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Sample Inning of Play (Classic SherCo)

 (c) 2016-2021 by Steve LeShay, Ph.D. and licensed by Hot Stove Games

 

Before you read the rules…

 

Welcome to SherCo’s GrandSlam Baseball Game, a realistic tabletop sports game that’s really very easy and quick to play.

 

Don’t be overwhelmed by the length of the rules.  Initially, all you need to do is understand Rules 1 through 4, and master Rules 5 and 6.   Then, as you need them (or as various situations arise), learn the many other regular and optional rules dealing with how to make a double play, hit and run, bunt, etc.
 

To help you quickly grasp how easy it is to enjoy SherCo’s GrandSlam Baseball Game, here is a simplified explanation of how to play.  Also, we have included a roll-by-roll sample inning to further illustrate how quick and easy the game really is.  Click here for a PDF version of this sample inning of play.

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HOW TO PLAY

After both teams have selected and entered their line-ups (Rule 3) and the defensive has positioned his fielders (Rule 4), the offense announces his first batter (Rule 5b).  The defense rolls both dice, reading the low number first (i.e., 2 and 5 = 25, 3 and 4 = 34, etc.).

 

One of five things will happen as a result of this roll:  1) The batter will walk (if the dice roll is within the range of the pitcher’s walk number); 2) the batter will strike out (if the roll is higher than the pitcher’s walk number and within the pitcher’s strike out number); 3) the batter will make a Probable Out (if the dice roll is  above the pitcher’s strike out number and below the hit number); 4) the batter will make a Probable Hit (if the dice roll is equal to or higher than the hit number); or 5)  a Special Event occurs if 6 and 6 (66) is rolled.

 

If the defense (pitcher) rolls a Probable Out or a Probable Hit, a second roll of the dice (this time rolled by the offense/batter) is necessary.  The result of this roll is determined by looking at the situation chart appropriate to the number of men on base and whether the pitching result was a Probable Out or a Probable Hit.   The ball is then position as indicated, and fielding (Rule 6) now occurs.

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If the defense (pitcher) rolls a 66, a second roll of one die (by the pitcher) is necessary to determine what Special Event occurs.  See the Special Event Chart on the appropriate men-on-base Probable Out chart for the result.

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This, basically, is how each play is begun and results are obtained:  1) roll both dice by the defense (pitch), and 2) if necessary, roll both dice by the offense (bat).   Additional rolls to simulate fielding and throwing the ball, count pick-ups, pick-offs, etc. are explained below and in the rules.  Note: The SherCo "convention" is to read grid squares low number first, according to how a batter would pull the ball. (e.g., grounders down either line would be to 3-x; and how the batter pulls would determine if it's to left or right field).

 

A SAMPLE INNING - TOP OF THE FIRST

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To fully familiarize yourself with the simplicity, flow, and unique “stop action” mechanics of play in SherCo’s GrandSlam Baseball Game, we suggest you now set up your playing field  and replay this sample inning.   We will play in Yankee Stadium (see Stadium Chart on the next page), and we will use some of the optional rules so that you will quickly become familiar with them.  Take your time to fully understand the mechanics of play as described in this simple inning situation.   We have indicated references to rules so you may stop to read those rules as we go along.

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Play ball!

 

Situation:  Yankee Stadium.  New York versus Boston. Here come the Yankees onto the field.  While you are at bat, we will be the defense (Yankees) and position our team as follows (Rule 4):

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Pitcher on square 6-6 (mandatory); catcher on 2-2 (also mandatory); first baseman on 3-9 (he has to play within 3 squares of a base);  second baseman on 6-10 (also within 3 squares); shortstop on 7-10 (also within 3 squares), third baseman to the left of the bag on 4-8 (within 3 squares); left fielder on 7-21 (or any square); center fielder straight away on 18-18 (usually a good choice, if there’s no wind); and right fielder on 8-21.

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First, let’s roll for the wind factor (Rule 29).  The home team rolls a 1 and 4 (read as 14) which means, according to the Wind Factor Chart, there’s a strong wind blowing two squares toward the right field foul line.  (This will affect all fly balls and most pop-ups).

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We have a +M7/X 12-14 righty pitching for the Yankees.  Your first batter is a lefty, B12(13)** (See Explanation of Factors and/or How to Rate the Players).

 

We are playing with the optional Pitcher’s Advantage/Batter’s Advantage (Rule 28).  Thus, our first confrontation will be our M pitcher against your B batter who goes up to an A.  On the Pitching Chart, an M versus an A shows a Probable Hit number of 36 (or more).

 

Here’s the pitch…a 3 and 4, read as a 34 (Rule 1a).  Not enough for a hit; it will be a Probable Out.  Looks like we are off to a good start.

 

You, as offense, now roll the dice…a 1 and a 4, read as 14, which on the Probable Out, Bases Empty Chart says “Hard grounder hit right to SS.”  (We probably over-powered you with our blazing fast ball)!

 

You position the ball where our shortstop is playing (square 7-10) and move your batter down to first base.

 

The defense (that’s us) now fields and throws the ball by rolling the dice and adding the numbers together (Rule 16) but getting a guaranteed minimum based on that particular fielder’s defensive (DEF) throwing arm (either 8 or 9).  

 

We roll snake-eyes (1+1=2) but take a minimum of 8 because our shortstop has an 85 DEF.  He fields the ball on square 7-10 and throws to first, counting all moves diagonally, and/or horizontally, and/or vertically.  

 

Simultaneously, the first baseman moves from square 3-9 to 3-8 to cover the bag at no movement cost.  It is only seven squares from where the ball was fielded to first base, so it’s an easy out.  In fact, we have one move left over.  It wasn’t even a close play (see Fielding, Rule 6, especially section c – Grounders).

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One away and your second batter, a pw AA13 righty is up.  He will drop to an A batter because he’s a righty facing our right-handed pitcher.  We decide to shift our centerfielder toward left-center to square 17-20, and play our shortstop deeper on square 7-11.

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M-pitcher against an A-batter.  Again, 36 is the hit number.  We roll a 1 and 3 (13).  Looks like a strike out because our +M7/X pitcher has a 12-14 BB/K rating which means 13 and 14 are strike outs.   But, wait a minute…your batter is a pw (plus walk) which means our pitcher’s BB/K rating changes to 13-15 against him (Rule 24).  Thus, batter No. 2 gets a base-on-balls.

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Situation: One out, runner on first.  We move our first baseman over to the bag (square 3-8) to try to hold the runner.  We also reposition our centerfielder back to 18-18, move our second baseman to square 8-9 (for a possible double play), and move the third baseman to square 3-5.  (We think your third batter, an AA14** lefty may try to bunt (Rule 22).

 

You, the offense, decide to call for a count pick-up (Rule 15).  We roll a 5 and 5, read as three balls, one strike on the batter (See Count Pick-Up Chart). Too bad for you…that 5 and 5 would have been a 55, good enough for a Probable Hit.  You now announce that a hit-and-run is on (Rule 9).  We decide to try for a pick-off (Rule 11).  We announce this and roll a 2 and 5 (25) – no effect on the Pick-Off Chart.  However, if we had made that same roll for a pitch to your batter, it would have been a Probable Out.   Rats!  Now we must pitch to your batter.   A +M righty versus an AA lefty who goes up to an AAA.  The hit number is 34.  Here’s the pitch…a 36.   Oh, oh, it’s a Probable Hit and the hit-and-run is on.

 

You now roll the dice and refer to the appropriate Hit, Runner on First, Hit and Run Chart.  Hmmm…lots of exciting things can happen to advance the runner.  But, what’s this?  You roll a 34 which says “Roll again and get results from regular Probable Hit, Runner on First Chart.’  So, you have to roll the dice again.

 

You now roll a 1 and 5 (read as 15).  On the Probable Hit, Runner on First Chart, the results say: “Grounder to 3-25.”   But, it also says: “If 15 is within batter’s HR rating, fly ball to 3-27.”  Your batter’s HR number is only 14 so it should be a grounder.  But wait!  Our pitcher has a gopher ball + rating (Rule 23) so your HR number goes up one to 15.  

 

Therefore, this could be a long home run to right field where the batter normally pulls (Rule 2b and 2c).  But remember we have a strong wind factor, and it blows the ball to square 1-27 in right field – a long foul fly ball (Rules 26b and 29m).   

 

Our pitcher is a bit rattled.  He prepares to roll the dice (pitch) again.  You announce that the hit-and-run is no longer on.   Again, we attempt a pick-off.  This time, we roll a 5 and 6 which results in a balk (see Pick-Off Chart).   Good grief!  

 

Now there’s a runner on second, a 3-2 count, and still only one out.

 

Our next pitch to the batter results in a 4 and 5 (read as 45), a Probable Hit.  You roll a 2 and 6 (26).  On the Probable Hit, Runner on Second Chart, the result is a grounder to 13-19.  Because the batter is a lefty, the ball is pulled to right field.  You position the ball on square 13-19 and move your runner on second to third, and your batter to first base.

 

Now it’s the defense’s turn to field and throw the ball (Rule 6).  Because the ball is equidistant between our right fielder on square 8-21 and our centerfielder on square 18-18, we may choose who can field it.  (Normally, the closest fielder must field the ball).   We wisely let our strong-arm 94 DEF centerfielder go after it.  We roll the dice, and add the results, getting a minimum of 9.  The roll is a 4 and 6 equal to 10 – so, the centerfielder got a good jump on the ball.  We move the centerfielder five squares to the ball and then throw it the remaining five squares (5+5=10) toward second base where the shortstop has moved to cover the bag.   The ball can now be positioned on any one of the squares between 8-14 and 13-14, six squares away from second base.   We place the ball on square 11-14.

 

You, the offense, now take your turn.  You decide to hold the batter at first base (it’s impossible for him to get a double because our fielder on his next turn again would get the minimum, in this case 9, to get the ball to second).  

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However, you do try to score the runner (now safely on third).   So, you move that runner to home plate (square 3-3).

 

We must now decide whether we want to try to get the runner out at home.  It will require a dice roll of 11 to tie, 12 for a sure out.  Anything less, and the runner will be safe with the batter going down to second on the play at the plate (Rule 26a).  We announce that we will cut off the throw, and concede the run.   The play is technically over, but for good measure, we roll the dice to finish our throw.  We roll a 3 and 6 (equal to a 9), and stop the ball at second base.

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Situation: One out, one run in, and a runner on first with your fourth batter, a B13 righty, batting.

 

Again, the offense (you) calls for a count pick-up.  We roll a 23, one ball, no strikes.  You now announce a steal attempt (Rule 14).  We decide not to attempt a pick-off.  Instead, we roll the dice to see if we can nail your AA14** runner going down to second.   We roll a 33.  The runner is safe (See Steal Chart).  If he had been a regular runner (no asterisks), he would have been out.   Credit the batter with a strike.

 

This is getting too much!  We wisely (or so we think) decide to intentionally walk your B13 batter to set up runners on first and second, a force-double play situation.  However, we forgot that this now makes three men in a row to reach base safely as a fault of the pitcher.  Therefore, our pitcher has “prematurely” tired (Rule 17).  He drops to his next letter rating, an X, to face your next batter, a right-handed B.

 

Situation: Runners on first and second, one out, a +X pitcher versus a B batter who drops to a C.  The hit number is 44.

 

The defense rolls a 25, Probable Out.  You roll a 23 which on the Probable Out, Runners on First and Second Chart says: “Grounder to 7-9; if no outs, force at second only.”  Well, there is one out, so this should be an easy double play ball (Rule 7).

 

You position the ball on square 7-9, the shortstop side of the diamond because this is where your right-handed batter would normally pull.

 

We must now announce (before rolling the dice) how we intend to make our play.  We announce that our nearest fielder, the shortstop (still playing deep on 7-11) will field the ball, throw to the second baseman who will have moved to cover second (square 8-8), who then will pivot and fire over to first (Square 3-8).

 

We roll both dice and add the results with a minimum equal to our shortstop’s throwing arm, in this case an 8.  We roll a 3 and 4 which gives us the minimum of 8.

 

The shortstop moves two squares from 7-11 to the ball on 7-9, throws it one square to the second baseman on 8-8 who then throws it the remaining five squares to first base (2+1+5).  The runner going to second is out and, because it’s a tie at first, the Automatic Umpire is consulted to see if the batter is safe or out (Rule 16).

 

We again roll the dice (a 22 is rolled), and using the 84 or 85 DEF Fielder vs Average Runner result find that the batter is also out.  Double play; end of inning.  But, because it was a close play ruled on by the Automatic Umpire, the defense also rolls both dice to see if an injury to the fielder or batter occurred (Rule 32).  An 11 or 66 will equal an injury.  We roll a 33; no injury.

 

BOTTOM OF THE FIRST

 

The BoSox, your team, now take the field; and the Yankees, our team, come to bat trailing 1-0.

 

Your Red Sox have a K6/L righty pitching.  He has gaudy 11-15 BB/K numbers.  The first batter you will face is our B11(12)* switch-hitter who will bat left-handed.  Because of Rule 28h, and the fact our batter throws right, the switch-hitter will remain a B batter.  K versus B on the Pitching Chart indicates a hit number of 45 or more is needed for us (now the offense) to get a Probable Hit.   Just as you roll the dice to pitch, we announce “bunt” (Rule 8).  

 

The dice roll is a 46.  Crumb!  It would have been a Probable Hit.  However, the result is immediately taken from the Bunt Chart (there’s no need for us to roll the dice).  The result is: “Foul pop; out of play (against a J, K, or L pitcher, same as No.33).”   A look at dice roll 33 shows that the ball is popped up to square 1-1.  Notice that the wind does not affect bunted pop-ups.   Square 1-1 is easily within the range of your catcher (the second number, either 4 or 5, of his DEF) and so, the ball is caught (Rule 6b).  One away.

 

Our second batter comes striding to the plate and promptly sits down as your K pitcher rolls a 15 – good enough for a strike out!

 

Here comes our third batter, an mw-mk2 All(12) lefty.  The mw-mk2 means that the K pitcher’s BB/K 11-15 numbers will reduce to n-12 (Rule 24d, Combinations).  A right-handed K pitcher versus a left-handed A batter who goes up to an AA.  The hit number is 44.

 

The defense (pitcher) rolls the dice for a 66, Special Event (Rule 12).  You roll a single die again (a roll of 3), and on the Probable Out, Bases Empty Special Events Chart read the results: “Pop-up to 1-12, if batter has mw; otherwise base on balls.”  Our lefty batter is an mw (minus walk), so he pops up along the first baseline but the wind blows the ball off the game board, out of play for a foul ball.  Time to pitch again.

 

You roll a 44, a Probable Hit!  Here come the Yankees!

 

We now roll the dice and refer to the Probable Hit, Bases Empty Chart.   We roll a 12 which says: “Grounder to 12-25”…but, a 12 is also our batter’s triple number (the number in parentheses after his home run number).  Square 12-15 in Yankee Stadium (See Stadium Chart) is up against the wall in right field.  If the ground ball had been one square deeper, it would have been a ground rule double (Rule 27).  However, because 12 is our batter’s triple number, we have the option of taking the result or placing the ball anywhere in play on the playing field (Rule 21).  We decide to position the ball in left-center, square 18-26.   We now move the runner down to first base.

 

Your nearest fielder to square 18-26 is your centerfielder who is playing on square 18-18.  You roll the dice and add the results moving, in this case, at least a minimum of 8 squares.  You roll a 2 and 4 (for a minimum of 8) and just reach the ground ball.

 

We now move the batter to second base.

 

You roll the dice again and add the results, getting the minimum.  You roll a 4 and 4 for a minimum of 8, and move (throw) the ball in toward third base to square 10-18, ten squares away from third.

 

We decide to let it all hang out and move our man to third base, anticipating he will be safe on a throw of 8.

 

You cover third base with your third baseman, roll the dice and this time get a 5 and 6, good for a total of 11, one more than you needed to get the runner sliding into third.  Credit the batter with a double and out at third, and give your centerfielder an assist and a thunderous round of applause.  The inning is over.

 

We’re still stewing about how we should have played it safe and held our batter to a double.   Because we are losing and it appears we are also making many poor decisions guaranteed to beat our team into oblivion, we decide to roll for a possible rain-out (Rule 30).   As our rotten luck would have it, we roll a 66 – good weather for the rest of the game.   We resignedly decide to let you finish the game for both of us!

 

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *

 

Basically, in this one sample inning of play, we have attempted to acquaint you with the majority of SherCo’s GrandSlam Baseball Game rules.  You now should have a greater understanding of how to play this very fine and realistic tabletop baseball game.

 

We also suggest you acquaint yourself with the other rules, Explanation of Factors, and How to Rate Players.

 

Once you’ve played a few games and gotten use to the “stop action” mechanics of play (i.e., positioning your fielders, plotting the ball, moving, and throwing), you will discover that it isn’t always necessary to roll the dice as often as we’ve done in the above example.   Certain balls will become easily identifiable “automatic” outs or “automatic” hits.  

 

Eventually, you should be able to play a complete nine-inning game, either solitaire or face-to-face, within 60-90 minutes.

 

If there is ever an occasion where you don’t fully understand how to interpret a rule or a result, simply consult the Automatic Umpire.   He will either answer your question “yes” or “no,” or tell you to “ask again.” Enjoy your game.  Since 1968 SherCo has always been “the most fun to play!” -- Steve LeShay, inventor of SherCo

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