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Busteed Baseball League

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Base Stealing

All runners must have at least one chance to succeed and all catchers must have at least one chance to throw out runner. Managers make the call on all * base stealers

  1. if offensive manager wishes to steal, he rolls all three dice after defensive manager has stated his defensive strategy ( in, hold, etc.)

  2. the odd colored dice determines steal try or passed ball (1 - 5, a steal attempt and 6, a passed ball possibility)

  3. the matching dice determine if : a) runner gets lead or b) runner gets picked off

  4. if b ) then runner is out and play continues

  5. if a ) then runner has lead and steal must be attempted immediately

  6. Runner may make only one attempt for a good lead while he occupies the same base unless: A) the defensive manager changes to a pitcher with a worse hold rating or a catcher with a worse arm or   B) the defence decides not hold the runner on base anymore. (Page 9 - bottom of column two of the SOM book)

  7. on an attempted steal of 2nd , take runner's first rating and subtract the catcher's arm and pitcher's hold (add catcher's arm and pitcher's hold together-max -5 or +5) and an additional 2 if runner is held. Then roll 20 sided dice. If within the first rating, minus arms etc., then base is stolen. If not runner is out. If the lead is not obtained and the manager still wants to try , then then take runner's second rating and subtract the catcher's arm and pitcher's hold (add catcher's arm and pitcher's hold together-max -5 or +5) and an additional 4 if runner is held

  8. on an attempted steal of 3rd , take runner's second rating and subtract the catcher's arm and pitcher's hold (add catcher's arm and pitcher's hold together-max -5 or +5) and an additional 4 if runner is held. Then roll 20 sided dice. If within the second rating, minus arms etc., then base is stolen. If not runner is out. NOTE: Runner must get lead to steal 3rd

  9. on an attempted steal of home , take runner's second rating and subtract 9 and subtract an additional 4 only if runner is held. Then roll 20 sided dice. If within the second rating, then base is stolen. If not runner is out. NOTE: Runner must get lead to steal home

  10. T-Factor used on rolls of 1,2 or 3

  11. only lead runner involved in rolls in case of attempted double steal. trailing runner automatically advances 1 base

  12. a passed ball possibility from a steal attempt (odd dice 6) requires an additional roll of 20 sided dice. If within catcher's PB rating on card, then passed ball occurs and steal attempt is terminated. If roll is 17, 18, 19 or 20, a possible pick-off may occur. Roll 20 sided dice again and if within runner' s second steal rating he is safely back to base. If greater than rating, he is picked off

  13. If a stealing base chance is 1 - 17 or better, then the defensive manager has the option of trying to throw the runner out or conceding the stolen base.
     

Base Running

All runners must have one chance to succeed and all fielders must have one chance to throw out runner

  1. a 2 out situation adds 2 to runner's rating

  2. when runner is held, a + roll becomes a single with a 2 base advance

  3. on a play on a runner with a 1, 2 or 3 roll, all other runners advance 1 base

  4. flyball B?, runner advances at own risk, using his run rating minus or plus outfield arm

Catcher

  1. if a runner on 1st or 2nd successfully steals a base with a 1, 2, or 3 on the 20-sided dice, a second roll of the dice is required. If this roll is within the T-factor number on the catcher's card, a throwing error has occurred and all runners advance 1 base

  2. a passed ball can occur with the catcher's X-rating or on an attempted steal, if the odd dice is a 6 (see Base Stealing #13)

  3. A Catcher-blocking-the-plate rule has been added to our rules. This is a chart similar to the HR Robbing rule chart. See below:
     

If the last number in the safe range or the first number of the  out range is rolled then the catcher's ability will be checked with another roll of the 20 sided dice. Refer to the following chart to determine outcome

 
Catcher Rating Runner is safe Runner is out
1 1 - 2 3 -20
2 1 - 6 7 - 20
3 1 - 10 11 - 20
4 1 - 14 15 - 20
5 1 - 18 19 - 20

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Last modified: 11/11/08