BASEBALL DICE GAME
RULES
DICE BASEBALL
Dice Required: Recommended 1d4, 1d6 (for keeping track of “Individual Effort” uses per player), 1d8, 1d10, 1d12, and 1d20 per player. Any rules that are not stated follow the standard Major League Baseball ruleset.
GAMEPLAY
Beginning the Game: Each player rolls a d20. The player with the highest roll is the Home Team. In the event of a tie, repeat this process until a winner is determined.
Pitching & Batting:
The Pitcher and the Batter each roll a 1d10 to determine how they perform. These rolls are to be performed simultaneously. When determining the difference between the results of the Batter’s roll and the Pitcher’s roll subtract the results (Ex. A Batter’s roll of 8 minus a Pitcher’s result of 5 = 3 which results in a ball).
Pitch Results:
STRIKE: The Pitcher’s roll is greater than the Batter’s roll by 4 or more.
FOUL BALL: The Pitcher’s roll is greater than the Batter’s roll by 3 or less (the pitcher got the batter to swing but the batter tipped it).
CHECKED SWING: The Pitcher’s roll is equal to the Batter’s roll. See “Checked Swing” rules.
BALL: The Batter’s roll is greater than the Pitcher’s roll by 4 or less (the batter read the pitch correctly and let it go).
HIT: The Batter’s roll is greater than the Pitcher’s roll by 5 or more.
Checked Swing: The batter attempts to stop their swing and rolls a 1d4 to determine the outcome.
1-2 = STRIKE (the batter was not able to stop their swing and is called for a strike)
3-4 = BALL (the batter "didn't go" and was able to stop their swing)
Hit Roll:
The Batter rolls a 1d20 to determine the results of a Hit.
Hit Results:
1-8 = Pop Up (Batter Out)
9 = Sac-Fly (Batter Out - Runner on Third Base, if applicable, Advances Home)
10-13 = Single (All Runners Advance One Base - Runner(s) Out via Defense Roll)
14 = Fielding Error Single (Runner Out if Defense Roll matches base with a runner advancing to it. No Double or Triple Play allowed.)
15-16 = Single
17-18 = Double
19 = Triple
20 = Home Run
Defense Roll:
The Fielder rolls a 1d4 to determine what base the ball is thrown to for the out. The result on the d4 corresponds with a base.
Defense Results:
1 = 1st Base
2 = 2nd Base
3 = 3rd Base
4 = Home Plate
If the base rolled does not have a runner advancing to it, the throw goes to the next preceding base with a runner advancing to it.
If the base rolled does have a runner advancing to it, the throw goes to the rolled base and opens an opportunity for a double or triple play.
Defense Roll Examples:
If a runner is on 2nd Base and a Ground Ball Single is hit, a result of 2 would be a throw to 1st Base, a result of 4 would be a throw to 3rd Base, and a result of 1 or 3 would be a throw to 1st or 3rd base respectively.
If a runner is on 1st Base and a Ground Ball Single is hit and the Defense Roll is a 2, then the runners advancing to 2nd Base and 1st Base are out with a double play. In the same scenario, if the Defense Roll is a 1, then the runner advancing to 1st Base is out and the runner advancing to 2nd Base is safe. In the same scenario, if the Defense Roll is a 3 or 4, then the runner advancing to 2nd Base is out and the runner advancing to 1st Base is safe.
If there are runners on 1st and 2nd Base and a Ground Ball Single is hit, a result of 3 means the runners advancing to 3rd Base, 2nd Base, and 1st Base are out with a triple play. In the same scenario, if the Defense Roll is a 2, it is a double play with the runners advancing to 2nd Base and 1st Base being thrown out and the runner advancing to 3rd Base safe at 3rd. In the same scenario, if the Defense Roll is a 1, then the out is at 1st Base and the runners advancing to 2nd Base and 3rd Base are safe. In the same scenario, if the Defense Roll is a 4, then the out is at 3rd Base and the runners advancing to 2nd Base and 1st Base are safe.
OPTIONAL ADVANCED RULES - SPECIAL PLAYS
In the Zone: Once per game as the Pitcher, each player at any time during a single inning, and for the rest of that inning, can use a 1d12 die instead of a 1d10 die for their Pitching rolls.
Hot Bats: Once per game as the Batter, each player at any time during a single inning, and for the rest of that inning, can use a 1d12 die instead of a 1d10 die for their Batting rolls.
Individual Effort: Each player has 6 Individual Effort uses per game (tracked with the d6 die) that represent the ability to dig deep and make incredible plays. Different plays require different levels of effort.
Dialed In (1 use): A player may choose, before their pitching roll, to expend 1 Individual Effort use to roll a 1d4 along with their Pitching die and add the results together for their total Pitching result for a single batter's at bat.
Locked In (2 uses): A player may choose, before their batting roll, to expend 2 Individual Effort uses to roll a 1d4 along with their Batting die and add the results together for their total Batting result for a single at bat. If the result is a hit, the player can roll a 1d4 and add the result to their 1d20 Hit Roll up to a maximum of 19.
Laser Beam (3 uses): Upon a Hit result from the offensive player that would require a Defensive Roll, the fielding player may choose to expend 3 Individual Effort uses to forego the Defense Roll and instead choose which base the ball is thrown to.
Spectacular Play (4 uses): Upon seeing a Hit result from the offensive player that is not a Home Run, the fielding player may choose to expend 4 Individual Effort to roll a 1d8 and change the Hit outcome based on the roll result.
1 = Reduce Hit Result by 1
2-3 = Reduce Hit Result by 2
4-5 = Reduce Hit Result by 3
6-7 = Reduce Hit Result by 4
8 = Reduce Hit Result by 5
Spectacular Catch (4 uses): Upon seeing a Hit result from the offensive player is a Home Run, the fielding player may choose to expend 4 Individual Effort to roll a 1d8 and change the Hit outcome based on the roll result.
1-4 = No Effect
5-8 = Out (Home Run Robbery)