by Don Lowry
Avalon Hill Publishes this game as part of their Sports Illustrated line. If you're fairly familiar with how baseball is played you'll find this to be a very easy game to learn. Physically, it consists of : two, 8" x 22", mounted board sections (which can be held together by two plastic clips) displaying a baseball diamond and numerous charts; three plastic pawns, to represent base runners, three unusual dice (a black one numbered 1, 2, 2, 3, 3, 3, a white one numbered 0, 0, 1, 2, 3, 4 and a white one numbered 0, 1, 2, 3, 4, 5); a small rules booklet; numerous player cards and pitcher cards; and a pad of score sheets. Each card represents a different famous baseball player. Both leagues and all eras are represented, from old timers like Cy Young and Ty Cobb to such recent greats as Al Kaline and Bob Gibson. Players first decide on how to choose teams. One could take the American League and the other the National (players are identified by the league in which they were most successful), or you could play old-timers vs. Recent players (1945 is suggested as a good dividing line) or practically any other method the players can agree on. Each player then selects his lineup, being sure to have one player designated for each position, and writes them down on a score sheet, in the batting order desired. Then he arranges his cards in the same order. The back of each card gives a brief biography of the payer represented and the front shows his league, position(s) and defensive skill level(s), speed, bunting ability and whether he bats left-handed, right-handed or both. While each pitcher has a regular (white) card to use when he bats, he also has a special (yellow) pitching card. The home team's starting pitcher's card is placed on a special "pitchers" mound area of the board so that the spaces with certain codes along its edges align with rows of numbers on the board. Then the home team player rolls the three weird dice to get a number from 10 to 39 (the black die determines the second). In a few cases the number rolled will line up with a code against the Pitcher's Legend chart will give you the result, such as a strike out, walk, etc. Some numbers will cause you to consult the "automatic out" numbers for your team. This is determined by comparing the total defensive ratings of your players with the Team Defensive Chart. The better your defense the more numbers will result in automatic outs. Any die roll that corresponds with a code of "X" leads to the Pitcher's X Chart, which yields results such as wild pitch, hit by pitch, balk, etc. However, if the die roll corresponds to no code at all on the pitcher's card then the batting player rolls the dice and compares the numbers to codes on his batter's card and consults the Batter's Legend chart. Here the results vary greaatly form home runs, to singles where runners advance two bases, to ground outs with runners advancing one base, to double plays, walks, sacrifice flies, strikeouts - you name it. If the batting player wants his batter to bunt he rolls the dice instead of the pitcher and consults either the Sacrifice Bunt Chart or the Suicide Squeeze Chart. There are also three charts used for runners trying to steal a base (one each for stealing second, third and home). And finally there is a Manager's Decision Chart, which is used when certain results come up after a batter's die roll - for instance whether, on a double a runner starting at first should try for third. If he does a die is rolled and the Chart is consulted. Basically that's about it. Of course players can be replaced, pinch hitter (or runners) sent in, pitchers changed, etc. Really most of the player's control of the game and opportunities for strategy, is in selecting his lineup, making substitutions and deciding when to bunt, steal, etc. Other than that it's all in the dice rolls and the statistical probability built into the cards. This, however, makes it ideally suited for solitaire play - just as AH's Baseall Strategy is decided not so suited. It is also a fun way to learn all about some of the past greats in baseball history. I have a few minor gripes: A base runner's speed has no affect on anything except stealing and the Manager's Decision Chart plays. It does not affect his chances of avoiding double plays, advancing on a bunt, etc. A player's or team's defensive rating affects only the automatic out numbers. It has no effect on any other play, not even on the chances of turning a ground out into a double play. You cannot call for a pitch out or a hit and run. One touch I do like is that each batter's card has separate rows of codes to consult depending on whether the pitcher he is facing is right-handed or left-handed. The game is well suited for young players. My son, almost nine, quickly caught on and loves the game. It comes in AH's standard bookcase box and sells for $12.00. It is available from Lowry Enterprises. More Thumbnail Analysis Back to Campaign #92 Table of Contents Back to Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1979 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. 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