Small Ball Rules
Small Ball Rules
Components
Components
Game board, 18 player cards (9 red, 9 blue), 4 pinch hitter cards (2 red, 2 blue), 18 card stands, 2 discs (1 red, 1 blue), 1 clear stone, 1 d6 die
Game board, 18 player cards (9 red, 9 blue), 4 pinch hitter cards (2 red, 2 blue), 18 card stands, 2 discs (1 red, 1 blue), 1 clear stone, 1 d6 die
Setting Up
Setting Up
Unfold the game board and place it between the two managers, with each set of dashed boxes facing a manager. Next, insert each player card into a card stand. After determining teams, managers should collect all 9 of the players with matching border color. Additionally, managers should collect their team’s 2 pinch hitter cards and place each of them in the appropriate dashed box, with the "X" side of the card facing down.
Unfold the game board and place it between the two managers, with each set of dashed boxes facing a manager. Next, insert each player card into a card stand. After determining teams, managers should collect all 9 of the players with matching border color. Additionally, managers should collect their team’s 2 pinch hitter cards and place each of them in the appropriate dashed box, with the "X" side of the card facing down.
Using the large number in the top-left corner of each player card, arrange the players in numerical order ("1" through "9") in a horizontal line just below your side of the game board. Stack the red and blue discs and place them on the "0" of the numbers that sit between the pinch hitter cards. These numbers are used to keep track of the score and the discs will be moved as the teams score runs. Finally, place the clear stone on the top "1" of the white grid at the edge of the game board. This grid will keep track of what inning the game is in and will be moved each half inning.
Using the large number in the top-left corner of each player card, arrange the players in numerical order ("1" through "9") in a horizontal line just below your side of the game board. Stack the red and blue discs and place them on the "0" of the numbers that sit between the pinch hitter cards. These numbers are used to keep track of the score and the discs will be moved as the teams score runs. Finally, place the clear stone on the top "1" of the white grid at the edge of the game board. This grid will keep track of what inning the game is in and will be moved each half inning.
Batting
Batting
To begin the game, the away manager places their leadoff batter (player “1”) on home plate and rolls the die, representing an at-bat. Die rolls correspond to at-bat results, which are listed, top to bottom, as 2-letter abbreviations on the right side of each player’s card. If the die lands on “2”, for example, the 2nd result from the top is the outcome of the at-bat. Below are the possible at-bat results:
To begin the game, the away manager places their leadoff batter (player “1”) on home plate and rolls the die, representing an at-bat. Die rolls correspond to at-bat results, which are listed, top to bottom, as 2-letter abbreviations on the right side of each player’s card. If the die lands on “2”, for example, the 2nd result from the top is the outcome of the at-bat. Below are the possible at-bat results:
1B = Single. Batter and all runners advance 1 base.
1B = Single. Batter and all runners advance 1 base.
2B = Double. Batter and all runners advance 2 bases.
2B = Double. Batter and all runners advance 2 bases.
BB = Walk. Batter advances to 1st base. All other runners stay put unless forced forward.
BB = Walk. Batter advances to 1st base. All other runners stay put unless forced forward.
SO = Strikeout. Batter is out.
SO = Strikeout. Batter is out.
FO = Fly Out. Batter is out. If runner on 3rd base, runner scores.
FO = Fly Out. Batter is out. If runner on 3rd base, runner scores.
GO = Ground Out. Batter is out. If runner on 1st base, runner is also out for a double play. All other runners advance 1 base.
GO = Ground Out. Batter is out. If runner on 1st base, runner is also out for a double play. All other runners advance 1 base.
If the batter gets on base, place the player on the appropriate base. If a batter records an out, or a runner runs into an out, place that player off to the side of the game board, next to the “OUTS” designation. At the conclusion of each inning, move the next batter out of the horizontal row of players to remember who will lead off in the next inning.
If the batter gets on base, place the player on the appropriate base. If a batter records an out, or a runner runs into an out, place that player off to the side of the game board, next to the “OUTS” designation. At the conclusion of each inning, move the next batter out of the horizontal row of players to remember who will lead off in the next inning.
The Unique Twist of "Small Ball"
The Unique Twist of "Small Ball"
In real baseball, a team may score runs until reaching 3 outs, at which point the inning ends. In Small Ball, though, there is a unique twist: in order for scored runs to count, a manager must end their turn and “bank” those runs before reaching three outs. If a manager reaches three outs, they “bust” and no runs are counted.
In real baseball, a team may score runs until reaching 3 outs, at which point the inning ends. In Small Ball, though, there is a unique twist: in order for scored runs to count, a manager must end their turn and “bank” those runs before reaching three outs. If a manager reaches three outs, they “bust” and no runs are counted.
Scoring
Scoring
When a runner scores, place that player off to the side of the game board, next to the “RUNS” designation. Once a manager chooses to stop and bank runs, count the number of players on the "RUNS" side of the board and move the scoreboard marker ahead that many runs. If a manager runs out of players - meaning all batters have either scored, recorded an out, or are on base - before banking or reaching three outs, the inning ends, and all currently scored runs are banked.
When a runner scores, place that player off to the side of the game board, next to the “RUNS” designation. Once a manager chooses to stop and bank runs, count the number of players on the "RUNS" side of the board and move the scoreboard marker ahead that many runs. If a manager runs out of players - meaning all batters have either scored, recorded an out, or are on base - before banking or reaching three outs, the inning ends, and all currently scored runs are banked.
Running On Contact
Running On Contact
If a manager decides to push their luck and bat with two outs and runs already scored, all runners on base will run on contact. As a result, if the batter gets a hit, all other runners will advance one additional base. For example, if there is a runner on 2nd base, 2 outs, 1 run scored, and the at-bat result is "1B", the batter goes to 1st base but runner on 2nd base advances 2 bases and scores.
If a manager decides to push their luck and bat with two outs and runs already scored, all runners on base will run on contact. As a result, if the batter gets a hit, all other runners will advance one additional base. For example, if there is a runner on 2nd base, 2 outs, 1 run scored, and the at-bat result is "1B", the batter goes to 1st base but runner on 2nd base advances 2 bases and scores.
Stealing a Base
Stealing a Base
A manager may attempt to steal a base any time there are runners on 1st or 2nd base (no stealing home). To do this, the manager must declare the decision to steal then roll the die. If the die lands on "1" through "4", the steal is successful and the runner may advance 1 base. If the die lands on "5" or "6", the runner is caught stealing and is out. If there are runners on 1st and 2nd base, a manager may attempt a double steal. If caught stealing when attempting a double steal, the lead runner (going from 2nd base to 3rd base) is out but the trailing runner moving from first to second is safe. A team may only attempt a steal once between each at bat.
A manager may attempt to steal a base any time there are runners on 1st or 2nd base (no stealing home). To do this, the manager must declare the decision to steal then roll the die. If the die lands on "1" through "4", the steal is successful and the runner may advance 1 base. If the die lands on "5" or "6", the runner is caught stealing and is out. If there are runners on 1st and 2nd base, a manager may attempt a double steal. If caught stealing when attempting a double steal, the lead runner (going from 2nd base to 3rd base) is out but the trailing runner moving from first to second is safe. A team may only attempt a steal once between each at bat.
Laying Down a Sacrifice
Laying Down a Sacrifice
A manager may sacrifice a batter, meaning that the batter will record an out in exchange for all other runners advancing. To do this, the manager must declare the decision to sacrifice then roll the die. If the die lands on "1" through "4", the batter has successfully laid down a sacrifice. Move the batter to the "OUT" area and move the other runners ahead 1 base. If the die lands on "5" or "6", the batter has attempted to sacrifice but struck out. Move the batter to the "OUT" area but do not move the runners.
A manager may sacrifice a batter, meaning that the batter will record an out in exchange for all other runners advancing. To do this, the manager must declare the decision to sacrifice then roll the die. If the die lands on "1" through "4", the batter has successfully laid down a sacrifice. Move the batter to the "OUT" area and move the other runners ahead 1 base. If the die lands on "5" or "6", the batter has attempted to sacrifice but struck out. Move the batter to the "OUT" area but do not move the runners.
Executing a Hit-and-Run
Executing a Hit-and-Run
A manager may execute the hit-and-run - a high risk, high reward tactic used with less than 2 outs and a runner only on 1st base. To do this, the manager must first declare the decision to execute the hit-and-run, then roll the next batter die. When the hit-and-run is on, a number of things change:
A manager may execute the hit-and-run - a high risk, high reward tactic used with less than 2 outs and a runner only on 1st base. To do this, the manager must first declare the decision to execute the hit-and-run, then roll the next batter die. When the hit-and-run is on, a number of things change:
1B or 2B = Runner on 1st base (not the batter) advances 1 additional base.
1B or 2B = Runner on 1st base (not the batter) advances 1 additional base.
GO = Single. Infielders are caught out of position. Runner advances to third base.
GO = Single. Infielders are caught out of position. Runner advances to third base.
FO = Double play. Batter lines out, runner is doubled up.
FO = Double play. Batter lines out, runner is doubled up.
SO = Double play. Strike ‘em out, throw ‘em out.
SO = Double play. Strike ‘em out, throw ‘em out.
Pinch Hitting
Pinch Hitting
A manager may call up a pinch hitter during a crucial moment in the game. To do this, the manager must declare both the decision to use a pinch hitter as well as which pinch hitter to use. Once a pinch hitter has been used, flip the appropriate pinch hitter card over to reveal the "X" side of the card - it can no longer be used. If the game goes into extra innings, each manager may pick 1 pinch hitter of their choosing that has already been used to reactivate. Each pinch hitter has a special ability that can be used for 1 at bat only:
A manager may call up a pinch hitter during a crucial moment in the game. To do this, the manager must declare both the decision to use a pinch hitter as well as which pinch hitter to use. Once a pinch hitter has been used, flip the appropriate pinch hitter card over to reveal the "X" side of the card - it can no longer be used. If the game goes into extra innings, each manager may pick 1 pinch hitter of their choosing that has already been used to reactivate. Each pinch hitter has a special ability that can be used for 1 at bat only:
POWER = For the current batter, a single (“1B”) result becomes a triple, and a double (“2B”) result becomes a home run.
POWER = For the current batter, a single (“1B”) result becomes a triple, and a double (“2B”) result becomes a home run.
ON-BASE = For the current batter, a strikeout ("SO") result becomes a single ("1B") result.
ON-BASE = For the current batter, a strikeout ("SO") result becomes a single ("1B") result.
Extra Innings
Extra Innings
If the game is tied after 9 innings, go to the 10 inning. If the game is still tied after 10 innings, move the clear stone back to the top “1” to represent the eleventh inning, “2” to represent the twelfth inning, etc. A game in extra innings ends when a team has the lead at the conclusion of the bottom half of an inning.
If the game is tied after 9 innings, go to the 10 inning. If the game is still tied after 10 innings, move the clear stone back to the top “1” to represent the eleventh inning, “2” to represent the twelfth inning, etc. A game in extra innings ends when a team has the lead at the conclusion of the bottom half of an inning.