STPC Consolidated Rules
(Last update: 7/4/2021)
Table of Contents
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SPECIAL
SITUATIONS AND REMEDIES FOR RULE VIOLATIONS AND MISTAKES |
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Page 27 |
The SOM rules are labeled with an S and the
special STPC Tournament Rules are labeled with a T.
T |
0.01 |
STPC uses most of the Super Advanced SOM Rules. Those rules that are not used are identified throughout this document. For example, we do not use the OUTFIELDER ROBBING A HOMERUN Rule (14.5), the DELAYED STEAL OF HOME Rule (23.9), WEATHER EFFECTS (30.5), the STARTING PITCHER REST CHART (27.51, 27.61), or the SOM method for throwing the dice (29.1). STPC does not allow a defensive player to play at a position unless it is on his card (except for players with no position on their card [See T10.11] and certain injury situations – see T25.2). STPC does not use the designated hitter (pitchers have to hit). Since 1999, SOM has added several new rules that are used. STPC does use the rule which decreases the bunter’s rating by two levels with the bases loaded and infield or corners in (18.31), the CATCHER DEFNESE AROUND THE PLATE RULE (13.63) and the rule that awards a home to first double play when the ball is hit to an infielder who is positioned IN with the bases loaded (See T15.0). |
T |
0.02 |
DRAFT The
draft will consist of 26 rounds. The even numbered rounds will draft in
reverse order. Each division will consist of 8 to 14 teams. Each manager will
pick 25 players and a previously un-selected ballpark. The first manager to
select a ballpark may design his own park, but the dimensions must be the
same for left and right. All subsequent parks must be selected from the SOM
ballpark chart. Only one team per division may pick a specific park. All
players will roll a 20-sided die to determine draft position. The high roll gets the choice of where he
wants to draft and, in some formats, the division. Any imputed teams will randomly be assigned
a draft position. The draft will start at |
T |
0.03 |
DURING GAME PLAY. During the time between the die-roll for
the game’s first hitter and the game’s final out, computers or reference
materials may not be used to help with game decisions. Exception: You may have a single sheet of
paper no larger than 8.5x11 inches (both sides may be used) and you can have
whatever you want on your SOM cards. BETWEEN GAMES. Managers may use computers and reference
materials between games for any purpose (such as helping with line-ups) as
long as this is done in a reasonable amount of time. If a player's opponent complains to the TD that the process is
taking too long, then the TD may rule that the player may not continue with
their use of computers or reference materials for part of or for the
remainder of the tournament (TD's discretion). |
T |
0.04 |
MERCY
GAMES With
the new Concession Rule (T0.05), there is no longer a need for a Mercy Rule. |
T |
0.05 |
CONCESSIONS If someone is getting badly
beaten, they may concede the game if they are behind by N or more runs where
N equals 13 minus the number of completed innings. Intentionally walking batters to increase
the run deficit is prohibited. There are no concessions in NetPlay
Tournaments. |
T |
0.06 |
RULE
VIOLATIONS See
Section T31.0 for a more complete description of remedies for rule violations
and mistakes. Once a rule violation or
mistake (such as the usage of an ineligible player) is discovered, the
offended manager will usually have the option of accepting the result or
replaying the game from the point the mistake was made. If the result is accepted, any ineligible
player must be immediately replaced (except as noted in T31). If the ineligible player was a pitcher, the
innings should be recorded as pitched with a footnote describing why the
mistake was allowed. Series results
are official once the pitching sheet has been signed off or once a subsequent
series has begun. If a mistake is
discovered from a completed game after a subsequent game (within that series)
has begun, the offended manager has the option of accepting the result or
declaring the game suspended. If the
game is suspended (see T33.0), it will be resumed (when time permits) from
the point where the error was made. |
T |
0.07 |
All
sacrifice and squeeze plays must be played out. You may not concede them. |
T |
0.08 |
If
a Round Robin Format is used and a player is unable to complete the RR
portion of his schedule, the tournament director (TD) should make every
effort to find a player (or players) to play the un-played games.
If no one can be found and you have an odd division (i.e. an odd number
of players in the division), the team on bye takes the place of the dropped
player for subsequent series. For even divisions, the replacement
players would come from outside the affected division. Perhaps a
two-player team would be willing to split up or players on bye from an
odd division would agree to cover for the dropped player. If there is more than one player covering
for the dropped player, the one who gets to take over the team is determined
by a roll of the 20-sider after division play has concluded. Players
within the dropped player's division and players who are already advancing
(or in the tie-break round) with their other team are not eligible. If
the dropped player’s team qualifies for advancement and if these limitations
mean that no one (who has played the dropped player’s team) is available to
continue on, then the dropped player’s
team is out and the next best team in the division (after all tie-breaks are
applied) advances. At the discretion
of the TD, compensation can be offered (e.g. $5/game or whatever the TD deems
appropriate) to the replacement players. TD will decide who gets the prize
money. What
follows deals with non-4-game formats with even divisions where no one is
available to complete the dropped player's schedule. Wins and losses
against the dropped player are thrown out and no automatic wins or
losses are awarded for any un-played games (*). You get a bye for subsequent
games scheduled against the dropped player. The following is done
to ensure that everyone (who remains in the pool after the drop)
gets pitcher usage consistent with what it would have been had the
dropped player never been part of the division:
1- For players that did not play the dropped player, there are no adjustments
made to the pitching sheet. Games scheduled against the dropped player
are byes.
2- For the player who was the last person to face the dropped player, that
series is erased from their pitching sheet and is treated as a bye.
3- For players that did play the dropped player (not counting the dropped
player's last series which is covered in 2- above), there are no adjustments
made to the pitching sheet except, for their final series in division
play, they must set their rotation in a manner that would have been
legal for the series that they played against the dropped player
(**). As always, reliever eligibility is based upon the previous three
games. If you have five or more pitchers that are eligible to start and
some of these are starter/relievers, special care must be taken in the
second-to-last series if you're planning to start one of your
starter/relievers in the last series as normal relief rules apply (i.e. a
starter/reliever must rest 3 games after relieving before he can
start). If starting pitching carries over to the next round, you set
your rotation (for that next round) based upon your second-to-last series
(**). (*) When someone drops, they're
no longer part of the pool. When division play is over, you want to
know who the best team is from that pool and since the dropped team is no
longer there, it follows that wins and losses against that team shouldn't
count. The reason for eliminating forfeit wins is that they
unjustifiable improve a player's record which would likely improve their
seeding in the shootout round and in a consolation tourney (if any). (**)
Without this provision, some players might get more starts from their #1
starting pitcher (in games that count) than other players in the division. |
T |
0.09 |
The
Tournament Director will review the tournament format and tie-breaker
procedures before the tournament begins. The Tournament Director resolves all
disputes. |
T |
10.2 |
Pitcher Eligibility and usage.
Relievers must have 15 innings pitched and a relief rating on their
cards. Starters must have 45 innings pitched and a starter rating on his
card. Each team must have at least 4 pitchers who can start. Starters must be removed at the end of the
10th inning and, unless injured (see T25.2), can’t be removed until he has pitched
5 innings or given up 4 or more runs. Exception:
If a SP is weak in the 5th inning, he may be removed. You may pinch hit for a starting pitcher
who is being legally removed. (T10.11
governs whether the pinch hitter can remain in the game.) A pitcher who starts must rest 3 games
before pitching again. A S/R must rest at least three games before starting
after relieving. A reliever may not pitch more than 4 innings in any 4
consecutive games. A reliever may never pitch in 4 consecutive games. To
determine how many innings a reliever can pitch in the current game, add up
the innings pitched in the previous 3 games and subtract from 4. (Note: This
doesn’t work when finishing a suspended game.
See Section 32.0.) If a pitcher
does not retire a batter, he still gets credit for pitching in that game. A
pitcher may not enter the game to pitch or remain in the game to pitch if he
is not eligible to retire a batter. A position player must pitch if the last
eligible pitcher has reached their inning maximum or was removed for a pinch
hitter or pinch runner (See T25.3 and the Hitter’s Pitching Card on Page 8). You may pinch hit or pinch run for your
last eligible pitcher. See Section T31
for more on eligibility. For
face-to-face tournaments, the Tournament Director will provide a pitching
sheet to each participant. This sheet
is used to record the innings pitched for each pitcher and is signed by the
opposing manager after each series.
EXCEPTION: For NetPlay and PureStrat series only, bull pen resets
before every 4-game series during round-robin play. |
S |
11.0 |
|
S |
11.1 |
For the
batter, use only the left side of the card when he is facing a left-handed
pitcher; use only the right side of the card when he is facing a right-handed
pitcher. For the pitcher, use only the
left side of the card when he is facing a left-handed batter; use only the
right side of the card when he is facing a right-handed batter. Check the upper left corner of the batter's
card to determine if he hits left (L), right (R) or is a switch-hitter (S). A
switch-hitter must bat left-handed against right-handed pitchers and right-handed
against left-handed pitchers. The
hitting style of the pitcher is indicated as the last letter in his batting
rating at the top of the Advanced side of his card. Example: #1WR indicates
this pitcher uses Pitcher's Hitting Card No. 1, with W power and is a
right-handed hitter. Check the top of the Advanced side of the pitcher's card
to determine whether he throws right or left. |
S |
12.0 |
Strat-O-Matic
limits the ability of low-power batters to hit homeruns off pitcher’s
cards. You will find each batter's
power ratings below his name, and above his hitting columns, on the Advanced
side of his card. The possibilities are N for normal power and W for weak
power. Some batters may be N against left-handed or right-handed pitching,
and W against the other. |
S |
12.1 |
The
letter “N” precedes all homerun readings on pitcher’s cards. The hitter must
have "N" power for this roll to result in a homerun. If the
batter's power rating is "W" then any homerun chance becomes a
SINGLE** (all other runners advance two bases). |
S |
12.11 |
If the
result is split and the subsequent roll of the 20-sided die is in the range
of the second result, always accept that reading, even if it is a double or
triple. |
S |
13.0 |
|
S |
2.2 |
A single followed by one asterisk (*) indicates an automatic one-base advance for all runners. A single or double followed by two asterisks (**) indicates an automatic two-base advance for all runners. A single followed by no asterisk (open single) is a one-base advance and a double followed by no asterisk (open double) is a two-base advance. However, when no asterisk is present, the manager of the team at bat may elect to have his runners attempt to advance an extra base. See Appendix A. |
S |
2.22 |
When there are two outs, add 2 to all runner's running rating before rolling the die. (Note: does not apply to the batter or to runners who are tagging up on a fly ball.) |
S |
13.1 |
An
outfielder's throwing arm will affect all base running attempts for an
additional base on singles and doubles not followed by asterisks and some fly
balls. In most cases, the advanced side of player cards show which outfielder
should be used (cf, lf, rf). If there is no outfield symbol, assume the throw
is to be made by the center fielder.
(Exception: On an open DOUBLE/flyout split or and open
SINGLE/flyout split, assume that the ball is hit to the fielder identified in
the flyout when the fielder is not identified in the hit result). Each outfielder's arm is
indicated at the top of the Advanced side of his card. You will find it in
parentheses, after his first outfield position. This number is added to the runners run
rating (along with other adjustments) to determine the safe chance for the
runner. After all adjustments, the
maximum is 19 and the minimum is 1.
See Appendix A. |
S |
13.2 |
When
a runner is held on first or second base, subtract 1 from his running rating
when that rating is needed to determine whether he can advance an extra base
on another player's hit. If the runner is not being held, add 1 to his
running rating. When using the cutoff
rule on an open single or open double with the bases loaded or runners on
first and second base, the trail runners are considered held if the lead
runner is held. The normal defensive
penalty for holding the runner is applied but only for the lead runner (See
S23.83). See Appendix A. |
S |
13.4 |
On
throws from rightfield to third base, increase the runner's rating by 2. On throws from leftfield to third base,
decrease the runner's rating by 2. See
Appendix A. |
T |
13.5 |
STPC
does not use Rule 13.5 as this rule was over-ridden by new rule 13.611. |
S |
13.6 |
CUTOFF
RULE – OPEN DOUBLE OR OPEN SINGLE (See
Appendix A.) In what follows, the lead
runner is the runner that may attempt to score or advance from 1st
to 3rd on an open single.
The lead trail runner is the next runner and may be the batter. |
S |
13.61 |
When a
manager decides to try to score a runner from first base on a double followed
by no asterisks, or the runner from second base on a single followed by no
asterisks, the defensive manager has the choice of throwing home or conceding
the run, thereby preventing the trail runner(s) from advancing. |
T |
13.611 |
Note:
This rule also applies when a runner tries to go from 1st to 3rd
on a single with no asterisks (with no runner on 2nd). In this case, the lead trail runner is the
batter but do not apply the -5. |
S |
13.62 |
If
the defense throws for the lead runner, the offensive manager must decide
whether to allow the trail runner(s) to attempt to advance an extra base. |
S |
13.621 |
Calculate
the lead trail runner's chances as: Running rating -5 plus the outfielder's
arm, plus the adjustment for runner hold (-1 if held, +1 if not held, rule
13.2 applies). Example: Lead trail runner's running rating is 1-15, and
center fielder's arm is -2 and this runner is being held on base. Safe chance
is 1-7 (15-5-2-1 = 7). The calculation may not be lower than 1. Don't forget
to add 2 if there are two outs (except if the trail runner is the batter),
and to make any adjustments for outfield location if the throw is to third
base (+2 if throw is from right field, -2 if throw is from left field). Do not apply the -5 to the batter if the
lead runner is trying to go from 1st to 3rd on an open
single. |
S |
13.622 |
If
the offensive manager chooses to hold the trail runner(s), then the throw is
automatically made for the lead runner by the defense. Roll the 20-sided die
to determine whether the runner is safe or out. |
S |
13.623 |
If
the offensive manager has decided to send the lead runner and let the trail
runner(s) try to advance, then the defensive manager must choose one of two
options: A. Throw for the lead runner. Roll the
20-sided die to determine whether the runner is safe or out. The trail
runner(s) advance an extra base. B. Cut off the throw and attempt to throw
out the lead trail runner. Roll the 20-sided die to determine whether the
lead trail runner is safe. Other trail runners, if any, automatically
advance. The lead runner automatically advances (and scores if he was heading
home), even if the trail runner is out for the third out of the inning.
|
S |
13.63 |
CATCHER
DEFENSE AROUND PLATE Whenever
there is a tag play at the plate on a throw that originates from the
outfield, the catcher’s defensive ability may be challenged and it can make
the difference between a runner being called safe or out. The rule comes into play when you are
rolling the 20-sided die to determine if the runner is safe or out at home. If the last number in the safe range or the
first number in the out range is rolled, then the catcher’s ability will be
checked with another roll of the 20-sided die. For instance, if the safe range (after all
adjustments have been made) is 1-14 and you roll a 14 or 15 on the 20-sided
die, then you must roll the 20-sided die again and refer to the following
chart to determine if the runner is safe or out: Catcher’s Rating Safe 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
|
S |
3.0 |
The
abbreviation in parentheses indicates which fielder the ball was hit to: (lf)-left fielder, (cf)-center fielder,
(rf)-right fielder. |
S |
3.1 |
In each case, batter is out. If the out is not the 3rd out, on a Flyball()A, all runners tag up and advance 1 base. On a Flyball()B, a runner from third scores on the Sac Fly. On a Flyball()C, all runners hold. |
S |
14.0 |
fly()B?
and fly(rf)B (See Appendix A.) |
S |
14.2 |
For
fly()B?, if the caught fly ball is not the third out, a runner at third base
does not automatically score, as he would on fly()B. The offensive manager
must decide whether to attempt to have the runner score, or to hold him at
third base. To attempt to score, add the runner's running rating, plus the
outfielder's arm, +2. The result may not be higher than 1-19 or lower than 1.
Roll the 20-sided die to determine if the runner is out or safe. Note that the CUTOFF RULE applies (See
S14.4). Example:
1-14 runner vs. a -1 outfield arm. Safe = 1-15 (1-14, minus 1, plus 2). |
S |
14.3 |
On a
fly(rf)B (note: rf only, not cf or lf), a runner at second base may advance
with this calculation: Runner's Running rating plus right fielder's arm, +2
for the throw to third base from right field. Roll the 20-sided die. However,
the only OUT chance is the split chance of 20. If the roll is higher than the
highest safe chance but lower than 20, the runner holds at second base. Note that a runner at first always holds on
a fly() B. Example:
A 1-14 runner and a -1 arm. Safe: 1-15; Hold: 16-19; Out: 20. |
S |
14.32 |
NOTE:
This rule does not apply to fly(rf)B? readings from cards or to F2 readings
from the Super Advanced Fielding Chart (See S16.7). |
S |
14.4 |
CUTOFF
RULE: fly()B? If
there is a runner at third base and at least one more runner on base when a
fly()B? reading occurs, and if the offense decides to send the runner home,
the defense has the option of cutting off the throw to the plate. |
S |
14.41 |
By
cutting off the throw, he allows the runner from third base to score, but
"holds" the other runner(s). |
S |
14.42 |
If
the defense throws home, the offensive manager must decide whether to allow
the trail runner(s) to attempt to advance. |
S |
14.43 |
Calculate
the lead trail runner's chances as: Running rating -5, plus the outfielder's
arm. Example:
Lead trail runner's running rating is 1-15, and center fielder's arm is -2.
Safe chance is 1-8 (15‑5-2 = 8). The calculation may not be lower than
1. As with attempts to advance on hits for throws from rightfield to third
base, increase the runner's rating by 2. On throws from leftfield to third
base, decrease the runner's rating by 2. |
S |
14.431 |
If
the offensive manager chooses to hold the trail runner(s), then the throw is
automatically made to home by the defense. Roll the 20-sided die to determine
whether the runner is safe or out. |
S |
14.432 |
If
the offensive manager has decided to send the runner home and let the trail
runner(s) try to advance, then the defensive manager must choose one of two
options: A. Let the throw go through to home. Roll
the 20-sided die to determine whether the runner is safe or out. The trail
runner(s) advance. B. Cut off the throw and attempt to throw
out the lead trail runner. Roll the 20-sided die to determine whether the
lead trail runner is safe. Other trail runners (if any) automatically
advance. The run automatically scores, even if the trail runner is out for
the third out of the inning. |
T |
14.5 |
STPC does not use the OUTFIELDER ROBBING A HOMERUN RULE. |
See T25.3 for more on how and when to use the Hitter’s Pitching Card.
bk-20 wp-20 e51 pitcher-5 relief(1)/N∙ |
|||||
HITTER’S PITCHING CARD hold +9 |
|||||
50 % AGAINST LEFT-HAND BATTERS |
50 % AGAINST RIGHT-HAND BATTERS |
||||
4 |
5 |
6 |
4 |
5 |
6 |
2-gb(p)B |
2-SINGLE** |
2-SINGLE** |
2-gb(p)B |
2-SINGLE** |
2-SINGLE** |
3-GB(1b)X |
3-FLY(cf)X |
3-gb(1b)C |
3-GB(1b)X |
3-FLY(cf)X |
3-gb(1b)C |
4-GB(2b)X |
4-GB(2b)X |
4-GB(3b)X |
4-GB(2b)X |
4-GB(2b)X |
4-GB(3b)X |
5-strikeout • |
5-GB(ss)X |
5-fly(cf)B |
5-strikeout • |
5-GB(ss)X |
5-fly(rf)B |
6-WALK |
6-N-HR |
6-WALK |
6-WALK |
6-N-HR |
6-WALK |
7-WALK |
7-SINGLE** |
7-SI* 1-17 lo(ss) 18-20 |
7-WALK |
7-SINGLE** |
7-SI* 1-17 lo(ss) 18-20 |
8-N-HR |
8-popout(3b) • |
8-SINGLE(rf) |
8-N-HR |
8-lineout(ss) • |
8-SINGLE(lf) |
9-N-HR 1-16 TR
17-20 |
9-gb(2b)C |
9-DOUBLE(cf) |
9-N-HR 1-16 TR
17-20 |
9-gb(2b)C |
9-DOUBLE(cf) |
10-N-HR |
10-GB(ss)X |
10-CATCH-X |
10-N-HR |
10-GB(ss)X |
10-CATCH-X |
11-FLY(lf)X |
11-FLY(rf)X |
11-GB(p)X |
11-FLY(lf)X |
11-FLY(rf)X |
11-GB(p)X |
12-gb(p)B |
12-DOUBLE(rf) |
12-FLY(cf)X |
12-gb(p)B |
12-DOUBLE(lf) |
12-FLY(cf)X |
S |
4.0 |
The
abbreviation in parentheses indicates which fielder the ball was hit
to:(p)-pitcher, (c)-catcher, (1b)-first baseman, (2b)-second baseman,
(3b)-third baseman, (ss)-shortstop. |
T |
15.0 |
GROUNDBALL
RESULT CHART (Pitcher and Hitter Cards) | BALL HIT TO
FIELDER WHO IS BACK | BALL HIT TO
FIELDER WHO IS IN | BO (*) GBA
GBB GBC |
BO (*) GBA GBB
GBC ------ ------
------ ------ |
------ ------ ------
------ 1 DP43
Force Runadv | 1 DP43
Force Runadv 2 RightC
RightC Runadv |
2 RightC RightC
Runadv 3 Deep
Deep Runadv | 3 Batter
Leadr Batter 12 DP43
Force Runadv |
12 DP43 Force
Runadv 13 DP43
Force Runadv |
13 Batter Leadr
Batter 23 Deep
Deep Runadv |
23 Batter Leadr
Batter 123 DP43
Force Runadv |
123 DP23 Leadr
Leadr | GROUNDBALL RESULT CHART (X-Chart) | BALL HIT TO
FIELDER WHO IS BACK | BALL HIT TO
FIELDER WHO IS IN | BO (*) G1
G2 G3 |
BO (*) G1 G2
G3 ------ ------
------ ------ |
------ ------ ------
------ 1 DP43
Force Runadv |
1 DP43 Force
Runadv 2 RightX
RightX RightX | 2 RightX
RightX Runadv 3 Runadv
Runadv Runadv | 3 Batter
Leadr Decide 12 DP54
Force Runadv |
12 DP43 Leadr
Runadv 13 DP43
Force Runadv |
13 Batter Batter
Leadr 23 Runadv
Runadv Runadv |
23 Batter Leadr
Decide 123 DP43
Force Runadv |
123 DP23 Leadr
Leadr | (*) BO =
Bases Occupied For all groundballs
with a runner on 3b, the pitcher & catcher are always considered IN except with runners on 1b and 3b
only, the pitcher and catcher are in the same position as the middle
infielders. With no runner on 3b,
pitcher & catcher are always BACK. RESULTS Batter - Batter out, runners advance only
if forced. Decide - Lead runner can attempt to advance
a base (compute his safe chances as: Running speed minus 4 plus fielders
defensive rating; max safe range is 1-19).
If the offensive manager decides to attempt this, the defense must
then decide if it wants to take the sure out at 1b (batter is automatically
out and all runners advance 1 base) or try to throw out the lead runner
(batter safe on fielder’s choice, other runners advance 1 base). Note that on a groundball hit to the
catcher, if the lead runner is on 3b, he holds and batter is out at 1b. Deep - If hit to 2b or ss – Batter out,
runners advance one base. Otherwise,
batter out, runners hold. DP23 - Batter out, runner on 3b out –
double play. Other runners advance 1
base. DP43 - Batter out, runner on 1b out –
double play. Other runners advance 1
base. DP54 - If the ball is hit to the catcher
or the 3b, then the result is a 3b to 2b double-play (batter is safe).
Otherwise, see DP43. Force - Batter safe, runner at 1b out
going to 2b. Other runners advance one
base. Leadr - Batter safe, lead runner is out,
other runners advance one base. RightC - If hit to 1b or 2b, batter out,
runner advances one base. Otherwise,
batter out, runner holds. RightX - If hit to 1b or 2b, batter out,
runner advances 1 base. If hit to 3b, batter out, runner holds. If hit to ss,
Pitcher or Catcher, See Decide. Runadv - Batter out, runners advance one
base. |
S |
16.0 |
|
S |
16.1 |
"X-chance"
readings, abbreviated as shown above, are obtained from the pitcher's card. A. A range rating (from 1, the best, to 5,
the worst) that determines whether the fielder will catch the ball or whether
it will become a hit. B. Throwing arms for outfielders (from -6,
the best, to +5, the worst) and catchers (from -5, the best, to +5, the
worst). These are indicated in parentheses immediately after the range
rating. Note that an outfielder's arm rating is the same, no matter which
outfield position he is playing. C. Error ("e") ratings determine
the frequency of the player's errors at each position. The lower the
"e" rating, the fewer errors the fielder will commit. D. A "T" rating for catchers only.
This range of numbers (1-3, 1-9, etc.) is the range for possible throwing
errors on successful stolen bases. E. A passed ball "(pb)" rating for
catchers only. This number indicates the highest number in a range that
begins with 0 for possible passed balls. |
S |
16.4 |
Consult
the Super Advanced Fielding Charts (two 2-sided charts). The 20-sided die and
all three 6-sided dice will be rolled on every reference to resolve "X
chances" (See T29.11). Also note
that instead of reading the white die separately, the three 6-sided dice are
added to reach a result ranging from 3-18. |
S |
16.41 |
Also
note that in addition to the usual hits, errors and outs, the Super Advanced
Fielding Chart contains a variety of Rare Plays. Here you will find such
plays as inside-the-park homeruns, catcher's interference, the hidden ball trick
and many more exciting surprises! |
S |
16.42 |
Resolve
"X chances" this way (See T29.11 for more on dice rolling): A. Roll the 20-sided die and refer to the
Range Section of the X-Chart and cross-reference the number rolled with the
fielding range rating (1-5) for the defensive player in question. Obtain the
correct reading. B. Then roll all three 6-sided dice, add
them and refer to the Error Section of the X-Chart by finding the row with
the defensive player's "e" rating. The possible readings are RP
(rare play), E1 (1-base error), E2 (2-base error), E3 (3-base error), or no
reading at all (which means no error). C. Take the two symbols derived from the
above steps and match them in the appropriate Symbols Chart to determine the
outcome of the play. Example:
A reading of GB(1b)X and a first baseman who is rated as 1b-4e15. The
20-sided die roll is 5. Cross-reference the 5 with the range rating of 4 in
the Range Section for 1B/2B/SS/3B and find "SI1." Then roll all
three 6-sided dice (a 6, 5, and a 1) and add them as 12. In the Error Section
for First Base, find the "E RAT" of 15 and read across. The dice
roll number 12 appears under the column marked E1. Now go to the Symbols
Chart, find the "SI1 section" and look at play result
"E1." Final result: Single and one-base Error. |
S |
16.5 |
If a
" Correction
from 2002: The SI1 RP found on the 1B/2B/SS/3B/Pitcher X-Chart should only be
used on a groundball to 1st , 2nd or Pitcher. If the groundball is hit anywhere else,
then consider this a single with runners advancing one base. (A grounder to the left side will not hit
a runner on first base). |
S |
16.6 |
Special
Instruction for Catcher X-Chart: If the reading is "P/P" or
"P/F" and no error occurs, there is a possible passed ball if there
are also runners on base. See S29.3. |
S |
16.7 |
A
runner on 2nd may attempt to tag and advance to 3rd on
an F2 off the X-Chart (where no error or rare play). Safe chance is running rating plus arm and
do make the appropriate adjustment for throws to third base. Note: The runner will be either out or safe
(there is no ‘hold’ option here). See
Appendix A. |
S |
17.0 |
|
S |
17.12 |
Convert
the "gb()+" to a SINGLE** ONLY when the infield is all the way in.
When the team in the field is playing only Corners In, do not award a
SINGLE** on a "gb()+". Instead, treat it as a groundball without
the "+". Extra hits when the defensive team is playing Corners In
occur on the Super Advanced Fielding Chart (See S20.7 – S20.75) |
S |
17.13 |
Also,
do not award a SINGLE** on a "gb()+" while runners are being held
(See S23.8 – S23.85). |
S |
17.2 |
“lomax"
is a line-out with at least one runner (always the lead runner) doubled off. |
S |
17.22 |
When
this result occurs in a situation where a triple play could occur, the result
is not an automatic triple play. Instead, roll the 20-sided die. If the roll
is 1-7, it's a lineout/triple play. If the roll is 8-20, it's a
lineout/double play, with the lead runner doubled off. |
S |
18.0 |
|
T |
18.01 |
If the defensive manager hasn’t stated
his defensive positioning, the offensive manager must ask the defensive manager
about his defensive positioning before bunting (sac or squeeze) or whenever
(*) there is a runner on 3rd with less than two outs. The
defensive manager responds with the infield position and optionally states
which runners are being held. If the offensive
manager forgets to ask and the
result would have been different with the infield positioned differently, the
defensive manager has a choice of re-roll or accepting the result (**). Note that the result must be different with
the defense positioned differently.
For example, a homerun would be a homer either way so there could be
no re-roll on that. (*) Defensive positioning must be re-established with
each new batter as long as this condition exists. (**) Accepting the result
means accepting what would have happened if the infield were BACK. |
S |
18.1 |
These
bunts may not be used when there are two out or no runners on base. The
Sacrifice may not be used when there is a runner at third base (except you
may sacrifice when there is a runner on first and third only – See 18.4). The
Squeeze Play may be used ONLY when there is a runner at third base. |
S |
18.31 |
With
the bases loaded and the corners or infield positioned in, downgrade the
bunting rating two levels instead of one level. This is because there is a force play at
home plate. Note: The worst possible
adjusted bunting rating continues to be a rating of E. |
S |
18.4 |
The
Sacrifice also may be used with runners at first and third base in order to
move the runner from first to second. Simply use the sacrifice as you would
in other situations and follow the results. However, in all instances, the
runner on third base remains there, even if the batter beats out the bunt for
a hit. If the batter pops out into a double play, the runner on first is
doubled-up and the runner on third base holds. |
S |
18.5 |
Use
the individual bunting ratings and the Sacrifice Bunt Chart and Squeeze Chart
on the Super Advanced Miscellaneous Charts (which are on the reverse side of
the Super Advanced Fielding Chart). There are a variety of different readings
on these charts, some involving the bunter's speed or the fielder's defense.
The necessary procedures and the results are explained on these charts. |
S |
18.6 |
If
the defense is playing the Infield In or Corners In, then the bunter's rating
is reduced one grade (Example: An A bunter becomes a B). Note: Reduction is two grades with the
bases loaded and infield (or corners) in.
(See S18.31). |
S |
18.7 |
A runner may be held on base when the infield is playing Back or corners in. Runners can not be held with the infield in. |
S |
20.3 |
Infield
In may be chosen only when third base is occupied with less than 2 outs. |
S |
20.4 |
Use
the Groundball Result Chart (T15.0) for all ground balls (including ground
balls off the X Charts).
|
T |
20.5 |
With a
runner on third base with less than 2 outs, always consider the pitcher and
catcher to be playing IN for all groundballs (including the X Charts). Exception: If there are runners on 1st
and 3rd only, the pitcher and catcher are in the same position as
the middle infielders. With no runner on 3rd, the pitcher and
catcher are BACK. (See T15.0) |
S |
20.6 |
With
Infield In, convert any batter's card groundball followed by a "+"
to SINGLE**. |
S |
20.61 |
With
Infield In, convert any Super Advanced X-Chart result followed by
"#" to read "SI2" (single, with all other runners
advancing two bases). |
S |
20.7 |
CORNERS
IN The
manager of the defensive team may position his infield as Corners In until
there are two outs, whenever a runner is on any base. With Corners In, use these rules: |
S |
20.71 |
Do
not award a SINGLE** for a batter's card groundball followed by a
"+". Treat the play as if the "+" did not appear (even if
the ball is hit to the first or third baseman). |
S |
20.72 |
On a
groundball hit to the first or third baseman, follow the rules for Infield In
(including changing X-Chart results followed by a "#" to read
"SI2" but S20.71 applies). |
S |
20.73 |
On a
groundball to the second baseman or shortstop, follow the rules for Infield
Back. |
S |
20.74 |
Rule
20.5 applies. |
S |
20.75 |
Any
runner (or combination of runners) also may be held on base when the infield
is positioned as Corners In. |
S |
20.8 |
For
gb()X results, refer to the Super Advanced Fielding Chart. If the result is
G1, G2 or G3 with no error or rare play, see T15.0 to determine runner
advancement. |
S |
21.0 |
|
S |
21.1 |
This
strategy can only be used when the potential winning run is on third base
with fewer than two outs and the game can end on a sacrifice fly. If the
defensive manager positions the outfield IN, make these adjustments: |
S |
21.2 |
On a
reading of "fly()B?" subtract 7 from the runner's speed instead of
adding 2 (See Appendix A). |
S |
21.3 |
Consider
all readings of "fly()A" and "fly()B" to be a single with
the runner on third scoring. Results
from the X-Chart are not affected. For
example, FLY(rf)X with an F2-RarePlay result is a still a fly-out with the
runner on 3rd out on appeal (double-play). |
S |
23.0 |
In
this system, each runner is rated for the frequency with which he runs (the
ability to get a good lead) and his success rate. He will be working against
both the catcher's throwing arm and the pitcher's ability to hold runners
close to the base. |
T |
23.01 |
Unless otherwise notified by the defensive manager, all * runners are presumed held at first base when second base is unoccupied. The offensive manager must ask the defensive manager if the runner is being held before attempting a steal of third, home or second for non * runners. If not asked, the defensive manager can accept the result of the lead-try roll or request that the steal sequence be restarted with the defensive manager stating his preference (held or not held). If the “Are you holding?” question was not asked but the defensive manager doesn't stop the offensive manager after the try-for-lead roll, the steal action is played as if the offensive manager had first asked (and received an answer of, "Not holding"). Note that the “Are you holding?” question must be asked with each new batter as the Not-held presumption returns when a new batter steps to the plate. |
T |
23.02 |
As
long as they occupy a particular base, you may not pinch-run for a runner who
has tried and failed to get their good lead. |
S |
23.1 |
Use
the numeric rating found on the Advanced side of the batter's card, after the
letter-grade rating. Here is a sample: *8-10
/ 11, 12 (19-14) The
numbers preceding the slash are the range (when the two colored dice are
rolled) indicating when the runner will establish his good lead. The numbers
immediately after the slash are the range indicating when the runner will be
automatically out stealing. Better base stealers have no automatic outs; you
will see a hyphen (-) instead of a number range. |
S |
23.11 |
Players
who steal often have an asterisk (*) in front of their good-lead range. The
asterisk indicates that if the defensive manager does not elect to hold the
runner, the runner automatically achieves his good lead (when stealing 2nd).
If a runner does not have an asterisk, or if he has an asterisk but is held
on base (or is stealing 3rd or home), he must roll the two colored
dice to determine whether he achieves his good lead. (See S29.2) |
S |
23.12 |
Most
pitchers and some batters have no number rating for stealing. If these
players attempt a steal, they begin with a success chance of 0. After all
adjustments (for hold, etc.), their minimum success is 1. Some pitchers have
Supplementary Stealing ratings. These pitchers will be identified on the
roster sheet. |
S |
23.13 |
When
stealing second, the two numbers in parentheses indicate the runner's
stealing success ratings (on a roll of the 20-sided die); the first when he
has his good lead, the second when he does not. |
S |
23.2 |
If the
runner attempts to achieve his good lead and succeeds, he must attempt to
steal immediately. So you will want to calculate his success chance first.
Here is a typical sequence for determining whether to steal and how to do it: |
S |
23.3 |
STEALING
SECOND BASE A.
Combine the catcher's arm (which will range from -5 to +5) and the pitcher's
hold rating (which will range from -6 to +9). This sum may not exceed the
range of Example:
Catcher's arm is -1, pitcher's hold is -5. Instead of a combined -6, the
adjustment is -5. Adjust the runner's success ratings accordingly. Example:
Instead of (19-14) above, this runner is now 14-9 after a -5 catcher/pitcher
adjustment. B. The
defensive manager decides whether to hold the runner on base. If so, there is
further adjustment: ‑2 from the first steal success rating and -4 from
the second steal success rating. Example:
Instead of 14-9, this runner is now 12-5. Note that the effect of holding the
runner is applied after calculating the catcher/pitcher adjustment, so the
total effect can exceed -5. C.
The offensive manager decides whether to attempt a steal. If so, then first
check to determine if the runner achieves his good lead. 1. If
the runner has an asterisk (*) rating and the runner is not being held on
first base, then the runner automatically has his good lead. 2. If
the runner does not have an asterisk (*) or he has an asterisk and is being
held on base, then roll the two colored dice and check the runner's number
range(s). (See S29.2 for more on dice rolling.) If the roll falls within the
range of the first set of numbers, the runner achieves his good lead. If the
roll falls within the range of the second set of numbers, the runner is
automatically out stealing. If the roll does not fall within either range,
the runner has failed to achieve his good lead. D. If
the runner rolls for his good lead and achieves it, he must steal
immediately. If the runner fails to achieve a good lead, he has the option of
stealing at any time, or of holding his base.
The runner may make only one attempt for a good lead while he occupies
the same base, unless: 1. If
a runner being held on base attempts and fails to achieve a good lead, he may
try for the good lead once more if the defensive manager later decides to
cease holding the runner on base. Note
that if the runner has an asterisk (*) rating, he would automatically have a
good lead if the hold were removed. 2. If
the defensive manager changes his pitcher or catcher and the pitcher has a
worse hold or the catcher has a worse arm. E. If
a steal is attempted, use the runner's adjusted first success rating if he
has his good lead, and his adjusted second success rating if he fails to
achieve his good lead. If the runner is not being held on base, his adjusted
success rating may exceed 19, in which case he is automatically safe. If he
is held on, then his success rate may not exceed 19. His success rate may not
be lower than 1. |
S |
23.31 |
On a
successful steal with a dice roll of 1, 2, or 3, there is a possible throwing
error by the catcher. Roll the 20-sided die again. Refer to the catcher's
card for his "T" number(s). If the second roll is within the
"T" range, the catcher has committed a throwing error, allowing all
runners to advance one additional base. If the second roll was outside the
catcher's "T" range, no error occurs. If the defensive manager
decides that the risk of the throwing error is greater than the value of
attempting to throw the runner out, the catcher may elect to hold the ball
rather than attempt the throw. This decision is made after the offensive
manager has announced his intention to steal and before the 20-sided die is
rolled to determine safe/out. If the catcher elects to hold the ball, the
runner(s) safely steals the base and there is no possibility of a throwing
error. |
S |
23.4 |
STEALING
THIRD BASE To
steal third, the runner will be using his adjusted second steal-success
rating. So if he is being held on base, deduct 4 from his rating as well as
the catcher/pitcher effect. Example:
The (19-14) stealer above held on base by a pitcher with a +1 hold and a
catcher with a -2 arm, would have a success range of 9 (14 -4 +1 -2 = 9).
Ignore the runner's asterisk on attempted steals of third base and home. He
must roll within the range of his good lead in order to attempt these steals.
If he fails to achieve his good lead, he may not attempt to steal. If the
roll falls within the range for his automatic outs, then he is out stealing.
Otherwise, follow the instructions above for stealing second base. |
S |
23.5 |
STEALING
HOME To
steal home, the runner will be using his adjusted second steal-success
rating. But there is no adjustment for the catcher/pitcher effect. Instead,
deduct 9 from his second steal-success rating. And if he is being held on
base, deduct an additional 4. Example:
The (19-14) stealer above will have a success range of 1-5 if stealing home
while not being held, and a success range of 1 if being held. Ignore the runner's
asterisk on attempted steals of third base and home. He must roll within the
range of his good lead in order to attempt these steals. If he fails to
achieve his good lead, he may not attempt to steal. If the roll falls within
the range for his automatic outs, then he is out stealing. |
S |
23.6 |
DOUBLE/TRIPLE
STEALS In
double or triple steals, only the lead runner's ratings will be used. The
defense may attempt to throw out the lead runner only. The trail runner(s)
automatically advance one base. |
S |
23.7 |
FORCED
STEALS If
the lead runner has not yet rolled for the good lead when a Hit and Run or
squeeze result requires the runner(s) to steal, then do so (if required) and
proceed normally, making all necessary adjustments. If the runner has
previously failed to achieve the good lead and is subsequently required to
steal, then proceed as you would for a runner who does not have a good lead.
If the lead runner is on second or third base and he fails (or has already
failed) to obtain a good lead, he is automatically out trying to steal. |
S |
23.8 |
HOLDING
RUNNERS ON BASE |
S |
23.81 |
A
runner may be held on base when the infield is playing Back or in at the
corners. |
S |
23.82 |
Depending
on the runner's base, he is held on by different fielders. When holding a runner
on first with a LH batter up, the first baseman and shortstop are responsible
for the hold. When holding a runner on first with a RH batter up, the first
baseman and second baseman are responsible. When holding a runner on second
with a LH batter up, the shortstop is responsible. When holding a runner on
second with a RH batter up, the second baseman is responsible and when
holding the runner on third, the third baseman is responsible. |
S |
23.83 |
When
an infielder is responsible for holding a runner and a gb()X is hit to him,
add 1 to that fielder's range rating and any result off the X-chart followed
by a pound sign results in a SINGLE**. Example: With a runner held at first
and a lefthanded hitter at the plate, a shortstop rated 2e20 becomes 3e20 and
a 4e5 first-baseman becomes a 5e5. The maximum range rating is 5. |
S |
23.84 |
Do
not award a SINGLE** on a "gb()+" while runners are being held on
base. Instead, when a gb()X to an infielder responsible for holding the
runner results in a symbol followed by a "#", change that result to
"SI2" (single, with all runners advancing two bases). |
S |
23.85 |
When
a runner is held on first or second base, subtract 1 from his running rating
when that rating is needed to determine whether he can advance an extra base
on another player's hit. If the runner is not being held, add 1 to his
running rating. (See 13.2) |
T |
23.9 |
STPC
does not use the delayed steal of home rule. |
S |
24.0 |
Pickoffs
and balks are possible when using the Supplementary Stealing System (see
S29.2). |
S |
25.0 |
Injuries
may occur to any batter (including pinch-hitters), if the result of your dice
roll includes the phrase, "plus injury." |
T |
25.1 |
All
injuries are for the rest of the current game only. |
T |
25.2 |
Position
Player (Hitter) Injuries. If,
as the result of an injury, all defensive positions cannot be covered, the
manager may complete the offensive inning making any legal (*) moves he
wishes. Note that the injured player
must be immediately replaced if he made it to first base but that replacement
is not required to remain in the game.
When the defense takes the field, the manager may designate any
non-pitcher that is currently in the game or any bench non-pitcher (who has
not played in the game) to play at a defensive position that is not on his
card. If there are no non-pitchers
available, the manager may designate a pitcher to play at a non-pitching
defensive position. Note that the
pitcher does not need to be eligible to pitch but must otherwise be eligible
to play. In the unlikely event that
there are no players eligible to cover the line-up position of the injured
player, the injured player will stay in the game but with max-bad defense and
hitting with the 1W hitter’s pitching card (retaining his stance). Any player who is playing out of position
will have the worst possible defense (**) (5 range, maximum error, +5 arm, 20
PB, 20 T-rating) and must remain there for the rest of the game (except he’s
removed from the game if injured and may be moved to a position that he can
legally play if his team suffers another injury). (*) A legal move in this context is any
move that will not require an additional
player to play at a position that is not on his card. So, if (because of an injury) you were going
to have one player playing out of position, you couldn’t make a move that
would increase that to two players playing at a position that was not on
their card. (**) Exception: If forced by injury to play an outfielder at a
position that is not on his card but at an another outfield position, he
would not have max-bad defense but instead would have the same arm and error
rating with his range rating adjusted as follows: CF playing LF or RF - no adjustment, RF playing
LF – no adjustment, RF playing CF – add 1 to range, LF playing CF – add 2 to
range and LF playing RF – add 1 to range.
If there are two possible adjustments, take the one that yields the
best range. Note: use of this exception is optional. You can still cover for the injured
outfielder with a max-bad defender if you can’t cover all positions with
moves. Pitcher Injuries. Relief pitchers (or starting pitchers that
have pitched more than five innings) are removed immediately after an
injury. If a starting pitcher is injured and has not pitched 5
innings, the manager of the injured pitcher has the option of removing him at
any time after the injury. If he stays
in the game, he is weak and must be removed before he bats or pitches in the
6th inning. |
T |
25.21 |
STPC
does not use the OUTFIELD FIELDING ADJUSTMENT Chart (except as noted in
T25.2). |
T |
25.3 |
BRINGING IN A POSITION PLAYER TO PITCH
(*)
Another option would be to have the pitcher stay in the game but
switch places with a fielder. As
above, that pitcher would play the fielder’s position with max-bad defense and
the fielder would pitch using the Hitter’s Pitching card. This would be the only option if there were
no one available on the bench – not even a starting pitcher. Note that in these bench-empty situations,
a subsequently injured player must stay in the game with max-bad defense and
hitting using the pitcher’s 1W hitting card (retaining his stance) and an
injured pitcher would switch and play a non-pitching position per above.
|
T |
26.0 |
STPC does not rest batters. All position players can play in every game (unless injured). See T10.11 for eligibility and usage. |
S |
27.0 |
Find
each pitcher's point of weakness (POW) inning in the upper right portion of
the Advanced side of his card. The POW Inning is the number in parentheses
following the word "starter" or "relief" and is the
inning of work when the pitcher becomes vulnerable to fatigue. If a pitcher
is both a starter and reliever, he will have two different POW innings. |
S |
27.1 |
All
Advanced-side pitcher cards have out readings followed by a dot. When a
pitcher is fatigued, these readings change from their original outs to
SINGLE**. |
S |
27.2 |
Once
a pitcher becomes fatigued, it cannot be overcome, no matter how well he
pitches afterwards. So we strongly recommend that you relieve a fatigued
pitcher. |
S |
27.3 |
Two
ways a pitcher can become fatigued (or weak) are (see S27.55, S27.63 and the
Closer Rule for other ways): A. He reaches his POW inning (or any inning
after that) and allows any combination of three hits or unintentional walks
in the same inning. He’s fatigued with the next batter after the third hit or
walk. B. He reaches his POW inning (or any inning
after that) and allows any combination of four hits or unintentional walks in
any two consecutive innings. He’s fatigued with the next batter after the
fourth hit or walk. Intentional walks, batters hit by a pitch or errors do
not contribute to a pitcher's becoming fatigued. Nor do any hits or walks
that occur before the pitcher's POW inning. Example:
A starting pitcher with a POW inning of 6 becomes fatigued as soon as the
third hit or unintentional walk occurs in the 6th inning. Or, he retires the
side in order in the 6th, but becomes fatigued by yielding two walks in the
7th inning and two hits in the 8th. Fatigue determination for relievers is
the same as starters but note that a reliever may become vulnerable to
fatigue mid-inning. For example, a
reliever who enters the game with 1 out starts his 2nd inning of work after 1
out in the next inning. A
reliever with a POW inning of 1 is immediately vulnerable to fatigue. He
could become fatigued by yielding 3 hits or unintentional walks without
recording an out. A reliever with a POW inning of 2 would become vulnerable
after he has recorded 3 outs (i.e. worked one inning). Example 1:
A reliever with a POW inning of 2 enters the game with one out in the
6th inning. He becomes vulnerable after 1 out in the 7th. Then, after getting
the 2nd out in the 7th, he walks the next 2 batters before getting the 3rd
out. But he allows a single to the leadoff batter in the 8th and becomes
fatigued because he has allowed 3 hits/walks in an inning after becoming
vulnerable. Example 2: A reliever with
a POW inning of 2 enters the game with one out in the 6th so
becomes vulnerable after one out in the 7th. He then gives up two walks before getting
the next two batters out. He gets the
lead-off batter in the 8th but then gives up 2 singles and becomes
weak because he’s allowed four hits or unintentional walks in two consecutive
innings after becoming vulnerable.
Example 3: A reliever with a POW inning of 1 enters the game with one
out in the 6th and is immediately vulnerable. He gets the first two guys out to finish
the 6th inning. He gives up
two hits to start the 7th inning and then gets the next batter out
before giving up another hit. He is
NOT weak at this point because he started his 2nd inning of work
after recording his first out of the 7th inning. NOTE: The computer game calculates reliever
weakness differently and would consider the reliever weak in all 3 of these
cases. |
T |
27.45 |
It is
the responsibility of the defensive manager to know whether or not his
pitcher has become fatigued. All dot
hits count regardless of whether the defensive manager was aware that his
pitcher was weak. |
T |
27.51 |
STPC
does not use the Starting Pitcher Rest Chart or the Reliever Rest Rule
(S27.65). |
T |
27.52 |
A pitcher who is eligible to either start
or relieve (see T10.2) and who was used in relief in his last outing, must
rest at least 3 games before starting. |
T |
27.53 |
A
starting pitcher must be relieved after the 10th inning (See
T10.2). |
S |
27.54 |
The
maximum number of innings a starter can pitch without fatigue is his POW
inning plus 2. |
S |
27.55 |
A
starter who "doesn't have it" may "lose his stuff" before
his POW inning. If a starter gives up 5 runs in any one inning, 6 runs in any
two consecutive innings, or 7 runs in any three consecutive innings, consider
him fatigued and convert all readings followed by dots to SINGLE**. |
S |
27.63 |
The
maximum number of innings a reliever can pitch without fatigue is his POW
inning, plus 2. |
T |
27.64 |
Relief
pitchers cannot be used more than three straight games (See T10.2) and can’t
pitch more than four innings in any four consecutive games. |
S |
28.0 |
Each
reliever is given a second POW rating, call it "closer endurance."
For example, a rating of "relief (2)/3" indicates a regular POW
inning of 2 and a closer endurance rating of 3. |
S |
28.1 |
Closer
ratings range from 0-6, with 6 being the big-league's most frequent and
successful closers. A relief pitcher can also be rated "N" for
closer endurance; this is the worst rating a closer can have. |
S |
28.2 |
Closer
endurance is the duration, measured in number of outs, a pitcher can maintain
his effectiveness in closer situations. In Strat-O-Matic, a "closer
situation" is defined differently than a big-league save opportunity.
Your pitcher will be in a "closer situation" whenever you have the
lead in the 9th inning or later and the tying run is on base or at bat. |
S |
28.3 |
A
pitcher may enter a game in a closer situation or a game he already has
entered may suddenly become a closer situation. Here are some rules to govern
both possibilities: |
S |
28.31 |
The
closer rules do not affect the current game's starting pitchers, who always
use their starter POW inning (even for starting pitchers who have ratings
both as starters and relievers). |
S |
28.32 |
Each
reliever enters the game using either his closer endurance (if the game is
already a closer situation) or his regular POW inning (if the game is not
currently a closer situation). |
S |
28.33 |
If a
reliever (who did not start the game) begins his appearance with his regular
POW inning and the game becomes a closer situation, he changes to his closer
endurance rating (S27.2 applies). At that time, reduce his closer endurance
by the number of outs he has already recorded. This number cannot be reduced
to lower than 0 but an “N” closer would be immediately weak. |
S |
28.34 |
Once
a pitcher begins to use his closer endurance rating, that is his endurance
for the remainder of his appearance, even if the score changes and the game
no longer is a closer situation (S27.63 applies). Example:
A reliever enters the game in the bottom of the 9th inning with a 3-2 lead -
a closer situation. The opposing team ties the score in the bottom of the
9th. In the top of the 10th, the pitcher's team scores four times. If the
same pitcher remains in the game for the bottom of the 10th, he is still
using his closer endurance rating to determine when he becomes fatigued. |
S |
28.35 |
The
closer endurance rating is the number of outs the pitcher can record before
becoming susceptible to fatigue. Once this number has been reached, reducing
his endurance rating to 0, he becomes fatigued as soon as he allows a hit or
unintentional walk. Example:
A pitcher with a closer endurance rating of 0 will become fatigued (if closer
situation) as soon as he surrenders a hit or walk, while a pitcher with
closer endurance of 6 can pitch two full innings without risking fatigue (due
to Closer Rule). |
S |
28.36 |
Any
pitcher with a closer endurance rating of "N" is immediately
considered fatigued with the first batter he faces in a closer situation. |
T |
31.6 |
A position player is replaced in the game by a pinch hitter or pinch runner but the manager does not announce his defense at the start of the next half-inning. Remedy: If the error is discovered before the player bats in a subsequent inning or is needed for defense (X-chart result or outfield throw etc.), the necessary changes can be made without penalty. If the replacement is needed for defense, and he can play the position, play proceeds without penalty as it is assumed that the replacement is playing the position of the player he replaced. If he can't play the position, he is still assumed to be playing there but with max-bad defense (as when the last player at a position is injured – See T25.2). If possible, the defense must be made legal after the defensive result has been determined. If the replacement can not play the position of the player that he replaced and he batted in a subsequent inning, the game is reset to the point just before the first illegal plate appearance by the replacement. The offended manager may also accept the result (no reset). In either case, the lineup must be made legal if possible. If not possible, the replacement continues to play the position with max-bad defense. |
T |
31.7 |
If a
pitcher becomes weak at the same time the closer rule comes into effect, the
weakness takes precedence. For
example, a pitcher with a rating of relief (1)/6 starts the bottom of the
ninth with a four run lead. He can become weak before it becomes a closer
situation. The third hit or walk in the inning will cause the pitcher to
become weak. If the same hit or walk that causes the pitcher to become weak
creates a closer situation, the point of weakness takes precedence. For example, a pitcher with a rating of
relief (1)/6 starts the 6th inning. In the 9th, his team has a 1-run
lead. He is weak starting the 9th
(See S 27.63) even though this is a closer situation. |
T |
31.8 |
In
the following situations, both managers are assumed to be equally at fault.
If both managers agree that a mistake was made, then the game will be reset
to the point before the mistake was made. If both managers agree, the game
may be reconstructed based on dice rolls. Note that no mistake has occurred
unless both managers agree that a mistake was made. If these mistakes are not recognized before
the first batter bats in the next half inning, consult the TD for a ruling. The dice roll was misread. The X-chart result was misread. The advancement of runners was
miscalculated. The pitcher's point of weakness was
reached and an endurance dot was not read as a SINGLE**. Any other mistake not involving the
eligibility of a position player or a pitcher. |
T |
31.9 |
Players
that play in more than one league will occasionally have more than one
eligible card. STPC always only uses
the interleague card which will be the card with the most at-bats or
innings-pitched. It’s possible for the
interleague card to not be eligible (because it only has Starter on the card
and has fewer than 45 innings pitched) while another card has fewer innings
pitched (but enough to qualify as a reliever) with reliever on the card. In this case, neither card will qualify. In
some cases, a pitcher will have a hitter’s hitting card (in addition to his
pitcher card). STPC does not use any
part of the hitter card unless it qualifies as a hitter and would use the
appropriate pitcher hitting card. |
T |
31.10 |
For a
team to be legal, it must be possible to field a team where each player is
playing a position that is on his card and, prior to any substitutions, it
must be possible for any one of the starters (that can be injured) to be
injured and be replaced in the line-up while legally covering all defensive
positions (after possibly moving players around to positions that are on
their card). An extreme case of a legal team would be 4 starting pitchers, 12
relievers and 9 position players where each position could be legally covered
and one player had each non-pitching position on their card. EXAMPLE: If you had two players who only
had 2b and ss on their cards AND you had no other players who could play 2b
or ss, this would not be a legal team because you would not be able to cover
all positions should one of these two get hurt. |
T |
31.11 |
A pitcher was lifted for a pinch
hitter. At the beginning of the next half-inning, the new pitcher is
not announced and both players miss it. The error is detected
after one or more batters have hit.
Remedy: Reset the game
to the point the mistake was made, name the new pitcher and resume play
from that point forward. Note that this is different than the situation
where an illegal pitcher (someone who is ineligible due to innings
limitations or lack of sufficient rest) is used. See T31.2 for that
case. EXCEPTION 1: If the pinch hitter was an eligible reliever
or an eligible starter/reliever that wont be required to start in the next
three games, then the manager should still announce his pitcher but, if he
fails to do so, the pinch hitter is assumed to be in the game as the pitcher.
Note that, under this exception, a position player who pinch hits for
the last eligible pitcher is an eligible reliever and would be pitching using
the hitter's pitching card. EXCEPTION 2: If there was only one pitcher
who could legally pitch, then the manager should still announce his pitcher
but, if he fails to do so, that pitcher is assumed to be on the mound.
If the wrong side of the hitter's card was referenced or the wrong pitching
card was referenced, refer to T31.8. |
T |
32.0 |
In
certain situations during a tournament, two or more teams may be tied and a
quick method is needed to break the tie.
For some tournaments, STPC uses the Shootout method to break such
ties. The Tournament Director should
review the circumstances where a shootout will be used before the tournament
begins. The rules which govern the
shootout follow: 1. The ballpark is calculated as
the average of the two parks. If the
average has a fractional part, round up if the average is less than 10 and
round down if the average is greater than 10.
This is done for both singles and homeruns. 2.
Die roll determines who bats last (high roll is home), although if
some situation exists to seed the teams going into the shootout, (for example
teams from different divisions with different records), then that seeding
should be used to determine who bats last. |
T |
33.0 |
The time limit for any series is 45-minutes times the number of games in the series. The Game Suspension Rule can be used to prevent a situation where everyone is waiting for a series (that has exceeded the time limit) to complete. If both players agree, the suspended game can be completed whenever both players are available (for example, at the end of the first day). The game must be completed if it matters for advancement. If one of the managers is not available to complete the game, the tournament director will designate a volunteer to finish the game for the missing manager if the game matters for advancement. If the game doesn't matter and is not played, it goes in the books as a tie. The Game Suspension rule is optional and may used at the discretion of the Tournament Director who should inform everyone before the tourney of the circumstances when the rule will be used.
Pitching
eligibility for the suspended game is calculated the same as always except
you look forward three games (as well as back three games) when determining
how many innings each pitcher can pitch (see the next page for an
example). Note that you use the same column on your pitching sheet; you
do not create a new column for the remaining portion of the game. Just
after the suspension, the manager must consider carefully the pitchers he
uses in his next three games because that will affect who is eligible later
(when the game is resumed). If someone with
an incomplete game is leaving and possibly not returning, they must leave
their pitching sheet with the tournament director. If one player has
more than one suspended game to be completed and two or more of his opponents
are ready to play, order preference is given to 1) the person coming off a
bye (he’s waited the longest), 2) the person with the game that was furthest
along when suspended and 3) roll the 20-sider. The Tournament
Director may appoint someone to play suspended games for a player that has
more than one suspended game. Special Provisions
for Worlds The Worlds is a three-day tournament with a unique format so there are special provisions for this tournament only: 1) All suspended games that occur during the first day must be made up at the end of the day (or before). If anyone complains about having to stay late, they can be reminded that they’re not staying any later than they would without the Game Suspension Rule. Consider that if a game is suspended in the 5th inning, everyone starts their next series and the division stays on time. At the end of the day, those 20 minutes are added back on but only for those involved in the suspended game. 2) All suspended games that occur during the second or third day must be completed if either player is advancing (or has a chance to advance). If both players have no chance to advance, the game may be completed if both players desire. A tie is recorded for a suspended game that is not completed. 3) There are no suspended games in the best-ofs, All of those games are played to their conclusion. |
Game Suspension Rule
– An example
Below is the Pitching Sheet at the point of suspension (13 innings complete in Game 4, game still tied but everyone else is done and the time-limit for the series has been reached). Billy Wagner is the pitcher at the point of suspension (the manager should circle the “2” to signify that on the pitching sheet).
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
Pedro |
7 |
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Curt |
|
6 |
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5 |
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Jason |
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8 |
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Eric |
1 |
|
1 |
1 |
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Rafael |
1 |
|
1 |
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John |
|
1 |
|
2 |
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Billy |
|
1 |
|
2 |
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Damaso |
|
1 |
1 |
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Brendon |
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|
1 |
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|
The manager of this team must be careful about who he uses in game 5 because he needs to consider that using pitchers in Game 5 (and 6 and 7, for that matter) could affect who is eligible in Game 4 when it is resumed. For example, if he uses Billy for an inning in Game 5, he wont be eligible to continue in Game 4 (when Game 4 resumes).
Games 5 – 8 are completed and now both players have some time to complete Game 4. This is what the Pitching Sheet looks like as they’re ready to resume Game 4:
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
Pedro |
7 |
|
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|
6 |
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Curt |
|
6 |
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|
7 |
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|
5 |
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|
5 |
|
Jason |
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|
8 |
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|
9 |
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|
Eric |
1 |
|
1 |
1 |
1 |
|
2 |
|
Rafael |
1 |
|
1 |
|
1 |
|
1 |
|
John |
|
1 |
|
2 |
|
1 |
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|
Billy |
|
1 |
|
2 |
|
1 |
|
|
Damaso |
|
1 |
1 |
|
1 |
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|
Brendon |
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|
1 |
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|
Determining the available innings for the remainder of Game 4 is the same as always except you must look ahead three games (as well as back three games). So, Eric and John are not available because they’ve already pitched in Game 4. Damaso is not available because if he pitched, he would have appeared in four consecutive games. As the pitcher of record, Billy could start the 14th inning and go another inning, Rafeal could go 2 innings and Brendon could pitch 3 innings before the hitter’s pitching card must be used.
Use the following table when calculating the safe chance for runners following an open double, open single, FlyB?, F2 (off the X-chart) and Fly(rf)B:
Result Lead Rnr
1st Trail Rnr All Oth
Trail Calc for Lead Rnr Calc for 1st Trail Rnr
------- --------
------------ ------------- ----------------- ---------------------
Open DO First
Batter N/A R+A+H+T R+A+L+M
Open SI Second
First Advance (*) R+A+H+T R+A+H+T+L+M
Open SI Second
Batter N/A R+A+H+T R+A+M
Open SI First
Batter N/A R+A+H+T+L R+A
Fly B? Third
Second Advance (*) R+A+F R+A+L+M
Fly B? Third
First N/A R+A+F R+A+M
F2 Second First N/A R+A+L holds
Fly(rf)B Second
First N/A R+A+L (**) holds
Where:
Lead Rnr = The first runner that is
trying to take an extra base.
1st Trail Rnr = The next
runner behind the Lead Rnr.
R = Runner’s run rating.
A = Outfielder’s arm.
H = -1 if held and +1 if not held.
T = +2 if there are two outs and zero
if there are less than two outs.
L = +2 if throw is from rf, -2 if throw
is from lf and zero if from cf.
F = +2 for Fly B? (but F = -7 when the
outfield is IN).
M = -5 (adjustment for the 1st
Trail Runner when the Lead Runner is heading home).
Note1: On tag plays at the plate, the Catcher
Defense Around the Plate rule applies (See S13.63).
Note2: If the safe chance is less than
1, increase it to 1 (1 is always safe).
If the safe calculation is greater than 19, reduce it to 19 (20 is
always an out).
(*) Other trail runners automatically
advance if the first trail runner advances or attempts to advance.
(**) For this situation (Fly(rf)B with
a runner on 2nd), the only out chance is on a roll of 20. The safe chance is as indicated above. If not within the safe range and something
other than 20 was rolled, then the runner holds. Note that when a hitter batting left handed
misses a diamond shot, this is a Fly(rf)B result. Also note that you may not advance from 2nd
to 3rd on a fly()B that is hit to lf or cf.