Update to the 2010 MLB Sportsclix rules

Ok.. put some new stuff into the rules.

Here’s a list

  • alpha 1.1
  • fixed Deep Fly intangible to the 2004 rules of a +1 to Tagging up… and make a Home Run a possibility.
  • new bunting rules
  • Fielding a ball 2 zones from the starting position
  • Stealing
  • Foul Balls
  • Taking a Pitch

It’s here: link

Advertisements
Published in: on July 11, 2010 at 7:15 pm  Comments (6)  

My 2010 Sportsclix gameboard

Here’s how I’ve changed the game from 6 zones to 7 zones.

Something I forgot to put in the rules is the foul ball rules. When the ball is hit to one of the zones on the foul line, a d6 is rolled. Odd is foul. Even is fair. … it’s up to the defense to remember this.. thus.. if you’ve already rolled up a Home Run.. but haven’t checked for a foul.. DO IT or forever hold your peace after the next batter is pitched to.

2010 MLB Sportsclix board

2010 MLB Sportsclix board

I’ve also incorporated the Home Run changes on the bases of the figures so they are easy to use and more realistic to player performance.

Next up for the gameboard is bunt zones in the infield.. I have them on paper (it took a while to make it look like a baseball field and not a spider web. … but I’m getting ahead of my self.

Oh.. the infield is an old 6-zone infield with a penciled-in center zone. The “final” product will have more-narrow zones at the edges which makes the foul ball rules make more sense.

I’m stoked that someone else is interested in this project. It also has me nervous to share my baby. I didn’t realize how invested in this project I’ve become. I’ve spent a lot of time charting the Padres and their opponents as I’m tweaking this game. I want to get this stuff up online so others don’t have to make my mistakes!! At the same time I’m nervous I’ll be left behind. It’s funny how much baggage comes along with letting the world in on things.

Published in: on July 10, 2010 at 10:56 am  Leave a Comment  

2010 MLB Sportsclix fan rules – alpha 1.1

Sportsclix_logo_2010Play Ball !!!

This is a fan modification done entirely for my personal enjoyment. With luck it will increase the enjoyment of the MLB Sportsclix game published by WizKids Games.

Step One:

You’ll need a copy of the 2005 edition of WizKids’ MLB Sportsclix game. E-bay sometimes has these figures or, if you’re lucky, a starter set. If you have the 2004 edition please see the appendix for a way to use them with these 2010 rules.

If you can’t find the game, I have pictures of the playing materials and you can use “normal” d6 dice with a chart provided in Appendix x.

Step Two:

Look over the Quick Start rules and play an inning or two. The Quick Start Rules are pretty basic and give you the general idea of how the game flows. Yet, it doesn’t have much to offer past the initial learning process.

Step Three:

Give the “Big League Rules” a look and play a few innings. This is the game as released in 2005. While still a fun to play game, it lacks the depth and accuracy that many baseball aficionados and gamers desire.

Step Four:

You’re looking at step four. These 2010 rules are an attempt to bring more realism to the game without burdening down the fast game play.

These rules presented in the same order as the original “Big League Rules.”

Changes from the Big League Rules

Get in the Zone!!!

2010 uses 7 zones instead of 6. To accommodate this change, a 10-sided die is rolled with every at bat to determine what location the ball will be fielded. (A white, 20-sided die numbered 0-9 twice works very well and kind of looks like a baseball.)

The dial is still the same except for the batter’s spray chart. Appendix 1 has information on converting your 2005 figures to the 7-zone system. (These rules still work with the 6 zone system and a d6… but you miss out on some of the value-added stuff of the 2010 ruleset.)

A fielding attempt two zones away is done at a penalty of 3 to the attempt.

Routine Plays

In baseball, anything can happen. The most routine play can be booted. The ball can be lost in the sun. To replicate this. Every ball that goes into the field must be played.

A ball hit to a zone with the defending fielder in it is a “routine” play. That fielder gets a +3 to his fielding roll. To make the play the defender rolls 2d6, adds his defensive number and adds and addition 3 for the routine play. If that number is 11 or higher he has made the routine play.

If this number is less than 11 he has made an error and the runners advance.

Example: A fly ball is hit to straight away center field. J. Hairston Jr is in that zone and will most likely make a routine play on the ball. He rolls 2d6 and gets a 4. He adds his defense number (4) to it and then adds another 3 for the routine play to total 11. Record the out to center field. If he had rolled a 3 he would have committed an error or it was a bloop hit.

Appendix x has a random list of errors if you so chose to use them.

Singles, Doubles and Home Runs

The dice in the 2005 edition have results of Single, Double and Home Run. This simplified the game. But, many felt this unbalanced the game creating an unnaturally offensive game.

To this end these 2010 rules have changed these results.

Single

When the result is Single 2, replace it with Fly Ball +3

When the result is Single 6, replace it with Ground Ball +3

When the result is Single 8, replace it with Fly Ball +3

When the result is Single 9, replace it with Fly Ball +3

The modifier (+3) means to perform a fielding roll for the defender adding 3 to the number needed to successfully get an out. Thus, the fielder needs a 14 or greater to record the out. This makes the single very likely but not guaranteed. An out here is a spectacular play!!

Note: It may be confusing to have the +3 represent a penalty to fielding. Perhaps it would make more sense to be a Fly Ball -3… However you look at it the result should be a fielding attempt with only a slight chance of success. .. an all-but-guaranteed single.

Double

When the result is Double (7,9), replace it with Single +1.

The Single +1 means that the runner has hit the ball and it has landed safely in the outfield for a single. The +1 means the runner may make a special roll to try for a double. This isn’t a Throwing attempt. To complete the double the runner must roll 2d6 and roll a total equal to or under his speed number +1. If he succeeds then he has made second and is safe without any Throwing Attempt allowed. If his roll fails then a throwing attempt may be made with the runner having a +1 to his speed number. Regardless of the success or failure of the Throwing Attempt, a runner that failed his initial running roll CANNOT attempt a triple.

After safely reaching second without a Throwing Attempt, the runner may try for third as in the 2005 rules without any bonus to speed.

EXAMPLE: An average runner of speed 9 has a “Double” result on the die. He rolls 2d6 and rolls a 10. That equals his speed number +1 and thus his safely reaches second base without a throw. If he wishes to extend the double into a triple, he may do so by announcing his intention to the fielding player who may make a Throwing Attempt on the runner.

Home Run

The Home Run… The Long Ball… The Dinger… A Jack … Nothing can so drastically change the course of a game. Many people complained about the ease of achieving this result in the 2005 edition. It’s a vital part of baseball. These rules don’t wish to eliminate it. These rules attempt to make them more realistic. Some players will only hit a couple in their career. Even a career that lasts years. Some guys seem to hit everything over the fence.

These rules put the Home Run result back to the player’s dial. Hitters have a bomb icon in the zones where a Home Run is possible. If the result is a Home Run and the zone has the M icon then it is a Home Run! There is no doubt. The ball is out of here!

A new dial for Jerry Hairston Jr.

A new dial for Jerry Hairston Jr.

However, if the result is a Home run but the ball it hit to a zone without the bomb icon the the result is in doubt. Roll on the “2010 Deep Fly Ball” chart for the result.

A couple new “intangibles” have been added. Appendix x has the entire set of intangibles listed in a useful format.

Bunting

These rules are brand new and untested. Expect a lot of tweaking here.

The batter can “show” that he will bunt or he can surprise bunt. If he shows bunt he does so before the dice have been picked. The batter declares bunt and throws a hitting die. The pitcher may then pick a die and roll it.

If the batter wants to surprise bunt, He announces the bunt after both players have chosen their dice but before they are thrown. If the bunt announcement is made too late the batter has fouled the pitch. (see foul ball if I’ve put that rule in yet)

Resolving the bunt: If the Pitcher’s die is the highest consult the Pitcher Advantage bunt chart. Consult the Batter Advantage bunt chart if the batter has the highest total.

Pitcher’s die result Pitcher picks zone : Bunt result
Strike Out Foul/miss -1 to next bunt (out if 2 strikes)
Fly ball Pop bunt double play chance
Ground ball Fielding +2 to defense
Batter’s die result Batter picks zone: Bunt result
Strike out Foul/miss -1 to next bunt
Walk Walk
Ground ball Successful bunt:normal fielding attempt
Fly ball Successful bunt: normal fielding attempt
Single, double, Home Run Successful bunt: difficult to field (+1)

If the infield is “in” then a tie goes to the pitcher and any fielding attempt is made at a fielder’s advantage of +1 (making a difficult to field ball a normal fielding attempt)

If the infield is “back” then the batter gets a +2 to his initial roll and any fielding attempt is made with a penalty of +2.

Taking a Pitch

If the hitter desires, he may take a pitch. To do so he declares that he is ready to hit but doesn’t put a die into his hand. When it is time to roll, he shows his empty hand and gains some insight on how the pitcher is planning on getting him out. However, to simulate a deeper count, he rolls the next hitting roll at a -1.

Foul Ball

A ball hit down the line has the chance to go foul. When a ball is hit down the line, roll a d6. On a roll of a 1 or 2 the ball has gone foul. The ball is still catchable with normal rules and tagging up is allowed after a foul out.

The same batter remains up to bat. The next hitting roll is done at a -1. If there is another foul ball during the at bat, the batter is doing a good job protecting the plate. The remainder of the hitting rolls are done at a +1 to the hitter.

Exception. A bunt made after a foul ball is made as if the batter has 2 strikes. Thus, a foul result on such a bunt would be turned into a strikeout.

Collecting and Playing Your Team

These rules are the same. Though, I’d rather play with current players. To that end, I take the formula listed in Appendix 1 and make new dials for my favorite team.

The standard 2005 rules allow for “rare” players and such that perform better than a “common” player of the same name. This is fine for a collectible game… but I’d rather play with the guy that are on the field now.

Game Styles: No Change. Personally, I pick a game that’s being played in the upcoming week and see how it comes out for me.

Positioning Players: No Change

Clicking Up and Down: No Change

The Spray Chart: Other than their being 7 zones instead of 6, the rules are the same.

Throwing Attempts:

4-line bonus: If the throw crosses 4 lines the runner receives a +2 added to his speed number.

A throwing attempt made after fielding a ball 2 zones from the fielder gives the runner a +1 on any tag up attempt. As noted above, fielding attempts 2 zones from the fielder’s starting point are done so at a penalty of 3.

Base running:

Announce a steal attempt after both pitching and batting die have been chosen but before they are rolled. Note any bonuses for “holding a runner.” At this point the defensive player may reposition his fielders if desired to “cover” the base. Announce that it’s time to roll the dice (“and the pitch!). If the batter throws the dice then it’s a hit and run and the stealing runner gets a +1 to any throw attempt in the upcoming play. If the batter doesn’t throw the die it is a steal attempt. Resolve the steal. If the batter didn’t swing his next roll is at a -1 for taking a strike.

Tagging up is done, for the most part, like the 2004 edition of the game.

Double Plays: No Changes

Intentional Walks: No Change

Substituting Players: No Change

Intangibles: No Change in the rules.. but some changes in the intangibles themselves.

Intangibles

Speed Demon: Same

Flamethrower: same

Paint the corner: same

Shut ‘Em Down: same

Bunt: gotta change this one!!!

Spray Hitter: same except can’t be more than 10

Deep Fly Ball: If this batter wins the at bat roll and the result is a fly ball the outfielder must make a fielding attempt. If he succeeds it is an out. Runners wishing to “tag up” may with a +1 to their speed number. If the fielding attempt fails roll the green die and consult the following chart for the new result. 1-4 “Single +1” (2010 double rule), 5 double+1 (like the 2010 double rule.. but the double is given and a roll for a triple is made) 6 Home Run

Cannon: same

Great Range: same

Leadership: same

Big Time Player: same

Hard to Strikeout: (new in 2010) If the result of this hitter’s at bat is “strikeout” roll a d6. An odd number results in a strikeout. An even number results in a ground ball.

How to convert old players and make new ones.

If you have 2005 figures you can play with them as they are and you can make a spray chart for each guy based on the one on their base.

Spray Chart: Go to mlb.com and look up player stats. On the individual stats will be the option to view a hit chart. Pick the player’s home field and see where he tends to hit the ball.

Dials: To get the numbers for the dials take the player’s Slugging Percentage and consult the chart below… if it’s below the number in the red row

Number 3 4 5 6 7
Red Below 300 Below 400 Below 450 Below 500 Below 550
Blue Below 200 Below 250 Below 300 Below 325 Below 350
Black Below 250 Below 330 Below 350 Below 420 Below 450

Keep in mind that the clicks make the player better or worse.. so the player may not play like a star always. Also note that it might be interesting to have some hitters get better after a few down clicks to simulate the struggle to get out of a slump.

Changes to rules

alpha 1.1

fixed Deep Fly intangible to the 2004 rules of a +1 to Tagging up… and make a Home Run a possibility.

new bunting rules

Fielding a ball 2 zones from the starting position

Stealing

Foul Balls

Taking a Pitch

Published in: on July 10, 2010 at 5:29 am  Comments (3)