1. Field of the Invention
The present application is directed generally to games involving the use of miniatures to represent players of sports and, more particularly, to a game using game pieces representing baseball players and a method of playing a baseball game therewith.
2. Description of the Related Art
There are a variety of simulated sports games, such as baseball games, in the market today. Computer software simulations, video game consoles, and handheld games appeal to a segment of the population. Other individuals prefer board games. There are board games in which individuals compete against each other and in tournaments and marquee events throughout the country.
One genre of sport board games may rely on traditional player cards with easy-to-learn rules and simple game mechanics. Such board games tend to sacrifice some realism and accuracy for playability and simplicity. In a different approach, some sport board games are known for a high degree of accuracy, especially the area of player statistics. For example, a simulated baseball game with a high degree of accuracy may provide player statistics for individual players based on that player's batting average, fielding percentage, and the like. These types of games tend to have cumbersome rules and game mechanics and games can last for a very long time. Such approaches sacrifice playability and simplicity for realism and accuracy.
Both these approaches to sports simulation games involve tradeoffs. On approach sacrifices realism and accuracy for the sake of simplicity and playability, while the other approach sacrifices simplicity and playability for realism and accuracy. Therefore, it can be appreciated that there is a need for a sport simulation game that provides simplicity and playability, but also provides the necessary realism and accuracy for game simulation purposes. The present invention provides this and other advantages, as will be apparent from the following detailed description and accompanying figures.
In one embodiment, the present invention is directed to a sport simulation game comprising a playing surface representative of the game field and a game piece comprising a self-contained record-keeping device that displays variable information relating to the performance characteristics of the game piece in the game. The information is arranged in a plurality of groupings of game play indicia and is expressed as game play values with at least of the plurality of game play indicia corresponding to demarcations on the playing surface for interactions using the demarcations during game play.
In a typical implementation, a plurality of game pieces are assigned to two competing teams with each game piece comprising a self-contained record-keeping device that displays variable information relating to the performance characteristics of the respective game piece. The game play indicia of selected ones of the game pieces on each of the competing teams being compared in simulated interaction according to the game rules to determine an outcome.
The game may further comprise a symbol generating device for operation by a player of the game with selected ones of the symbols being used in conjunction with selected ones of the game play indicia to alter game play values of the selected game play indicia. In one embodiment, the symbol generating device is a cube with each side of the cube containing a symbol indicative of a game play value. The game play value is used in conjunction with the game piece to determine a simulated game activity. In another example, the game comprises a plurality of symbol generating devices for operation by a plurality of players of the game with the selected one of the symbol generating devices being selected by each player for simulated interaction according to the game rules with the generated symbols being used in conjunction with selected ones of the game play indicia to alter game play values of the selected game play indicia.
In one embodiment, the game is a simulated baseball game and further comprises a sequence indicator removably coupled to the game piece to indicate a batting order of the game piece with respect to other game pieces. In a game play simulation, the playing surface is representative of a baseball field and the demarcations of the playing surface define boundaries for interaction with the game pieces during game play. The game may further comprise a plurality of game pieces assigned to competing baseball teams with each game piece comprising a self-contained record-keeping device that displays variable information relating to the performance characteristic of the respective game piece in the baseball game.
The baseball game simulation may further comprise a plurality of symbol generating devices for operation by two players of the baseball game with the first of the game players controlling a game piece representative of a pitcher and the second of the players controlling a game piece representative of a batter. A selected one of the symbol generating devices is selected by each player for simulated interaction according to game rules with the generated symbols being used in conjunction with selected ones of the game play indicia to alter game play values of the selected game play indicia and thereby generate an outcome in accordance with the rules of the game.
The game piece may represent an actual player where at least a portion of the game play indicia are derived from actual player statistics for the actual player.
The present invention is directed to a sports simulation board game. The examples provided herein are related to a baseball game simulation. However, the principles of the present invention may be readily expanded to other sports games, such as basketball, football, and the like. The game simulation techniques described herein provide a high degree of accuracy and yet remain simple to learn and use. The high degree of accuracy is provided by the game pieces used in the simulation. The game pieces are self-contained record-keeping devices containing information relating to the baseball game. The data provided on the record-keeping devices vary from one player to another based on that player's statistics. For example, batting average, fielding percentage, home run hitting capability, slugging percentage, and the like may be useful statistics to help control the hitting aspect of the game. Defensively, the record-keeping device includes game play values that reflect statistics related to fielding percentage, speed, errors, and the like. In addition, the record-keeping devices for a pitcher will include game play values related to the pitcher's accuracy, strike-out record, power, and the like. The advantage of such self-contained record-keeping devices is that they may be readily varied during the course of play to reflect changes in the ebb and flow of the game. For example, a home run may tend to demoralize a pitcher and thus reduce his effectiveness. Similarly, a great defensive play may serve to bolster the morale of a team and demoralize a batter, thus decreasing that batter's effectiveness. Those individuals knowledgeable in various sporting events will recognize that such ebb and flow in actual sporting events is extremely important. The ability of the record-keeping devices of the present invention is that they can be varied easily during the course of the game to reflect such ebb and flow.
In addition, the game board 100 includes bases 102 (i.e., first base, second base, and third base), as well as home plate 104. The demarcations 101 for the six zones radiate out from the home plate 104 and each zone is a sector of the playing field. Also illustrated in
In addition to traditional game components, the game board 100 also includes a plurality of lists 1110 that indicate activities or actions that result in a gain or loss of offensive morale, defensive morale, or pitcher morale.
A baseball simulation game is played with two entire teams of players. Assembling a team is discussed in greater detail below. Each player has an action figure of a major league player attached to a base, which also functions as a record-keeping device.
The selector disk 122 includes a wedge-shaped statistical slot or aperture 128 that allows multiple columns of numbers and/or additional data from the label 124 to be seen at a given rotational position of the selector disk 122 relative to the base disk 126.
The selector disk 122 includes a plurality of fingers 130 mounted at the periphery of the selector disk 122. The plurality of fingers 130 includes six short fingers 132, alternating with six long fingers 134. In alternate embodiments, any other suitable number or sizing of fingers 130 may be used.
As seen in
As seen in
When assembled, the label 124 is applied to the upper surface of the base disk 126 and the base disk fits within and is captured by the fingers 130 of the selector disk 122. A circular depression 154 (see
In other embodiments (not shown), the described game piece base 120 may be any record-keeping device, such as mechanical and electronic counters, that are suitable for recording and conveying information. Specifically, the game piece base 120 allows for the variation of indicia or game play values during the course of play. The game piece base 120 may be made available in conjunction with or separately from the character 156 to allow for interchangeability between characters and bases 120, or to allow one to acquire a game piece base 120 to match a character already owned.
Each game piece is designed to be a collectible item and includes a replica of a real baseball player, illustrated by the fictional character 156 in
As is described in more detail below, the design of the game piece base 120 means that each game piece base carries with it a complex, two-dimensional table that reflects a character's performance statistics at up to 12 different stages of performances where each of the twelve discrete indexed positions of the selector disk 122 with respect to the base disk 126 represents a state of the character's performance. In alternate embodiments, other numbers of discrete locations can indicate other stages of character performance. Thus, the game piece base 120 provides both the table and the current performance of the character, eliminating voluminous rule books and record-keeping required by other such sports simulation games.
In addition to the data provided on the label 124 and visible through the aperture 128, the upper surface 152 of the selector disk 122 contains additional data 158 about the particular player and the character's operational capabilities as illustrated in
The spray chart 160 on the game piece base 120 contains six sections corresponding to the six zones of the field, respectively. The numbers 1-6 appear in at least some of the sections of the spray chart 160. In the example illustrated in
The game piece base 120 also includes additional data 158 appearing on the upper surface 152 of the selector disk 122 in the form of a fixed defense value 162, illustrated in
Numerical play values on the label 124 visible through the aperture 128 are associated with these two game play indicia (defense value and speed value) during game simulation, as will be described below. In the example illustrated in
Also shown in
The sequence indicators 168 have a radius of curvature that is slightly smaller than the radius of curvature of the game piece base 120. A pair of inward tabs 168i and outward tabs 168o help secure the sequence indicator 168 to the game piece base 120. The sequence indicator 168 is made from a resilient material, such as plastic. When pressed against the game piece base 120, the sequence indicator 168 flexes and allows inward and outward tabs 168i and 168o to engage the game piece base, and retain the sequence indicator in position.
While there are fixed values such as defense value 162, speed value 164 and stamina value 166 appearing on the selector disk 122, the game play is also controlled by game play values on the label 124 visible through the aperture 128 that change during the course of the game as a player gets “hot” or “cold.” Thus, the game piece base 120 may be thought of as a performance dial that dynamically changes during the course of game play simulation. Additional details of the game play values associated with the defense value 162 and the speed value 164 are provided below. The stamina value 166 affects the performance characteristics of the pitcher. As will be discussed in greater detail below, the performance of the pitcher decreases if he pitches beyond his stamina limits indicated by the stamina value 166.
As will be described in greater detail below, the additional data 158 also includes a combination of batting outcomes based on the role of customized dice as well as the game play values on the label 124 seen through the aperture 128.
The batter's custom dice comprise a black power die 174 (Custom Die 3 in
To enhance the realism of the game, the manager of the fielding team may secretly select one of the two custom dice for use in pitching (i.e., the red velocity die 170 or the white control die 172). The selection of the custom red velocity die 170 provides a series of outcomes depending on the icon that is visible when the die is rolled. Alternatively, the manager of the fielding team may select the custom white control die 172, which has a different set of outcomes depending on the icon that is rolled. At the same time, the manager of the batting team may secretly select one of the two custom die that is rolled simultaneously with the pitcher's die. The batting team manager may choose an aggressive approach by selecting the custom power die 174, which has a selected set of outcomes for aggressive power hitting. Alternatively, the batting team manager may select the more conservative custom contact die 176, with a different set of outcomes based on the batter attempting to make contact with the ball rather than a power hit.
In operation during a simulated baseball game, the pitcher secretly selects either the velocity die or the control die while the batter secretly selects either the power die or the contact die. The pitcher and batter both roll the custom die at the same time. The batter also rolls the standard utility die containing from one to six dots (indicating the numbers-1-6) along with the selected custom die. The combination of icons in the custom dice (the selected die rolled by the pitcher and the selected die rolled by the batter) are compared with the combination of outcomes on the game piece base 120 for the batter (see
In operation, the custom die selected by the pitcher and the custom die selected by the batter are rolled simultaneously. As noted above, the batter also rolls a conventional die. The combination of outcomes is compared with outcomes on the game piece bases 120 of the pitcher and batter, as discussed above. Returning again to
Another four additional outcomes are indicated on the game piece base 120 for the batter, illustrated in the example of
Given the combination of symbols on the custom dice 170, 172, 174 and 176, illustrated in
If the combination of custom dice rolled indicates one of these first through eighth outcomes 180-194, respectively, the batter moves in accordance with the data adjacent to the icon combination for the outcome indicated on the label 124 of the appropriate game piece base 120 viewed through the aperture 128. For example, the combination of two baseball icons matches the first outcome 180 on the pitcher's game piece base 120. The outcome of an at-bat in which the first outcome 180 (i.e., two baseball icons) resulted is determined by examining the game play value associated with that outcome. In this example, the managers would look to the outcome shown on the label 124 visible through the aperture 128 on the pitcher's game piece base 120, illustrated in the example of
In the example of
Table 1 below lists the various at-bat results.
When the batter hits a ground ball or a fly ball to a zone (i.e., zones 1-6 as indicated by comparing the standard utility die with the spray chart 160) in which there is a defensive player present, the batter is out. In other situations where the ball is hit to a zone where no infielder or outfielder is present, it is necessary to make a fielding attempt. To make a fielding attempt, the fielding team's manager must move a player into that zone to field the ball. The fielding team manager can move a player only one zone (e.g., zone 3 to zone 4) in this manner. In order to field the ball, the fielding team manager must make a fielding attempt. To make a fielding attempt, the manager rolls two standard utility six-sided dice and adds the result to the defensive value 162 (see
In other game situations, the fielding team manager must make a throwing attempt against a runner. To make a throwing attempt, the manager rolls the two standard utility six-sided dice and adds the result to the defensive value of the fielding player with the ball. This total is called the “throwing total.” In order for the throwing attempt to succeed, the throwing total must be greater than the speed value of the runner. The defense value has been discussed above with respect to
As noted above, two special icon combinations do not appear on bases. These results mean that one of the players has total control of the at-bat—either the pitcher (indicated by the,baseball icon and the target icon combination) or the batter (indicated by the baseball bat icon and the power icon combination). Whichever player has total control of the at-bat immediately gains 1 click of performance (i.e., rotation to the next discrete indexed position in a direction making increased performance data viewable in the aperture 128), and that player's manager gets to choose the at-bat result he wants from any of the four new results showing in the player's stat slot (i.e., the aperture 128). Certain activities can be used to alter a runner's speed value. In normal baseball play, a long throw gives a runner extra opportunities to advance on the base. In the simulated baseball game of the present invention, a throw crossing more than three hitting zones, indicated by the line demarcations 101 extending from home plate 104 to the outfield, to reach the base to which the runner is attempting to reach, the runner gets a value of +1 to his speed value. In addition, if the throw is to home plate, the runner has a value of +1 to his speed value. Finally, if the throw is made after a deep fly catch, described below, the runner gets a value of +1 added to his speed value. All such modifiers are cumulative. For example, if the runner is attempting to reach home plate after a deep fly, a value of +2 is added to the runner's speed value. Selected other features may be used to add to the unpredictability of any sporting event and thereby increase the level of excitement in game play simulation. For example, a roll of 12 (i.e., two sixes on the two standard utility 6-sided dice) on a fielding or throwing attempt automatically succeeds and indicates a “Highlight Play.” The player making such an attempt receives one click of performance on the game piece base 120 to indicate a boost in performance. In addition, the player currently pitching also gets an increased click of performance.
Similarly, a role of two (i.e., two ones on the standard utility 6-sided dice) on a fielding or throwing attempt indicates a “Blooper Play.” The attempts automatically fails and the player making the attempt loses one click of performance as does the player currently pitching (i.e., rotation to the next discrete indexed position in a direction making reduced performance data viewable in the aperture 128). The loss in performance value indicates a lowering of morale and performance.
If the two dice for a fielding or throwing attempt, doubles (i.e., the same number showing on each of the standard utility 6-sided die) other than two sixes or two ones, the game players must first determine if the attempt succeeds. If it does succeed, the play is considered a “Great Play” and the player making the attempt gains one click of performance. If the attempt does not succeed, the play is an “error” and the player making the attempt loses one click of performance. In addition, every runner advances one base on an error.
There are certain special plays that may be made when an at-bat is resolved. A special play is indicated by a colored square behind the at-bat result. That is, certain at-bat results are shown on the label 124 visible through the aperture 128 with a colored square behind the result.
If the outfield wall 106 is deeper than the deep fly and there is a player in that zone, the at-bat is resolved with a fielding attempt. If the fielding attempt succeeds, the batter is out. If the attempt fails, the batter hits a double. If a player has to move into the zone, the fielding total must equal 12 or more to succeed.
If the outfield wall 106 is as deep as the deep fly (e.g., a medium fence 106m indicated by a yellow line and a yellow square FB at-bat game play value) and there is a player in that zone, the at-bat is resolved with a fielding attempt. If the attempt succeeds, the batter is out. If the attempt fails, the batter hits a homerun. If a player must move into the zone, the fielding attempt must equal 13 or more to succeed. Thus, the simulated baseball game includes a degree of luck and uncertainty as well as proper planning by placement of the defensive players, as is often the case in real game play.
Other special at-bat outcomes include a “Big-Play” potential. A Big-Play potential is indicated by a purple square along with the game play value shown on the label 124 visible through the aperture 128. In certain selected game play bases 120, purple squares may be combined with a 1B and a 2B. If the combination of outcomes provided by the rolled custom dice indicate an outcome} with a Big-Play potential, the batter automatically advances to the base indicated by the hit, but can try to advance one extra base if his manager chooses. If the batter tries for the extra base, the manager of the fielding team can attempt to tag the batter out at the extra base. To do so, the fielding team's manager makes a throwing attempt, using the defensive value of the outfielder in the zone indicated by the standard utility die. If the attempt succeeds, the runner is out at the extra base. If the attempt fails, the runner is safe at the extra base. For example, if the combination of the custom die indicates an at-bat outcome of 2B combined with a purple square, the batter may try to get to third base. The throwing attempt process has been described above. It is important to keep in mind that the runner may achieve extra speed values through modifiers, such as a long throw modifier, which may add a value of +1 to the runner's speed value.
The symbols on the game piece base 120 may affect at-bat outcomes in a number of different ways, as noted below.
1. Paint the Corner
An orange square with a K in it on the pitcher's game piece base 120 provides the potential for a strike out. The pitcher's manager rolls the red velocity die. If the baseball icon comes up, the result is a strike out. If any other icon comes up, it's a walk.
2. Work the Count
A blue square with a W in it on the pitcher's game piece base 120 provides the potential for a walk. The batter's manager rolls the custom contact die 176. If the baseball bat icon comes up, the result is a walk. If any other icon comes up, it's a strike out.
3. Scorcher
There are two kinds of Scorchers. A gray square with GB in it and gray square with FB in it. The GB indicates a Ground Ball Scorcher. An out on this result requires fielding attempt, regardless of the infielder's position. If an infielder is in the zone where the ball is hit, use normal fielding attempt rules. If the infielder has to move into the zone, the fielding total must equal 12 or more to succeed.
The FB indicates a Fly Ball Scorcher. An out on this result requires fielding attempt, regardless of the outfielder's position. If an outfielder is in the zone where the ball is hit, use normal throwing attempt rules. If the outfielder has to move into the zone, the batter gets +1 to his speed value.
As previously indicated, the game has an increase level of realism by altering player's performance characteristics. Real players have hot and cold streaks. The streaks may be caused by performance of the players, by fatigue or by other factors. These streaks may improve or worsen the players performance depending on the cause of the streak. For example, a great defensive play may enhance the performance of the fielding player or the pitcher. This enhanced performance may carry over to batting when the player comes to bat next time. Conversely, a mistake may cause a decrease in performance. For example, an error in the field may decrease a player's performance characteristics. This decrease may also carry over to batting.
Once a play has resolved, the managers determine if any players are on a hot or cold streak. The streaks are automatically indicated in the player's game piece base 120 by rotating the selector disk 122 with respect to the base disk 126 to thereby expose a new set of symbols or values in the aperture 128. Each rotation of the game piece base is referred to as a “click.” A click of the selector disk 122 in the counterclockwise direction increases the player's performance while a click in the clockwise direction decreases a player's performance. The selector disk 122 is set to a predetermined marked location on the label 124 at the start of the game.
A player can gain or lose up to 3 clicks of performance during any at-bat. A section entitled “Gains and Losses,” listed below, indicates which game situations can cause a player to gain or lose performance. The lists 110 are also conveniently printed on the game board 100 (see
The following is a partial list of the activities that can result in an alteration of the player's performance characteristics.
Gains and Losses
1. Pitcher Gains
Getting three outs from the first three batters, a teammate's Highlight Play or total control of the at-bat results in 1 click of increased performance for the pitcher.
2. Pitcher Losses
A teammate makes a Blooper Play, giving up more than two runs in an inning, each run allowed past 5 runs and each inning pitched over his endurance value results in 1 click of lost performance for the pitcher.
The endurance or stamina value 166 on a pitcher's base indicates the number of innings the pitcher can pitch without getting tired. For example, a pitcher with a stamina value of 5 can pitch five innings without getting tired. For every inning a pitcher pitches past his stamina value, he loses 1 click of performance. This is a cumulative effect, so that if the pitcher stays in the game two innings past his stamina value, he loses 1 click of performance for the first inning and 2 clicks for the second inning. This performance loss is taken as soon as the pitcher begins to pitch an inning past his stamina value.
3. Defense Gains
Making a Highlight Play or making a Great Play both result in 1 click of increased performance for a fielder.
4. Defense Losses
Making a Blooper Play or making an Error both result in 1 click of decreased performance for a fielder.
5. Offense Gains
Getting a hit, driving in a run or total control of the at-bat results in 1 click of increased performance for a batter. Note: Pitchers do not gain performance when they are batting.
6. Offense Losses
Being the final out of an inning with a runner on second or third or hitting into a double play both result in 1 click of decreased performance for a batter.
7. Player Removal
If you click a player's performance dial and only baseball icons appear, the player has injured himself and must be removed from the game. This player must be replaced. Replacing Players is described below.
Continuing the Game
Once an at-bat is resolved, move the game pieces to indicate any change in outs or score. The game piece bases 120 may be adjusted to reflect any hot and/or cold streaks and then the next batter is up. Batters bat according to their batting order clips (i.e., the sequence indicators 168) 1 to 9 in order. Once Batter 9 has batted, the order begins again at Batter 1 again.
When the third out is made at the top or bottom of any inning, turn upside-down the batting clip on the player who was the third out. The next time it's your team's turn to bat, you'll start with the player in the order who is after the player whose batting clip is upside-down.
The team on the field is replaced by the team that just batted, and the team that was in the field gets to bat.
If it was the top of an inning, flip over an inning token so that it shows “bottom.” If it was the bottom of an inning, flip over the inning token so that it shows “top,” and move it to the next inning on the innings track on the scoreboard 108 of the game board 100. Then follow the at-bat rules for the new batting team as previously described.
Ending the Game
The game ends at nine innings if one team has scored more runs than the other team. The home team does not bat in the bottom of the ninth inning if they are already leading the game. If the score is tied after nine innings, both teams continue playing, one inning at a time, until one team leads at the end of any inning.
Basic Baseball Options
There are many elements of baseball that come to into play once players begin to get on base. The rules in the following section cover the most common occurrences. They expand on the core rules presented earlier, and they should be tried only after those core rules are understood.,
1. Advancing Runners
Once the at-bat dice are rolled and the zone and type of hit are known, the batting team's manager decides what happens to any runner already on the bases. The manager has four choices for each runner:
a. Force him to a new base. Only one player can be on one base at the same time. So if Player A is on a base toward which Player B is advancing, Player A must advance to the next base. Runners are never forced to advance to a new base when a fly ball or Deep Fly is the at-bat result. They can be the target of a force out or tag out (see “Fielder's Choice,” below).
b. Send him to a new base. Once it is determined where the ball is hit, the batting team's manager can decide to advance a runner to a new base. This runner can be the target of a tag out.
c. Tag him up. A tag-up can occur only on fly ball or Deep Fly at-bat results. A runner can try to advance to the next base after the out is recorded. He can be the target of a tag out.
d. Keep him safely on base. If it's not a force situation, the manager can choose not to advance any runners. These runners cannot be the targets of force outs or tag outs.
2. Fielder's Choice
If runners are already on base, the rules allow the fielding team's manager to decide which runner will be out on a ground ball at-bat result. This is called fielder's choice. There are two kinds of fielder's choice in the game: force outs and tag outs. All throwing attempt rules apply to fielder's choice.
a. Force Outs
If a runner is forced to advance to another base when a ground ball is hit, the fielding team's manager can choose that runner to be out instead of the batter. In this case, the batter does not gain the click of performance for the hit.
b. Tag Outs
If a runner advances to a new base on a nonforce, the fielding team's manager has two options:
In some instances, the infielder might be making a throwing attempt to himself. In this case, the attempt actually represents the foot race between the infielder and the runner.
3. Double Plays
Using the rules for fielder's choice, the fielding team's manager can attempt a double play. Once the batting team's manager has declared which runners are advancing to new bases, the fielding team's manager can use the force out or tag out rules to try to get an automatic out. To get the second out to complete the double play, the fielding team's manager makes a throwing attempt against the batter. In addition to the rules for throwing attempts, the following additional rules apply to double plays:
4. Tagging UP
When a fly ball is hit, the runners do not have to move. A runner, however, can attempt to tag-up; that is, attempt to advance to the next base (if no other runner currently occupies that base) after the catch is made, testing the outfielder's ability to beat the runner's speed value with a throwing attempt.
The batting team's manager simply declares which, if any, runners are going tag-up. The fielding team's manager can either have the outfielder that caught the fly ball make a throwing attempt, or decline to make a throwing attempt, allowing the tag-out runner to advance one base. All other runners remain where they are.
To resolve the play, the outfielder who caught the ball makes a throwing attempt. Use the rules for tag outs to resolve a tag-up.
In addition to the rules for throwing attempts, the following additional rules apply to tagging up:
5. Advancing Extra Bases
Players advancing extra bases using the Big-Play potential (discussed above) special play risk getting caught. In addition to the rules for throwing attempts, the following rules apply to advancing extra bases:
6. Replacing Players
At any time during a game, a manager can replace one of his players. A replaced player is removed from the game board 100 and the game, and cannot return to the game. A new player begins the game with the starting marker showing on his performance dial.
If a player is replaced at bat, on base, or in the field, move the replaced player's batting order clip to the new player. A player replaced at-bat does not have to take the field, but if he doesn't he must be replaced, and cannot return to the game.
Starting pitchers can be replaced only by relief pitchers.
7. Players in Wrong Positions
With player replacements, some players might be put into positions they don't normally play. The position normally played is indicated on the game piece base 120. The following rules describe what happens when players at some positions are forced to play at other positions.
Advanced Managerial Decisions
The following rules describe more advanced baseball tactics that you might want to incorporate into games.
1. Stealing Bases
A runner can attempt to steal a base (advance one base by running during an at-bat). Managers declare stolen base attempts after they choose dice, but before they roll them.
Once a stolen base attempt is declared, the fielding team's manager can make a throwing attempt using the catcher's defense value against the runner's speed value. If the throwing attempt succeeds, the runner is out and the catcher gains 1 click of performance. If the throwing attempt fails, the runner steals the base and gains 1 click of performance.
The following additional rules apply to stealing bases:
2. Sacrifice Bunting
Bunting is when a batter tries to lightly tap a pitch so that the ball falls in the area between the catcher and pitcher. The sacrifice bunt is used to try to move runners from base to base and stop the fielder's choice option. In the simulated game you cannot bunt for a base hit.
Before rolling dice, the batting team's manager declares a sacrifice bunt attempt and rolls the custom contact die 176; the standard utility die, is not rolled. The fielding team's manager does not roll a die. If the baseball bat icon comes up, the sacrifice bunt succeeds. The batter is out, but all other runners advance one base.
If any other icon comes up, the pitcher can choose to roll either the custom control die 172 or custom velocity die 170. Follow the rules for whichever combination results. Sacrifice bunts cannot be attempted when there are already two outs, and cannot advance a runner from third base to home plate.
3. Intentional Walks
Sometimes it is in the best interest of the fielding team not to pitch to the batter, either because he's hot or because the fielding team's manager wants to try to set up a double play or forced out situation. Without rolling any dice, this manager simply declares an intentional walk, and the batter advances to first base. All walk rules apply.
4. Streaks
As previously discussed, players can go on hot or cold streaks, and managers can use these streaks in the game if they wish. To replicate this in a single game, once both managers have determined their lineups, roll the standard utility die once for each player. If the result is 6, that player is on a hot streak. That player gains 1 click of performance (so that the red 1 shows on his performance dial) to start the game. If the result is 1, that player is on a cold streak. That player loses 1 click of performance (so that the blue 1 shows on his performance dial) to start the game. On any other result, a player begin's the game with the starting marker showing on his performance dial.
Team-Building Strategies
Each manager must initially build a team to begin the game playing simulation. The players for each team may be selected from a collection of game pieces representing player characters selected by each player. Different characters have different point values based on the desirability of the player characteristics. For example, a power hitter may have a greater point value than an average hitter. Each player character has a predetermined point value printed on the game piece base 120.
In operation, the players agree in advance that a team value will not exceed a predetermined point value. For example, the players may agree that a team must be assembled for no more than 300 points. It is necessary to have at least 11 players, including infielders, outfielders, a, starting pitcher and at least one relief pitcher. The game players must each use selected strategy in assembling their respective teams. The following team building strategies may be provided guidance in assembling a team.
The game players may select one of the three team building options listed below:
For example, the game players may agree to build their teams having a total point value not to exceed 300 (or some other total point value). This approach may be used with either option 1 or 2 above. Alternatively, the game players may simply play one team against another by selecting option 3. Total point value is not consider when using this option.
Intangibles
Some players have innate talent and ability that just can't be taught. These special qualities are called intangibles. If a player has an intangible, it will appear in his stat slot (i.e., the aperture 128). As long as an intangible appears in a player's stat slot, he gains the benefit of that intangible's effect. A player can have only one intangible at a time. Some intangible examples are provided below.
1. Leadership—(Indicated by a black circle visible through the aperture 128.) If this player gets +1 click of performance, choose another player on the team to gain +1 click of performance instead.
2. Intimidation—(Indicated by a gray circle visible through the aperture 128.) If this player gets total control of the at-bat, the opposing player (batter or pitcher) loses one click of performance instead of this player gaining one click of performance. Choose the at-bat result from this player's style.
3. Speed Demon—(Indicated by a red circle visible through the aperture 128.) This player gets a +1 to his speed value whenever he attempts to steal a base or advance an extra base. If the at-bat result is a GB or GB Scorcher special play, the fielding player must make a throwing attempt (in addition to the fielding attempt, as normal) to get him out.
4. Specialist—(Indicated by a golden circle visible through the aperture 128.) If this player is pitching, and his throwing hand is the same as the batter's batting stance, each defensive player gets +1 to his defense value for all fielding and throwing attempts. Note: switch hitters (batters with the “S” batting stance) automatically bat opposite the pitcher's throwing hand.
5. Flame Thrower—(Indicated by an orange circle visible through the aperture 128.) If the at-bat result is an SB or a GB (including a Scorcher Special Play result), roll the red velocity dye. If the baseball icon comes up, the result is a strike out instead. This player loses one click of performance.
6. Double Play Wizard—(Indicated by a yellow circle visible through the aperture 128.) Increase this player's Defense rating by +1 for double play throwing attempts.
7. Clutch Batter—(Indicated by the light blue circle visible through the aperture 128.) When this player bats, all runners get a +1 to their speed values against any throwing attempts. If there are two outs or a runner on second or third base, the number needed to succeed at a fielding attempt increases by 1.
8. Spray Hitter—(Indicated by the dark blue circle visible through the aperture 128.) When this player bats, add or subtract 1 from the result of the conventional green utility dye. This new result cannot be less than 1 or more than 6. This gives the batter the opportunity to hit to an area of the field where there are no defenders.
9. Cannon—(Indicated by a purple circle visible through the aperture 128.) This player gets +1 to his defense value for all throwing attempts.
10. Shut 'em Down—(Indicated by a green circle visible through the aperture 128.) If it is in the 8th or 9th inning, and there are runners on second or third base, this player's manager chooses and rolls the pitcher's dye after the result of the batter's dye is known. This player loses one click of performance.
11. Great Range—(Indicated by a brown circle visible through the aperture 128.) This player gets +1 to his defense value for all Scorched special play fielding attempts. If this player fields a Deep Fly special play that is less deep than the fence depth of the zone to which the ball is hit, he gives up only a 1B on a failed fielding attempt.
Preparing to Play
Lay out the play mat (i.e., the game board 100) sideways between the managers, with one manager sitting to the left of home plate and the other sitting to the right of home plate. A manager's dugout is the area on the table between him and the play mat. When batting, a manager places his players who are not batting in the dugout.
The play mat is used to record almost everything in the game. The scoreboard 108 area of the play mat is used to keep track of what inning it is (the innings track), the score (the score track), and how many outs have been recorded in the current at-bat (the outs track). At the beginning of the game, place the baseball tokens as described here.
One of the baseball tokens has “top” printed on one side and “bottom” on the other; this token is the inning token. The top of the inning is when the visiting team is hitting and the home team is in the field. The bottom of the inning is when the home team is hitting and the visiting team is in the field. To begin the game, place the inning token over the “1 ” on the innings track with the “top” side up.
Place two of the generic baseball tokens on the score track—one over the “0” for the home team and one over the “0” for the visiting team. As teams score runs, move the tokens to indicate the current score.
Place one generic baseball token next to each of the three outs on the outs track. Each time a team's player is put out, cover one of the outs with a baseball token. When all three outs have been covered, it is the next team's turn to bat.
Determine the Home Team
Both managers roll two standard utility six-sided dice. The team of the manager who rolls highest is the home team. If the game players are involved in multiple game play, home team designation can alternate or change by agreement between the game players.
Set Fence Depth
The home team manager determines the size of the ball park by placing fence markers on the play mat. Fences (the outfield wall 106) indicate how far a batter must hit a ball in order for it to be a home run; the farther the fences are from home plate, the harder it is to hit home runs. There are three fence depths (outfield walls 106s, 106m and 106l) on the play mat, represented by colored lines in order of depth: green (shallow), yellow (mid), and red (deep). For a quick setup, we recommend placing fence markers in the yellow depth. In an alternative game scenario, the home team manager may place fence markers at different depths, making the ball park deeper in certain areas than others, such as is known in major league ball parks.
Determine Your Lineups
Each game player determines his lineup using the following rules:
1. Choose a game option (see the “Game Options” discussion below).
2. Each team must have a minimum of nine players.
3. Both managers turn their players' performance dials (i.e., the game piece base 120 of
Game Options,
1. American League™ Game: Both teams can use players only, from American League™ teams. Pitchers do not bat. Each team uses a designated hitter, who does not take the field. The designated hitter can have any player position printed on his base.
2. National League™ Game: Both teams can use players only from National League™ teams. Pitchers do bat. Teams do not use designated hitters.
3. Interleague Game: One team is an American League™ team and one team is a National League™ team. Use the rules for each league; the home team determines if the designated hitter is used. If the designated hitter is not used, the American League™ pitcher does bat. In National League™ games and in National League™ stadiums during interleague play, pitchers bat. Because pitchers do not have at-bat result combinations on their performance dials, a generic batter's dial for pitchers is printed on the game board 100. The at-bat is resolved as normal.
4. Mixed-Squad Game: Teams are composed of players from both leagues. Follow the rules for interleague games.
Set the Batting Order
Each manager places the,sequence indicators 168 (see
Batting order is a key strategy in baseball, and it might take you a few games to get your team's order right. Both managers must set their batting orders before either team takes the field. Hint: Many big-league managers put fast runners or solid contact hitters toward the top of their lineup, their best power hitters in the middle of the lineup, and the rest of their batters toward the end of the order.
Take the Field
The home team manager places his players in their field positions on the play mat. A player must be placed in a position that matches the position printed on his base. If a player has more than one position printed on his base, he can be placed at any of those positions; once a position is chosen, however, he must remain in that position for the duration of the game.
A player must be placed fully within the zone of his appropriate position—not on the lines of that zone. Once the home team has taken the field, the away team manager places his first batter (the one with the Batter 1 batting order clip on it) on home plate.
The At-Bat
An at-bat pits the pitcher against the batter. The selection and use of the custom dice has already been discussed. Prior to selection and rolling of the dice, the defensive manager may set the defense based on the performance characteristics of the batter.
Set the Defense
The fielding team's, manager can adjust his fielders based on the spray chart printed on a batter's base. A batter's spray chart tells you where he is most likely to hit the ball. There are six zones originating at home plate, with zone 1 at the far left of the field and zone 6 at the far right of the field. Before pitching to the batter, the fielding team's manager can move his players to zones where the batter is more likely to hit the ball. Infielders must stay in the infield and outfielders must stay in the outfield. You might not be able to cover all of a batter's hitting zones.
Choose Pitcher and Batter Tactics
Each manager then chooses which custom die he will use to help resolve the at-bat. The pitcher's manager secretly chooses either the white control die 172 or the red velocity die 170.
The batter's manager secretly chooses either the black power die 174 or the blue contact die 176. The standard utility die must also be rolled by the batter's manager. This die is used for every at-bat, so its selection is not secret.
When deciding which die to choose, each manager can look at the pitcher's and batter's bases and performance dials. Each base shows a unique set. of icon combinations, and each combination corresponds to a particular at-bat result in the stat slot.
The Ball Is in Play!
Once rolled, the dice will reveal a pair of icons and a number on the standard utility die. The managers find this icon combination on either the pitcher's or batter's dial. Once the icon combination is found, look in the stat slot next to that combination to find the result of the at-bat. See “At-Bat Results,” above for information on what each at-bat result means. The result of the standard utility die indicates the zone (1-6) to which the ball is hit. It is used for all at-bat results unless otherwise indicated.
Example Game Play
Once teams are selected and a home team is determined, the home team takes the field and the first player in the batting order for the hitting team (i.e., the visiting team) comes to the plate. In the following example, home team players are designated with an “H” and the player's position (e.g., H1B for the home team first baseman) while the visiting team is designated with a “V” and a batting order or base runner designation (e.g., VB1 for the first batter or VR1 for the first base runner). Based on the values in the spray chart 160 for the batter, the fielding team manager may position the players defensively. In one example, the fielding team players are positioned as illustrated in
As noted above, each manager then secretly selects one of their two custom dice. The fielding team manager rolls a single selected custom die while the hitting team manager rolls a selected custom die and a standard utility die. In this example, the combination of custom dice resulted in a base hit and the visiting team batter VB1 moves to first base as a runner VR1 and the second visiting team batter VB2 comes to the plate, as illustrated in
Again, the two managers roll the selected custom dice and compare the outcomes with the icon combinations on the game bases 120 for the pitcher HP and the batter VB2. In this example, the combination outcome indicates a ground ball to zone 6, which is protected by the first baseman H1B. The fielding team manager may opt for a groundout of the batter at first base or may attempt a double play. Double plays are processed in the manner described above by comparing rolled dice values with speed values for the runner VR1 and a player selected by the fielding'team manager to cover second base. In the example illustrated in
As a result of the double play, the two fielding players each receive +1 click of confidence by adjusting the game piece base 120 in the manner described above. In addition, the batter VB2 hitting into the double play receives a −1 click of confidence.
The third player in the visiting team batting order VB3 comes to the home plate, as illustrated in
Batter VB4 comes to the plate, as illustrated in
Summary
Thus, the present game permits fast-paced action with a high degree of realism that is not achievable in current sports simulation games. While the examples presented herein are directed to a baseball game example, those skilled in the art can appreciate that the principles of game play and the game piece bases 120 can readily be applied to other sporting events, such as basketball, football, soccer, golf and the like.
The foregoing described embodiments depict different components contained within, or connected with, different other components. It is to be understood that such depicted architectures are merely exemplary, and that in fact many other architectures can be implemented which achieve the same functionality. In a conceptual sense, any arrangement of components to achieve the same functionality is effectively “associated” such that the desired functionality is achieved. Hence, any two components herein combined to achieve a particular functionality can be seen as “associated with” each other such that the desired functionality is achieved, irrespective of architectures or intermedial components. Likewise, any two components so associated can also be viewed as being “operably connected”, or “operably coupled”, to each other to achieve the desired functionality.
While particular embodiments of the present invention have been shown and described, it will be obvious to those skilled in the art that, based upon the teachings herein, changes and modifications may be made without departing from this invention and its broader aspects and, therefore, the appended claims are to encompass within their scope all such changes and modifications as are within the true spirit and scope of this invention. Furthermore, it is to be understood that the invention is solely defined by the appended claims. It will be understood by those within the art that, in general, terms used herein, and especially in the appended claims (e.g., bodies of the appended claims) are generally intended as “open” terms (e.g., the term “including” should be interpreted as “including but not limited to,” the term “having” should be interpreted as “having at least,” the term “includes” should be interpreted as “includes but is not limited to,” etc.). It will be further understood by those within the art that if a specific number of an introduced claim recitation is intended, such an intent will be explicitly recited in the claim, and in the absence of such recitation no such intent is present. For example, as an aid to understanding, the following appended claims may contain usage of the introductory phrases “at least one” and “one or more” to introduce claim recitations. However, the use of such phrases should not be construed to imply that the introduction of a claim recitation by the indefinite articles “a” or “an” limits any particular claim containing such introduced claim recitation to inventions containing only one such recitation, even when the same claim includes the introductory phrases “one or more” or “at least one” and indefinite articles such as “a” or “an” (e.g., “a” and/or “an” should typically be interpreted to mean “at least one” or “one or more”); the same holds true for the use of definite articles used to introduce claim recitations. In addition, even if a specific number of an introduced claim recitation is explicitly recited, those skilled in the art will recognize that such recitation should typically, be interpreted to mean at least the recited number (e.g., the bare recitation of “two recitations,” without other modifiers, typically means at least two recitations, or two or more recitations).