Play Ball!

Here’s everything you need to play ANY MLB teams from 1901 to present every month of your choice from Dollar Club!

Baseball Classics ©, a next generation baseball board game continues to revolutionize the way Major League Baseball fans from ages 8 to adult can enjoy playing any of their favorite game, teams, and players.

Since 1987 we continue to be the only baseball board game to offer far more than any other! Here’s what makes our Baseball Classics customers get far better than any other ever offered by any game:

• Front and back full color • Smooth rounded corners • Graphical player ratings • Convenient business card size • In a glance, easy to understand & play • Player performance within .0001 • 30 batter & pitcher season statistics • Authentic MLB game play • ANY MLB teams available from 1901 to present!

Here’s our free, full set of game parts with everything you need to play with your Baseball Classics MLB player cards. Get more monthly as a DollarBaseballClub.com member. Enjoy Baseball Classics!

Field Manager’s Rulebook

Baseball Classics©

Next Generation Baseball Board Game

Revision 11

Baseball Classics© Baseball Game P.O. Box 6011, Naperville, IL 60567-6011 www.BaseballClassicsBaseballGame.com

Free shipping in the continental USA

BASEBALL CLASSICS FIELD MANAGER'S RULEBOOK TABLE OF CONTENTS

Next Generation Baseball Game Play………………………………...…...1

Baseball Classics Game Parts…………………………....………...…….....2 Scorefield Pitcher Cards Play Chart Fielding Grid Game Dice

How to Play - Batter Up!...... 3 Basic Play, Intermediate, or Advanced Play

Basic Play……………………………………...... …………….………….4-5 Play Result Definitions Baseball Classics Groundout and Play Result Tables

Intermediate Play………………………………….………………………….6-8 Bunting Base Stealing Advancing Base Runners Team Fielding Play Baseball Classics Pitching Rest Table

Advanced Play……………………………………….………………………8-14 Fielding Grid & In Baseball Classics Play Action Simulator Pitcher Fatigue

Showdown Manager……………………………………………………………14

Join Dollar Baseball Club …………………………………...…...……………15

Next Generation Baseball Game Play

No Other Baseball Game Offers More Free Shipping in continental USA

Statistically Accurate, True Baseball Realism

Order ANY Major League Teams or Seasons from 1901 to present Order Specially Packaged Classic Major League Team Sets

Baseball Classics baseball game contains everything you need to play. Simply add your own standard six-sided dice to play. Consider playing using our Free Baseball Classics web app which includes dice and everything you need to play including dice, simply use your Baseball Classics player cards: http://www.baseballclassicsbaseballgame.com/scorefield/

Since 1987 Baseball Classics Baseball Game has produced the ultimate in tabletop simulation baseball games. Authentic and realistic play based on each player's actual season performance! Aaron, Bonds, Gehrig, Gibson, Johnson, Koufax, Mantle, Mathewson, Mays, Newhouser, Ripken, Robinson, Rodriguez, Ruth, Seaver, Wagner, Williams, and all the rest are available today. Only Baseball Classics allows you to order any team, any season!

Be at the top step of the managing your favorite Major League baseball players. Realistic and exciting game play with fielding, bunting, base stealing, , hit & run, pitching fatigue, and virtually anything else that can happen in a Major League Baseball game. Includes Baseball Classics Major League Baseball individual player cards, game box, dice, easy to follow Field Manager’s Rulebook, charts, and the Scorefield game board. Play solitaire or against an opponent.

Ages 8 to adult. Step up to the plate and play Baseball Classics Baseball Game today!

Page 1

Baseball Classics Game Parts Each Baseball Classics MLB team contains up to 24 individual batter and pitcher player cards; based on their actual MLB performance. Also your complete set of Baseball Classics game parts include: Game Box, Dice, Field Manager’s Rulebook, Scorefield, 2 sets of Pitcher Batting cards, Game Play Chart, and the Fielding Grid. You can order Baseball Classics Boxed Game Parts Set from our Web Store.

Scorefield Use the Baseball Classics© Scorefield game board to keep track of the , score, outs, and base runners. Use our markers to track all your exciting Major League Baseball game action or make your own cutting them approximately the size of a dime. You will need 7 total (3 for base runners, 1 for outs, 1 for the current , and 1 for the current score of the visitor and home teams.).

Pitcher Batter Cards Make a baseball lineup for each team; play with a in your lineup or choose from one of 3 different Pitcher Batting Cards to represent your Pitcher when they bat. Most pitcher's would be Pitcher 2 card, though pick the one you want to represent your pitcher.

Game Play Chart One of the key reasons Baseball Classics Baseball Game is fast to play is because we designed our game with an efficient Play Chart. The Play Chart is used to look up the result of bunting, base stealing, base running, fielding, injuries, and the Play Action Simulator. The Play Action Simulator is optional, though when used, your play will include virtually anything that can happen in a Major League Baseball game!

Fielding Grid Follow the play action on the field, see where the ball was hit in the field of play, who made the play, and if it was fielded cleanly or an occurred. The Fielding Grid is optional, though for those that want to get down to the ground level to see who made the play, it’s a perfect companion for your play.

Game Dice Game play is based on one binary die (0,1) and 3 same color six-sided dice. The binary die is used to determine if the Result lookup for an is on the batter or the pitcher card. The 3 six-sided dice are used to reference the “Roll” and Result column on the player cards. They are also used to reference the Baseball Classics Play Chart, and Fielding Grid.

Need Dice? No worries, you can use our Free Baseball Classics Dice Cards and play all day long! You’ll find them on the last page. Enjoy Baseball Classics!

You can also order our complete Baseball Classics Boxed Game Parts Set on our website at our Baseball Classics Store to get our dice and everything here along with our deluxe Game Box!

Page 2

How to Play – Batter Up! Baseball Classics© baseball game has been designed for fast, easy play, blended with true Major League Baseball realism and highly accurate results based on the each player’s statistics. Our player cards contain color-coded ratings so with one glance it’s simple to see how to play. Every batter and pitcher player cards are designed to enhance your game playing experience. “Traffic Highlighting” makes it easier to determine each player’s strengths and weaknesses at a glance in their Results column, plus their , Steal, Run, and Fielding ratings also use the same colorful method as well as symbols to quickly gauge the ability of each player in these fundamental areas.

Once the lineups are set for both teams, you’re ready to play. Have both the current batter player card and current opposing pitcher player cards in view. When the batter is ready to swing, roll all four dice to get the play result. First, look at the binary die; if that die has an even number, refer to the opposing pitcher’s player card, if that die is odd, refer to the batter’s player card. Next add the total of the 3 six-sided dice and lookup that roll in the batter or pitcher Result column.

Using the Jackie Robinson and Ed Walsh All-Time Greats player cards to the right as an example; roll all four dice. The result is a 0 (even number) from the binary die and a 3, 3, and 4 totaling 10 from the 3 six- sided dice. With a 0 result, the play is on the pitcher’s card, so we refer to Ed Walsh and reference the Roll of 10 in his Result column next to it, thus it’s a Groundout.

Basic, Intermediate, or Advanced Play Baseball Classics© has 3 levels of play. Fans of all types can enjoy their level of play. Whether you’re a Little Leaguer or expert baseball fan across the decades, this game is for you.

Basic Play – baseball fundamentals for the beginner level

Intermediate Play – incorporates bunting, base stealing, base running, and team fielding

Advanced Play – includes virtually anything that can happen in a MLB game!

Page 3

Basic Play Baseball Classics Basic play level uses standard Major League and uses fundamental play outcomes located in the player card Results column as listed and defined in the following Play Result Definitions table.

Play Result Definitions Play Result Definition Groundout When the Result is “Groundout” refer to the Baseball Classics Groundout Result Table.

Groundout* Batter grounds out, any base runners advance 1 base.

Roll binary die again, if 0 (zero) the outcome is the Result as shown, otherwise batter hits into as many outs as possible. Example: if binary die is 0, the outcome is Flyout.

Double Play , refer to the Baseball Classics Double Play Result Table. Flyout Fly out, batter out, runners hold. (Flyout) If there is a runner on 3rd base with less than 2 outs; the runner tags up and scores. The batter is out with a out. Also, if the lead runner is on 2nd base, that runner may and try to advance by rolling the 3 six-sided dice and referring to the Base Running Chart with their Run rating. Otherwise the result is a fly out, runners hold. Popout Infield popout, batter out, runners hold. Lineout Infield lineout, batter out, runners hold. Play , batter lines out into as many outs as possible.

Single , batter to 1st base, all runners advance 1 base.

Double Double, batter to 2nd base, all runners advance 2 bases. Triple Triple, batter to 3rd base, all runners advance 3 bases. Home run, batter and all runners score. Optional Pitcher Batting Card play consideration – when using a Pitcher Batting Card 1 or 2 and the result against the opposing pitcher’s card is a Home run, reduce that result to a double. Walk Walk, batter goes to first base. Strikeout, batter is out.

Page 4

For more details and Basic play level examples, visit our Blog article: How to Play Baseball Classics: Basic Level

Groundouts may result in a force-out. A force-out is a situation where a base runner is required (forced) to try to advance to the next base in order to make room for the batter to reach first base. Should the team on defense choose to make a play on the lead runner forced to advance, the batter reaches first safely. Note - If a runner was on third base, a force- out is recorded prior to that runner reaching home plate. The manager on defense will choose from one of the options in the Groundout or Double Play Result Tables.

Runner(s) Baseball Classics Groundout Result Table On 1st Runner on 1st forced out at 2nd, batter 2nd Batter out, runner on 2nd holds 3rd Batter out, runner on 3rd holds 1st & 2nd Runner on 2nd forced out at 3rd, runner on 1st safe at 2nd, batter safe OR Runner on 1st out, runner on 2nd safe at 3rd, runner, batter safe OR Batter out, runners advance 1 base 1st & 3rd Runner on 1st forced out at 2nd, batter safe, runner on 3rd scores OR Runner on 3rd holds, batter out, runner on 1st safe at 2nd 2nd & 3rd Batter out, runners hold OR Batter safe at 1st on fielder’s choice, runner on 2nd out, runner on 3rd scores Bases Force out at any base loaded OR Batter out, runners advance 1 base

Runner(s) Baseball Classics Double Play Result Table On

1st Runner on 1st forced out at 2nd, batter out 2nd See Groundout Result Table 3rd See Groundout Result Table 1st & 2nd Runner on 2nd forced out at 3rd, batter out, runner on 1st safe at 2nd OR Runner on 1st forced out at 2nd, batter out, runner on 2nd safe at 3rd 1st & 3rd Runner on 1st forced out at 2nd, batter out, runner on 3rd scores

OR See Groundout Result Table 2nd & 3rd See Groundout Result Table Bases Runner forced out at any base, batter out loaded

Page 5

Intermediate Play Intermediate Play includes Basic Play level plus bunting, base stealing, base running, and team fielding. The team at bat may call for a bunt, steal, or advance a base runner 1 extra base. Each batter has Bunt, Steal, Run, and fielding ratings on their card as indicated by these symbols: ▲ Excellent ► Very good t Fair ▼ Poor When playing with bunting, base stealing, base running, and team fielding use the Baseball Classics Game Play Chart.

Bunting When the batter is ready to swing away, the team at bat rolls the 3 six-sided dice and refers to the Bunting chart in the Game Play Chart for the result. For details and play examples, visit our Blog article: How to Play Baseball Classics: Intermediate Level – Bunting

Base Stealing Roll the 3 six-sided dice and refer to the Base Stealing chart in the Game Play Chart for the result. The team at bat chooses which runner(s) will attempt to steal, the team on the field decides which runner to attempt to throw out. All other runners will be safe unless there were two outs. For details and play examples, visit our Blog article: How to Play Baseball Classics: Intermediate Level – Base Stealing

Advancing Base Runners The team at bat may choose to send the lead base runner 1 extra base after the batter hits a single or double. If sending that runner, the team on the field can try to throw that runner out or let that runner advance to the extra base without a play. Also, any other runner(s), including the batter with the hit can try to advance 1 extra base using a green ▲ running rating regardless of the Running rating on their player card. Roll the dice again and lookup that result. For details and play examples, visit our Blog article: How to Play Baseball Classics: Intermediate Level – Base Running

When sending the runner, roll the 3 six-sided dice and refer to the Base Running table in the Play Chart for the result.

When letting the lead runner advance without a play, any other runner(s) can only advance 1 base on a single or 2 bases on a double, the batter stays at first base on a single or second base on a double.

Page 6

Team Fielding Play Baseball Classics has 2 fielding options to use for your game play. In the Intermediate play level, Team Fielding is offered, and in the Advanced play level Individual Fielding is available through the Baseball Classics Fielding Grid. It is based on the collective fielding ratings of all 9 position players in the field. Each fielders rating symbol are weighted using the following numeric values: ▲ (1 point) ► (2 points) ◄ (3 points) ▼ (4 points)

Add up the values by position to determine the Team’s Fielding Rating. For example, let’s say a lineup has these position players with the following ratings: ◄ Pitcher ▲ Catcher ► Firstbase ▲Secondbase ► Thirdbase ▼ Shortstop ► Leftfield ◄ Centerfield ► Rightfield

Based on these ratings this Team’s Fielding Rating is 20. (3+1+2+1+2+4+2+3+2 = 20) A 20 is a Blue rating (see the Fielding Chart Legend in the Baseball Classics Game Play Chart)

After each fielding play roll all 3 six-sided dice and look up the outcome based on the Team’s Fielding Rating color in the Fielding Chart. If the dice roll equals the color square in that column, an error has occurred.

If an error has occurred, roll all 3 six-sided dice again and refer to the Error Chart to see what type of base error the team has committed. Note if the play was an “Infield Play” or and “ Play” to see if it’s a 1 base, 2 base, or 3 base error.

Remember to re-calculate the team’s fielding rating anytime you make a position player substitution during the game. For details and play examples, visit our Blog article: How to Play Baseball Classics: Intermediate Level – Team Fielding

Pitching Rest Table Each Baseball Classics pitcher player card states the type of pitcher he is: Starting Pitcher (only a starter) Starting/Relief Pitcher (primarily a starter) Relief/Starting (primarily a reliever) Relief Pitcher (only a reliever)

Starters may only start a game. A Starting/Relief Pitcher or Relief/Starting Pitching Rest Table Pitcher may either start or relieve a game. A Relief Pitcher can only Innings in relief. In order to give pitchers enough rest, we suggest the following Pitched Starter Reliever days (games) of rest when pitchers who start games and pitchers who 7 or more 4 games 3 games pitch in relief: 5 - 6 2/3 3 games 2 games 2 - 4 2/3 2 games 1 game

0 - 1 2/3 1 game 0 games • When a Starting/Relief Pitcher pitches in relief, refer to the Starter column • When a Relief/Starting Pitcher pitches in relief, refer to the Reliever column • When a Starting/Relief Pitcher or Relief/Starting Pitcher starts a game, refer to the Starter column

Page 7

Any starting pitcher who has completed 10 innings of work in a game is to be replaced should the game continue to the 11th inning. Any relief pitcher shouldn’t pitch more than 7 innings. Any catcher playing 14 innings is to be replaced after that inning should the game continue to the 15th inning.

Advanced Play Advanced Play includes Basic and Intermediate Play, plus the Baseball Classics© Fielding Grid, Baseball Classics© Play Action Simulator, Hit & Run, and bringing the infield in.

Fielding Grid The second choice to play with fielding in Baseball Classics beside Team Fielding is Individual Fielding using the Fielding Grid. Use either type of fielding in this play level.

The Baseball Classics Fielding Grid reveals where the baseball was put into play, who fields the baseball, and the type of Out.

The Fielding Grid is a layout including foul territory and extends all the way to the . The entire layout is on a grid with the top row and first column each consisting of the numbers 3 through 18 labeled as dice roll numbers using the standard six-sided dice. The numbers are not in order from lowest to highest or highest to lowest, rather they are distributed based on mathematical equations adjacent to the grid field layout.

The Fielding Grid is organized into 9 areas, one for each of the 9 fielding positions. Each area is divided by white lines and contains the number for the fielding position covering that area of play on in the grid. In baseball, each fielding position is assigned a number as follows: • 1 = Pitcher • 2 = Catcher • 3 = First Base • 4 = Second Base • 5 = Third Base • 6 = Shortstop • 7 = Left Field • 8 = Center Field • 9 = Right Field

The Fielding Grid is lined with “dirt” designated by tan color and “grass” represented by dark green. The play surface also contains a color-coded with light green, yellow, blue, and red square within each numbered position area.

These indicate an error on the play anytime the color square matches the fielding rating color of the player currently fielding that position area.

Page 8

Individual Fielding Play Use the Baseball Classics Fielding Grid to determine where the ball was put into play & whether or not an error occurred by the fielder. The Fielding Grid is divided by white lines for all 9 position players with a circle icon indicating their coverage area. Six-sided dice totals numbered 3 - 18 cover the grid for each position player area.

When the play Result is a Flyout, (Flyout), Single, Double, or Triple the ball is hit to one of the 3 outfield positions (LF, CF, RF). When the play Result is a Groundout, Groundout*, Popout, Bunt, Double Play, or Triple Play the ball is hit to one of the 6 infield positions (C, P, 1B, 2B, SS, or 3B). When the play Result is a Lineout, the ball is hit to one of these 5 infield positions (P, 1B, 2B, SS, or 3B). When the play Result is a Steal Attempt or Base Runner Advancing the play is at one of the 4 perimeter infield base positions (C, P, 1B, 2B, SS, or 3B).

When result is Groundout* and the ball was not hit to zone 1, 2, 3, 4, 5, or 6, roll again. When the result is (Flyout) and the ball was not hit to zone 7, 8, or 9, roll again.

Play Instructions: After the binary and 3 six-sided dice have been rolled to determine the play Result from the batter or pitcher card use that same roll for the Fielding Grid for any outcome that is a Flyout, (Flyout), Single, Double, Triple, Groundout, Groundout*, Popout, Lineout, Bunt Double Play, Triple Play or play involving a steal attempt or base running advance. Use the binary die and the far left die of the 3 six-sided dice as your guide to see which area the ball was put into play according to the legend below. Next use the total of the 3 six-sided dice to find where the ball was put into play in that area on the Fielding Grid. If the color of that position player matches the color of a ring on that number, an error has occurred. To find out if the error is a 1-base, 2-base, or 3-base error, roll all 3 six-sided dice again and refer to the Error Chart.

Example #1: The dice roll was 0-3-4-6, the Result is a "Flyout" from the pitcher card. The die on the far left (or first die when using Baseball Classics Binary Dice Cards) is a 3, according to the Legend under "Binary Roll 0", under the 3 column the fly ball is hit to the Centerfielder who has a Green fielding rating. The total of this dice roll 3-4-6 is 13. Since there is not a Green colored ring on 13 in CF, the ball was caught for a Flyout.

Example #2: The dice roll was 1-6-5-6, the Result is a "Groundout" from the batter card. The die on the far left (or first die when using Baseball Classics Binary Dice Cards) is a 6, according to the Legend under "Binary Roll 1", under the 6 column the ground ball is hit to the Shortstop has a Blue fielding rating. The total of this dice roll 6-5-6 is 17. Since 17 has a Blue colored ring in SS, it is an error. Roll the 3 six-side dice then refer to the Error Chart to see if it's a 1 or 2 base error. Note: When attempting to steal or advance a base runner an extra base, this will require a fresh dice roll of the binary die and 3 six-sided dice.

Page 9

When the play Result is an Error When the dice rolls intersection point lands on a light green, yellow, blue, or red square then check the fielding rating for the player at that position on defense. If it matches the color square, then an error has occurred. For example if the intersection is a red square in area 5, check the rating of current and if his rating is red, an error has occurred. However if not, then the Hit or Out is fielded without an error. If the play Result from the batter or pitcher card was a Hit and an error has occurred, the batter is awarded that hit plus an error occurs in addition to the play. When an error has occurred, roll all 3 six-sided dice again and refer to the Error Chart to see what type of base error the team has committed. Note if the play was an “Infield Play” or and “Outfield Play” to see if it’s a 1 base, 2 base, or 3 base error. When a batter reaches base due to an error, the team on offense may attempt to send any base runners an extra base just like they would if it was a hit.

For details and play examples, visit our Blog article: How to Play Baseball Classics: Advanced Level – Fielding Grid

Hit & Run The manager for the team at bat may call for a hit & run before a batter swings. Roll all the dice and if the result is "Hit" all base runner(s) advance 2 bases. OR If the result is "Lineout", batter is out, and all runners are out OR If the result is a "Strikeout", the lead base runner must attempt to steal a base unless the strikeout is the 3rd out of the inning OR If the result is a "Groundout", batter is out, all runners advance 1 base.

Contact Play Prior to the at bat with less than 2 outs, the manager for the team at bat can elect to either send the runner Home from 3rd Base or hold him on a Groundout* result.

When the manager at bat elects to send the runner Home from 3rd Base on a Groundout*, this is called the Contact Play. In other words the runner is going Home on any Groundball* result (not Groundout).

If the other team’s manager has brought the infield in and the Contact Play is on, with a Groundout* result the runner on 3rd base is out, batter is safe on a fielder’s choice. However, if the result is Triple Play or any play result from the Pitcher’s card; either result is automatically changed to Single.

When the manager at bat elected to instead hold his runner on 3rd and a Groundout* is the result, that runner remains safely on 3rd and the batter is out.

Page 10

Infield In The team on defense can elect to bring their infield in prior to the roll of all four dice to determine the Result of the at bat on the batter or pitcher’s player card. Only when the Contact Play is on, any Triple Play or result in a from the Pitcher’s card is automatically changed to Single or if a Groundout* the runner on 3rd base is out, batter safe on a fielder’s choice.

Baseball Classics Play Action Simulator The Advanced level adds virtually any play that can occur in a Major League Baseball Game. These Play Action Simulator plays are in the Baseball Classics Play Action Simulator Chart. Roll  ▲ ► ◄ ▼ 3 DS HB HB HB CI The first column “Roll” shows all possible dice roll outcomes. The next columns are referred to as 4 I DS B B DS 5 WP RD PB PO follows: 6 RD PB I RD ▲ – Refer to this column based on the runner’s Steal rating 7 U PA PO ► – Refer to this column based on the runner’s Steal rating 8 DP PA ◄ 9 PO DP – Refer to this column based on the runner’s Steal rating 10 ▼ – Refer to this column based on the runner’s Steal rating 11 12 PA 13 PO DP How to play using the Play Action Simulator Chart 14 PA I RD 1. Before rolling the dice against the batter and pitcher cards, the team at bat will announce 15 PB U U U their play (i.e. steal, bunt, or just batter is swinging away) 16 RD I WP WP I 2. Roll the 3 six-sided dice 17 U B DS DS WP 18 HB CI CI CI HB 3. Refer to applicable column on the Play Action Simulator Chart 4. If the outcome is “Batter swings away”, roll all dice and refer to the batter or pitcher’s card for the respective play result OR If the outcome is any other play, follow the instruction of that play, then repeat these steps until the result is “Batter swings away”

When there is 1 base runner, reference his Steal rating to cross-reference with the dice roll to determine the play from the Play Action Simulator. When there are 2 or more runners on base, then reference the Steal rating of the base runner that the team on defense wants to hold closest to the base.

Baseball Classics Play Action Simulator Chart Definitions

Argument with the Umpire After getting this outcome, roll the dice against the batter and pitcher cards to see what the result is. If the result is one of the following, the argument with the umpire is with the player as follows: Walk – Pitcher All other results - Batter Heated arguments with the umpire lead to an ejection when it’s the second time in the game that same player had an argument.

Page 11

Balk All runners advance 1 base.

Batter Batter is awarded first base, the ball is dead. Only runners in a force situation at first base, first and second base, or with the bases loaded will advance 1 base. If a batter is hit right after a homerun, then both benches are warned & the next pitcher to hit a batter by pitch is ejected. Or if a batter is hit by pitch and the following inning a batter from the other team is hit by pitch, both benches are warned and the next pitcher to hit a batter by pitch is ejected.

Batter Swings Away When the result is Batter Swings Away, roll all 3 dice again and check the result against the batter or pitcher player card.

Catcher’s The batter is awarded first base and the play is over. The only runners that may advance on the play 1 base, are those in a force situation at first base, first and second base, or with the bases loaded.

Dropped Third Strike When the outcome is Dropped Third Strike, roll all 3 dice against the batter and pitcher cards. If the result is “Strikeout” then the batter reaches first base safely and all runners advance 1 base. However if the result was anything other than “Strikeout”, there is no dropped third strike and you will follow the Result from your roll against the batter or pitcher card.

Passed Ball All runner(s) advance 1 base unless the catcher has a fielding rating of ▲. If the catcher has that rating then there is no , instead the result is Batter swings away.

Pickoff Attempt - Holding Base Runner The team on defense declares whether they are holding a base runner. When doing so, the Pitcher may attempt to any base runner. Roll the 3 colored dice; if the result is a 0-0-0, 1-1-1, 2-2-2, 3-3-3, 4-4-4, 5-5-5, or 6-6-6 the runner is picked off. After a pick off attempt, if using Team Fielding, roll the dice after and check the Error Chart to see if the play was fielded cleanly or an error was made.

Note - When holding a base runner, any Result from a Pitchers card listed in a or Triple Play is instead a Single for the batter.

Pitch Out If a steal attempt or suicide squeeze has been called, the base runner attempting to advance must try stealing the base with a reduced rating by 1 triangle. Roll the 3 six-sided dice and refer to the Steal Chart. Note, if the lead runner has a ▼ Steal rating, he is automatically out.

Page 12

Player Injury Here’s how to determine which player sustained an injury. After getting this outcome, roll the dice against the batter and pitcher cards to see what the result is. When the result is one of the following, the injury is against the player as follows: Strikeout – Pitcher | Walk – Pitcher | Lineout – Pitcher | Other results - Batter

Roll the 3 six-sided dice and refer to the Player Injury Chart in the Baseball Classics© Baseball Game Chart to determine the extent of the injury.

Note - If you choose to play without injuries, substitute an Injury result with Batter swings away instead.

Rain Delay When playing in an outdoor stadium, roll all 4 dice before the game. If a 1-16 is rolled then dark skies & threatening weather conditions exist throughout the game. Before each at bat, roll all 4 dice. The first 2 times a 1-16 is rolled, there is rain delay. The third time a 1-16 is rolled, the game is rained out.

Note - When using the Play Action Simulator and a 1-16 was not rolled prior to the start of the game, then substitute RD with Batter swings away.

Wild Pitch All runner(s) advance 1 base.

For more Play Action Simulator details & examples, visit our Blog article: How to Play Baseball Classics: Advanced Level – Play Action Simulator

Pitcher Fatigue If you would like to incorporate a pitcher’s fatigue factor (optional play) into your Baseball Classics Baseball Game play, here’s how.

Divide a pitcher's (Innings + Walks) by (Games) to come up with the typical amount of Innings Per Game (IPG) by that pitcher. Those stats are located on each pitchers card. Example: (200 Innings + 50 Walks) / (30 Games) = 8.33 (8 1/3 Innings Per Game) Round the rating up or down to the nearest whole or 1/3 inning.

A pitcher's IPG rating is fluid, thus will be reduced by 1/3 of an inning for each error his team makes while he's pitching or when he hits a batter. Example: 8.33 IPG (8 1/3 innings) - 1 Error - 1 Hit by Pitch = 7.66 (7 2/3 Innings Per Game)

Page 13

Once a pitcher has gone past his IPG rating, substitute the 6-sided die instead of the white binary die to determine if the Result is read against the Batter or Pitcher card. This will eliminate the 50/50 chance between the batter and pitcher cards and steadily increase that the Result will be read against the Batter’s card as the pitcher "tires". The longer a pitcher stays beyond his IPG rating, the more likely the Result will be read against the Batter’s card.

How the six-sided die impacts a pitcher’s fatigue when past his IPG rating.

Up to 1 inning past IPG Roll of 1-4 refer to the Result on the Batter's card else refer to the Pitcher's card.

Next batter faced after 1 inning up to 2 innings past IPG Roll of 1-5 refer to the Result on the Batter's card else refer to the Pitcher's card.

More than 2 innings past IPG No roll needed, refer only to the Batter's card for the result, never the Pitcher's card.

Baseball Classics Showdown Manager Baseball Classics Showdown Manager gives you live game-time choices that result in real consequences for the MLB team your managing. You'll feel like you're at the top step of the dugout!

Ideal 2 player Baseball Classics play with each managing the MLB team of their choice to see who can make the right call in game-time situations prior to each at bat with any runners on base. There's no extra dice rolls, it's an easy, seamless, and a speedy way to dynamically add more true MLB realism into your Baseball Classics enjoyment!

It's simple to use, here's how. Prior to each at bat with any runner(s) on base, each manager takes one of the six-sided Baseball Classics dice and. at the same time, reveals a number between 1 and 6 from their choices within the Showdown Manager for Manager On Offense and Manager On Defense. Then cross-reference the choices and follow the instructions from the consequence of that game-time situation.

Page 14

Add ANY Baseball Classics MLB Teams 1901 to Present

By Joining Dollar Baseball Club!

www.DollarBaseballClub.com

www.DollarBaseballClub.com

Page 15

Baseball Classics© Baseball Game Play Chart

Bunting Base Stealing Base Running Legend Batter's Bunt Rating Runner's Steal Rating Runner's Run Rating Bunt Chart Roll ▲ ► ◄ ▼ Roll ▲ ► ◄ ▼ Roll ▲ ► ◄ ▼ , otherwise 3 PO ! PO 3 ! ! " 3 ! Suicide squeeze bunt, otherwise foul ball 4 DP DP ! 4 " 4 ! ! " Any type bunt successful 5 PO GO ! 5 " 5 GO Groundout PO Popout DP Double Play 6 DP ! DP 6 " 6 7 " " 7 ! 7 Steal Chart 8 ! 8 " 8 Steals 2nd base, otherwise thrown out 9 PO 9 9 ! Steals 2nd or 3rd base, otherwise thrown out 10 GO PO GO GO 10 ! " 10 " Steals any base 11 " GO PO GO 11 ! 11 Runner thrown out 12 PO 12 12 Base runners with a Steal rating of ▼ cannot steal

13 DP GO PO 13 " 13 14 " " DP DP 14 ! 14 Run Chart

15 ! " " ! 15 ! 15 ! Runner safe 16 PO GO PO 16 ! 16 ! If 2 outs, runner safe, otherwise thrown out

17 ! GO PO " 17 ! 17 ! ! ! Runner thrown out

18 GO GO DP " 18 ! 18 !

Play Action Legend Simulator Play Action Simulator Chart

Roll ! ▲ ► ◄ ▼ Batter swings away 3 DS HB HB HB CI B

4 I DS B B DS B Balk, but if defense Catcher's rating is ▲ batter swings away

5 WP RD PB PO CI Catcher's interference 6 RD PB I RD CI Catcher's interference, but if defense Catcher's rating is ▲ batter swings away

7 U PA PO DP Lead runner and batter out if result is Groundout*, Lineout, or (Flyout) 8 DP PA DS Catcher dropped 3rd strike 9 PO DP DS Catcher dropped 3rd strike, but if defense Catcher's rating is ▲ then batter swings away 10 HB Batter hit by pitch 11 I Player injury 12 PA PB Passed ball, but if defense Catcher's rating is ▲ batter swings away 13 PO DP PB Passed ball 14 PA I RD PA Pickoff attempt 15 PB U U U PO Pitch out 16 RD I WP WP I RD Rain delay 17 U B DS DS WP U Argument with Umpire 18 HB CI CI CI HB WP

WP Wild pitch, but if defense Catcher's rating is ▲ batter swings away Baseball Classics© Baseball Game Play Chart

Fielding Error Legend Team Fielding Rating Type of Base Error Fielding Chart Roll ▲ ► ◄ ▼ Roll E No error on play 3 3 3 Error for fielding rating up to 13 points, else no error on play 4 4 2 Error for fielding rating from 14 to 18 points, else no error on play

5 5 1 Error for fielding rating from 19 to 24 points, else no error on play 6 6 1 Error for fielding rating 25 points & up, else no error on play 7 7 1 8 8 1 Error Chart 9 9 1 1 1 base error any play 10 10 1 2 If outfield play 2 base error, else 1 base error 11 11 1 3 If outfield play 3 base error, else 2 base error 12 12 1 Infield Plays: Outfield Plays:

13 13 1 Any Groundout, Popout, Lineout, Any Flyout, Double, or Triple 14 14 1 Double or Triple play, Single, Bunt,

15 15 2 Base Steal, or Base Runner Advancing 16 16 1

17 17 3

18 18 1

Injury Legend # of Games Player Injury Chart Roll # Just shaken up, stays in game

3 Out rest of game

4 21 3 Out for 3 games

5 10 5 Out for 5 games 6 10 Out for 10 games 7 21 Out for 21 games 8 Season ending injury 9 10 11 12 3 13 14 5 15 16 17

18

Baseball Classics Fielding Grid

!!!!!Visitor!!!0!1!0!!0!1!0!!0!0!1!!!!!3!!7!!1!!!!!OUT !!!!!Home!!!!0!0!0!!0!0!0!!2!0!0!!!!2!!4!!0!!!!!AB!!9 3 4 3 4 5 6 5 6 7 8 9 LF! 7 8 9 10 10 11 12 13 14 CF! 11 12 13 14 15 16 17 18 3 15 16 17 18 4 5 3 4 5 6 7 8 9 6 7 8 10 11 SS! 12 13 14 3 3 4 5 9 3B! 10 15 16 17 18 4 5 6 11 12 13 3 4 5 6 7 8 9 6 7 8 9 14 15 16 7 8 9 10 10 2B! 11 P! RF! 3 17 18 11 12 13 14 12 13 14 10 11 12 13 4 5 6 15 16 17 18 15 16 17 7 8 9 10 3 4 5 6 7 18 14 15 16 11 C! 12 13 8 9 10 11 1B! 12 14 15 16 17 18 13 14 15 16 17 18 17 18

Legend Error Chart Far Left Die Roll Far Left Die Roll Type of Base Error Binary Roll 0 Binary Roll 1 Roll E Result 1 2 3 4 5 6 1 2 3 4 5 6 3 3 Flyout LF LF CF CF RF RF LF LF CF CF RF RF 4 2 (Flyout) LF LF CF CF RF RF LF LF CF CF RF RF 5 1 Single LF LF CF CF RF RF LF LF CF CF RF RF 6 1 Double LF LF CF CF RF RF LF LF CF CF RF RF 7 1 Triple LF LF CF CF RF RF LF LF CF CF RF RF 8 1 Groundout C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 9 1 Groundout* C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 10 1 Popout C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 11 1 Double Play C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 12 1 Triple Play C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 13 1 Lineout P 1B 2B SS 3B 2B 1B 2B SS 3B 2B SS 14 1 Base Steal P 1B 2B SS 3B C P 1B 2B SS 3B C 15 2 Base Running P 1B 2B SS 3B C P 1B 2B SS 3B C 16 1 Bunt P 1B 2B SS 3B C P 1B 2B SS 3B C 17 3 18 1 Legend Error Chart Far Left Die Roll Far Left Die Roll Type of Base Error Binary Roll 0 Binary Roll 1 Roll E Result 1 2 3 4 5 6 1 2 3 4 5 6 3 3 Flyout LF LF CF CF RF RF LF LF CF CF RF RF 4 2 (Flyout) LF LF CF CF RF RF LF LF CF CF RF RF 5 1 Single LF LF CF CF RF RF LF LF CF CF RF RF 6 1 Double LF LF CF CF RF RF LF LF CF CF RF RF 7 1 Triple LF LF CF CF RF RF LF LF CF CF RF RF 8 1 Groundout C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 9 1 Groundout* C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 10 1 Popout C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 11 1 Double Play C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 12 1 Triple Play C 1B 2B SS 3B 2B P 1B 2B SS 3B SS 13 1 Lineout P 1B 2B SS 3B 2B 1B 2B SS 3B 2B SS 14 1 Base Steal P 1B 2B SS 3B C P 1B 2B SS 3B C 15 2 Base Running P 1B 2B SS 3B C P 1B 2B SS 3B C 16 1 Bunt P 1B 2B SS 3B C P 1B 2B SS 3B C 17 3 18 1

Infield Plays: Outfield Plays: Legend Any Groundout, Popout, Lineout, Any Flyout, Double, or Triple Error Chart Double or Triple play, Single, Bunt, 1 1 base error any play Base Steal, or Base Runner Advancing 2 OF play 2 base error, else 1 base error 3 OF play 3 base error, else 2 base error

Overview: Use the Baseball Classics Fielding Grid to determine where the ball was put into play & whether or not an error occurred by the fielder. The Fielding Grid is divided by white lines for all 9 position players with a circle icon indicating their coverage area. Six-sided dice totals numbered 3 - 18 cover the grid for each position player area.

When the play Result is a Flyout, (Flyout), Single, Double, or Triple the ball is hit to one of the 3 outfield positions (LF, CF, RF). When the play Result is a Groundout, Groundout*, Popout, Bunt, Double Play, or Triple Play the ball is hit to one of the 6 infield positions (C, P, 1B, 2B, SS, or 3B). When the play Result is a Lineout, the ball is hit to one of these 5 infield positions (P, 1B, 2B, SS, or 3B). When the play Result is a Steal Attempt or Base Runner Advancing the play is at one of the 4 perimeter infield base positions (C, P, 1B, 2B, SS, or 3B).

Play Instructions: After the binary and 3 six-sided dice have been rolled to determine the play Result from the batter or pitcher card use that same roll for the Fielding Grid for any outcome that is a Flyout, (Flyout), Single, Double, Triple, Groundout, Groundout*, Popout, Lineout, Bunt Double Play, Triple Play or play involving a steal attempt or base running advance. Use the binary die and the far left die of the 3 six-sided dice as your guide to see which area the ball was put into play according to the legend below. Next use the total of the 3 six-sided dice to find where the ball was put into play in that area on the Fielding Grid. If the color of that position player matches the color of a ring on that number, an error has occurred. To find out if the error is a 1-base, 2-base, or 3-base error, roll all 3 six-sided dice again and refer to the Error Chart.

Example #1: The dice roll was 0-3-4-6, the Result is a "Flyout" from the pitcher card. The die on the far left (or first die when using Baseball Classics Binary Dice Cards) is a 3, according to the Legend under "Binary Roll 0", under the 3 column the fly ball is hit to the Centerfielder who has a Green fielding rating. The total of this dice roll 3-4-6 is 13. Since there is not a Green colored ring on 13 in CF, the ball was caught for a Flyout.

Example #2: The dice roll was 1-6-5-6, the Result is a "Groundout" from the batter card. The die on the far left (or first die when using Baseball Classics Binary Dice Cards) is a 6, according to the Legend under "Binary Roll 1", under the 6 column the ground ball is hit to the Shortstop has a Blue fielding rating. The total of this dice roll 6-5-6 is 17. Since 17 has a Blue colored ring in SS, it is an error. Roll the 3 six-side dice then refer to the Error Chart to see if it's a 1 or 2 base error.

Note: When attempting to steal or advance a base runner an extra base, this will require a fresh dice roll of the binary die and 3 six-sided dice.

Steal Card Batting Pitcher 3 Pitcher Steal Card Batting Pitcher 1 Pitcher Roll Roll Bunt Bunt 18 17 16 15 14 13 12 11 10 18 17 16 15 14 13 12 11 10 Run Run 9 8 7 6 5 4 3 9 8 7 6 5 4 3 www.BaseballClassicsBaseballGame.com www.BaseballClassicsBaseballGame.com ► ◄ ▼ ▼ ▼ ▼ Double Play Double Play Double Play Double Play Groundout Groundout Groundout Groundout Groundout Home Run Strikeout Strikeout Strikeout Strikeout (Flyout) Lineout Lineout Double Popout Triple Single Single Single Flyout Flyout Single Result Flyout Single Single Flyout Result Walk Walk Batter Stats Batter Stats Pitcher Pitcher Steal Card Batting Pitcher 3 Pitcher Steal Card Batting Pitcher 1 Pitcher Roll Roll Bunt Bunt 18 17 16 15 14 13 12 11 10 18 17 16 15 14 13 12 11 10 Run Run 9 8 7 6 5 4 3 9 8 7 6 5 4 3 www.BaseballClassicsBaseballGame.com www.BaseballClassicsBaseballGame.com ► ◄ ▼ ▼ ▼ ▼ Double Play Double Play Double Play Double Play Groundout Groundout Groundout Groundout Groundout Home Run Strikeout Strikeout Strikeout Strikeout (Flyout) Lineout Lineout Double Popout Triple Single Single Single Flyout Flyout Single Result Flyout Single Single Flyout Result Walk Walk Batter Stats Batter Stats Pitcher Pitcher Steal Card Batting Pitcher 2 Pitcher (DH) rule. When using the DH rule, another player from the team bats in place of current pitcher. regular Player Card has except a team name, fielding ratings, and stats. Cut out each of the 6 Baseball in the lineup is at bat. to select from and use when the pitcher from the team There are 3 different Pitcher Batting Player Cards for you Each Pitcher Batting Player Card includes everything a Use Baseball Classics Pitcher Batting Player Cards when Classics Dice Cards. you choose Roll Bunt 18 17 16 15 14 13 12 11 10 Run 9 8 7 6 5 4 3 www.BaseballClassicsBaseballGame.com ▼ ▼ ▼ Double Play Double Play Groundout Strikeout Strikeout Strikeout Strikeout Lineout Double Double Double Double Flyout Flyout Single Result Walk HOW TO USE BASEBALL CLASSICS PITCHER BATTING PLAYER CARDS not Baseball Classics Game © 2016 Batter Stats to play using MLB Designated Hitter Pitcher Steal Card Batting Pitcher 2 Pitcher Roll Bunt 18 17 16 15 14 13 12 11 10 Run 9 8 7 6 5 4 3 www.BaseballClassicsBaseballGame.com ▼ ▼ ▼ Double Play Double Play Groundout Strikeout Strikeout Strikeout Strikeout Lineout Double Double Double Double Flyout Flyout Single Result Walk Batter Stats Pitcher