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Db09 Quick Reference

This document provides rules and tables for a dice-based baseball simulation game called Deadball. It includes: 1) An era table that assigns each player a pitch die based on their era between 1900-1920. 2) Tables for batting results like hits, walks, and outs determined by rolling dice against a batter's threshold. 3) Rules for defensive plays like errors, stolen bases, double plays determined by additional dice rolls. 4) Trait bonuses and penalties for attributes like power, contact, speed, defense, stamina, and pitcher fatigue. The game aims to simulate baseball gameplay and outcomes during the Deadball Era using simple dice rolls and tables.

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bob smith
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0% found this document useful (0 votes)
312 views2 pages

Db09 Quick Reference

This document provides rules and tables for a dice-based baseball simulation game called Deadball. It includes: 1) An era table that assigns each player a pitch die based on their era between 1900-1920. 2) Tables for batting results like hits, walks, and outs determined by rolling dice against a batter's threshold. 3) Rules for defensive plays like errors, stolen bases, double plays determined by additional dice rolls. 4) Trait bonuses and penalties for attributes like power, contact, speed, defense, stamina, and pitcher fatigue. The game aims to simulate baseball gameplay and outcomes during the Deadball Era using simple dice rolls and tables.

Uploaded by

bob smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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DEADBALL: 1909

W.M. AKERS QUICK REFERENCE wmakers.net/deadball


OUT TABLE ERA P.D. SWING RESULT TABLE SEQUENCE OF PLAY BASEBALL FEELINGS (D6)
0 (K) 0-5 Critical hit 1. Roll MSS (d100+PD) 1-4 There’s no crying in baseball!
0-1.25 d20
2. Check MSS against BT
1 (1-3) 1.26-1.99 d12 6 - BT Ordinary hit 3. Roll on Hit Table* 5 Well, maybe a little…
2 (6-3) 2.00-2.49 d8 BT+1 - BT+5 A walk 4. Roll for DEF*
6 Oh my god! There’s so much crying
5. Record the Result
3 (G-3) 2.50-2.99 d6 BT+6-BT+10 Possible error in baseball all the time always!
*: If Necessary
4 (4-3) 3.00-3.49 d4 BT+11 - 70 An out, possibly a
productive out
5 (5-3) 3.50-3.99 No Dice! HIT AND RUN (MSS AND D8 BASE STEALING ROLL)
71 - 99 An out, possibly a
6 (6-3) 4.00-4.49 -d4 BATTING RESULT STEAL RESULT HIT AND RUN RESULT
double play
7 (F-7) 4.50-4.99 -d6 Success Runners at 1st and 3rd
HIT TABLE (D20) Hit
8 (F-8) 5.00-5.49 -d8 Failure Runners at 1st and 2nd
1-2 Single+
9 (F-9) 5.50-5.99 -d12 Pop up or Success Batter out, runner stays at 1st
3 Single, DEF (1B)
Strikeout Failure Double play
6.00+ -d20
4 Single, DEF (2B)
DEFENSE (D12) Success Batter out, runner reaches 2nd
5 Single, DEF (3B) Groundball
1-3 Error. Runners take an extra base. Failure Double play
6 Single, DEF (SS)
4-9 No change. BUNTING (D6)
7-16 Single, runners adv. 2*
10- Hit goes down a level. Double ROLL SITUATION RESULT
17 Double, DEF (LF)
11 reduced to single, runners adv. 2.
Triple reduced to double, runners 18 Double, DEF (CF) Position player batting Single, DEF (3B)
1
adv. 3. Single remains a single. 19 Double, DEF (RF) Pitcher batting Lead runner advances, batter out
12 Hit turned into out. Runners hold. 20 Triple, DEF (RF/CF**)* S+ Runner batting Single, runners adv. 1
2
BASE STEALING (D8) 21+ Home Run All others batting Lead runner advances, batter out
1-3 Runner is Out
*: Players with certain traits have spe- 3-4 All batters Lead runner advances, batter out
4-8 Runner is Safe cial results on these rolls.
DOUBLE STEALS (D8) **: If MSS is even, right fielder fields Lead runner at 1st or 2nd Lead runner advances, batter out
ball. If odd, center fielder fields ball. 5
1-3 Lead runner is out Lead runner at 3rd Lead runner out, batter safe

4-5 Trailing runner is out


6 All batters: Lead runner out, batter safe
6-8 Both runners advance safely
DEADBALL: BASEBALL WITH DICE
W.M. AKERS QUICK REFERENCE wmakers.net/deadball
BONUS TRAITS GREAT DEFENDERS (D+) SLOW RUNNERS (S-) CONTROL PITCHER (CN+)

POWER HITTERS (P+/P++) Add 1 to all DEF rolls Double on HT rolls of 20 Only give up a walk when the MSS is 1-2
points greater than the BT
P+ hitters add 1 to every HT roll Throw out the lead runner on modified Subtract 3 from every stolen base roll
DEF rolls of 13
P++ players add 2 to every HT roll Can’t bunt for a hit
GREAT STAMINA (ST+)
If a catcher, subtract 1 from all opposing
Can be shifted against In a double play situation, any ball in the
stolen base rolls Begin losing levels on their Pitch Die for
infield is a double play
every inning pitched past the eighth, not
Can turn a routine ground ball into a
CONTACT HITTERS (C+) the seventh
double play. In a double play situation, if POOR DEFENDERS (D-)
Double on HT rolls of 1-2. No DEF. the MSS is less than 70, the D+ player to
Subtract 1 from all DEF rolls PITCHER FATIGUE
Are automatically successful at bunting whom the ball was hit can make a DEF roll.
On a 10-12, the Great Defender turns a If a catcher, add 1 to every opposing STARTERS DROP A PITCH DIE LEVEL
Always convert sacrifice flies, unless
double play. stolen base roll For every run allowed in excess of 1
outfielder is D+
If a Great Defender catches a fly ball that If an infielder, must roll for DEF before For every inning pitched past 7 innings
SPEEDY RUNNERS (S+) should bring home a sacrifice fly, the starting double play. If he rolls a 1 or a 2,
Great Defender has a chance to throw the all runners are safe.
Double on HT roll of 1. No DEF. runner out at the plate by making a DEF
RELIEVERS DROP A PITCH DIE LEVEL
If an outfielder, always allows sacrifice
Triple on HT roll of 2. No DEF. roll. On a 10-12, the runner is out. For every run allowed
flies, regardless of MSS
When stealing 2nd or 3rd, roll d8+1. If they pitch more than two innings
Any player playing out of position counts
WEAK HITTERS (P-/P--)
Can steal home. Roll a d8. On a roll of 8, as a Poor Defender
S+ runner at third steals home. P- hitters subtract 1 from every HT roll PITCHERS GAIN A LEVEL IF THEY
P-- hitters subtract 2 from every HT roll STRIKEOUT ARTIST (K+) Strike out 2 batters in an inning
Are better at bunting for a hit. When
bunting, treat a roll of 2 as a single. Add 1 to every MSS Put up 3 perfect innings
FREE SWINGERS (C-)
Can’t be doubled up. When a Speedy A result of 2 on the Out Table is a strikeout Escape a bases-loaded, no-out jam without
Runner hits a ball that would normally be Strike out on HT rolls of 11-12 allowing a run
a double play, lead runner is out, but the Subtracts 1 from each bunt roll GROUNDBALL MACHINE (GB+)
Speedy Runner reaches first base safely. If a pitcher’s PD improves past d20, add 1 to
Can’t hit sac flies Add 1 to every MSS every MSS. If he improves another level, add
(Unless the defender starting the double
play is a Great Defender.) Can be shifted against If MSS is higher than 90, any ball to the 2, then 3, etc.
outfield is instead a ground ball to short

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