The Western New York
Strat-O-Matic
Baseball League

 

2008 - 2009 Season

 

 


 

Introduction

 

The Western New York Strat-O-Matic Baseball League was founded a long long time ago to provide baseball entertainment during the fall and winter months. The additions and variations on Strat-O-Matic's own rules have been used successfully for thousands of League games. The requirements of membership are simple: play your assigned series each week and submit your statistics by each deadline five times during the season.

 

The managers have agreed to try to meet each Wednesday to play their assigned series. Each team will be scheduled to play four games per week. It should take less than four hours to play each series. The optimum starting time is between 6:00 PM and 7:00 PM. A series started at these times should end by 11:00 PM. All managers are encouraged, but not required, to host the festivities. Preference will be given to centralized locations.

 

League Structure

 

League Officers - The Commissioner is Todd LaFontaine. İHe organizes and manages the League, and rules on League matters. He (or his delegate) is responsible for recording series results, player moves and trades, and distributing a weekly newsletter (via the Web) tabulating series results, standings, and player transactions.

İİİİİİİİİİİİİİİ Jerry Wilke will be handling the weekly news letter this season. Please report all series results to him.

The League Statistician will be also be Jerry Wilke. The Statistician will tabulate and distribute statistics at regular intervals during the year. We will only have statistics this season if everyone does his statistics and hands them in on time. Please keep in mind it is each managerís responsibility to submit his statistics.

 

League Makeup - The 2008-2009 W.N.Y.S.O.M.B.L. will consist of an as yet unknown number of teams.

 

Draft:

 

Location

İİİİİİİİ -İİİ The 2008-2009 WNYSOMBL player draft will be held starting at 9:00 AM on Saturday, September 6, 2008 at Geneís. Thank you once again Gene.

 

Structure

-          The draft shall consist of 30 rounds to form a 25 man major roster and a 5 man minor roster. The drafting order will be determined by the standings of the previous season, for returning managers. New managers will draft following the returnees.İ The drafting order will reverse for alternate rounds as follows: The team with the draftís first selection has the first choice in odd numbered rounds, and the last choice in even numbered rounds. The team with the final selection in the first round has the final choice in odd numbered rounds and the first choice in even numbered rounds. The other teams will alternate draft order in a similar fashion. The final regular season records (without regard for divisional play) shall determine the order of the following seasonís draft.

-          New for 2009. Starting with the 2009 draft, the World Series winner from the previous season will be seeded first in the draft.İ All other teams will be seeded according to their regular season record.

 

Player Eligibility

 

-          All carded Batters with 200 or more at-bats listed on their card are eligible to be drafted (this is a hard limit that is effective regardless of the percentage in use by the league).

-          All carded Pitchers with 30 or more innings listed on their card are eligible to be drafted (this is a hard limit that is effective regardless of the percentage in use by the league).

 

Combined Cards

-          For players with multiple cards, we will use the COMBINED card. If you do not have the set of combined cards, you will have to order the "additional player group" from Strat-O-Matic.

Season:

-          The league structure depends each year on the number of active managers for that season.

-          If we have 6 active managers, there will be 2 divisions of 3 teams. (76 games)

-          If we have 7 active managers, there will be 1 division of 7 teams. (72 games)

-          If we have 8 active managers, there will be 2 divisions of 4 teams. (80 games)

-          If we have 9 active managers, there will be 1 division of 9 teams. (96 games)

-          If we have 10 active managers, there will be 2 divisions of 5 teams. (88 games)

-          If we have 11 active managers, there will be 1 division of 11 teams. (80 games)

-          If we have 12 active managers, there will be 3 divisions of 4 teams. (100 games)

-          We will figure out other situations as the need arises.

-          Placement of teams in divisions (when needed) will be done based on 2 criteria:

1)       The number of World Series victories the team has had in the league since 1989

2)       The lifetime winning percentage of the team since 1989

-          the 1st team on the list created using these criteria will go into the 1st division

-          the 2nd team on the list created using these criteria will go into the 2nd division

-          and so on until all teams have been placed.

-          New teams will be placed randomly

 

Player Limitations:

 

-          We will use a set percentage of each players available at bats, innings pitched, starts, etc

-          That percentage will vary depending on the number of games being played in the current regular season

-          If we will be playing 84 or fewer games, the percentage will be 55.

-          If we will be playing 88 or 92 games, the percentage will be 60.

-          If we will be playing 96 or more games, the percentage will be 65.

-          When rounding numbers, always round up, not down.

 

Pitching Limitations:

 

-          Pitchers with 200 or more innings pitched on their card are unlimited in innings pitched, while pitchers with 199 innings or less are limited to a percentage of their innings pitched on their card. Starting pitchers are limited to a percentage of their number of starts on their card.

-          Additionally, Starter/Relievers that were predominantly starters (had more starts than relief appearances) are limited to a percentage of their relief appearances in the current card year. Pure relievers and starter/relievers that were predominantly relievers (had more relief appearances than starts) can appear an unlimited number of times. If the number of starts and relief appearances is equal then the pitcher may appear an unlimited number of times.

-          It is the owners responsibility to determine the limits (Innings, starts, relief appearances) of any player they draft/acquire.

-          Once a pitcher has used up his innings he may no longer pitch in the current nor in subsequent games for any reason. He may remain in the game until he is required to pitch again, but at that point he must be removed and may not appear in a subsequent regular season game for any reason. In the event that a pitcher inadvertently exceeds his inning limit (i.e. he has 1/3 of an inning remaining and the batter hits into a double play) the result of the play is allowed to stand, however the pitcher must then immediately be removed from the mound.

 

Batter Limitations

 

-          Batters with 600 or more at bats on their card are unlimited in league at bats, while those with 599 or less are limited to a percenatge of their card total. The regulating factor with batter use is at bats, not games played. Batters may play in as many games as possible as long as the at bat restrictions are met. Once a batter has used up his at bats he may not appear at the plate in the current nor in subsequent games for any reason. He may continue to fill any other role but may not bat. If this playerís spot in the order is due to bat, the player must be removed from the game.

-          It is the owners responsibility to determine the limits (At bats, Injuries) of any player they draft/acquire.

-          Once a batter has used up his available at bats, he may not appear in a subsequent regular season game for any reason (i.e. no defensive play, no pinch running). He may remain in the current game until such time as he is scheduled to appear at the plate. At this point he must be removed from the game.

 

 

Talent Acquisition:

 

-          In addition to the annual player draft, talent may be exchanged via Trading and Player pool acquisitions.

-          During the time between the draft and the first play date, you may rescind any number of draft choices and sign UN-drafted players. However, you must notify the League before taking possession. No priority for these moves has been established - it is first come, first served. These moves do not count against the five allotted transactions during the season.

 

Trading:

 

-          Few limitations on trading exist. However, discretion should be used when trading. The Commissioner reserves the right to void any and all trades, with appropriate reason.

-          All trades must be announced to the Commissioner or secretary by 11pm each Sunday to be valid for the upcoming week. All sides involved in the trade must notify the Commissioner, through any means available, before the trade is recognized. A newsletter and standings sheet will be distributed on Monday of each week. It will be emailed to all managers.

-          Two for one exchange and the like are allowed. However, your roster may never exceed 30 players. If you make an unbalanced trade and have more than 30 players, you must release enough players such that your roster is at 30. The players you release will become the property of the other trading manager, to bring his roster to 30.

-          Players and ballparks may not be bought and sold. Once you draft a ballpark or player, you may not change your mind.

-          Draft picks may only be traded during the period between the summer meeting and the end of the actual draft. Only picks in the current draft may be traded (i.e. you may not trade a pick in next yearís draft for a pick in this yearís draft).

-          Both teams involved in a trade must be at the same point in the schedule.

-          In the event that we have an uneven number of teams and there are by-weeks in the schedule, you will be considered to be at the same point in the schedule if you have played all of your scheduled series.

-          The regular season trading period extends from the draft until 2/3 of the season is complete. No trading is permitted once we start the final third of the season (i.e. in a 25 week schedule, the draft deadline is the start of week 17).

 

Player Pool:

-          During the season, each team is allotted 5 transactions involving undrafted and/or released eligible players. For each player signed, one must be released from the team's 30-man roster. A maximum of one such move per team may be conducted each week. The league office must be notified of all moves before that weekís playdate. All pool pickups must be announced to the Commissioner and/or secretary by 11pm each Sunday to be valid for the upcoming week. All players available through waivers will be announced in the newsletter and will initially be available to be claimed for a 1-week period after the waiver is announced. The claiming team lowest in the standings at the time of the waiver will get the player. In the event of a tie, the team that first makes the claim will be awarded the player in dispute. If he is not claimed during that one-week period, he can be claimed by anyone at any time without preference due to the team's place in the standings, but he cannot play until the Commissioner recognizes the claim.

-          There can be no pool moves made once 80% of the season is complete. (i.e. in a 25-week schedule, the last pool moves must be made prior to the start of week 20).

 

 

Playoffs:

İİİİİİİİİİİİİİİ Structure:

-          The playoff structure will depend on the number of active managers in the league for that season.

-          In all cases, the 1st and 2nd place teams, in each division, at the end of the regular season, qualify for the playoffs.

-          If there are 6 active managers, there will be no wildcard team (4 teams make the playoffs).

-          If there are 7 active managers, there will be 2 wildcard teams (4 teams make the playoffs).

-          If there are 8 active managers, there will be 2 wildcard team (6 teams make the playoffs).

-          If there are 9 active managers, there will be 4 wildcard teams (6 teams make the playoffs).

-          If there are 10 active managers, there will be 2 wildcard teams (6 teams make the playoffs).

-          If there are 11 active managers, there will be 5 wildcard teams (7 teams make the playoffs).

-          If there are 12 active managers, there will be 2 wildcard teams (8 teams make the playoffs).

-          We will figure out other situations as the need arises.

-          All rounds of the playoffs will follow a 2-3-2 format.

-          The higher seeded team will be the home team for games 1, 2, 6 and 7.

-          The wild card positions are determined by regular season record.

-          Playoffs are divisional when applicable. Playoff seeding occurs separately within each division and each division plays off internally to determine a champion before the division winners meet to play the World Series.

-          Division winners will get the top seeds (determined by regular season record). Second place finishers are seeded after all the 1st place teams. Wildcard teams are given the remaining seeds.

-          Whenever there are not exactly 4 or 8 teams that make the playoffs (i.e. If we have 8, 9, 10 or 11 active teams), the division winners are given a first round bye.

-          In the event two teams are tied for the final playoff spot or for first place in a division (only if there is a bye at stake), a one game playoff will be held. For all other 2-way ties, if two teams are tied in record and season series, a one game playoff shall break the tie. This one game tiebreaker is considered to be a REGULAR season game for the purposes of at bat/inning limitations, injuries and pitching rotation. For 3-way ties, the first tie breaker is the best-combined record against the other 2 teams. The second tie breaker is the best record against all common opponents above the tied teams in the standings.

 

Qualifications:

-          Each playoff team shall be an accurate representation of its regular season team.

-          All batters eligible to be drafted can play any role in playoff competition. There is no need to ìqualifyî batters for the playoffs.

-          All relief pitchers eligible to be drafted can play any role in playoff competition.

-          No pitcher with less than 8 league starts shall start a playoff game. (i.e. he must start at least 8 games for you during the regular season). If you do not qualify enough starters, you don't make the playoffs.

-          ìenoughî is defined as being able to have someone start every possible game in the playoffs (assume 7 games for each round and allow for rest and travel days)

-          under our current rules, this means any 4İ normal or asterisked starters or 3 pure asterisked (*) starters.

 

Rest Between Playoff Series:

-          Each playoff round will be allotted 7 days, plus a 1-day rest between series. If you win your series in less than 7 games, you get as many days of rest as (7 - # of games) +1. For example, if you sweep your opponent in 4 games, you get 4 days of rest, plus 1 additional day before your next series. If you win a 7 game series, you get 1 day of rest between series.

-          In addition to a rest day between series, there are travel days between games 2 and 3, and 5 and 6 in each playoff round. These are considered off days for the purposes of injuries and pitcherís rest.

 

Regular season/playoff transition:

-          Pitcherís rest and Injury duration carry over from the regular season to the playoffs. A pitcher who starts the final game of the regular season may not be able to start the first game of the first round of the playoffs. He must rest according to pitcher rest rules.

-          In the case of injuries, the portion of an injury that remains after the final game of the regular season is reduced by half (rounded up) for the purposes of his availability in the playoffs. For example: An outfielder is injured in game 79 for 6 games. He misses game 80 and then his remaining injury (5 days) is halved (to 3 after rounding) for the playoffs. He misses day 81 (reserved for 1 game playoff tie breakers) and games 1 and 2 of the first round of the playoffs.

-          Injuries that occur during the playoffs are ‡ (rounded down) of the listed regular season duration. The maximum injury in the playoffs is 3 days. See the chart at the end of the rulebook.

-          Note that when an injury occurs in the playoffs, the player who replaces the injured player MUST return to the minors when the injury has ended and the injured player MUST return to the active roster.

-          Should a 1 game playoff be necessary, for any reason, it is considered a regular season game for the purposes of injury, pitcher rest and AB/Inning limitations.

-          The Playoff roster notification rule has bee removed

-          Your 25-man roster may be changed for each round of the playoffs. In the event of an injury you may call up a replacement player from your minors using the normal injury replacement rules, however the called up player MUST return to the minors when the injured player returns.

-          Starter/relievers that have a limited number of relief appearances may be used without regard for that limit in the playoffs.

 

Statistical requirements:

-          Each manager shall keep complete scoring, inning by inning, for all games. You must keep score for both your own team and your opponent. Full statistics must be computed and a copy sent to the league office by the deadlines listed on your schedule.

 

Batting Stats:

-          Games played, runs scored, at bats, hits, doubles, triples, home runs, RBI, batting average, walks/hit-by-pitch, strikeouts, stolen bases, caught stealing, errors, sacrifices/sacrifice flies, and games injured. On-base percentage and slugging percentage must be included on your final stats only. Pitcher's individual batting need not be included, but team pitcher batting stats must be included.

 

Pitching Stats:

-          Games appeared, games started, wins, losses, innings, hits allowed, runs allowed, earned runs, walks, strikeouts, ERA, complete games, shutouts, hit batsmen, saves, and home runs allowed.

 

Team:

-          All of the above including totals for pitcher's batting. Optional - Outfield assists, inning-by-inning scoring, player-of-the-week, and any other statistics deemed significant by the individual ball clubs.

 

Playing the games:

-          All league games are to be played face to face against your scheduled opponent. The computer game is not approved for league play at this time. However, a computer simulation of a series is a possibility if a team falls far behind or quits the league. This option will be avoided if at all possible, but it may be used if necessary. Series must be played in the order they are scheduled. The Commissioner, due to extenuating circumstances, may grant rare exceptions, but you are expected to play your series in order. There will be *no* exceptions for the final 4 weeks of the season.

-          Each team is required to announce a 25 man major roster and a 5 man minor roster each week. Upon arrival at the play date site, both managers should make known their 25 man rosters. This is best accomplished by handing over your 5 man minor roster for that week. Unlimited movement is allowed between play dates. For the last 4 weeks of the season, all five minor leaguers may be brought up to the major league roster.

-          You must carry at least 9 pitchers on your weekly 25-man roster. 4 of these must be starting pitchers. The remaining 5 may be any combination of starters and relievers. This rule applies only during the regular season.

-          Players may not move up or down between the four games of a play date, except for injury replacement purposes.

-          Each manager must announce a starting pitcher before each game. The road manager must announce his starting pitcher before the home manager. This allows the home manager to "match" starting pitchers. Once the starters have been announced, each manager may then determine his teamís lineup for that game. Lineups may change as much as a manager desires for each game.

-          Each manager must keep score for his own team for all games and submit team statistics, meeting the deadlines listed on the schedule. You must also keep score for the opposition.

-          When no prescribed rule seems to apply to a dispute, remember that the Official Rules of Professional Baseball must at all times be adhered to.

-          The offensive manager (rolling the dice) should allow enough time between die rolls to allow the defensive manager to set his strategy. This strategy may involve calling the infield in, warming up pitchers, holding/not holding baserunners, and a myriad of other moves. If the offensive manager starts to cast the dice before the defensive manager is ready, the defensive manager may call ìTIME OUTî to force the opposition to wait. If the dice have been already cast, however, the roll counts.

-          Each die roll should be read aloud by the offensive manager.

-          It is recommended that each manager have the card set for the opposition at each play date.

-          Any reading not disputed by the opposing manager before the next batter completes his at-bat, stands. It is the responsibility of the defensive manager to ensure that the offensive manager is reading the cards correctly. This also applies to the offensive manager. If the defensive manager errs with his ìEî ratings, and the offensive manager doesn't dispute it at the time, the play stands.

 

Weekly Call-Ins:

-          A weekly standing sheet will be distributed this season via the Internet. To ensure the timeliness of the statistics, please announce the results of each series to the league office as soon as possible after completion. You may email, phone, or use any means whatsoever.İ The results, consisting of the scores, starting pitchers, injuries and winning teams for all games of each series, must be phoned in, emailed, or handed in. BOTH teams are asked to report the series results to ensure completeness and accuracy.

 

Penalties and Restrictions:

İİİİİİİİİİİİİİİ

-          Each team is required to report quarterly statistics to the league statistician according to deadlines specified on the league schedule.İ Failure to comply with this league requirement will result in 3 penalties. 1) No trading. 2) No pool moves. 3) Your active roster is reduced by 1 player. These penalties continue until 1 week after your statistics are delivered to the statistician. Note that this is a week according to the schedule, not according to the calendar. The bottom line is that you will play a minimum of 1 series under this penalty if you are late with your statistics. Note also that the penalties can be TEMPORARILY waived if just cause can be demonstrated for the delay.İ If your statistics are still not up to date as of the next reporting deadline, your roster is reduced by an additional player. If you never report your stats, you will enter the playoffs with a 21 man active roster.

-          Repeated failure to play your scheduled series will result in the same penalties described above. If you are unable to play due to vacation, sickness, work, etc.. it is still your responsibility to contact your opponent to let them know that you are unable to play. If this will be a long-term problem and you are unable to find a replacement manager, please notify the commissioner. Any manager that falls 3 weeks behind (and has not made arrangements with the commissioner) in their schedule shall immediately be penalized. Chronic non-playing will result in expulsion (temporary or permanent depending on the situation) from the league.

-          If you are not current with your stats or games played, you cannot trade, and you will not be allowed to trade until you have caught up.

-          Be mindful of violations. Violating Strat-O-Maticís (and WNYSOMBLís) prescribed rules on player and pitcher usage may result in all affected games being replayed from the point of the violation at the effected managerís discretion. Before announcing your roster for the week, check your game sheets from the previous week for injuries, AB/Inning limits and starting and relief pitcher rest and availability.

-          No monies shall be directly collected from league members, and no monies shall be distributed to league members for results of the season. However the commissioner, in extreme circumstances, may levy fines.

-          The commissioner and the league reserve the right to expel any manager and seize their team in extreme circumstances. Repeated disregard for the rules and spirit of the league will not be tolerated.

 

 


 

Rules of the Game

 

1.0    Runner Advancement on Hits:

1.1     The maximum combined running rating and throwing arm total is 1-19 and the minimum is 1.

1.2     İBaserunners advance 1 base for singles, 2 bases for doubles and 3 bases for triples when no asterisk follows.

1.3     A single followed by one asterisk (*) indicates an automatic one-base advance for all runners. A single or double followed by 2 asterisks (**) indicates an automatic two-base advance.

1.4     - Cutoff Rule - When a runner has the option to advance to third or 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 or DOUBLE with no stars. The rule is applied as follows (note that in the following rules the batter is considered a ìtrailing runnerî):

1.41 - The offensive manager must first decide whether to advance the lead runner.İ If the runner is held, the play is complete.

1.42 - If the runner is sent to third base or home, the defensive manager has the choice of throwing for the lead runner or conceding the advancement. Conceding the advancement prevents the trailing runner(s) from advancing.

1.43 - If the defense throws for the lead runner, the offensive manager must decide whether or not to allow the trailing runner(s) to advance an extra base. The safe chance for the trailing runner(s) to move up is calculated as follows:

-          Take the first trailing runner's running speed, subtract 5, and add the outfielder's arm.

-          Also add 2 for a base hit with 2 outs (except if the trailing runner is the batter).

-          If the offense chooses to hold the trail runner(s) then the throw is automatically made for the lead runner by the defense. Roll the 20 sided die to determine if the runner is safe or out.

-          If the offensive manager has decided to send the lead runner and let the trailing runner(s) move up a base, then the defensive manager must take one of the following options

-          Throw for the lead runner. All trailing runners move up a base on the throw. Roll the 20 sided die to determine if the lead runner is safe or out.

-          Cut off the ball and attempt to throw out the first trailing runner. The lead runner automatically advances. Other trailing runners automatically move up a base on this play. Roll the 20 sided die to determine if the first trailing runner is safe or out. Note that if sending the lead runner home, the lead runner scores even if the third out of the inning is made on this cutoff play.

1.5 - Relay Play - The relay play will be used on all doubles rolled without asterisks. Second basemen and shortstops shall be given a relay throw number based on fielding rating.İ A ì1î fielder has a -2 arm, a ì2î fielder aİ -1 arm, a ì3î fielder a +1 arm, a ì4î fielder a +2 arm and a ì5î fielder a +3 arm. Shortstops relay doubles to left or center field, and second basemen relay doubles to right field.

 

2.0    fly() A, B, C or fly()B?İİİİİİİİİİİİİİİ

2.1     - Upon reading such a result, refer to the FLY BALLS section of the Basic Strategy Chart, and to the specific type (A, B or C) of FLYBALL in question. The results for batter and baserunner are shown.

2.2     - fly()B? - On such a result, if the caught fly ball is not the third out, a runner at third base does not automatically score. You may elect to attempt to score or hold your runner at third. If you elect to attempt to score, take the runner's running rating, add the outfielder's arm, and add 2 to your result. Your final total may not exceed 1-19.

2.3     If other runner(s) are on base, and the runner on third is sent, the trailing runner(s) may not be advanced.

 

3.0 gb() A, B, C

3.1 - Upon reading such a result, refer to the Ground Ball Result Chart, and to the specific type (A, B or C) of GROUNDBALL in question. The results for batter and Baserunners are shown.

 

4.0 FLY()X, GB()X and CATCH-X

4.1 - When these readings are obtained from the Pitchers Card Consult the SUPER ADVANCED FIELDING CHARTS

4.2 - The 20-sided die and all three 6-sided dice should be rolled on every "X chance". The three 6-sided dice should be added together to obtain a reading from 3-18.

4.3 - The "X chance should be resolved in the following way:

4.31 - Using the result of the 20-sided die roll refer to the Range Section of the X-Chart and cross reference the number rolled with the fielding range (1-5) of the defensive player in question. Obtain the correct reading.

- If a reading on a GB()X is followed by a "#" and the infielder is POSITIONED IN or IS RESPONSIBLE FOR HOLDING A RUNNER change the outcome to read "SI2".

4.32 - Using the result of the three 6-sided dice refer to the Error Section of the X-Chart by finding the row with the defensive players "E" Rating. The possible readings are RP (Rare Play), E1 (1 Base Error), E2 (2 Base Error) or no reading at all.

4.33 - Take the 2 Symbols and match them up in the appropriate Symbols Chart to determine the outcome.

4.34 ñ Note: When an infielder is responsible for holding a runner and a gb()X is hit to him, add 1 to that fielder's range rating.İ The maximum range rating is 5.

4.4 - If a "PO" rare play occurs with fewer than 2 outs and runners on first and second base or with the bases loaded, consider this an Infield Fly Rule Play.

4.5 - Cutoff Clarification - On an F2 reading from the Advanced Fielding Chart with runners on second and third base do not subtract 5 from the running rating of the man on second as this is not a cutoff play. However, do make the appropriate Adjustment for throws to third base.İ Also, on this reading, when there is a runner on second but no runner on third, the runner on second can try to advance.

 

5.0 Other Card Results

5.1 - gb()+ - With Infield Back treat as normal gb(). Refer to explanations in section 8.0 Defensive Strategy for Infield In and Corners In.

5.2 - lomax - Treat this reading as "Lineout into as many outs as possible".

5.3 - Öplus injury - Injuries may occur to any batter (including pinch hitters). If you obtain this result first complete the play.İ Then roll a 20-sided die and consult the included Injuries Table to determine the duration of the injury.

 

6.0 Sacrifice/Squeeze

6.1 - Use each batter and pitcher bunting rating found at the top of his card and the Sacrifice Bunt Chart or the Squeeze Chart on the Super Advanced Miscellaneous Charts. Roll the three 6-sided dice using the indicator die to obtain the fielder and add the other two dice to obtain the row to be used on the chart.

6.2 - With the Infield In or Corners in the bunters rating is reduced 1 grade (i.e. "A" becomes "B")

6.3 - With Infield In or Corners In, downgrade the bunting rating 2 levels instead of one level if the bases are loaded. However, the worst possible adjustment bunting rating continues to be a rating of ìEî.

6.4 - You may attempt to sacrifice a runner from first to second base while keeping a runner at third by declaring your intention to the opposing manager. Regardless of the result of the play, the runner on third remains there.

6.5 - If a reading of 1AND2 occurs after 1 attempt to bunt, the offense may not switch strategies to attempt a hit-and-run.

 

7.0 Hit and Run

İİİİİİİİİİİİİİİ 7.1 - Hit and Run may not be used with a runner on third base.

7.2 - Use each batter and pitcher Hit and Run rating found at the top of his card and the Hit and Run Chart on the Super Advanced Miscellaneous Charts. Roll the three 6-sided dice using the indicator die to obtain where to gain the result (1-3 Hit and Run Chart, 4-6 Pitchers Card) and add the other two dice to obtain the row to be used.

7.3 - If the defense is playing Infield In or a runner is being held on base the batters Hit and Run Rating is improved 1 grade (i.e. "B" rating becomes "A" rating)

7.4 ñ If a hit and run play results in a ëline-outí result, it is to be treated as an LO-MAX.

 

8.0 Defensive Strategy

İİİİİİİİİİİİİİİ 8.1 - Infield In

İİİİİİİİİİİİİİİİİİİİİİİ 8.11 - Infield in may only be used with a man on Third Base.

İİİİİİİİİİİİİİİİİİİİİİİ 8.12 - If the result is a groundball A, B or C consult the Infield In table on the Ground Ball Result Sheet.

İİİİİİİİİİİİİİİİİİİİİİİ 8.13 - If the result is gb()+ change the result to read SINGLE**.

İİİİİİİİİİİİİİİİİİİİİİİ 8.14 - With a runner at Third Base always consider the pitcher to be playing IN on a gb(p)A, gb(p)B or gb(p)C.

8.15 - Runners may NOT be held with the Infield In.

8.2 - Corners In

8.21 - Do not award a SINGLE ** for a batter's card groundball followed by a "+". Treat the "+" as if it did not appear.

8.22 - On a groundball hit to the first baseman or third baseman follow the rules for Infield In (including changing X-Chart results but do not award a SINGLE ** for groundball followed by a "+")

8.23 - On a groundball to the second baseman or shortstop, follow the rules for Infield Back.

8.24 - When playing Corners In, the pitcher and catcher should only be considered in with a man on third base.

8.25 - Any runner or combination of runners may be held with the Corners In.

8.3 ñ Outfield In

8.31    This is an option for Super Advanced play. This strategy is used only when the potential winning run is on third base with fewer than two outs and the game can end on a sacrifice fly.İ If the defensive manager positions the outfield IN, make these adjustments:

8.32    On a reading of "fly()B?" subtract 7 from the baserunners speed instead of adding 2.

8.33    Consider all readings of "fly()A" and "fly()B" to be a single with the runner on third scoring.

 

9.0 Stealing/Holding Baserunners

İİİİİİİ 9.01 WNYSOMBL Special: All asterisk (*) runners are automatically assumed to be held on first base unless the defensive manager specifically states that they are not held.

9.1 - When a batter becomes a base runner, or if there is an on base change (Example: runner on first, batter grounds into force out), or pitching change, the defensive manager immediately indicates whether the runner is to be held as long as he remains at that specific base. The defensive manager may take the hold off, or put it back on, as the number of outs in the inning change, and must verbally state his desires to the offensive manager. Once the runner(s) relinquishes their base(s), the defensive managerís holding on instructions are automatically voided. A base running situation is the current status of runners on base. A change of base running situation is a change in a base runner's position on the base paths.İ

-          A baserunner may only make one attempt for a good lead while he occupies the same base, Unless

1)       If the defensive manager later decides to stop holding the runner on base.

2)       If the defensive manager changes to a pitcher with a "Worse" hold rating or a catcher with a "Worse" arm.

9.2 - If a runner is held on first, add the runner's stolen base number to the catcher's arm and pitcher's hold. The total of the catcher's arm and pitcher's hold may not exceed the range of +5 to -5. If he gets the lead, use his first number and subtract 2 if held. If he does not get the lead, use his second number and subtract 4 if held on base.

9.3 - If a hit-and-run play results in a missed pitch and a steal attempt, if an unsuccessful roll for the lead had already occurred, use the runnerís second stealing number. Otherwise, the offensive manager must roll for the lead, and attempt to steal as usual. If the result is negative or zero, the runner is automatically out. If the runner was on second base and does not achieve a good lead, he is automatically out.

9.4 - To steal third base, you must get a good lead and use the runners second number. Subtract 4 if held at second base. You cannot hold a runner at third. Subtract 9 from the runner's second number when stealing home. He must establish a good lead to steal home.

9.5 - On a squeeze play where the runner on third attempts to steal home, subtract 9 from his second stealing rating. If the runner on third base does not get a successful lead, he is automatically out. If he gets the lead and the result is negative or zero, the runner has a 1 out of 20 chance to be safe

9.6 - In a double steal situation, the lead runner must obtain a successful lead, and the offensive manager must orally declare a ìdouble stealî. The defensive manager must then decide which base to throw to, or whether to throw at all. If either runner is thrown out, the other advancing runner shall not be credited with a stolen base. The same holds for a triple steal situation.

9.7 - If a base runner is not held on, the safe steal rating may exceed 20. In this case, the runner is automatically safe, and no roll of the 20-sided die is necessary. The defensive manager should elect in such a situation to decline to throw, therefore avoiding the chance of a possible overthrow. The offensive manager, in this type of situationİ (or 1-19, 1-18, etc.) should ask the defensive manager, ìWill you throw?î before rolling the twenty-sided die.

9.8 - The advanced stealing system shall be in use for league play. All ratings are now printed on the cards. Players without stolen bases during the season shall be considered to have a stealing rating of ìEî and may steal under the old (basic) system.

9.8.1            - To steal 2nd with one of these players, assume an automatic lead.

9.8.2            - To steal 2nd base, the safe chance is 1 to 7. To steal 3rd base, the safe chance is 1 to 6. To steal home, it is 1 to 2. Normal modifiers (i.e. pitcher hold, catcher arm) apply.

 

10.0 Injuries/Players out of Position

İİİİİİİİİİİİİİİ 10.1 - Injuries may occur to any Batter (including Pinch-hitters)

İİİİİİİİİİİİİİİ 10.2 - First complete the play then roll a 20-sided die and consult the Injury Table.

10.3 ñ Any player, even one who has used up his maximum injury, can suffer a ROG (rest of game) injury.

10.3a ñ Under no circumstances may a player be pinch-hit for if there is no player available to replace him defensively

10.4 - If a manager has no eligible replacement for a position (due to injury or ejection), the opposing manager may choose any fielder (non-pitcher if one is available) to play that position.

10.41 - All such players are considered ì5î fielders.

10.42 - All splits resulting in ìEî ratings are 1-base errors for infielders and catchers, and 2-base errors for outfielders.

10.43 - This player may not be pinch-hit for, and must play the remainder of the game at the designated position. When filling in for a catcher or Outfielder, give him a +5 arm.

10.5 ñ Exception: Players that do not have a position listed on their card (i.e. they were full time DHís in the majors) may play at first base. Their defensive rating is 5-e30.

10.6 ñ Maximum injuries:

İİİİİİİİ 10.61 ñİ Some players will have a maximum number of games that they can be injured in a season (note: the max injury applies to the entire season and the playoffs).İ To calculate the max injury, subtract the number of games played in the majors by the player from 162 and multiply by the at bat percentageñ round all fractions down. If this number is 10 or less, the player can not be injured for more than the calculated number of games in the entire season and playoffs. If the number exceeds 10, the player is considered to not have a maximum injury number.

10.7 ñ Any pitcher that starts a game in a series may not be sent to the minors during that series upon the return of an injured player

10.8 ñ A player returning from an injury need not return to the majors immediately. However, if he does not return prior to the end of the series, he is no longer considered injured when the series ends. At that point he is just a man on your minor league roster.

10.9 ñ In the event of the Ejection of a pitcher, the replacement pitcher will be given sufficient time to warm up. i.e. the replacement need not have already been in the bullpen warming up.

10.10 ñ If a pitcher is injured while batting, a replacement pitcher (or 2) must immediately be declared to be warming up by the impacted team. If the injury play results in the end of the inning, the just declared pitchers are considered to have been given enough time to warm up.

 

11.0 Batter Usage

11.1 ñ See ìBatting Limitationsî in the Draft section of the rules.

 

12.0 Pitcher Usage

12.1 - See ìPitching Limitationsî in the Draft section of the rules.

12.2 - Point of Weakness - A starting pitcherís point of weakness shall occur when he allows three hits, walks, or hit batsmen in one inning, or four over two innings, once he reaches his inning of weakness. He shall reach his inning of weakness after he has pitched into the inning corresponding to his inning number in the upper right corner of his card.

12.21 - Errors and intentional walks do not build toward a pitcherís weakness. For starting pitchers, the inning of weakness is the inning corresponding to the number in the upper right corner. A starting pitcher with a (7) rating can reach his point of weakness anytime in the seventh inning or later. Of course, once the point of weakness is reached, all dots shall be replaced with SINGLE**.

12.22 - If a starting pitcher pitches 10 full innings, consider him automatically weak to begin the eleventh.

12.23 ñ The number of outs he has recorded determines a relief pitcherís point of weakness. A 2 inning reliever cannot become weak (in accordance with rule 12.2 - Point of weakness) until he has recorded 3 outs. A 3 inning reliever must records 6 outs, a 4 inning reliever must record 9 outsÖ etc. Note that a 1-inning reliever need not record any outs before he can become weak.

İİİİİİİİİİİİİİİ 12.3 - Starters

12.31 - The roster sheet shall be the guideline for the amount of rest between pitcher starts. A pitcher with an asterisk may pitch on three games rest while all others must have four games rest between starts.

12.32 - All starting pitchers shall be limited in starts to a percentage of actual starts.

12.33 ñ During the regular season, you must always have a minimum of 4 starting pitchers on your active roster.

12.34 - A starting pitcher may not be removed from a game before pitching 3 full innings unless he allows 2 total runs or 5 on base (H, BB, and HBP only). The only exception is if leaving the starter in would cause a violation of our innings limitations and subsequent forfeiture of the game. Only in this case may a starting pitcher be removed before pitching 3 full innings. In this situation, the manager with the limited starter must announce his intentions before the game starts.

12.4 - Relievers

12.41 - All relief pitchers coming into a game must be announced as warming up in the bullpen.

12.42 - Only one reliever at a time may warm up during the first five innings (including the entire fifth inning) from the sixth inning on, a maximum of two relievers may warm up at any time.

12.43 - A reliever must have been warming in the bullpen while at least two batters bat, or between innings, before he may enter the game.

12.44 - Relief pitchers that pitch 2 full innings or more above their inning of endurance may not pitch for 2 games. In addition, the maximum number of innings a reliever can pitch without fatigue is his POW inning, plus 2.İ For example a relief pitcher with a POW of 2 would become fatigued after recording 12 outs (4 innings).

12.45 - A relief pitcher cannot pitch in more than 3 straight games. He must rest at least one game after pitching in 3 straight games.

İİİİİİİİİİİİİİİİİİİİİİİİİİİ 12.46 - When pinch hitting for the pitcherís position in the order, the offensive manager must announce, in addition to the pinch hitter, which reliever(s) are currently warming up in the bullpen.

İİİİİİİİİİİİİİİİİİİİİİİİİİİ 12.47 - If a relief pitcher is to enter a game at the start of the inning and is not replacing a pitcher that was pinch-hit for, that reliever must have been announced as warming up while his team was batting in the last half-inning. Failure to comply means the reliever cannot enter the game until he warms during a minimum of two at bats for the opposition.

12.48 - You may warm up, sit down, and get back up any combination of relievers as long as the above rules are satisfied. You are expected to handle your bullpen in a realistic manner.

12.49 - Saves - Credit a relief pitcher with a save when he meets all three of the following conditions:İİİ

1. He's the finishing pitcher in a game won by his club, and

2. He is not the winning pitcher

3. He qualifies with one of the following conditions:

a. He enters the game with a lead of no more than three runs and pitches at least one inning

b. He enters the game with the potential tying run either on base, at bat, or on deck

c. He pitches effectively for at least 3 innings.

12.5 ñ5 in 4 rule: During the playoffs ONLY:

12.51İ - All relief pitchers are subject to an additional limitation on their use during the playoffs.

12.511 ñ No reliever shall pitch for more than their relief endurance rating plus 4 total innings over any 4 day period. Days, not games. i.e. a pitcher with a relief rating of 1 can pitch 5 innings over 4 days. a pitcher with a relief rating of 2 can pitch 6 innings over 4 days. EtcÖ

 

12.5 - Starter/Relievers

12.51 - Starter/Reliever Rest - Starter/relievers, after starting a game, must have three games rest before their next relief appearance. A starter/reliever must have four days rest after his last relief appearance before his next start.

12.52 ñ A strict starter may be used to relieve. He must have 3 days of rest since his last appearance. He comes into the game at his point of weakness, and each dot shall be replaced with SINGLE**. He will also need 4 games rest before his next appearance, regardless of whether he is normally capable of pitching on three days rest. Be aware that pitching a starter in relief in this situation will affect your rotation for the following, and possibly current, play dates.

-          note: This may be done even though the strict starter had 0 actual relief appearances in the majors.

12.53 ñ If, due to injury, a team has no available starting pitcher to start a game, a relief only pitcher may start a game. He must have had 4 days rest since his last appearance. He is considered ëtiredí for his entire stay on the mound, and each dot shall be replaced with SINGLE**. He will also need four games rest before his next appearance. The pitcher is subject to the normal minimum innings/runs/hits rules (see rule 12.34).

12.54 ñ At any time may elect to use a non-pitcher as a pitcher. In this case use the ënon-pitcherí pitching card supplied in the Strat-O-Matic rules. If starting the game, the ëpitcherí is subject to the normal minimum innings/runs/hits rules (see rule 12.34). A copy of the non-pitcher pitching card can be found at the back of this rule book.

12.55 ñ A Starter/Reliever with limited allowable relief appearances may relieve in the playoffs without regard for the maximum appearance limits he was subject to during the regular season.

 

13.0 Ball Park Effects and Clutch Hitting

13.1 - Ballpark Homeruns - Ignore all readings that have a ìuî symbol next to them. Instead, refer to the Ballpark Effect Chart.İ Find the correct home stadium and batting stance of the current batter. Roll a 20-sided die to determine if the batter has hit a homerun or a fly()B.

13.11 - Players with weak (W) power may not hit a homerun in this way, instead change all Homerun results to SINGLE **.

13.2 - Ballpark Singles - Ignore all readings that have aİ "İİİİİ " symbol next to them. Instead, refer to the Ballpark Effect Chart.İ Find the correct home stadium and batting stance of the current batter. Roll a 20-sided die to determine if the batter has hit a SINGLE * or a Lineout.

13.3 - Clutch Hit - If there are two outs and a runner in scoring position Ignore all readings that have aİ "Ω " symbol next to them. Instead change all OUT results to a SINGLE** and all SINGLE results to a popup.

13.4 - Open Triangle - Ignore all readings that have an "D" symbol next to them. Instead use the second reading, in Italics, beneath it.

 

14.0 Miscellaneous WNYSOMBL Rules

14.1 - Dice off Surface - If one or more dice land off the playing surface, all dice must be re-tossed. Three consecutive rolls off the table shall incur a strikeout for that batter. Five rolls off the table in one inning shall result in a strikeout for the batter at that time. X-Chart rolls are handled differently.

14.2 - On X-Chart rolls where one or more dice do not remain on the table or are considered unreadable, only the class of die in question is to be re-rolled. For example, if the 1 of the 6 sided dice falls off the table, then all 3 of the 6 sided dice are to be re-rolled. The result of the 20 sided die is kept.

14.2 - Cocked Dice - Cocked dice must be read as they lie, if possible. If unreadable, they must all be re-tossed. A ruling from the commissioner, if available, may be obtained in such a situation.

14.3 - Playing Surface - All player cards must be placed upon the playing surface before the dice are cast. The twenty-sided die will be used instead of the split card deck. Only three six-sided dice and one twenty-sided die for each team may be placed upon the playing surface during the play date. This prevents the arguments incurred when someone rolls into a sea of dice, and restricts those who change dice every three minutes.

14.4 - Dice Rolling - Dice cups and other auxiliary dice-rolling equipment may not be used in league competition. The dice must be rolled from the hands. The use of the mouth or any other orifice is strictly prohibited. The use of a box is legal, but the box must be transparent, and the dice must be readable from a seated position.

14.5 - Shawn rule - If you are in the habit of rolling all 4 dice for each roll (3 cube dice plus the 20 sided die), and your opponent objects to this, you must roll the 20 sided die separately from the cube dice.

14.6 - Roll your own fate - On all plays that involve the X-Chart, the Offensive manager will roll all the required dice, including the 20-sided die and the cube dice.

14.7 - Interference - When spectator interference occurs with any rolled dice, the spectator shall be considered part of the playing field, and the roll shall count.

14.8 - Defensive Changes - Defensive changes shall be allowed during an inning when they accompany a pitching change, as in major league baseball. This is the only way a defensive change may be made once the inning has started. The inning starts when the manager rolling the dice that inning casts his first roll.

14.9 ñ Balk/Wild Pitch Passed Ball rules, Catcher blocking the plate and Outfielder robbing a homerun. These Strat-O-Matic rules will not be used by the WNYSOMBL this season.

14.10 ñ Ejection rule - The batter and pitcher will both be ejected from the game whenever a HR is followed by a HBP. It does not matter if it is the same pitcher.İ If the batter following the HR is intentionally walked and the next batter is HBP, no ejection occurs.

 

28.0 CLOSER RULE

İİİİİİİİİİİİİİİ İThis Super Advanced system encourages realistic use of relief pitchers, emphasizing the use of pitchers in late-inning save situations who where the real big-league closers. Each reliever is given a second POW rating, call it "closer endurance".İ For example, a rating a "relief(2)/3" indicates a regular POW rating of 2 and a closer endurance rating of 3.

28.1İ Closer ratings range from 0-6, with 6 being the big-league's most frequent and successful closers. If a relief pitcher is rated "N" for closer endurance, he should not be used as a closer.

28.2İ Closer endurance is the duration, measured in number of outs, a pitcher can maintain his effectiveness in closer situations.İ In Strat-O-Matic, a "closer situation" is defined differently than a big-league save opportunity.İ Your pitcher will be in a "closer situation" whenever you have the lead in the 9th inning or later and the tying run is on base or at bat.

28.3İ A pitcher may enter a game in a closer situation or a game he already has entered may suddenly become a closer situation.İ Here are some rules to govern both possibilities:

28.31İ The closer rules do not affect the current game's starting pitchers, who always use their starter POW (even for starting pitchers who have ratings both as starters and relievers).

28.32İ Each reliever enters the game using either his closer endurance (if the game is already a closer situation) or his regular POW rating (if the game is not currently a closer situation).

28.33İ If the pitcher begins his appearance with his regular POW and game becomes a closer situation, he CHANGES to his closer endurance rating.İ At that time, reduce his closer endurance by the number of outs he has already recorded.İ This number cannot be reduced to lower than 0, unless the pitcher's closer endurance is "N".

28.34İ Once a pitcher begins to use his closer endurance rating, that is his endurance for the remainder of his appearance, even if the score changes and the game is no longer a closer situation.

Example: A reliever enters the game in the bottom of the 9th inning with a 3-2 lead - a closer situation. The opposing team ties the score in the bottom of the 9th.İ In the top of the 10th, the pitcher's team scores four times.İ If the same pitcher remains in the game for the bottom of the 10th, he is still using his closer endurance rating to determine when he becomes fatigued.

28.35İ The closer endurance rating is the number of outs the pitcher can record before becoming fatigued. Once this number has been reached, reducing his endurance rating to 0, he becomes fatigued AS SOON AS he allowes a hit or walk (or HBP in our league).

28.36İ Any pitcher with a closer endurance rating of "N" is immediately considered fatigued with the first batter he faces in a closer situation.

28.37İ As with regular POW, once a reliever becomes fatigued under the terms of the Closer Rule, out readings followed by dots become SINGLE**.

 


 

Injury Chart

 

 

Die roll

Regular Season Result

Playoff Result

1

Batter is Temporarily Injured and Remains in Game

Batter is Temporarily Injured and Remains in Game

2

Batter is Temporarily Injured and Remains in Game

Batter is Temporarily Injured and Remains in Game

3

Batter is Temporarily Injured and Remains in Game

Batter is Temporarily Injured and Remains in Game

4

Batter is Temporarily Injured and Remains in Game

Batter is Temporarily Injured and Remains in Game

5

Batter is Temporarily Injured and Remains in Game

Batter is Temporarily Injured and Remains in Game

6

Batter is Injured for the Remainder of Day only

Batter is Injured for the Remainder of Day only

7

Batter is Injured for the Remainder of Day only

Batter is Injured for the Remainder of Day only

8

Batter is Injured for the Remainder of Day only

Batter is Injured for the Remainder of Day only

9

Batter is Injured for 1 Day

Batter is Injured for the Remainder of Day only

10

Batter is Injured for 1 Day

Batter is Injured for the Remainder of Day only

11

Batter is Injured for 1 Day

Batter is Injured for the Remainder of Day only

12

Batter is Injured for 1 Day

Batter is Injured for the Remainder of Day only

13

Batter is Injured for 2 Days

Batter is Injured for 1 Day

14

Batter is Injured for 2 Days

Batter is Injured for 1 Day

15

Batter is Injured for 2 Days

Batter is Injured for 1 Day

16

Batter is Injured for 3 Days

Batter is Injured for 1 Day

17

Batter is Injured for 3 Days

Batter is Injured for 1 Day

18

Batter is Injured for 4 Days

Batter is Injured for 2 Days

19

Batter is Injured for 5 Days

Batter is Injured for 2 Days

20

Batter is Injured for 6 Days

Batter is Injured for 3 Days

 


 

 

Ground Ball Result chart:

 

-          For all readings of GB()A, GB()B or GB()C (not including GB()X), refer to the following chart.

 

Note (1): for balls hit to the pitcher: If a ground ball is hit to the pitcher when there is a baserunner on 3rd base, ALWAYS refer to the ëinfield iní section. If there is no runner on 3rd, ALWAYS refer to the infield back section. This is true regardless of whether the infield is positioned in or back.

 

Note (2): Corners in: If a ball is hit to 1st or 3rd when the corners are in refer to the infield in section ONLY if there is a runner on 3rd. If there is no runner on 3rd, refer to the infield back section.

 

Infield Back

 

Infield In

Bases

GBA

GBB

GBC

 

Bases

GBA

GBB

GBC

EMPTY

1

1

1

 

3

1

7

1

1

2

4

3

 

13

8

7

8

2

6

6

3

 

23

1

7

1

3

5

5

3

 

123

9

7

7

12

2

4

3

 

 

 

 

 

13

2

4

3

 

 

 

 

 

23

5

5

3

 

 

 

 

 

123

2

4

3

 

 

 

 

 

 

Results

1.                                Batter out, runners hold.

2.                                Batter out, runner on 1st out ñ double play.

Other runners advance 1 base.

3.                                Batter out, runners advance 1 base.

4.                                Batter safe, runner on 1st out going to 2nd ñ force play.

Other runners advance 1 base.

5.                                If hit to 2nd/ss ñ Batter out, runners advance 1 base.

İİİİİİİİİİİİİİİ İOtherwise ñ Batter out, runners hold.

6.                                If hit to 1st/2nd ñ Batter out, runners advance 1 base.

İİİİİİİİİİİİİİİ İOtherwise ñ Batter out, runners hold.

7.                                Batter is safe, lead runner is out, other runners advance 1 base.

8.                                Batter is out, runner on 3rd holds, runner on 1st advances to 2nd.İİİİİİİİİİİİİİİİ

9.                                Batter is out, runner on 3rd is out - double play! Other runners advance one base.

 

 

 

Example:İ Alomar is on second. Bonds is at the plate. Bonds hits a GB(3B)B. Consulting the above chart shows that, with the infield back and a runner on second, a GB(3B)B is a ë5í. A ë5í translates into ëBatter out, runners holdí

 


 

Non-Pitcher Pitching Card

 

Use the following ëcardí when using a non-pitcher as a pitcher (as per rule 12.54).

 

 

Against Left-Handed Batter

 

Against Right-Handed Batter

4

 

5

 

6

 

4

 

5

 

6

2

GB (P) B

 

2

SINGLE**

 

2

SINGLE**

 

2

GB (P) B

 

2

SINGLE**

 

2

SINGLE**

3

GB (1B) X

 

3

FLY (CF) X

 

3

GB (1B) C

 

3

GB (1B) X

 

3

FLY (CF) X

 

3

GB (1B) C

4

GB (2B) X

 

4

GB (2B) X

 

4

GB (3B) X

 

4

GB (2B) X

 

4

GB (2B) X

 

4

GB (3B) X

5

Strikeout

 

5

GB (SS) X

 

5

FLY (CF) B

 

5

Strikeout

 

5

GB (SS) X

 

5

FLY (RF) B

6

WALK

 

6

N-HR

 

6

WALK

 

6

WALK

 

6

N-HR

 

6

WALK

7

WALK

 

7

SINGLE**

 

7

SI*İİİİİİİİİİİ 1-17

LO (SS)İ 18-20

 

7

WALK

 

7

SINGLE**

 

7

SI*İİİİİİİİİİİ 1-17

LO (2B)İ 18-20

8

N-HR

 

8

Popout (3B)

 

8

SINGLE (RF)

 

8

N-HR

 

8

Lineout (SS)

 

8

SINGLE (LF)

9

N-HRİİ 1-16

TR İİİİİİ17-20

 

9

GB (2B) C

 

9

DOUBLE (CF)

 

9

N-HRİİ 1-16

TRİİİİİİ 17-20

 

9

GB (2B) C

 

9

DOUBLE (CF)

10

N-HR

 

10

GB (SS) X

 

10

CATCH-X

 

10

N-HR

 

10

GB (SS) X

 

10

CATCH-X

11

FLY (LF) X

 

11

FLY (RF) X

 

11

GB (P) X

 

11

FLY (LF) X

 

11

FLY (RF) X

 

11

GB (P) X

12

GB (P) B

 

12

DOUBLE (RF)

 

12

FLY (CF) X

 

12

GB (P) B

 

12

DOUBLE (LF)

 

12

FLY (CF) X

 

 

Notes:

İThe non-pitcher used as a pitcher is considered to pitch the same way that he bats (i.e. a left handed hitting batter would be a left handed pitcher).

All offensive information is taken from the batterís card.

 

İİİİİİİİİİİİİİİ The non-pitcher has an error rating of 51.

The non-pitcher has a fielding range of 5.

He has a starting rating of 4 and a relief rating of 1.

He has a +9 hold.

We are not using the Balk, Wild Pitch or Closer ratings this season.

 

It doesn't matter whether he is a 1e3 Shortstop or a 5e25 leftfielder, he is a 5e51 pitcher.

 

 

 

 

Here is the actual card image.