The
Strat-O-Matic
Baseball League
2005 - 2006 Season
The Western New York Strat-O-Matic Baseball League was founded over 25 years 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 Officers - The Commissioner is Todd LaFontaine. ÝHe 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.
The League Statistician will also be Todd LaFontaine. 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 2006-2007 W.N.Y.S.O.M.B.L. will consist of 7 teams.
Draft:
- The 2006-2007 WNYSOMBL player draft will be held starting at 10:00 AM on Saturday, September 9, 2006 at Geneís.
-
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.Ý 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.
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All
carded Batters (non-pitchers) who would be eligible for 110 or more at-bats in
League competition are eligible to be drafted (i.e. a minimum of 200 at bats on
their card).
-
All
carded Pitchers are eligible to be drafted but not necessarily to participate
in the playoffs. See Playoff Qualifications below.
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.
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 55% of their innings pitched on their card. Starting pitchers are limited to 55% of their number of starts on their card. When rounding numbers, always round up, not down.
- Additionally, Starter/Relievers that were predominantly starters (had more starts than relief appearances) are limited to 55% 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.
- 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 55% 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:
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.
- New for 2005/2006: Playoffs are now 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.
- 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 4Ý normal or asterisked starters or 3 pure asterisked (*) starters.
- No reliever eligible for less than 20 relief innings in League competition may be placed on a playoff roster.
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.
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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.
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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.
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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.
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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.
- You must announce your 25-man playoff roster, to the commissioner, 48 hours before your playoff series. The commissioner will, once all rosters have been received, distribute the 25 man rosters to the league. Note that it is your responsibility to ensure that there are no playoff ineligible players on your playoff roster.
- If you have not been given 48 hours notice, you have the right to postpone the series until such time as you have had notice and time to prepare.
- 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.
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.Ý Bob Vyhnalek will be handling this task. 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. The responsibility of calling in the results rests with the winning manager in the series. ÝIn the event of a split, the home manager should report the series results.
Penalties and
Restrictions:
- New for 2005-2006: Each team is required to report quarterly statistics to the league statistician according to deadlines specified on the league schedule.Ý 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.Ý 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.
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 ÝBaserunners 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.Ý 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.Ý A ì1î fielder has a -2 arm, a ì2î fielder aÝ -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?
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.Ý The maximum range rating is 5.
4.4 - If a
"
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.Ý 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.Ý 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
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)
8.0 Defensive Strategy
8.1 - Infield In
8.11 - Infield in may only be used with a man on Third Base.
8.12 - If the result is a groundball A, B or C consult the Infield In table on the Ground Ball Result Sheet.
8.13 - If the result is gb()+ change the result to read SINGLE**.
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.Ý 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
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.Ý
- 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 situationÝ (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
10.1 - Injuries may occur to any Batter (including Pinch-hitters)
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), 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.