PURSUE THE PENNANT 1986

Instructions

Heading out to the Ball Park:

Imagine that you have just been named Manager and General Manager of your favorite baseball team. Your job is to put together the best collection of talent possible and to get the most out of that talent by using your managerial savvy. Ultimately you will aspire to clinch the Division Title and win the Pennant and World Championship. Your skill, the talent available to you, and lady luck will all be factors that will determine whether or not you will still be playing in October.

You can replay the past season, play the current season, draft your own teams, and make trades. You can do everything from playing one game by yourself or playing a short series to setting up a league of 26 players to play an entire season.

First, you should familiarize yourself with the stadium you will be playing in. The stadium will come to life as the grass or turf insert, warning track, and two stadium walls are inserted into the inverted game box cover - in that order. Some walls and the warning tracks require trimming with a scissors. Walls are folded in (ink to ink) on the (bullet) found near the bottom of the Baltimore, Comiskey, Fenway and Wrigley walls, and are folded out (white to white) on the (square) found near the bottom of the Fenway and Wrigley walls. These walls will now follow the configuration of the two properly assembled warning track pieces (which can be taped together on the underside). Extra warning track squares can be taped or glued into the foul pole corners of the stadium. Finally, your stadium will be complete by putting the shorter backstop strip into place on the 1st and 3rd base lines.

Note: The surface of a stadium can be found after the stadium name on the Stadium Effects Chart. The turf insert can be identified by the small areas of dirt appearing only around the bases.

Note: You may wish to use paper clips to hold the wall and backstop in place.

In the Clubhouse:

It's time to meet your players! There are two types of player cards: Pitchers' cards and Hitters' cards. Each player card has a complete scouting report including comprehensive statistics and ratings, which point out the strengths and weaknesses of each player. This information will prove very valuable when you are making managerial moves during a game, and when making out your lineup on a Pursue the Pennant scoresheet. (Baserunning, Stealing, Jump, Error, Range and Throwing ratings can be added to your PtP scoresheet at the left of a players name for quick reference!) Note that when you are selecting a starting pitcher, he must have a Fatigue rating of 6, 7, 8, 9, or 10 in order to start, and a reliever needs a Fatigue rating of Long or Short in order to relieve. Also note that a player can only play those positions that are listed under Pos of the Scouting Report.

Arrange your player cards in the same sequences as your batting order, with your leadoff hitter on top and your 9th place hitter on the bottom. It is helpful to arrange your remaining players into a bench and a bullpen. Each team has at least 25 players per team with most teams having more, requiring you to make a few cuts to get your roster down to 25.

Batting Practice:

Your game should include three percentile dice. Most likely they are red, white and blue. If this is the case, the easiest way to read the dice is in the same order as the U.S.A. flag: red, white and blue. If you rolled the following numbers you would read the result as 714.

BLUE	RED	WHITE
4	7	1

If you don't happen to have these colors, no problem. Just read the dice in any predetermined order that you choose.

On occasion you will be required to refer to an outside chart. Most of these charts require you to read the dice in a slightly different way. The red and white die are read to form a two digit number and the blue die is used as the location die. More on this later.

Play Ball:

When playing Pursue the Pennant all official baseball rules should be used. The Ieadoff hitter and the opposing starting pitcher would be the first cards you would use. Play begins by rolling the dice and referring to either the Pitcher's card or Hitter's card. Hitters' cards contain two sets of results numbered 0-499 vs. both left and righthanded pitchers. Pitchers' cards contain two sets of results numbered 500-999 vs. both left and righthanded hitters. Only pitchers with 50 AB's or more can be used as pinch hitters unless they have the notation CAN HIT after Limitation in their Scouting Report section.

The dice result can be found on one of these two cards. Anytime you roIl 0-499, you will always be able to find the result on the Hitter's card. Then you must check to see if the pitcher is left or righthanded. This can be found at the top of each pitcher card. By looking down the appropriate column (vs. LH or vs. RH), you will be able to find a color coded symbol that corresponds to the dice roll. If the number you rolled was 500-999, the result will always be on the Pitcher's card. After checking the top of the Hitter's card to find out which way he bats: L, R or B, (left, right or both) you will be able to find a color coded symbol corresponding to the dice roll by looking down the appropriate column (vs. LH or vs. RH). Each hitter also has his hitting direction, sp or p (spray or pull), listed after the way he hits. There are four basic types of location charts: Lsp, Lp, Rsp and Rp (lefthanded spray, lefthanded pull, righthanded spray and righthanded pull). These location charts are used when going to either the Range charts or Ball Park charts. Switch hitters are assumed to bat the opposite way that the pitcher throws. a player who hits Bp (switch, pull), would use the Rp location chart vs. LH pitchers and the Lp location chart vs. RH pitchers.

Note: Use only the top numbers of the bottom section of the Pitcher's card with the enlarged rows. Do not use the italicized bottom numbers yet.

Once you have found a color coded symbol that corresponds to your dice result, look for the same symbol on the symbols chart to find the result of the play. The symbols are arranged by the type of result. All blue symbols are results in which the batter has reached base safely. All red symbols are results in which the batter is out. Uncolored symbols indicate that the play is still in progress and you will be referred to another chart. Some symbols are divided into three sections. The CAPITALIZED center section, which refers to the type of result, (1B, 2B, 3B, BB, SO, etc.) is always used as your guide when referring to the symbols chart. The smaller case letters indicate the location of the play and the fielder the ball was hit to (ss, 2b, glf, cf cf, rfw etc.). The Pursue the Pennant scoresheets are used to keep track of the game as it progresses.

Here's an example: Dwight Gooden is on the mound with Ryne Sandberg at bat. The number rolled is 805. Looking at Gooden's card (because the numbers 500-999 are always found on the Pitcher's card) and in the vs. RH column (since Sandberg bats right-handed), you'll find the red symbol SO. Sandberg has just struck out.

 ________________________________________________________
|                                                        |
|       Bats: Rp    Ryne Sandberg    Chicago N           |
|                                                        |
|  vs. LH  .266     .319  vs. RH    Scouting Report      |
|  0-10           !       0-10      Pos  E  R  TH PB     |
|  11-67          E       11-67     2b   8  AA           |
|  68-103    glf 1B glf   68-113                         |
|            lcf 3B lcf   114-119                        |
|  104-121    ss HG ss    120-137                        |
|  122-133    3b HG 3b    138-149                        |
|  134-145    lf LF lf    150-161                        |
|  146-155    lc 2B lc    162-168                        |
|  156-184   llf 1B llf   169-205   Power vs. LH: Vg     |
|  185-191   lrf 1B lrf   206-214   Power vs. RH: Ex     |
|  192-199    ss  L ss    215-221   Baserunning:  5      |
|  200-213       HR       222-240   Stealing:     5      |
|                HB                 Jump:         4      |
|  214-240    3b RG 3b    241-262   Bunting:      Vg     |
|            cfw 3B cfw   263-268   Hit & Run:    Ex     |
|  241-278       BB       269-306   Clutch:   Terror     |
|  279-346       SO       307-375   Injury:   Normal     |
|  347-356   lfl 2B lfl   376-382   Limitation:          |
|  357-366   lfw 2B lfw   383-389   Special:             |
|  367-406    ss RG ss    390-422   Age: 26 on 9/18/85   |
|  407-431    3b  P 3b    423-443                        |
|  432-499    lf HF lf    444-499                        |
|                                                        |
|                    1985 Statistics                     |
|      AVG   G    AB   R    H    2B  3B  HR   RBI        |
|      .305  153  609  113  186  31  6   26   83         |
|      BB    SO   HB   SB   CS   GDP     SLG  OBP        |
|      57    97   1    54   11   10     .504 .364        |
|________________________________________________________|

 ________________________________________________________
|                                                        |
|     Throws: R     Dwight Gooden    New York N          |
|                                                        |
|  vs. LH  .207    .190  vs. RH    Scouting Report       |
|  500-524     WP&PB     500-524   Fatigue:   10         |
|  525-543      OFR      525-546   Error:     8          |
|  544-594      IFR      547-591   Range:     A          |
|                HB                Holding runners:  Fr  |
|  595-611    2b SG ss   592-598   Wild Pitch:Not Likely |
|  612-634    cf HF cf   599-610   Balk:      Normal     |
|  635-667   lcf 1B lcf  611-630   Jam:    Super Tough   |
|  668-690    rf HF rf   631-642   Injury:    Iron       |
|  691-707    ss SG 2b   643-649   Limitation:           |
|  708-730    lf HF lf   650-661   Special:              |
|  731-753    1b SG 3b   662-670   Batting: Rsp #5 Fr    |
|  754-786   gcf 1B gcf  671-690   Bunting:   Vg         |
|            rcf 2B lcf            Baserunning: 2        |
| i787-797i             i691-701i  Stealing:    0        |
|                DF      691-728   BA: .226  AB: 93      |
| i798-808i             i702-758i  Age: 21 on 11/16/85   |
|  787-919       SO      729-952                         |
| i809-918i             i759-945i                        |
|  920-941       BB      953-974                         |
| i919-952i             i946-979i                        |
|  942-999    2b HG ss   975-999                         |
| i953-999i             i980-999i                        |
|                                                        |
|                    1985 Statistics                     |
|  ERA  W  L  SV  G   GS  IP     H    HR   BB   SO       |
|  1.53 24 4  0   35  35  276.2  198  13   69   268      |
|  GB%  31     Per 9 innings     6.5  0.4  2.3  8.7      |
|________________________________________________________|


If the number rolled was 89, you'd look on Sandberg's card (because the numbers 0-499 are always found on the Hitter's card) in the vs. RH column (since Gooden throws right-handed) to find the blue symbol lB glf. Looking in the blue section of the symbols chart we find that Sandberg has just smashed a ground ball through the hole into left field for a single. Hey, wait a second! How come there is a glf location on both the right side and left side of the 1B? Simple, certain results may be hit to different locations and fielders depending on which way the pitcher throws or batter hits. Use the location on the left side vs. left-handed hitters and pitchers and the location on the right side vs. right-handed hitters and pitchers. How many bases do the baserunners advance? If you hit a single and the last digit of the die number is even, a runner on 1st advances to 2nd and runners on 2nd and 3rd score (see Symbols Chart). If you hit a single and the last digit of the die number is odd, check the Baserunner advancement chart for singles. This later case would apply to Sandberg's hit, because the last digit of the number 89 is 9, which is an odd number. If a fast baserunner like Bob Dernier happened to be at 1st (Baserunning rating of 5), you would look across the Grass row for Baserunner ratings of 4-5 in the lB glf section, until you came to the column "runner on 1st", which gives you the advancement 1 + Choice. This means that Dernier advances to 2nd and has the choice to go to 3rd by going to the Coach's Choice chart.

Note: If a designated hitter is not being used, the Pitcher's Hitting card corresponding to his "Batting" rating can be inserted into your line-up stack of 9 cards. For example, Gooden bats Rsp with Fair power on card #5 Cards found in NL card set.

Gold Glove or Iron Mitt? Range & Errors:

A player's ability to take away a hit is measured by his Range rating. A rating of AA is considered outstanding, A excellent, B very good, C fair and D poor.

Whenever the symbols OFR (outfield range) or FR (infield range) occur, go to the Range on grass chart or Range on turf chart, depending on what surface you are playing on. Types of surfaces for all ball parks are listed in the Ball Park chart. The charts are divided into sections by location. Roll all three dice again using the red die as the tens digit, the white die as the ones digit and the blue die as the location die. The location of the play is determined by using the batters location chart (Lsp, Lp, Rsp and Rp), the location die number and the apropriate OFR or FR section of the Range chart. The number generated by the red and white dice will give you the result of the play when indexed with the Range rating of the fielder and the location of the play.

To illustrate: The symbol FR has been found on the Pitcher's card after the first roll of the dice. The dice are rolled again with the red die turning up a 7, the white a 6 and the blue location die a 9. Gary Carter who has a Rp location chart is the batter, and after looking on the FR section of the Range charts across the die number 9 row, we findthat the ball is hit up the middle towards the 2b. Can Chicago's Ryne Sandberg make the play on the grass surface in Wrigley Field? To find out, we use his Range rating at second base (AA) while referring to the Range on grass chart in the Up the Middle section. since the number rolled was 76, we find that Sandberg makes a diving stop of a sharply hit ball and his off-balance throw is just in time!

Note: A fielder's Range rating can never be greater than AA or less than F.

A players frequency of committing an error is measured by his error rating. A player with a rating of 10 will commit extremely few errors and have an extremely high fielding percentage. A player with a rating of 1 will commit an awful lot of errors and have one of the leagues lowest fielding percentages at his position. Whenever the E symbol appears go to the Error chart. The dice are rolled again and are read and used in the same method as the Range chart. The location die is used to determine which player has the possibility of making an error by checking the location chart at the top right of the Error chart (0 is for wild play errors which are described on the Wild Play Error Chart). Refer to the section of the Error chart that corresponds to the player who has the possibility of making an error, and use the player's Error rating at that position with the number rolled to find the result of the play.

Rabbit or Turtle? Stealing & Baserunning:

A player's ability to steal bases is measured by his Stealing rating. A player with a rating of 5 is considered a terror on the base paths, 4 excellent, 3 very good, 2 fair, 1 below average, and 0 will never beat a rabbit. To steal, announce that you are doing so before the dice are rolled. Go to the jump chart and use the basestealer's jump rating and the pitcher's Holding Runners rating to determine if the basestealer was able to get a jump off the pitcher and is attempting to steal. A player with a Jump rating of 0 steals very infrequently, while a player with a rating of 6 has an extremely high frequency of stealing. To use the stealing chart, find the basestealer's Stealing rating and add 1 to the rating if the Pitcher's Holding runners rating is Pr or subtract 1 from the rating if the pitcher's Holding runners rating is Ex (Fr ratings have no effect on the stealer's Stealing rating). Anytime a steal of 2nd or 3rd is attempted, a catcher's throwing ability is taken into consideration as well. A catcher with a Throwing rating of -2 is considered to have an excellent throwing arm, -1 very good, 0 fair, and +1 poor. Both catchers and outfielders are rated for their throwing ability. The catcher's throwing ability is either added to, subtracted from, or has no effect upon the basestealer's Stealing rating. Once you have adjusted the basestealer's Stealing rating, you will be able to find the result by looking across the row corresponding to the basestealer's Adjusted Stealing rating and down the column of the base he is stealing.

Here's an example: Vince Coleman (Jump rating of 6) is trying to get a jump off of Ron Darling (Holding runners: Ex) with Gary Carter behind the plate (Throwing rating: -1) in order to steal 2nd. The dice are read in the same manner as when going to the Range chart (the location die may or may not be used depending on the result). The number rolled is 24. Indexing Darling's Ex rating and Coleman's rating of 6 on the jump chart, we find that Coleman has his jump and attempts to steal. To find out if Coleman's attempt is succesful, we need to go to the Stealing chart and roll the dice again. Coleman's Stealing rating of 5 is adjusted down by 1 because of Darling's Ex rating for holding runners and 1 more because of Gary Carter's throwing rating of -1, for an adjusted Stealing rating of 3. the number 61 is rolled and Coleman slides into 2nd safely.

Note: If a double steal is being attempted, the defensive manager has the choice of which basestealer his catcher will attempt to throw or tag out. If the lead baserunner gets a jump and attempts to steal, both baserunners are considered to be attempting to steal.

Note: Pitcher's jump ratings are always 0.

A player's baserunning ability is measured by his Baserunning rating. The same rating scale that is used for Stealing ratings is used for Baserunning ratings, the difference being that factors such as ability to go from 1st to 3rd, and overall baserunning mistakes are taken into consideration along with a player's raw speed or lack of it. Baserunning ratings are used whenever a symbol gives you the opportunity to go to the Coach's Choice chart and you decide to have your baserunner take an extra base. After adding or subtracting the appropriate outfielder's throwing rating, roll the dice and use the adjusted Baserunning rating and the Coach's Choice chart to find the result of the play.

Note: The defensive manager always has the option of cutting off the throw, and letting the runner trying for the lead base advance, while holding the other runners.

Note: If there are two outs the baserunners Baserunning rating is increased by one since he is running with the pitch. Baserunning ratings can never exceed 7 or be lower than -3.

Sacrifice & Suicide Squeeze:

A player's ability to bunt is measured by his Bunting rating. A rating of Ex is considered excellent, Vg very good, Fr fair and Pr poor.

To sacrifice, announce that you are doing so before the dice are rolled. Go to the Sacrifice chart and roll the dice using the Bunting rating of the player at bat to find the result of the play. The player who is fielding the bunt can be found by using the location die and referring to the Fielder chart located next to the Bunting chart.

To put on the suicide squeeze, use the same procedures as you would when sacrificing . The suicide squeeze is only used when bunting home a runner from 3rd. You can also bunt for a hit, providing that there are no other runners on base. Simply announce that you are doing so, and go directly to the Bunting chart.

Wild Pitch & Passed Ball:

A pitcher's frequency of throwing a wild pitch is measured by his Wild Pitch frequency rating. Pitchers receive one of the following ratings: Rare, Not Likely, Normal and Prone. A catcher's frequency of allowing Passed Balls and ability to prevent Wild Pitches is measured by his Passed Ball rating. Catchers receive one of the following ratings: Ex, Fr or Pr. Anytime the symbol WP&PB appears you will go to the WP&PB chart. The chart is divided into two sections: "At least one baserunner" and "Bases Empty." Use the section that applies to the current situation. If there is at least one baserunner on base, use both the pitcher's Wild Pitch frequency rating to determine which set of three rows to look across, and the catcher's Passed Ball rating to determine which column to look down in order to find the result of the play.

Here's an example: Dave Winfield is at bat with Don Mattingly at 2nd, Jack Morris on the mound and Lance Parrish behind the plate. Assuming that Morris has a Wild Pitch frequency rating of Prone and Parrish has a Passed Ball rating of Pr and that the number rolled was 600, the result would be a Wild Pitch with Mattingly going to 3rd. If the result is BLK, the catcher blocked the ball in the dirt, runners hold. Return to normal play sequence.

Hitter's Park or Pitcher's Park? Ball Park Effects:

The effect that a ball park has on a player's performance is taken into consideration in the Ball Park charts. You already are familiar with the way a grass or turf playing surface can effect a player's range. The Ball Park charts also take into consideration the frequency of hitting a home run in each ball park.

Before the game begins, check to see what direction the wind is blowing - if it is blowing at all. You can do this by rolling the red and white dice and checking the Wind chart (symbols found at left of stadium names). You'll find that in many parks the wind is automatically not a factor.

If after rolling the dice you find the symbol DF on the Pitcher's card, this means that a deep fly has been hit and has a chance of being a home run. Roll the dice again, and using the hitter's location chart and location die number, you can determine what part of the park the ball has been hit to (lfl: left field line, lf: left field, lc: left center: cf: center field, rc: right center, rf: right field or rfl: right field line). The number that is rolled is used in combination with the hitter's Power rating vs. LH or RH to generate a distance number on the Distance # Generation chart. Next, go to the Wall Distances chart of the home team and read across the row to the column which represents the current wind situation and location of the deep fly until you find the HR number. If you are using the stadium walls, the HR number is located in each of the baseballs of the seven different locations, with the large number in the center representing a No wind or light wind situation, the smaller number on top representing a Wind blowing in situation and the smaller number on the bottom representing a Wind blowing out situation. HR numbers indicated with a star are extremely deep HR's (e.g. a roof shot in Comiskey!). If the distance number is~the HR number, the result is a home run. If the distance number is <than the HR number, the ball is caught on the warning track (Ic and rc locations are caught by the cf). If the location of the ball is down either of the lines, and the 3 digit number is between 0-300, the ball is foul. If this happens, roll the dice again and refer to either the Pitcher's card or Hitter's card as you would do normally.

Here's an example: Chicago is playing St. Louis in Wrigley Field. Before the game begins, the dice are rolled and 94 is the result. This means that the wind is blowing out and there is the possibility of some windows being broken on Waveland and Sheffield Avenues. With Ryne Sandberg at bat and Danny Cox on the mound, the dice are rolled and the symbol DF appears on Cox's card. The dice are rolled again and a red 4, white 1 and blue 5 turn up. Using the blue location die and Sandberg's Rsp location chart, we find that the ball has been driven deep to left center. Sandberg's Power rating vs. RH is found to be Vg and this rating is used with the number roIled (41) to generate a distance number of 3. Looking at the ball park wall in left center, the smaller bottom HR number that appears in Wind blowing out situations is found to be a 3, which is ~the distance number generated. The result of the play is: "It might be... it could be... IT IS! A HOME RUN!"

Note: If the distance number generated is <the distance number needed for a home run, the ball is caught on the warning track (WT).

Wild Play! & Injury:

Every baseball game it seems, has a least one play that stands out as being unusual, rare or just crazy. If the symbol ! appears, go to the Wild Play chart and roll the dice again to find out the result of the play. In some cases, after referring to the Wild Play chart, the same batter is at the plate or the play is ignored. If this happens, roll the dice again and refer to either the Hitter's card or Pitcher's card as you would do normally.

A player's tendency toward being injured is measured by his Injury Frequency rating. A player that is rated Prone will probably wind up on the disabled list, Normal will have an average probability of being injured, Iron will rarely be injured. You'll find that on some of the charts you'll be asked to check and see if a player is injured. If this happens go to the Injury chart and roll again using the player's Injury Frequency rating to find out if the player was injured and for how long.

Hit & Run:

To use the hit & run play, announce that you are doing so before the dice are rolled. Use normal play sequence and refer to the special hit & run rules which may alter some results of play.

Pitcher's Fatigue:

The inning in which a starting pitcher begins to tire and loses his effectiveness is indicated by the pitcher's Fatigue rating as a STARTER. Once a pitcher has reached this inning, and anytime afterwards, if he has previously allowed 8 baserunners or more to reach base, he must use the italicized bottom numbers instead of the top numbers of the bottom section of the Pitcher's card to find the result of the play.

Relief pitcher's are rated either as a Long or Short reliever. Long relievers must use the italicized bottom numbers as soon as they have allowed 6 baserunners to reach base. Short relievers must use the italicized bottom numbers as soon as they have allowed 4 baserunners to reach base - IBB's (Intentional Walks) do not count as a batter who reach's base in determining when a pitcher is required to use his fatigue numbers. If the batter reach's on a fielders choice in which all baserunners are safe - count that batter, however do not count it if the batter reached base on a fielder's choice and another baserunner was retired on the play. Designer's note: The concept of using the number of batters who reach base is designed to reflect the number of pitch's that the pitcher has thrown. For increased realism you can subtract a baserunner for double plays (two for triple plays) or put outs on the base paths (caught stealing, runner thrown out at the plate etc.).

Pitcher's Rest:
Pitcher's must follow the below stated regulations:

STARTERS
Innings pitched	Days of rest needed
0-2		1
2 1/3-4		2
4 1/3-9		3
9 1/3 or more	4

LONG RELIEVERS
Innings pitched	Days of rest needed
0-2		0*
2 1/3-3		1
3 1/3-5		2
5 1/3-7		3
7 1/3 or more	4

SHORT RELIEVERS
Innings pitched	Days of rest needed
0-1		0**
1 1/3-2		0*
2 1/3-3		1
3 1/3-4		2
4 1/3-5		3

*cannot pitch more than two consecutive days
**cannot pitch more than three consecutive days

Note: SHORT RELIEVERS cannot pitch more than 5 innings unless all other available pitchers have been used. If this is the case, the required rest is 4 days.

Clutch hitting & Getting out of a jam:

A hitter's ability to come up with a key hit late in the game is measured by his Clutch hitting rating. A pitcher's ability to get out of a jam is measured by his Jam rating. Whenever the tying or go-ahead run is on base or at bat from the 8th inning on, use the Clutch Table to find out if any adjustments are to be used.

Infield In:

The defensive manager can bring his infield in by making an announcement that he is doing so. He can bring in his entire infield or any combination of infielders. When the infield is in, use the "Infield In" sections of the Symbols chart for the result of the play. Fielders who are playing in have their Range rating reduced by two letters.

The lb & 3b can also be brought in if the defensive manager anticipates a bunt. Reduce the hitter's Bunting rating by one grade if the infield is playing in. In this situation, the offensive manager can swing away if he chooses or lay down a bunt. The offensive manager always has the option of changing his strategy, whereas the defensive manager must keep his infield in for at least one batter unless 2nd Foul is the result.

Limitation on play:

Certain players accumulate deceiving statistics because of limited playing time. Because of this, certain players have a LIMITATION ON PLAY. The first type of LIMITATION ON PLAY occurs when a young unproven player or a veteran reserve player plays in a limited number of games, but plays extremely well in those games. In a case like this, you might see a remark similar to: last 66%, first 75% or total 50%. Last 66% means that this player cannot play in the last 66% of all games scheduled. First 75% means that this player cannot play in the first 75% of all games scheduled. Total 85% means this player cannot play in a total of 85% of all games scheduled. You get the idea.

The second type of LIMITATION ON PLAY occurs when a player who is frequently platooned, plays in a limited number of games vs. either a LH or vs. a RH and plays extremely well in those games. In a situation like this, you will see one of two remarks: vs. LH pitcher or vs. RH pitcher. If vs. LH pitcher is the remark, this player cannot start vs. a LH pitcher and cannot enter a game vs. a LH pitcher unless the game is in extra innings and all other available players have been used, or unless all other available players who play that position are injured; vs. RH pitchers works in the same way.

Optional rules:

Guarding the lines: If you choose to guard the lines with either your lb, 3b or both, simply announce that you are doing so. If a ground ball is hit down the line on a range play to a fielder who is guarding the line, assume that all odd numbers (2 digit red & white die number) are hard ground balls. If a ground ball is hit in the hole on a range play to a fielder who is guarding the line, reduce his Range rating by 2 grades.

Holding runners: Unless the lb holds the baserunner on 1st, the runner can attempt to steal at any time by going directly to the Stealing chart (also add 1 to the baserunning Stealing rating). If the runner is being held, reduce the lb Range rating by 1 grade for any range plays in the hole.

Bullpen warmup: Before a reliever may enter the game, he must have been warming up in the bullpen for at least two batters. To warm up a pitcher, simply announce which pitcher or pitchers will warm up during a break in the action. Two pitchers may warm up at a time, and they are considered to be warming up for the duration of the inning and must then sit down. A pitcher may warm up twice in a game without penalty. After that, he may warm up and enter the game, but must immediately use his fatigue numbers for the entire appearance. The break between innings counts as one batter for counting purposes should you desire to warm up a pitcher during your half of the inning to start or pitch in your opponent's half of the inning.

Pitcher with no stuff: Once a pitcher gives up 5 earned runs, use the fatigue numbers on his pitching card for the remainder of the game.

ACKNOWLEDGEMENTS: To name just a few of MANY, special thanks to Marc Abrams, Kent Loehrke, Tim Marcou, Dureen Tseu, and the Van Eerdens.

Michael Cieslinski
