit or walk.
 If a starting pitcher has reached his endurance factor inning and he
allows 4 hits and/or walks (disregard intentional walks) over a span of
2 innings or less, His POW begins with the batter following the last hit
or walk
 A starting pitcher POW begins if a starter gives up 5 runs in any I
inning, 6 runs in any 2 consecutive innings, or 7 runs in any 3
consecutive innings, In this case the starter has "lost his stuff".
This simulates the situations in real life where the starter "doesn't
have it", and he is replaced in the first few innings.
 When a starting pitcher exceeds 11 innings in a game. After the 11th
inning, the pitcher is considered fatigue and has reached his POW.
For example, a pitcher with an endurance rating an endurance factor of 6
allows 3 hits to the first 3 batters in the sixth inning, his POW begins
with the fourth batter of the inning.
Table 2: Relief Pitchers Maximum Inning
Endurance Factor 
Maximum IP 
1 
3 
2 
4 
3 
5 
4 
6 
A relief pitcher's POW is determined by outs. Here are the relief
pitchers endurance factors with the corresponding number of outs.
A relief pitcher has reached his POW as soon as he meets the following
conditions:
 If a relief pitcher has reached his "number of outs" and
be allows 3 hits and/or walks (disregard intentional walks) in one
inning or less, his POW begins with the batter following the last hit or
walk.
 If a relief pitcher has reached his "number of outs" and
he allows 4 hits and/or walks (disregard intentional walks) over a span
of 2 innings or less, his POW begins with the batter following the last
hit or walk.
Please note that hits and walks allowed by a pitcher through all innings
preceding his endurance factor innings/outs do not contribute toward his
POW. For example, all hits and walks through the fifth inning do not
contribute toward a POW for a pitcher with an endurance factor inning of
6.
Count all hits and walks. Batters who subsequently are erased on the
bases (PO,CS etc.) ARE COUNTED.
Once a pitcher has reached his POW, it cannot be overcome. Any out
readings followed by a · become hits, regardless of how well he
pitches after reaching his POW.
Example: When computing a relief pitcher's POW, count outs instead of
innings. A pitcher with an endurance rating of 1 enters the game with 2
outs in the 7th inning. According to the rules, he is eligible to reach
his POW as soon as he allows 3 hits or walks in one inning or less or 4
hits and/or walks in a span of 2 innings or less. Say he allows a base hit
and then gets the last out of the 7th inning. Then he starts the 8th
inning by retiring one batter. Then he allows 2 hits. At this point lie
has reached his POW as he has allowed 3 hits in less than 1 inning.
Closer Rule
Each reliever is given a second rating next to his Relief Endurance
rating which we will refer to as his "Closer Endurance". For
example, a pitcher who is rated "relief (2/3) has a Relief Endurance
of 2 and a Closer Endurance of 3. The Closer Endurance rating is a measure
of how many outs a pitcher can maintain his effectiveness in "Closer
situations". The rating ranges between 0 and 6, or "N"
which means he is not used as a closer.
Closer Situation
A "closer situation" occurs whenever the defensive team has
the lead and the tying run is atbat or onbase from the 9th inning on.
When this situation occurs then observe the following rule changes:
Reliever being brought into the game
When bringing a relief pitcher into the game in a closer situation
ignore his Relief Endurance rating. Instead use his Closer Endurance
rating to determine the number of outs he can record before he loses his
effectiveness.
Once this number of outs have been recorded, the pitcher will lose his
effectiveness as soon as he allows a hit or a walk. If a pitcher is rated
0, then he loses his effectiveness as soon as he allows a hit or a walk.
When a pitcher loses his effectiveness, he has reached his POW.
If the pitcher being brought into the game in a closer situation has a
Closer Endurance rating of "N", then he enters the game with the
loss effectiveness penalty already in affect (he has reached his POW). For
pitchers rated as a "N", this penalty is always in effect
starting with the first batter they face in a closer situation.
Reliever currently in the game
If the pitcher in the game has a Closer Endurance rating of "N",
then he immediately loses his effectiveness (he reaches his POW.)
If the pitcher in the game has a Closer Endurance rating of 0 to 6, you
should subtract the number of outs that he has already recorded in this
game from his closer rating. This number becomes his Closer Endurance for
this game. If the computed number is less than 0, then accept 0 as his
Closer Endurance for this game.
Follow the rules outlined above (under "Reliever being brought into
the game") using this computed Closer Endurance instead of his actual
rating.
Important notes about the Closer Rule
 Once the closer situation rules have been implemented for a
particular reliever they override the normal relief endurance rules and
cannot be canceled. DO NOT REVERT TO THE NORMAI, RELIEF ENDURANCE RULES
FOR THIS PITCHER EVEN IF THE SCORE CHANGES AND YOU ARE NO LONGER IN A
CLOSER SITUATION!
 Whenever you bring in a new reliever you are starting a clean slate.
Use the current situation to determine if you should start with the
normal relief endurance rules or the closer endurance rules.
 These rules do not affect the starting pitcher's POW in any way!
This must be kept in mind when a pitcher rated to start and relieve is
used as a starter. If he's used as a starter then these have no effect,
but when used as a reliever you will follow these rules.
 Relievers effective inning are capped. The relievers maximum innings
without reaching his POW is equal to his relief endurance plus 2. After
that point, the pitcher may remain in the game but has reached his POW
(all dots become SI**.)
Table 6: Relief Pitcher's Maximum Innings
Endurance Factor 
Maximum IP 
1 
3 
2 
4 
3 
5 
4 
6 
Relief Pitcher's Rest Requirements
Relief pitchers cannot be used more than 2 straight days. He must rest
at least 1 day after pitching 2 straight days. If the pitcher was used as
a starter in his previous outing then before he can be used as a reliever
he must rest the amount of days specified in the SUPERADVANCED STARTING
PITCHERS REST CHART. If a pitcher who does not have a rating as a relief
pitcher must pitch in relief, give him an endurance rating of 1.
Ball Park Effects
q  Ball Park Singles
Ignore all readings that have a q to the left of it. Instead, read the
results found underneath the q symbol of the ball park effects card. To
obtain results, refer to the appropriate home stadium and the batting
stance (L = lefty or R = righty) of the hitter. Most likely, you will roll
a twentysided die to determine the final outcome.
r  Ball Park Single Corrector
Ignore all readings that have a r to the left of it. Instead, refer to
the second reading (in italics) under the number.
¿  Ball Park Home Run
Ignore all readings that have a ¿ to the left of it, Instead, read
the results found underneath the ¿ symbol of the ball park effects
card. To obtain results, refer to the appropriate home stadium and the
batting stance (L = lefty, R = righty) of the hitter. Player's with weak
power (W, see 'Power Rating' in the Miscellaneous Rules section below) may
not hit homeruns. In this situation, change all homerun results to
single** (You resolve the play in the normal manner. If the result is a
flyball(of)B, the result is the same. However, if the play results in a
Homerun verbally substitute single** for any player with weak power.)
W  Clutch Hitting
Occurs only in twoout situations in which one or more runners in
scoring position (occupying second and/or third base.) When such a
situation exists, and a reading is rolled that has a W symbol to the left
of it, the results of the reading are reversed in the following manner: If
the reading in any type of an out, automatically reverse it to a SINGLE**;
if the reading results in a single automatically reverse it to a popout.
Miscellaneous Rules
Bringing the Outfield In at the End of the Game
You may position the outfield IN at the end of the game when the winning
run is on third with less than 2 outs. When the outfield is positioned IN
make the following adjustments.
 Consider all readings of "flyball A" and "flyball B"
to be single with the runner on third scoring automatically.
 On a reading of "flyball B?" subtract 7 from the
baserunner's speed instead of adding +2.
Bringing a Position Player in to Pitch
In an emergency, you may bring a player who is playing a regular
defensive position in to pitch. Assign the following ratings: Defense 
5e51; hold (+ 9); Relief Endurance  1; Balk and Wild Pitch  20. Use the
Emergency Pitcher Card
Playing a Defensive Player Out of Position
You should use your discretion about using a player out of position.
If a manager uses a player at a position not listed on his card then
that player is considered a 4 or 5 fielding rating, depending on whether
he ever played that position. In addition, he should be given the worst
possible E rating. He should be given a +5 throwing rating if he goes to
the outfield or catcher. In addition, if a player is going to catcher ,
give him a Trating of 120 and a PB rating of 120. The exceptions to
this rule are outfielders who may play art outfield position they are not
rated for by using the following adjustments to their defensive rating (do
not change their erating or arm):
Table 8: Outfield Conversion Chart

Position not rated for 
position rated for 
CF 
RF 
LF 
CF 
N/A 
0 
0 
RF 
+1 
N/A 
0 
LF 
+2 
+1 
N/A 
Power Rating
Please note that all homerun readings found on the pitcher's card are
preceded by the letter N. An example may be found in 69 of Tom Glavine's
pitching card. If a batter's power rating is N, the homerun reading
remains unchanged. However, if a batter's power rating is W, substitute
verbally the phrase single** for homerun. For example, if a 69 is rolled
and Glavine is facing a W (weak) rated batter, the reading would change to
"SI** 13, DO 420". A batter's power rating may be found at the
top of his card. Please note that some batters' power ratings vary against
right and left handed pitching.
Alternative Rules
Stealing on Turf
Whenever a steal is attempted on Artificial Turf add +1 to the steal
rating numbers after the all other modifications have been made (the
minimum / maximums still apply.)
Pitcher Rest
Table 7: Relief Pitcher's Rest Chart
Short Reliever (1 or 2) 
Long Reliever (3 or 4) 
IP 
Rest 
IP 
Rest 
01 
0** 
02 
0* 
1.12 
0* 
2.13 
1 
2.13 
1 
3.14 
2 
3.14 
2 
4.15 
3 


5.1or more 
4 
Relief pitchers rest will be governed by the "Relief Pitcher's Rest
Chart". In addition, a pitcher used in relief in his last outing
should have at least 1 day of rest before starting. If he does not have
this day of rest then consider him fatigued for that entire start. If a
pitcher who does not have a rating as a relief pitcher must pitch in
relief, give him an endurance rating of 3.
Groundballs to pitcher with runner on 3rd
With no runner on 3rd ALWAYS refer to the INFIELD BACK section for
results of a groundball to the pitcher. With a runner on 3rd refer to the
following rules:
Table 3: Pitcher Chart
Runners 
gbA 
gbB 
gbC 
3rd 
runner on 3rd holds, batter out at 1st 
runner on 3rd holds, batter out at 1st 
see DECIDE (subtracting 8 instead of 4) on the SuperAdvanced
Groundball Results Chart 
1st & 3rd 
runner on 3rd holds, runner on 1st to 2nd, batter out at 1st 
see DECIDE (subtracting 8 instead of 4) on the SuperAdvanced
Groundball Results Chart 
see DECIDE (subtracting 8 instead of 4) on the SuperAdvanced
Groundball Results Chart 
2nd & 3rd 
runners hold, batter out 
see DECIDE (subtracting 8 instead of 4) on the SuperAdvanced
Groundball Results Chart 
see DECIDE on SuperAdvanced Groundball Results Chart 
bases loaded 
runner on 3rd forced at home, runner on 1st and 2nd advance one
base, batter out at 1st 
runner on 3rd forced at home, other runners advance one base, batter
safe at 1st 
runner on 3rd forced at home, other runners advance one base, batter
safe at 1st 
Table 3: Groundball Result Chart
Runners 
gbA 
gbB 
gbC 
no runners on 
batter out at 1st 
batter out at 1st 
batter out at 1st 
1st 
runner out at 2nd, batter out at 1st 
runner forced at 2nd, batter safe at 1st on fielder's choice 
runner advances one base, batter out at 1st 
2nd 
on ball hit to SS or 3B  runner holds, batter out at 1st,
on ball hit to 2B or 1B, runner to 3rd batter out at 1st 
on ball hit to SS or 3B  runner holds, batter out at 1st,
on ball hit to 2B or 1B, runner to 3rd batter out at 1st 
runner advances one base, batter out at 1st 
3rd 
on ball hit to SS or 2B  runner scores (if less than two outs),
batter out at 1st,
on ball hit to 3B or 1B, runner holds, batter out at 1st 
on ball hit to SS or 2B  runner scores (if less than two outs),
batter out at 1st,
on ball hit to 3B or 1B, runner holds, batter out at 1st 
runner advances one base, batter out at 1st 
1st & 2nd 
runner on 2nd to 3rd, runner on 1st out at 2nd, batter out at 1st 
roll one 6 sided die a roll of 1 or 2, runner on 2nd forced at
third, runner on 1st to 2nd, batter safe at 1st
a roll of 36 runner on 2nd to 3rd, runner on 1st out at 2nd, batter
safe at 1st 
all runners advance one base, batter out at 1st 
1st & 3rd 
runner on 3rd scores, runner on 1st out at 2nd, batter out at 1st 
runner on 3rd scores, runner on 1st out at 2nd, batter safe at 1st 
all runners advance one base, batter out at 1st 
2nd & 3rd 
On ball hit to SS  runner scores (if less that two outs), runner on
2nd holds, batter out
On ball hit to 2B  runner scores, runner on 2nd to 3rd, batter out
at 1st
On ball hit to 1B or 3B  runners hold, batter out at 1st 
On ball hit to SS  runner scores (if less that two outs), runner on
2nd holds, batter out
On ball hit to 2B  runner scores, runner on 2nd to 3rd, batter out
at 1st
On ball hit to 1B or 3B  runners hold, batter out at 1st 
all runners advance one base, batter out at 1st 
bases loaded 
runner on 2nd and 3rd advance one base, runner on 1st forced at 2nd,
batter out at 1st 
runners on 2nd and 3rd advance one base, runner on 1st out at 2nd,
batter safe at 1st 
all runners advance one base, batter out at 1st 
Table 3: Infield In Chart
Runners 
gbA 
gbB 
gbC 
3rd 
runner on 3rd holds, batter out at 1st 
see DECIDE (subtracting 8 instead of 4) on the SuperAdvanced
Groundball Results Chart 
see DECIDE on SuperAdvanced Groundball Results Chart 
1st & 3rd 
runner on 3rd holds, runner on 1st to 2nd, batter out at 1st 
see DECIDE (subtracting 8 instead of 4) on the SuperAdvanced
Groundball Results Chart 
see DECIDE on SuperAdvanced Groundball Results Chart 
2nd & 3rd 
runners hold, batter out 
see DECIDE (subtracting 8 instead of 4) on the SuperAdvanced
Groundball Results Chart 
see DECIDE on SuperAdvanced Groundball Results Chart 
bases loaded 
runner on 3rd forced at home, runner on 1st and 2nd advance one
base, batter out at 1st 
runner on 3rd forced at home, other runners advance one base, batter
safe at 1st 
runner on 3rd forced at home, other runners advance one base, batter
safe at 1st 