Stealing: A player with this icon may attempt to “Steal” a base. This means running between bases while the pitcher is throwing. In Heroes a token on 1st base can attempt a steal if the batter for that token has this icon. When the fielding player has laid down the card the player can announce “Steal” (if they have a token on 1st base and the player has the Steal icon). The card is then turned over and will as a Ball or a Strike. If the pitch was a Change-Up then the token can move to 2nd base. If it was any other pitch then the fielding player rolls the six sided dice (as the Catcher throws the ball to 2nd base). A 3,4,5 or 6 means that the batter is and the token is removed. A 1 or 2 means that you can move the token to 2nd base. Baseball Winning the game: After you have played the agreed number of for each team then the team with the most points wins. If the scores are tied then play “sudden death” innings until one team is ahead after an innings….Or you can announce a draw! Heroes

A game by Luke Morris : A score of 5 or more means that a has been scored! That team instantly scores one run for the batter and each token on the bases. The tokens are removed and the batter Batting line-up card is then placed at the bottom of the Line-Up deck. A score of 2-4 means that the ball has been hit to the Outfield. If the ball lands closer than the fielder then the batter can run to the 1st base. All other batting tokens can move one space around the bases. If this means that a token reaches Home Plate then it is removed and the batting team scores a run. If the ball lands between the fielder and the wall (e.g. on the 4) then the batter and all other batting tokens can move two spaces. If the ball lands in the same space as the fielder then the fielder can attempt to the Pitcher ball. If the player card for that fielder has a glove then the ball is caught automatically. If there is no glove then the fielding player rolls the six sided dice. A 2, 3, 4, 5 or 6 means that they catch the ball. A 1 means that they drop it. If they drop it then the batter and every other batting token moves two spaces. Hit: A score of 1 or less means that the batter hit the ball badly and it didn’t go very far. If the batter hit the ball to Right Field then it went straight to the 1st base fielder who runs him out immediately. If the batter hit the ball to Centre or Left Field then it goes to the Short Stop fielder. The fielding player rolls the six sided dice. A 3, 4, 5 or 6 means that the batter is run out before he can get to 1st base. A 1 or 2 means that the fielding was bad and that the batter runs to 1st base!

If there are batting tokens already on 1st base then that batter must run too. The fielding team can choose to make a “ Play”. They announce their plan. If the ball was hit to Right Field then the batter is run out. The 1st base fielder then throws to the 2nd base fielder. If they roll a 3, 4, 5 or 6 then THAT batter is out as well! Two batters out! If the ball was hit to Centre Field then the batting token moving to 2nd base is out immedi- ately. The 2nd base fielder throws to the 1st base. A 3, 4, 5 or 6 means that the batter running to 1st base it out as well. If the ball was hit to Left Field then the Short Stop will try to throw the ball to 2nd base who will then try to throw to 1st base. A 4, 5 or 6 means that both batters are out. A 3 means that the Bullpen batter running to second base is out. If any fielders involved have a glove on their player card then add +1 to their dice roll.

Bunt: A is when the batter hits the ball without swinging the bat. This is normally used by weaker batters. The ball just drops down close to the batter giving batting tokens a better chance to run to the next base. If the batter called a “Bunt” then the ball stays in the Infield. Any token on 1st base will safely move to 2nd base. The fielding player rolls the six sided dice. A 3, 4, 5 or 6 means that the batter running to 1st base is out.

Fastball and Change-Up: The batter must announce “” or “Change-Up” if they place the green spot on the bat Batting line-up in the same place as the ball it pitched. If they called fastball but a change-up is thrown then they must –2 to their hit. If they call change-up but it’s a fastball then –2 also. If they were cor- rect then 0 is taken off their hitting score. Hitting the ball: These are the player cards. Their picture is in the top right corner. Their batting power is in the top What a Hero! You hit the ball! Now to see where the ball has gone! left corner. Their fielding position is in the bottom If the ball hit the green part of the bat then it was a perfect hit. The ball will fly towards the centre column of the outfield. If the ball hit the yellow or red parts of the bat then the ball will right corner (Kento fields 1st Base, Slick Joe fields fly to the equivalent side of the outfield. Centre Field). First, check the batter’s power score (top left corner of the card). If the ball hit yellow or red In the bottom left corner are their strengths and on the bat then take –1 off that score. Next check the Strength and Weakness box on the weaknesses. Slick Joe is great at hitting Cutters batter’s card. If the ball that was hit was one of their strengths then add +1. However if it was and will get a +1 bonus for hitting Cutter pitches. one of their weaknesses then take –1 off. He isn’t good at hitting and will get –1. Finally, roll a four-sided dice. This shows the timing of the swing. A 3 means great timing so add +3. For 2 and +2, a 1 adds +1 and a 4 adds 0. This sounds complicated but after a few turns it becomes quite simple. Let’s look at some examples:

This is a Pitcher. Each team has 4 pitchers. Their fielding position shows a “P”. Their batting power will be a zero. In the box below the zero is a list of the pitches they can throw. The manager takes these cards and chooses between them when they pitch. All pitchers can throw a Fastball.

To the left are the four cards that Monkey can use.

This is the “Home Plate”. The 3x3 grid shows all the places a pitcher can choose. They place a counter in one of the nine squares. They then secretly choose one of their Pitching cards and place it face down. The batter lays his bat horizontally across the grid and then the pitcher reveals the face down card. In this case the pitcher threw a Forkball and the batter guessed right! The ball drops one space meaning that the bat will hit it on the green spot! The batter can choose to leave the ball by not lay- ing their bat down. They can also choose to “Bunt” by saying “Bunt” as they hit the ball (see Hitting the ball).

Kento is a strong batter (2). He also guessed Monkey is a weak batter (0). He didn’t guess well with the Forkball and hit it perfectly (-0). well and hit the Cutter badly (-1). Luckily, the However, the Forkball is his weak pitch (-1). He Cutter is his strong pitch (+1). He rolls a 2 on the rolls a 2 on the dice. So, the ball will fly to Cen- dice. So, the ball will fly to Right Field 0-1+1+2 = These are the special ability icons. These appear on some tre Field 2-0-1+2 = 3 spaces. 2 spaces. player cards and mean that the players can use special skills. The “mitt” means that the player will NEVER drop a catch and doesn’t have to roll a dice to catch. The “foot and bases” means that the player can try to steal a base (see Stealing rules).

How the game works: These are the batting line-ups. Both man- agers choose a for their team with one pitcher as the 9th and The two players toss a coin and the winner can choose whether to bat first or second. Both players choose their starting pitcher and organise their eight fielders + pitcher in a bat- final player in the order. ting line-up. Set up as shown earlier. The batting team takes their three tokens and places The next player to bat is at the top of the them next to the Infield. The fielding team looks at the first batter (on the top of the oppo- pile. When they have completed their “at nent’s deck) and places their three Outfielders as desired. bat” they are placed at the bottom of If the batter hits the ball in front of the Outfielder they will run one base. If they hit the ball over the pile and the new top card shows the the Outfielder they will run two bases. If they hit the ball over the fence (5 or more) they score next batter. a Home Run and run all the way around the bases. If they hit it to the same space as the fielder then the fielder will attempt to catch the ball. If the batter hits a “Groundball” (they score less than 2) then it is fielded by an Infielder who can attempt to run out the batter. If the same batter misses the ball three times then they are “Struck Out”. If a batter is struck out, run out or caught then they are out and their card is placed to the bottom of the Line-Up deck. When three batters are out then that team’s innings is over and the fielding team be- These are the “Bullpen”. Each team has four pitch- comes the batting team. In professional baseball each team gets 9 innings. In Baseball He- ers but the manager can only have one in their roes you can play fewer innings as long as you both agree. batting line-up. The other three are placed face down in a Bullpen pile. If the manager wants to Pitching and Batting: change their pitcher they can announce at any time and change their active pitcher for one from The fielding player has chosen their pitcher and taken their Pitching cards. They will then take the Bullpen pile. The active pitcher is then dis- the ball token and choose one of the 9 squares in the 3x3 grid to throw the ball towards. After carded and cannot be used again in the game placing the token they secretly choose one of their Pitching cards and place it face down. (meaning that the Bullpen pile becomes smaller). They are trying to make the batter miss the ball or hit it badly. The Pitching cards affect the “flight” of the ball and so the ball may actually end up in a different square. The batter then makes one of three choices: 1. They may place their bat horizontally if they think they can guess where the ball will end up. All three sections (red, yellow, green) of the bat DO NOT have to be in the grid. This counts as a “Swing”. This is the pitch. The top card is the “Outfield” and the bot- 2. They may place their bat horizontally and say “Bunt”. (A bunt is also a swing). tom card is the “Infield”. The fielding team has three to- 3. They may choose not to place the bat at all. This counts as a “Leave”. kens (blue in this image) which they place in either the 2, 3 or 4 in each column. The “Right Field” column, “Centre The fielding player then reveals the Pitching card and moves the ball token in the direction Field” column and “Left Field” column. The brown wall shown on the card. This will lead to a number of options. shows the Home Run boundary. 1. The batter swung at the ball but missed. This is a Strike. The strike counter is moved up one space. The batting team has three tokens (yellow) which are run- 2. The batter left the ball but it ended up in the 3x3 grid. This is a Strike. The strike counter ning batters. In this example the “Lightning” team have is moved up one space. batters on first and second base. 3. The batter left the ball and it ended up OUTSIDE the grid (either below it or to the side). This is a Ball. The ball counter is moved up one space. 4. The batter swung at the ball and hit it! This is a Hit! The crowd goes wild!

If a 1st or 2nd strike, 1st, 2nd or 3rd ball is pitched then move the counter and the fielding player will pitch again (following directions from the top of this section). If a 3rd strike is pitched then that batter is out. The Out counter is moved up one space and This is the scoreboard. It keeps a track of Strikes (S), Balls (B) the batter is moved to the bottom of the Line-Up deck. The strike and ball counters are set and Outs (O). When one of these first occurs, a token is back to zero. If there have been only 1 or 2 outs then the top card is the next batter. If there placed on the first space. This token is then moved along have been 3 outs then the fielding and batting teams swap over. to show a second, third and fourth. In this example there has been 1 Out in this innings and the If there have now been 4 balls then the batter gets a “Walk”. The batting team manager current batter has 1 Strike and 1 Ball. The pitcher throws a takes a token and places it on 1st base. If there was a batter token on the 1st Base already “ball” and so the token is moved up to the second space. then that is moved to the 2nd base. If this had a counter then that is moved to 3rd base. If that had a counter then that batter gets to walk to “Home Plate” and scores one run. A token is only moved to the next base if it is displaced by the new token.