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.
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 - a Pitcher’s result of 5 = 3 which results in a hit).
Results:
STRIKE: The Pitcher’s roll is greater than the Batter’s roll.
FOUL BALL: The Pitcher’s roll is equal to the Batter’s roll.
BALL: The Batter’s roll is greater than the Pitcher’s roll by 2 or less.
HIT: The Batter’s roll is greater than the Pitcher’s roll by 3 or more.
The Batter rolls a 1d20 to determine the results of a Hit.
Hit Results:
1-5 = Pop Up (Out)
6-9 = Ground Ball Single (Out - Defense Roll)
10-12 = Outfield Single (Out - Defense Roll)
13-14 = Ground Ball Single
15-16 = Outfield Single
17 = Ground Ball Double
18 = Outfield Double
19 = Outfield Triple
20 = Home Run
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: Up to six times per game (uses can be tracked with the d6 die), each player, prior to the next set of Pitching/Batting rolls being performed, may choose to roll a 1d8 along with their Pitching or Batting die and add the results together for their total result in that round of rolling. Alternatively, after the result of a HIT but before the Hit Die is rolled, the defensive player may choose to roll a 1d8 and subtract the result from the opponent’s Hit Die Roll for that round.
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:
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.
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.