ACTION BASEBALL is a two-player game that applies standard baseball rules, with you and your opponent taking on the roles of rival team managers.
The game contains the following items:
The game comes with 2 sets of playing cards (one for each manager). These are the heart of the game. Each manager uses a deck from which he draws offense and defense plays during the game.
This contains complete rules of play, including how to create a team roster and fundamentals of strategy using the cards' “flip design" format.
This duplicates the traditional ballpark, with some details added, including fielder positions and a list of play options.
These are placed on the playing field to represent runners on base.
Team Roster Form
The roster is modeled after the traditional baseball roster. The game has simple rules for created a balanced team lineup; plus, there’s a pre-filled lineup if you want to start playing immediately.
Each player on your team has three skill ratings:
- H — Hitting (batting average)
- P — Power
- S — Speed
Each skill is ranked in one of three levels of ability. Great skill is indicated by a double plus (++), good skill is represented by a single plus (+), and average skill lists only the skill with no plus. So, a great hitter with good power and average speed is rated:
H++ / P+ / S
ACTION BASEBALL’s “flip design" format, with an offense and defense play on each card, creates excitement and a wide variety of play dynamics. It can be a challenge determining which cards to play and when to play them—after all, with every offensive play you make, you lose the flip-side defensive play (and vice versa)!
Check out the examples below: the card faces are split diagonally into two sections. Each section has the same elements, but one is for offense while the other is for defense. Use offensive plays when your team is at bat, for hitting and for strategic plays. Use defensive plays for pitching, fielding, and defensive counter-strategies.
If you look at the top left corner of the Ground Ball Double card, you can see that it’s an offensive play: a ground ball down the 3rd base line, just as the banner says and the field shows.
To counter an offensive play, a defensive card must match both the type of hit and the location of the play. If both those conditions are met, you shut down the offensive attempt as described on the defense card.
The 3rd Baseman card is exactly what the defense needs to stop that grounder down the 3rd base line. (This useful card would also work against a line drive or a hit in the hole.)
The offense’s play succeeds if the defensive manager does not have a card with the correct type of counter-play, or has a card with the proper type of play but which covers a different area of the field.