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PSB Game Charts Booklet Indexed Table of Contents: Chart Page # Chart Page # ! (Wild Play) Chart (Bases Empty) 41 Infield Range Chart (Turf) 26 ! (Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart 22 At The Wall Chart 31 Injury Chart Key 22 Bunting Chart 20 Jump Chart 17 Bunting Chart Key 20 Jump Chart Key 18 Bunting Play At Lead Base Chart 21 Outfield Range Chart (Normal) 29 Coach's Choice Chart 13 Outfield Range Chart (Slow) 30 Coach's Choice Chart Key 13 Outfield Range Chart Key 30 Deep Fly Chart 31 Outfield Range Play Location Chart 29 Deep Fly Location Chart 31 Park Effects Chart 32 E? Possible Error Chart 21 Park Wind & Fence Distance Chart 33 Error Chart 11 RG/ RG+ (Routine Grounder) Chart 5 Error Chart Key 12 SG (Slow Grounder) Chart 7 Error Wild Play Chart 14 Stealing Chart 19 Fence Height & Park Attributes Chart 34 Weather Effects Chart 35 HG/ HG- (Hard Grounder) Chart 2 WP&PB Chart Key 23 HG/HG-/SG/RG/RG+ Result Key 9 WP&PB Charts 23 Infield Range Chart (Grass) 25 1

PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

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Page 1: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

PSB Game Charts Booklet Indexed Table of Contents:

Chart Page # Chart Page #

! (Wild Play) Chart (Bases Empty) 41 Infield Range Chart (Turf) 26

! (Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27

1B (Single) Chart 10 Infield Range Play Location Chart 24

2B (Double) Chart 10 Injury Chart 22

At The Wall Chart 31 Injury Chart Key 22

Bunting Chart 20 Jump Chart 17

Bunting Chart Key 20 Jump Chart Key 18

Bunting Play At Lead Base Chart 21 Outfield Range Chart (Normal) 29

Coach's Choice Chart 13 Outfield Range Chart (Slow) 30

Coach's Choice Chart Key 13 Outfield Range Chart Key 30

Deep Fly Chart 31 Outfield Range Play Location Chart 29

Deep Fly Location Chart 31 Park Effects Chart 32

E? Possible Error Chart 21 Park Wind & Fence Distance Chart 33

Error Chart 11 RG/ RG+ (Routine Grounder) Chart 5

Error Chart Key 12 SG (Slow Grounder) Chart 7

Error Wild Play Chart 14 Stealing Chart 19

Fence Height & Park Attributes Chart 34 Weather Effects Chart 35

HG/ HG- (Hard Grounder) Chart 2 WP&PB Chart Key 23

HG/HG-/SG/RG/RG+ Result Key 9 WP&PB Charts 23

Infield Range Chart (Grass) 25

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Page 2: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

HG / HG- (HARD GROUNDER) CHARTMITP* = “middle-infielder turning the Pivot.”

Runner on 1st only (2nd& 3rd open)

If HG-: • If the MITP* has “-” Pivot rating: Roll 1 die.

o If the result is < than the batter’s Runs: Fielder’s choice o If the result is >= the batter’s Runs: Double play

• If the MITP* has a “+” or no Pivot rating: Treat like a regular HG.

If Hit & Run: • If runner’s Runs >= 2: Sacrifice • If runner’s Runs <=1: Fielder’s choice

Otherwise: • Double play

Runner on 2nd only (1st and 3rd open)• If the ball is hit to the right side: Sacrifice • If the ball is hit to the left side: Groundout

Runner on 3rd only (1st and 2nd open)

If Fielder In: • See bottom of this chart.

Otherwise: • If runner’s Runs <=3: Groundout • If runner’s Runs >=4: Offensive manager’s choice: A) Hold runner at 3rd or B) Try to score.

o If A) Groundout o If B) Defensive manager’s choice: a) Throw the ball to 1st or b) Throw the ball home.

▪ If a) Sacrifice ▪ If b) Batter is safe at 1st. Runner on 3rd attempts to score via Coach’s Choice Chart with a -2

penalty in addition to other adjustments.

Runners on 1st and 2nd (3rd empty)

If HG-: • If the MITP* has “-” Pivot rating: Roll 1 die.

o If the result is < than the batter’s Runs: Sac/FC o If the result is >= the batter’s Runs: Sac-DP

• If the MITP* has a “+” or no Pivot rating: Treat like a regular HG.

If Hit & Run: • If runner on 1st’s Runs >=2: Sacrifice • If runner on 1st’s Runs <=1: Sac/FC

Otherwise: • If batter’s Runs <=0 and 2nd basemen does not have “-” Pivot rating and ball is hit to 3rd base: Triple play

• Otherwise: Double play

Runners on 1st and 3rd (2nd empty)

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Page 3: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

If Fielder In: • See bottom of this chart.

If HG-: • If the MITP* has “-” Pivot rating: Roll 1 die.

o If the result is < than the batter’s Runs: Sac/FC o If the result is >= the batter’s Runs: Sac-DP

• If the MITP* has a “+” or no Pivot rating: Treat like a regular HG.

If Hit & Run: Offensive manager’s choice: (A) Hold runner on 3rd or (B) try to score

A) Hold runner on 3rd: • If runner on 1st’s Runs >=2: Base hit • If runner on 1st’s Runs <=1: Fielder’s choice

B) Try to score: Defensive has options: a. Throw to 1st: Sacrifice b. Throw home: Runner on 1st advances to 2nd. Batter is safe at 1st. Consult the Coach’s Choice Chart.

Runner on 3rd attempts to score via Coach’s Choice with -2 penalty in addition to other adjustments.

Otherwise: Defensive manager’s choice: (A) Throw to 2nd or (B) throw home.

A) Throw to 2nd: Sac-DP B) Throw home: Base hit

2nd & 3rd (1st open)

If Fielder In: • See bottom of this chart.

Otherwise: • Batter is out at 1st in any case:

o If runner on 3rd’s Runs <=3: Groundout o If runner on 3rd’s Runs >=4: Offensive manager’s choice: A) Hold runner at 3rd or B) Try to score.

▪ If A) Groundout ▪ If B) Batter is safe at 1st. Runner on 3rd attempts to score via Coach’s Choice Chart with -2

penalty in addition to other adjustments. Runner on 2nd advances to 3rd if his Runs >=3 and the ball is hit to the right side* -- otherwise, the runner on 2nd holds.

Bases Loaded

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Page 4: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

If ball hit to pitcher: • Automatic Triple Play.

If Fielder In: • See bottom of this chart.

If HG-: • If the MITP* has “-” Pivot rating: Roll 1 die.

o If the result is < than the batter’s Runs: Sac/FC o If the result is >= the batter’s Runs: Sac-DP

• If the MITP* has a “+” or no Pivot rating: Treat like a regular HG.

Otherwise: • If batter’s Runs <=0 and 2nd basemen does not have “-” Pivot rating and ball is hit to 3rd base: Triple play

• Otherwise: Double play

Fielder In (HG / HG- results only)• The pitcher is always playing “in.” All HG balls hit to the pitcher when the bases are loaded result in a 1-2-3

double play. • Any other infielder playing in must resolve HG and HG- results by rolling two dice:

o If the result is 0-24: 1B glf if fielded by 3b or ss; 1B grf if fielded by 2b or 1b. o If the result is 25-50: Roll two dice and consult the “in the hole” section of the Infield Range Chart,

using the adjusted Range of the fielder covering on the play. o If the result is 51-99: Batter grounds out; runner on 3rd holds; other runners advance one base.

▪ Exception: If bases are loaded on a roll of 51-99, the runner on 3rd is thrown out at 1st. Batter is thrown out at 1st for the double play unless his Runs >= 5 and the catcher’s TH >= 0.

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Page 5: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

RG / RG+ (ROUTINE GROUNDER) CHARTMITP* = “middle-infielder turning the Pivot.”

Runner on 1st only (2nd and 3rd open)

If RG+: • If MITP* has “-“” or no Pivot rating: treat like regular RG. • If MITP* has “+” Pivot rating: Roll 1 die, subtract 5 from the result.

o If result > batter’s Runs: Double play o If result <= batter’s Runs: Fielder’s choice

If Hit & Run: • Sacrifice

Otherwise: • Fielder’s choice

Runner on 2nd only (1st and 3rd open)• If ball is hit to right side: Sacrifice • If ball is hit to pitcher or catcher: Groundout • If ball is hit to short stop: Offensive manager’s choice: A) Hold runner at 2nd or B) Try for 3rd.

o If A) Groundout o If B) Defensive manager’s choice: a) Throw to 1st or b) Throw to 3rd

▪ If a) Sacrifice ▪ If b) Batter is safe at 1st. Runner on 2nd attempts to advance to 3rd via Coach’s Choice Chart

with a -4 penalty in addition to other adjustments. • If ball is hit to 3rd: Batter is out at 1st. Runner may attempt to advance to 3rd via Coach’s Choice Chart with a

-4 penalty in addition to other adjustments.

Runner on 3rd only (1st and 2nd open)

If Fielder In: • Groundout

Otherwise: • Offensive manager’s choice: A) Hold runner at 3rd or B) Try to score.

o If A) Groundout o If B) Defensive manager’s choice: a) Throw to 1st or B) Throw home.

▪ If a) Sacrifice ▪ If b) Batter safe at 1st. Runner attempts to score via Coach’s Choice Chart.

Runners on 1st and 2nd (3rd open)

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Page 6: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

If ball is hit to 3rd: • Defensive manager’s choice: A) Force at 3rd or B) Throw to 1st.

o If A) Fielder’s choice o If B) Sacrifice

If RG+: • If MITP* has “-“” or no Pivot rating: treat like regular RG. • If MITP* has “+” Pivot rating: Roll 1 die, subtract 5 from the result.

o If result > batter’s Runs: Sac-DP o If result <= batter’s Runs: Sac/FC

If Hit & Run: • Sacrifice

Otherwise: • Sac/FC

Runners on 1st and 3rd (2nd open)

If Fielder In: • Groundout

If Hit & Run: • Offensive manager’s choice: A) Hold runner at 3rd or B) Try to score.

o If A) Groundout o If B) Defensive manager’s choice: a) Throw to 1st or B) Throw home.

▪ If a) Sacrifice ▪ If b) Runner on 1st advances to 2nd. Batter safe at 1st. Runner on 3rd attempts to score via

Coach’s Choice Chart.

Otherwise: • Sac/FC

Runners on 2nd and 3rd (1st open)

If Fielder In: • Groundout

Otherwise: • Offensive manager’s choice: A) Hold lead runner at 3rd or B) Try to score.

o If A) Groundout o If B) Defensive manager’s choice: a) Throw to 1st or b) Throw home.

▪ If a) Sacrifice ▪ If b) Batter is safe at 1st. Runner on 2nd advances to 3rd if ball is hit to right side; holds if ball

is hit to left side. Runner on 3rd attempts to score via Coach’s Choice Chart.

Bases loaded

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Page 7: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

If Fielder In: • Groundout

If RG+: • If MITP* has “-“” or no Pivot rating: treat like regular RG. • If MITP* has “+” Pivot rating: Roll 1 die, subtract 5 from the result.

o If result > batter’s Runs: Sac-DP o If result <= batter’s Runs: Sac/FC

Otherwise: • Sac/FC

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Page 8: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

SG (SLOW GROUNDER) CHARTMITP* = “middle-infielder turning the Pivot.”

Runner on 1st only (2nd & 3rd open)

If Hit & Run: • Sacrifice

Otherwise: • If runner’s Runs >=2: Sacrifice • If runner’s Runs <=1: Fielder’s choice

Runner on 2nd only (1st & 3rd open)• Sacrifice

Runner on 3rd only (1st and 2nd open)

If Fielder In: • Offensive manager’s choice: A) Hold runner at 3rd or B) Try to score.

A. Groundout B. Defensive has options: a) Throw to 1st or b) Throw home.

▪ If a) Sacrifice ▪ If b) Batter is safe at 1st. Runner on 3rd attempts to score via Coach’s Choice Chart.

Otherwise: • Sacrifice

Runners on 1st and 2nd (3rd open)

If Hit & Run: • Sacrifice

Otherwise: • If runner on 2nd’s Runs >=2: Sacrifice • If runner on 2nd’s Runs <=1: Sac/FC

Runners on 1st and 3rd (2nd open)

If Fielder In: Offensive manager’s choice: (A) Hold runner on 3rd or (B) try to score

A) Hold runner on 3rd: Groundout B) Try to score: Defensive has options:

a Throw to 1st: Sacrifice b Throw home: Runner on 2nd advances to 3rd. Runner on 3rd attempts to score via Coach’s Choice Chart.

If Hit & Run: • Sacrifice

Otherwise: • If runner’s Runs >=2: Sacrifice • If runner’s Runs <=1: Sac/FC

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Page 9: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

Runners on 2nd and 3rd (1st open)

If Fielder In: • Offensive manager’s choice:

A) Hold runner: Groundout B) Try to score: Defense has options: a) Throw to 1st or b) Throw home.

a. Throw to 1st: Sacrifice b. Throw home: Batter is safe at 1st. Runner on 2nd advances to 3rd if ball is hit to right side; holds if

ball is hit to left side. Runner on 3rd attempts to score via Coach’s Choice Chart.

Otherwise: • Sacrifice

Bases loaded

If Fielder In: • Defensive manager’s choice: A) Throw to 1st or B) Throw home.

o If a) Sacrifice o If b) Runner on 2nd advances to 3rd. Runner on 1st advances to 2nd. Batter is safe at 1st. Runner on 3rd

attempts to score via Coach’s Choice Chart.

Otherwise: • If Runner on 2nd’s Runs >=2: Sacrifice • If Runner on 2nd’s Runs <=1: Sac/FC

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Page 10: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

HG/HG-/SG/RG/RG+ Result KeyDouble play: Runner out at 2nd. Batter thrown out at 1st. Fielder’s choice: Runner thrown out at 2nd. Batter safe at 1st. Sacrifice: Runner advances to 2nd. Batter thrown out at 1st.

Groundout: Runner holds at 2nd. Batter thrown out at 1st. Sacrifice: Runner advances to 3rd. Batter thrown out at 1st.

Groundout: Runner holds at 3rd. Batter thrown out at 1st. Sacrifice: Runner scores. Batter thrown out at 1st.

Double play: Runner on 2nd out at 3rd. Runner on 1st thrown out at 2nd. Batter safe at 1st. Fielder’s choice: Runner on 2nd out at 3rd. Runner on 1st advances to 2nd. Batter is safe at 1st. Sac-DP: Runner on 2nd advances to 3rd. Runner on 1st out at 2nd. Batter out at 1st. Sac/FC: Runner on 2nd advances to 3rd. Runner on 1st out at 2nd. Batter safe at 1st. Sacrifice: Runner on 2nd advances to 3rd. Runner on 1st advances to 2nd. Batter out at 1st. Triple play: Runner on 2nd out at 3rd. Runner on 1st out at 2nd. Batter out at 1st.

Base hit: Runner on 3rd holds. Runner on 1st advances to 2nd. Batter safe at 1st. Groundout: Runner on 3rd holds. Runner on 1st advances to 2nd. Batter out at 1st. Fielder’s choice: Runner on 3rd holds. Runner on 1st thrown out at 2nd. Batter safe at 1st. Sac-DP: Runner on 3rd scores. Runner on 1st out at 2nd. Batter out at 1st. Sac/FC: Runner on 3rd scores. Runner on 1st out at 2nd. Batter safe at 1st. Sacrifice: Runner on 3rd scores. Runner on 1st advances to 2nd. Batter out at 1st.

Groundout: Runners hold. Batter out at 1st. Sacrifice: Runner on 3rd scores. Batter out at 1st. Runner on 2nd advances to 3rd if ball is hit to right side; holds if ball is hit to left side.

Double play: Runner on 3rd scores. Runner on 2nd out at 3rd. Runner on 1st out at 2nd. Batter safe at 1st. Fielder’s choice: Runner on 3rd thrown out at home. Runner on 2nd advances to 3rd. Runner on 1st advances to 2nd. Batter is safe at 1st. Sac-DP: Runner on 3rd scores. Runner on 2nd advances to 3rd. Runner on 1st out at 2nd. Batter out at 1st. Sac/FC: Runner on 3rd scores. Runner on 2nd advances to 3rd. Runner on 1st out at 2nd. Batter safe at 1st. Sacrifice: Runner on 3rd scores. Runner on 2nd advances to 3rd. Runner on 1st advances to 2nd. Batter out at 1st. Triple play: Runner on 2nd out at 3rd. Runner on 1st out at 2nd. Batter out at 1st.

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Page 11: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

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Page 12: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

1B (SINGLE) CHART

Type of 1B Die Roll Surface Runs Runner On:

1st 2nd

1B glf Odd Grass 4 to 7 To 2nd + Scores

1B glf Odd Grass -2 to 3 To 2nd Scores

1B glf Odd Turf 5 to 7 To 2nd + To 3rd +

1B glf Odd Turf -2 to 4 To 2nd To 3rd +

1B gcf Even Any 3 to 7 To 2nd + Scores

1B gcf Even Any -2 to 2 To 2nd Scores

1B gcf Odd Grass 2 to 7 To 2nd + Scores

1B gcf Odd Grass -2 to 1 To 2nd Scores

1B gcf Odd Turf 3 to 7 To 2nd + To 3rd +

1B gcf Odd Turf -2 to 2 To 2nd To 3rd +

1B grf Even Any 3 to 7 To 2nd + Scores

1B grf Even Any -2 to 2 To 2nd Scores

1B grf Odd Grass 4 to 7 To 3rd Scores

1B grf Odd Grass -2 to 3 To 2nd + Scores

1B grf Odd Turf Any To 2nd + To 3rd +

1B llf Odd Any 5 to 7 To 2nd + To 3rd +

1B llf Odd Any -2 to 4 To 2nd To 3rd +

1B lrf Odd Any 1 to 7 To 2nd + To 3rd +

1B lrf Odd Any -2 to 4 To 2nd To 3rd +

1B lcf Odd Any 3 to 7 To 2nd + To 3rd +

1B lcf Odd Any -2 to 2 To 2nd To 3rd +

2B (DOUBLE) CHARTRunners on 2nd and 3rd always score.

Type of 2B (fielder)

Runs Runner on 1st: Type of 2B (fielder)

Runs Runner on 1st:

2B lc (lf) 3 to 7 Scores 2B lfw (lf) 2 to 7 To 3rd +

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Page 13: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

2B lc (lf) -2 to 2 To 3rd + 2B lfw (lf) -2 to 1 To 3rd

2B rc (rf) 3 to 7 Scores 2B rfw (rf) 2 to 7 To 3rd +

2B rc (rf) -2 to 2 To 3rd + 2B rfw (rf) -2 to 1 To 3rd

2B lcf (cf) 3 to 7 Scores 2B lfl (lf) 2 to 7 To 3rd +

2B lcf (cf) -2 to 2 To 3rd + 2B lfl (lf) -2 to 1 To 3rd

2B rcf (cf) 3 to 7 Scores 2B rfl (rf) 2 to 7 To 3rd +

2B rcf (cf) -2 to 2 To 3rd + 2B rfl (rf) -2 to 1 To 3rd

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Page 14: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

ERROR CHARTRoll one die to determine which fielder fields the ball: 1-p, 2-c, 3-1b, 4-2b, 5-3b, 6-ss, 7-lf, 8-cf, 9-rf. On a roll of 0, consult the Error Wild Play Chart.

Fielder Error Rating

Pitcher 9 8 7 6 5 4 3 2 1 0

Throw is wild (2)

0-1 0-2 0-5 0-8 0-11 0-14 0-17 0-20 0-23 0-26

Dribbler trickles under glove (1)

2-4 3-7 6-16 9-23 12-31 15-39 18-47 21-55 24-63 27-71

Pitcher drops toss while covering 1st (1)

5 8-9 17-19 24-29 32-39 40-49 48-59 56-69 64-79 72-89

HG 6-99 10-99 20-99 30-99 40-99 50-99 60-99 70-99 80-99 90-99

Catcher 9 8 7 6 5 4 3 2 1 0

Throw is wild (2)

0 0 0-1 0-2 0-2 0-4 0-4 0-5 0-5 0-5

Towering pop-up is dropped (0)

1 2 3 3-4 5-6 5-7 6-8 6-9 6-10

Pickoff attempt sails into outfield (4)

1 2 3 4 5 7 8 9 10 11

RG 2-31 3-30 4-32 5-32 6-33 8-33 9-35 10-35 11-33 12-36

P 32-51 31-50 33-52 33-52 34-53 34-53 36-53 36-55 34-55 37-56

Fo 52-99 51-99 53-99 53-99 54-99 54-99 54-99 56-99 56-99 57-99

1st Baseman 9 8 7 6 5 4 3 2 1 0

Hot smash through legs (2)

0-1 0-2 0-3 0-4 0-5 0-6 0-7 0-8 0-9 0-10

Hard bouncer handcuffs (1)

2-10 3-15 4-20 5-26 6-30 7-36 8-43 9-50 10-57 11-64

1st baseman drops throw from shortstop (1)

11 16-17 21-23 27-30 31-35 37-41 44-48 51-55 58-62 65-69

1st basemen misses throw from pitcher (5)

18 24-25 31-33 36-39 42-46 49-53 56-60 63-67 70-74

RG 12-89 19-89 26-89 34-89 40-89 47-89 54-89 61-89 68-89 75-89

P 90-99 90-99 90-99 90-99 90-99 90-99 90-99 90-99 90-99 90-99

2nd Baseman 9 8 7 6 5 4 3 2 1 0 14

Page 15: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

Wild throw into dugout (2)

0-1 0-3 0-4 0-5 0-6 0-7 0-8 0-9 0-10 0-11

Chopper bobbled; throw is late (1)

2-10 4-17 5-23 6-28 7-34 8-39 9-45 10-50 11-57 12-61

Bouncer skips through legs (1)

11-14 18-23 24-30 29-37 35-44 40-51 46-58 51-65 58-72 62-79

RG 15-89 24-89 31-89 38-89 45-89 52-89 59-89 66-89 73-89 80-89

P 90-99 90-99 90-99 90-99 90-99 90-99 90-99 90-99 90-99 90-99

3rd / SS 9 8 7 6 5 4 3 2 1 0

Throw is wild (2)

0-1 0-2 0-3 0-4 0-5 0-6 0-7 0-8 0-9 0-10

Great diving stop; wild throw (10)

2-3 3-5 4-7 5-9 6-11 7-13 8-15 9-17 10-19 11-21

Throw is wide, pulling 1st baseman off bag (1)

4 6-7 8-10 10-13 12-16 14-18 16-21 18-24 20-27 22-30

Bobbled ball (1) 5-10 8-16 11-22 14-28 17-34 19-39 22-45 25-51 28-57 31-63

Grounder under the glove (6)

11-16 17-25 23-34 29-43 35-52 40-60 46-69 52-78 58-87 64-96

Liner caught, but wild throw at lead runner (7)

17 26 35 44 53 61-62 70-71 79-80 88-89 97-98

RG 18-89 27-89 36-89 45-89 54-89 63-92 72-94 81-96 90-97

P 90-99 90-99 90-99 90-99 90-99 93-99 95-99 97-99 98-99 99

Outfielders 9 8 7 6 5 4 3 2 1 0

Liner falls in and is bobbled (10)

0 0-2 0-2 0-3 0-3 0-5 0-6 0-6 0-7 0-8

Liner into gap is bobbled (11)

3 4 4 6 7 7-8 8-9 9-10

Long drive misplayed; ball rolls away (3)

5 5 7 8-9 9-10 10-12 11-16

Misjudged liner deflects off glove (2)

1 3 4 6 6-7 8-9 10-11 11-12 13-16 17-21

High fly is dropped (8)

5 7 8-9 10-11 12-13 13-15 17-21 22-26

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Page 16: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

Liner misplayed and rolls to wall (9)

10 12 14 16 22 27

HF 2-22 4-23 6-25 8-26 11-28 13-29 15-31 17-33 23-34 28-36

P 23-99 24-99 26-99 27-99 29-99 30-99 32-99 34-99 35-99 37-99

ERROR CHART KEY(0) Runners hold. Batter remains at-bat.

(1) Batter safe at 1st on error. Runners advance one base.

(2) Batter safe at 2nd on error. Runners advance two bases.

(3) Batter safe at 3rd on error.

(4) All runners advance one base. Batter remains at-bat.

(5) All runners score. Batter is safe at 3rd if his unadjusted Runs >= 4; otherwise he is safe at 2nd.

(6) Batter is safe at 1st on error. Runners advance one base. Runner on 2nd may attempt to score via Coach’s Choice Chart.

(7) Batter is out, but all runners advance one base on error. Exception: If the lead runner is on 3rd and the play is at 3rd base. In this case, runners hold.

(8) Batter is safe at 1st on error. If two outs, then runners advance two bases. Otherwise, runners advance one base.

(9) If batter has unadjusted Runs >=5, he goes all the way around the bases and scores on a single + three-base error. If his unadjusted Runs <5, he makes it to 3rd on a single + two-base error.

(10) Batter is safe at 2nd on a single + error. Runners advance an extra base.

(11) Batter is safe at 3rd on a double + error. Runners score.

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Page 17: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

COACH’S CHOICE CHARTIf Hit and Run – +3 on base hit to the outfield. -3 on fly out to outfield. (Adjustments only apply to runners moving on the play).

Runs Adjustments+/- Outfielder’s throwing arm +1 if advancing with two outs +1 to runner on 1st not held with 1 or 0 outs -1 to runner trying for 3rd on ball fielded by the left-fielder +1 to runner trying for 3rd on ball fielded by the right-fielder -1 if infielder in on play-at-the plate; unless bases loaded, in which case -2

Result Adjusted Runs Rating

7+ 6 5 4 3 2 1 0 -1 <-1

Standing 0-61 0-57 0-53 0-48 0-44 0-36 0-28 0-19 0-11 0-3

Safe+ 62-87 58-84 54-79 49-73 45-66 37-56 29-45 20-30 12-17 4-6

Error? 88-93 85-90 80-85 74-79 67-71 57-61 46-49 31-34 18-20 7-8

Cut Down 94-95 91-94 86-92 80-90 72-90 62-85 50-79 35-77 21-70 9-68

Out+ 96 95-96 93-96 91-96 91-96 86-96 80-96 78-96 71-96 69-96

Rundown 97 97 97 97 97 97 97 97 97 97

Blown Call 98 98 98 98 98 98 98 98 98 98

Collision 99 99 99 99 99 99 99 99 99 99

COACH’S CHOICE CHART KEY

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• Standing: Runner is safe standing up. Batter and other runners hold. • Safe+: Throw is barely late. Runner is safe. If offense chose Safety Advance, all other runners hold. If the offense chose

“risky advance,” batter and all runners advance an extra base on a throw from the outfield, however, the lead runner may not advance beyond 3rd.

• Error?: Roll one die. If the result is > the fielder’s Error rating, the throw is wild. If the offense chose “risky advance,” the batter and other runners automatically advance an extra base. If the offense chose “safety advance,” the batter and other runners may try to advance via Coach’s Choice Chart. If the result is <= the fielder’s Error rating, the throw is on target but not in time. Batter and other runners hold.

• Cut Down: Runner is cut down and thrown out on a great throw. Other runners hold. • Out+: Runner is out on a close play. If the offense chose “safety advance,” all other runners hold. If the offense chose “risky

advance,” the batter and other runners advance an extra base on throws from the outfield only, however, the lead runner may not advance beyond 3rd.

• Rundown: Roll one die. If the result is >= the runner’s unadjusted Runs, he is tagged out after just one throw, in a very well-executed rundown by the defense. Batter and other runner’s hold. If the result < the runner’s unadjusted Runs, the runner is involved in an extended rundown between two fielders! This allows the batter and other runners the opportunity to advance an extra base:

o If the offensive manager decides to attempt to advance another base-runner, the defensive manager must decide if he will attempt to (a) throw out that runner, subjecting that runner to a Coach’s Choice Chart attempt at advancement, while conceding the advancement of the runner caught in the rundown; or if he will (b) complete the rundown as below, thereby conceding the advancement of the other base-runner.

o If the offensive manager does not attempt to advance another runner, the rundown is resolved by rolling two dice. If the result is > the runner’s unadjusted Runs, he is tagged out. If the result is <= the runner’s unadjusted Runs, he dives safely into the base, advancing.

• Blown Call: Roll one die. If the result is an even number, the runner is out. He argues the call with the umpire and is ejected from the game! If the result is an odd number, the runner is safe. If the fielder covering the play has Special: EJ, he argues the call with the umpire, but forgets to call time-out. Runners ahead of the play advance an extra base.

• Collision: Violent collision between the runner and the fielder covering the base. Roll one die. If the result is an even number, the fielder hangs on to the throw, and the runner is out. If the result is an odd number, the fielder cannot hang on to the ball, and the runner is safe. In either case, check both players for injury. If the fielder is injured, trailing runners advance one base.

ERROR WILD PLAY CHART0-9

If two outs, or hit-and-run, or no runner on 1st: • HG ss

If none of the above and shortstop is playing in: • If bases loaded, runner on 3rd is forced out at home. Batter safe at 1st. Runners advance one base. • Otherwise, batter out at 1st. Runners hold.

Otherwise: • Roll one die

o If the result > the 2nd baseman’s Error rating: Shortstop fields hard grounder and tosses it to 2nd for the force out, but the 2nd baseman throws the ball into the dugout trying to turn the double play. Runner on 1st out at 2nd; batter safe at 2nd on an error; all other runners score.

o If the result <= the 2nd baseman’s Error rating: HG ss

10-19

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If two out, or hit-and-run, or no runner on 1st: • HG 2b

If none of the above and 2nd baseman is playing in: • If bases loaded, runner on 3rd is forced out at home. Batter safe at 1st. Runners advance one base. • Otherwise, batter out at 1st. Runners hold.

Otherwise: • Roll one die

o If the result > the shortstop’s Error rating: 2nd baseman fields hard grounder and tosses it to the shortstop at 2nd for the force out, but the shortstop throws the ball into the dugout trying to turn the double play. Runner on 1st out at 2nd; batter safe at 2nd on an error; all other runners score.

o If the result <= the shortstop’s Error rating: HG 2b

20-34

If wet field: • Outfielder* slips and falls down going after line drive. The ball rolls to the wall. Batter is credited with a

single and a two-base error; he’s safe at 3rd. All runners score.

Otherwise: • Center-fielder catches a sinking liner. All runners hold.

*- (Optional) To determine outfielder, roll one die. 0-2 (lf), 3-6 (cf), 7-9 (rf).

35-44

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If the game is being played in a dome or under closed roof: • If the home team is on defense: Roll two dice

o 0-49: Outfielder* loses high fly ball in background of ceiling. ▪ If bases empty or two outs: Batter safe at 2nd with double. Runners (if any) advance two

bases. ▪ Otherwise: Batter safe at 1st. Runner on 1st advances to 2nd. Runner(s) on 2nd/3rd score.

o 50-99: HF cf • If the visiting team is on defense: Same as 0-49 above.

Otherwise: • If day game:

o If clear skies: ▪ If the home team is on defense: Roll two dice

• 0-49: Outfielder* loses high fly ball in the sun. o If bases empty or two outs: Batter safe at 2nd with double. Runners (if

any) advance two bases. o Otherwise: Batter safe at 1st. Runner on 1st advances to 2nd. Runner(s) on

2nd /3rd score. • 50-99: HF cf

▪ If the visiting team is on defense: Same as 0-49 above. o If cloudy or partly cloudy: HF cf

• If night game: o If the home team is on defense: Roll two dice

▪ 0-49: Outfielder* loses high fly ball in the lights. • If bases empty or two outs: Batter safe at 2nd with double. Runners (if any)

advance two bases. • Otherwise: Batter safe at 1st. Runner on 1st advances to 2nd. Runner(s) on 2nd /3rd

score. ▪ 50-99: HF cf

o If the visiting team is on defense: Same as 0-49 above.

*- (Optional) To determine outfielder, roll one die: 0-2 (lf), 3-6 (cf), 7-9 (rf).

45-74

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If turf infield: • If infield condition is poor:

o 0-24: Grounder bounces off seam of shortstop’s glove and into the outfield. Batter safe at 1st and credited with a single. Runners advance two bases.

o 25-49: Infielder* is charged with error on bad hop. Batter safe at 1st. Runners advance one base. o 50-99: RG ss

• If infield condition is fair: o 0-4: Same as 0-24 above. o 5-10: Same as 25-49 above. o 11-99: RG ss

If grass infield: • If infield condition is poor:

o Infielder* is charged with error on bad hop. Batter safe at 1st. Runners advance one base. • If infield condition is fair: Roll two dice

o 0-49: As if infield condition is poor. o 50-99: RG ss

• If infield condition is excellent: o 0-10: As if infield condition is poor. o 11-99: RG ss

*- (Optional) To determine infielder, roll one die: 0-1 (1b), 2-4 (2b), 5-7 (ss), 8-9 (3b).

75-99

If crosswind: • If home team is on defense: Roll two dice

o 0-49: Wind catches high fly and is blown away from center-fielder, who is unable to make the catch. Batter safe at 1st and credited with a single.

▪ If two outs: Runners advance two bases. ▪ Otherwise: Runners advance one base.

o 50-99: Center-fielder catches difficult ball. Batter out. Runners hold. • If visiting team is on defense: Same as 0-49 above.

If no wind: • HF cf

If straight wind: • If home team is on defense: Roll two dice

o 0-49: High fly ball is caught by gusting wind ▪ If the park’s straight-wind homerun fence distance is less than its no-wind homerun fence

distance (wind is blowing out): Ball is blown over center-fielder’s head. Batter safe at 2nd and credited with a double. Runners advance two bases.

▪ If the park’s straight-wind homerun fence distance is greater than its no-wind homerun fence distance (wind is blowing in): The ball falls in front of the charging center-fielder. Batter is safe at 1st and credited with a single.

• If two outs: Runners advance two bases. • Otherwise: Runners advance one base.

o 50-99: Center-fielder catches difficult ball. Batter out. Runners hold. • If visiting team is on defense: Same as 0-49 above.

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JUMP CHART

Pitcher’s Hold

Result

Adjusted Jump Rating

0 1 2 3 4 5

ALL Pickoff-Holds 0-19 0-15 0-11 0-7 0-3

Pickoff-Attempts 16-19 12-19 8-19 4-19 0-19

E1? 20 20-21 20-22 20-23 20-24 20-25

E2? 23 24 25 26

Balk? 21-23 22-27 24-32 25-36 26-40 27-44

Ex Holds 24-85 28-82 33-80 37-77 41-74 45-71

Bad Jump 86-99 83-93 81-88 28-82 75-76

Attempts 94-99 89-99 83-99 77-99 72-99

Vg Holds 24-79 28-76 33-74 37-71 41-68 45-65

Bad Jump 80-93 77-87 75-81 72-75 69-70

Attempts 94-99 88-99 82-99 76-99 71-99 66-99

Av Holds 24-73 28-70 33-68 37-65 41-62 45-59

Bad Jump 74-87 71-80 69-75 66-69 63

Attempts 88-99 81-99 76-99 70-99 64-99 60-99

Fr Holds 24-67 28-64 33-62 37-59 41-56 45-53

Bad Jump 68-80 65-73 63-68 60-62 57

Attempts 81-99 74-99 69-99 63-99 58-99 54-99

Pr Holds 24-61 28-58 33-56 37-53 41-50 45-47

Bad Jump 62-72 59-65 57-61 54-56 51

Attempts 73-99 66-99 62-99 57-99 52-99 48-99

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JUMP CHART KEYE1? – Possible Error on Pitcher: Roll one die.

• If the result is > than pitcher’s Error rating, he throws wildly attempting the pickoff and is charged with an error. Runners advance one base and may attempt to advance an extra base via the Coach’s Choice Chart, adjusted for the TH of the outfielder who retrieves the ball.

• If the result <= pitcher’s Error rating, the pickoff throw is on target. If the pitcher’s Pickoff rating is > 0, then runner is picked off (out); otherwise, runners hold.

E2? – Possible Error on Catcher: Roll one die. • If the result > catcher’s Error rating, he throws wildly attempting the pickoff and is charged with an error. Runners

advance one base and may attempt to advance an extra base via the Coach’s Choice Chart, adjusted for the TH of the outfielder who retrieves the ball.

• If the result <= catcher’s Error rating, the pickoff throw is on target. If the catcher’s Pickoff rating is > 0, then runner is picked off (out); otherwise, runners hold.

Pickoff-Holds: If the pitcher or the catcher have a Pickoff rating > 0, roll one die. • If the result is < the pitcher/catcher’s Pickoff rating (whichever one is higher), the runner is picked off (out). • Otherwise: The runner holds.

Pickoff-Attempts: If the pitcher or the catcher have a Pickoff rating > 0, roll one die. • If the result is < the pitcher/catcher’s Pickoff rating (whichever one is higher), the runner is in danger of being picked off.

He must attempt to steal via the Stealing Chart with a -8 penalty to his Stealing rating (in addition to other adjustments). Do not adjust for the catcher’s TH or the pitcher’s Hold in this case. Trailing runners may not attempt to advance, but they do advance one base in the event of a throwing error.

• Otherwise: The runner makes a regular stealing attempt via the Stealing Chart.

Attempts: The runner makes a regular stealing attempt via the Stealing Chart.

Bad Jump: The runner must attempt to steal via the Stealing Chart with a -2 penalty to his Stealing rating in addition to normal adjustments.

Holds: Runner does not get the jump and must return to base. He may not attempt to steal again until a new batter is at the plate. Also, the team may not attempt a hit-and-run or a bunt until the next batter is up.

Balk: Possible balk. Roll one die and consult the table below.

Result Pitcher’s Balk Rating Rare Unlikely Common Prone Balk – Runners advance one base 0 0-2 0-5 0-8 Attempts (See above) 1-9 3-9 6-9 9

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STEALING CHARTStealing Roll Result Stealing Chart Adjustments

• Adjust player’s Stealing rating by adding/subtracting pitcher’s Hold and catcher’s TH (unless otherwise instructed).

• If not held on 1st: +2 to Stealing. • If held on 2nd: -2 to Stealing. • If stealing home: -8 to Stealing (do not adjust for catcher’s

TH); may only attempt steal as outlined in Section 5.6.

Stealing Chart Key • Blown Call: Roll one die.

o If the result is an even number, the runner is called out on a bad call. He argues with the umpire and is ejected from the game.

o If the result is an odd number, the runner is called safe on a bad call. The fielder making the play argues with the umpire and is ejected from the game.

• CS: Caught stealing. Runner out. • CS-Fielder Injured: Fielder spiked by runner. Check fielder

for injury via the Injury Chart. • Dropped Throw?: The throw is on target, but the fielder

bobbles the ball. Roll one die. o If the result is > the Error rating of the fielder

covering on the play, the ball is dropped and the runner is safe on an error.

o If the result is <= the Error rating of the fielder covering on the play, the fielder holds on to the ball and the runner is out.

• SB: Runner steals base successfully. • SB + E2?: Stolen base. Potential wild throw. Roll one die.

o If the result is > the catcher’s Error rating*, the throw is wild and the runner advances an extra base (two total bases).

o If the result is <= the catcher’s Error rating*, the throw is on target but late. The runner is safe with a stolen base.

o * If there is a right-handed batter at the plate, and the runner is trying to steal 3rd, subtract 2 from the catcher’s Error rating

• SB-Runner Injured: Runner successfully steals the base but may have injured his hamstring. Check for injury via the Injury Chart. Regardless of the result, roll one die to determine the number of days the player will have a sore hamstring. Reduce the player’s Runs, Jump, Stealing, and Range ratings by 2 for the duration of the soreness. (Days of soreness can be counted concurrently with days lost to injury).

ALL 0 Blown Call

1-2 CS – Fielder Injured

3-6 SB – Runner Injured

7 Dropped Throw?

13+ 8-86 SB

87-99 SB+E2?

12 8-81 SB

82-93 SB+E2?

94-99 CS

11 8-76 SB

77-87 SB+E2?

88-99 CS

10 8-71 SB

72-81 SB+E2?

82-99 CS

9 8-66 SB

67-75 SB+E2?

76-99 CS

8 8-61 SB

62-69 SB+E2?

70-99 CS

7 8-56 SB

57-63 SB+E2?

64-99 CS

6 8-51 SB

52-57 SB+E2?

58-99 CS

5 8-46 SB

47-51 SB+E2?

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52-99 CS

4 8-41 SB

42-45 SB+E2?

46-99 CS

3 8-36 SB

37-39 SB+E2?

40-99 CS

2 8-31 SB

32-33 SB+E2?

34-99 CS

1 8-26 SB

27 SB+E2?

28-99 CS

0 8-21 SB

22-99 CS

-1 8-15 SB

16-99 CS

-2 8-9 SB

10-99 CS

-3 or less 8-99 CS

BUNTING CHARTDetermine the fielder attempting to make a play on the ball by using the first (red) die of your bunt roll: 0-2 (3b); 3-4 (p); 5-7 (1b); 8-9 (c). Then, use the results of the second and third dice in the chart below.

BFS P DP GL SH CP LB E? S2

Ex 00-01 02 03-04 05-72 73-86 87-92 93-94 95-99

Vg 00-03 04-05 06-13 14-64 65-73 74-85 86-89 90-99

Av 00-05 06-08 09-21 22-56 57-60 61-78 79-84 85-99

Fr 00-07 08-11 12-27 28-47 48-71 72-79 80-99

Pr 00-09 10-14 15-31 32-34 35-64 65-74 75-99

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Adjustments: -2 grades to BFS on squeeze bunt to fielder who is playing in. -2 to runner’s Runs on bunt to fielder who is playing in. -2 to bunter’s BFH on bunt to fielder who is playing in. -2 to bunter’s BFH for each previous bunt attempt by bunter in current game.

In addition to the adjustments above, Runs and BFH are modified by the unadjusted Range (infielder) or TH (catcher) of the fielder attempting to make a play on the ball.

Infielder Range Catcher’s TH Runs/ BFH A-D <0 -1 E-G 0 -- HK >0 +1

BUNTING CHART KEY• P: If squeeze play, pop-up ball is caught, and runner on 3rd is caught off the bag (double play).

o Otherwise, batter out on caught pop-up, runners return to base safely and hold. • DP: If squeeze play, runner on 3rd is out at home; batter is safe unless bases loaded, in which case, batter is out (double play).

o Otherwise, batter out; runner on 1st out at 2nd; runner on 2nd holds (no double play if no runner on 1st). • GL: If bases empty, batter out.

o Otherwise, lead runner out; batter safe at 1st; other runners advance one base. • SH: If bases empty, resolve as CP (below).

o Otherwise, batter out at 1st; runners advance one base. • CP: If squeeze play, resolve as LB (below).

o Otherwise, it’s a close play at 1st. Roll one die. If result is < = bunter’s BFH rating, batter is safe at 1st with a bunt single. If result > bunter’s BFH rating, he is out at 1st, but runners still advance one base.

• S2: If squeeze play, batter reaches strike-two count; runner on 3rd must attempt to steal home via the Stealing Chart; all other runners advance one play. Re-roll batter matchup with the strike-two penalties listed directly below.

o Otherwise, batter reaches strike-two count, and the offensive manager has an opportunity to call of the bunt play, in which case, the batter re-rolls the matchup as a regular “bat-for-hit” matchup. If the offensive manager does not call off the bunt play, the defense will be better prepared for the bunt, and the bunter runs a greater risk of fouling out. Re-roll the bunt, and resolve SH results as LB (even when bunting for a hit), and S2 results become SO (strikeout).

• FC: Fielder tries for lead runner, but runner is safe. Batter reaches 1st safely on fielder’s choice. Other runners advance one base.

• E?: Roll two dice and consult the E? Possible Error Chart, which is included alongside the Play At Lead Base Chart. • LB: Play at lead base. Defensive manager’s choice:

o Throw out batter at 1st; allow other runners to advance one base. o Attempt to throw out lead runner via the Play At Lead Base Chart.

BUNTING PLAY AT LEAD BASE / E? POSSIBLE ERROR CHARTS

Play At Lead Base E? Possible Error

Runner’s Runs GL FC 0-59: Roll one die. If result is > fielder’s Error rating, he throws wildly to 1st. Batter is credited a single and given

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6+ 00-07 08-99throws wildly to 1st. Batter is credited a single and given 2nd base on an error. Runners advance two bases. Otherwise, the fielder makes the play at 1st (batter out), but runners advance one base. 60-84: Roll one die: If result is > fielder’s Error rating, he boots the ball for an error. Batter safe at 1st. Runners advance one base. Otherwise, fielder makes the play at the lead base. Lead runner is out. Batter is safe at 1st. Other runners advance one base. 85-99: Roll one die: If result is > fielder’s Error rating, he makes wild throw to lead base. Batter safe at 2nd on error. Runners advance two bases. Otherwise, fielder makes play at lead base. Lead runner out. Batter safe at 1st. Runners hold.

5 00-14 15-99

4 00-29 30-99

3 00-44 45-99

2 00-59 60-99

1 00-74 75-99

0 00-89 90-99

<0 00-99

GL: Lead runner out; batter safe at 1st; other runners advance one base

FC: Fielder tries for lead runner, but runner is safe. Batter reaches 1st safely on fielder’s choice. Other runners advance one base.

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INJURY CHART

Durability Minor Extended 50% DL 100% DL

9 00-99

8 00-69 70-79 80-89 90-99

7 00-49 50-59 60-79 80-99

6 00-29 30-39 40-69 70-99

5 00-09 10-29 30-59 60-99

4 00-19 20-49 50-99

3 00-19 20-39 40-99

2 00-19 20-29 30-99

1 00-19 20-99

INJURY CHART KEYMinor: Roll one die. If the result is < than the player’s Durability rating, he is uninjured. If the result is >= the player’s Durability rating, he must be removed from the game. The player will miss an additional number of days equal to the difference between the roll and his Durability rating. After sitting out the required number of days, the player is considered “day to day” (see DTD below).

Extended: Roll two dice. Add the digits together, rather than reading them as a two-digit number (i.e., results of 4 and 7 would equal 11, not 47). If the result is < than the player’s Durability rating, he is uninjured. If the result is >= the player’s Durability rating, he must be removed from the game. The player will miss an additional number of days equal to the difference between the roll and his Durability rating. After sitting out the required number of days, the player is considered “day to day” (see DTD below).

50% DL: If the player has 0 DL Days, resolve as Minor (above). If the player has DL Days > 0, he must be removed from the game and is out a number of days equal to his DL Days divided by 2, rounded up. After sitting out the required number of days, the player is considered “day to day” (see DTD below).

100% DL: Player is injured and must be removed from the game. If player has 0 DL Days, resolve as Minor (above) to determine if he misses any additional days. If player has DL Days > 0, he is out an additional number of days equal to his DL Days. After sitting out the required number of days, the player is considered “day to day” (see DTD below).

DTD: When a player is “day to day,” he must roll one die before the start of each game. If the result is <= his Durability rating, he is okay to play and no longer considered day-to-day. Otherwise, he is still injured and must roll again prior to the start of the next game. For each additional day a player sits out while “day-to-day,” subtract 1 from the result of his DTD rolls.

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WP&PB CHARTSBases Empty

Roll two dice and use the Foul Territory Area of the stadium. In postseason play, decrease the size of the foul territory by one grade due to temporary seating. If “Fo,” fielder is 3b for LH batter; 1b for RH batter.

Result VSmall Small Avg Large VLarge

Foul (Re-roll matchup) 0-89 0-74 0-49 0-24 0-9

Fo (Foul out) 90-99 75-99 50-99 25-99 10-99

Men On Base

Pitcher’s WP Rating Result

Catcher’s PB Rating

Ex Vg Av Fr Pr

Rare WP+ 00 00 00

WP 00 00-08 01-15 01-21 01-27

PB 09 16-18 22-27 28-36

BLK 01-98 10-98 19-98 28-98 37-98

BLK+ 99 99 99 99 99

Unlikely WP+ 00 00 00 00-01

WP 00-28 01-34 01-39 01-43 02-46

PB 29-30 35-38 40-46 44-54 47-62

BLK 31-98 39-98 47-98 55-98 63-99

BLK+ 99 99 99 99

Normal WP+ 00 00 00 00-01 00-01

WP 01-52 01-56 01-58 02-61 02-62

PB 53-55 57-62 59-69 62-76 63-83

BLK 56-98 63-98 70-98 77-99 84-99

BLK+ 99 99 99

Fair WP+ 00 00 00-01 00-01 00-01

WP 01-71 01-72 02-72 02-72 02-71

PB 72-75 73-80 73-85 73-90 72-95

BLK 76-98 81-98 86-99 91-99 96-99

BLK+ 99 99

Prone WP+ 00 00-01 00-01 00-01 00-02

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WP 01-85 02-83 02-80 02-77 03-73

PB 86-90 84-92 81-94 78-96 74-98

BLK 91-98 93-99 95-99 97-99 99

BLK+ 99

WP&PB CHART KEY• WP+: Wild pitch. Runners advance on base and may try for an extra base via the Coach’s Choice Chart, adjusting for the

catcher’s TH. • WP: Wild pitch. Runners advance one base. • PB: Passed ball. Runners advance one base. • BLK: Catcher blocks pitch in the dirt. Runners advance one base. • BLK+: Catcher blocks pitch in the dirt. With runner on 3rd, all runners hold. Otherwise, catcher fires ball behind lead runner,

catching him in a rundown. Resolve as “Rundown” on the Coach’s Choice Chart Key.

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INFIELD RANGE PLAY LOCATION CHART

Description FielderIFR Type

Lp/Ro Lsp Rsp Rp/Lo

Up the middle p 0 0 0 0

High chopper p 1 1 1 1

Line drive p 2 2 2 2

Down the line 1b 3-19 3-11 3-7 3

Slow roller 1b 20-21 12 8 4

High chopper 1b 22 13-14 9 5

Line drive 1b 23-27 15-16 10-11 6

In the hole 1b 28-36 17-24 12-19 7

In the hole 2b 37-49 25-34 20-27 8-14

Slow roller 2b 50-53 35-36 28-29 15

High chopper 2b 54-56 37-38 30-31 16-17

Up the middle 2b 57-69 39-48 32-43 18-24

Line drive 2b 70-75 49-53 44-48 25-26

Line drive ss 76-77 54-58 49-53 27-32

Up the middle ss 78-84 59-70 54-63 33-45

High chopper ss 85-86 71-72 64-65 46-48

Slow roller ss 87 73-74 66-67 49-52

In the hole ss 88-94 75-82 68-77 53-65

In the hole 3b 95 83-90 78-85 66-74

Line drive 3b 96 91-92 86-87 75-79

High chopper 3b 97 93 88-89 80

Slow roller 3b 98 94 90 81-82

Down the line 3b 99 95-99 91-99 83-99

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INFIELD RANGE CHART (Grass)Result Range Ratings

Up the middle AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

Lunging grab 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Knocked down 90-98 80-87 70-76 60-65 50-54 40-43 30-32 20-21 10

Thru for a hit 88-98 77-98 66-98 55-98 44-98 33-98 22-98 11-98

Blown call 99 99 99 99 99 99 99 99 99 99

In the hole AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

Diving stop 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Knocked down 90-98 80-87 70-76 60-65 50-54 40-43 30-32 20-21 10

Thru for a hit 88-98 77-98 66-98 55-98 44-98 33-98 22-98 11-98

Blown call 99 99 99 99 99 99 99 99 99 99

Slow roller AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

In time 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Not in time 90-98 80-98 70-98 60-98 50-98 40-98 30-98 20-98 10-98

Blown call 99 99 99 99 99 99 99 99 99 99

High chopper AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

In time 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Not in time 90-98 80-98 70-98 60-98 50-98 40-98 30-98 20-98 10-98

Blown call 99 99 99 99 99 99 99 99 99 99

Down the line AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

Diving stop 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Knocked down 90-98 80-87 70-76 60-65 50-54 40-43 30-32 20-21 10

Thru for a hit 88-98 77-98 66-98 55-98 44-98 33-98 22-98 11-98

Blown call 99 99 99 99 99 99 99 99 99 99

Line drive AA/A B C D E F G H I J

Leaping grab 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

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Over the glove 90-99 80-99 70-99 60-99 50-99 40-99 30-99 20-99 10-99

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Page 34: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

INFIELD RANGE CHART (Turf) Result Range Ratings

Up the middle AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

Lunging grab 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Knocked down 90-96 80-85 70-74 60-63 50-52 40-41 30

Thru for a hit 97-98 86-98 75-98 64-98 53-98 42-98 31-98 20-98 10-98

Blown call 99 99 99 99 99 99 99 99 99 99

In the hole AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

Diving stop 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Knocked down 90-96 80-85 70-74 60-63 50-52 40-41 30

Thru for a hit 97-98 86-98 75-98 64-98 53-98 42-98 31-98 20-98 10-98

Blown call 99 99 99 99 99 99 99 99 99 99

Slow roller AA/A B C D E F G H I J

Close play 0-20 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4

In time 21-98 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19

Not in time 90-98 80-98 70-98 60-98 50-98 40-98 30-98 20-98

Blown call 99 99 99 99 99 99 99 99 99 99

High chopper AA/A B C D E F G H I J

Close play 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

In time 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Not in time 90-98 80-98 70-98 60-98 50-98 40-98 30-98 20-98 10-98 0-98

Blown call 99 99 99 99 99 99 99 99 99 99

Down the line AA/A B C D E F G H I J

Close play 0-20 0-18 0-16 0-14 0-12 0-10 0-8 0-6 0-4 0-2

Diving stop 21-98 19-89 17-79 15-69 13-59 11-49 9-39 7-29 5-19 3-9

Knocked down 90-96 80-85 70-74 60-63 50-52 40-41 30

Thru for a hit 97-98 86-98 75-98 64-98 53-98 42-98 31-98 20-98 10-98

Blown call 99 99 99 99 99 99 99 99 99 99

Line drive AA/A B C D E F G H I J

Leaping grab 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

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Over the glove 90-99 80-98 70-97 60-96 50-96 40-96 30-96 20-96 10-96

To the wall 99 98-99 97-99 97-99 97-99 97-99 97-99 97-99

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INFIELD RANGE CHART KEY

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Page 37: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

Close Play • If infielder is playing in and runner is on 3rd: See directly below. Defense may concede hit and advancement of other

runners and throw home, forcing the runner on 3rd to attempt to score via the Coach’s Choice Chart. • If bases empty, runners on 2nd only, 3rd only, 2nd and 3rd only, or hit and run: Roll one die.

o If the result is >= batter’s Runs, the throw is just in time. Batter out at 1st; runners advance one base. o If the result < batter’s Runs, batter is safe at 1st with a single; runners advance one base.

• If runners on 1st only, 1st and 2nd only 1st & 3rd only, or bases loaded: Refer to the table below. Depending on the type of play, you will see which middle infielder turns the pivot (either ss or 2b). High chopper, slow roller, and down the line are resolves as if “bases empty, runners on 2nd only, 3rd only, 2nd and 3rd, or hit and run,” as described above. If fielder is playing in and a runner is attempting to score, the fielder must throw home, and the runner must attempt to score via the Coach’s Choice Chart.

o DP: Pivot man’s throw is in time. Runner on 1st is forced out at 2nd, batter is out at 1st (double play). o +/-: Runner on 1st is forced out at 2nd. To determine the batter’s fate, roll one die and modify the result based on

the Pivot rating of the infielder turning the pivot. If the fielder has a + Pivot rating, +3 to the roll. If the fielder has a – Pivot rating, -3 from the roll.

▪ If the result is >= batter’s Runs, the throw is just in time. Batter out at 1st; runners advance one base. ▪ If the result < batter’s Runs, batter is safe at 1st with a single; runners advance one base.

Turning Pivot Play ss 2b in the hole ss or 3b +/- in the hole 2b or 1b +/- up the middle ss DP up the middle 2b DP up the middle p +/- Play Result high chopper resolve as if “bases empty” (above) slow roller down the line

Diving Stop: Fielder makes diving stop. If ball was hit “down the line” to 3b, and there is a force out at 3rd, the 3rd baseman will make the unassisted force; batter safe at 1st; other runners advance one base. Otherwise, the fielder fires the ball to 1st, beating the batter by a step. Batter out at 1st; runners advance one base.

Leaping Grab: Fielder makes leaping grab. Batter out. Lead runner is caught off base and can’t get back in time. Double play. • Exception: Only the 3rd baseman can double up a runner on 3rd. If there’s a runner on 3rd, and the ball is caught by

someone other than the 3rd baseman, the runner on 2nd is double up; and if not, the runner on 1st. If there are no other runners to double up, then only the batter is out.

Lunging Grab: • If hit and run: Batter out at 1st. Runners advance one base. • If runner on 1st and ball fielded by 2b or ss: Double play. Runner on 1st out, batter out, other runners advance one base. • If runner on 3rd and ball fielded by pitcher: Pitcher may concede hit to batter and throw home. Runner on 3rd may attempt

to score via the Coach’s Choice Chart. • Otherwise: Fielder makes lunging grab of sharply hit ball. The fielder makes an off-balance throw that is caught by the 1st

baseman, just in time to beat the batter. Batter out at 1st. Runners advance one base.

In Time (Throw in Time): If infielder is playing in, he may attempt to throw runner out at home via the Coach’s Choice Chart. Or he may choose to throw to 1st (see below).

• Fielder charges chopper, and scoops and fires the ball to 1st just in time to beat the batter. Batter out. Runners advance one base.

Knocked Down: • If hit and run: Batter safe at 1st; runners advance one base. • If runner on 1st’s Runs < 2; batter safe at 1st; runner on 1st out at 2nd; other runners advance one base. • If runner on 1st’s Runs => 3; batter safe at 1st; runners advance one base.

Not in Time: Fielder charges chopper but bobbles the ball, and the throw is not in time. Batter is safe at 1st and credited with a single. Runners advance one base.

Over the Glove: Line drive sails over the 1st baseman’s glove. Batter is safe at 1st; runners advance two bases.

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Page 39: PSB Game Charts Booklet...(Wild Play) Chart (Men on Base) 47 Infield Range Chart Key 27 1B (Single) Chart 10 Infield Range Play Location Chart 24 2B (Double) Chart 10 Injury Chart

OUTFIELD RANGE PLAY LOCATION CHARTDescription Fielder Lp/Ro Lsp Rsp Rp/Lo

Down the line rf 0-13 0-8 0-5 0

Over the head rf 14-28 9-18 6-11 1-2

Looping liner rf 29-35 19-23 12-16 3-4

Into the gap rc rf 36-49 24-31 17-24 5-8

Into the gap rc cf 50-63 32-42 25-34 9-13

Over the head cf 64-75 43-54 35-46 14-25

Looping liner cf 76-81 55-60 47-52 26-31

Into the gap lc cf 82-86 61-70 53-63 32-45

Into the gap lc lf 87-90 71-78 64-71 46-59

Looping liner lf 91-92 79-83 72-76 60-66

Over the head lf 93-94 84-89 77-86 67-81

Down the line lf 95 90-95 87-95 82-95

Blooper 1b 96-97 96 96

Blooper 2b 98-99 97 97

Blooper ss 98 98 96-97

Blooper 3b 99 99 98-99

OUTFIELD RANGE CHART (Normal)Result Range Rating

Down the line AA/A B C D E F G H I J

Diving catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Cut off 90-98 80-87 70-76 60-65 50-54 40-43 30-32 20-21 10

Into the corner 99 88-99 77-99 66-99 55-99 44-99 33-99 22-99 11-99

Into the gap AA/A B C D E F G H I J

Diving catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Cut off 90-98 80-87 70-76 60-65 50-54 40-43 30-32 20-21 10

To the wall 99 88-99 77-99 66-99 55-99 44-99 33-99 22-99 11-99

Over the head AA/A B C D E F G H I J

Running catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

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Off the wall 90-99 80-99 70-99 60-99 50-99 40-99 30-99 20-99 10-99

Looping liner AA/A B C D E F G H I J

Shoestring 0-98 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Bounces past 80-83 70-73 60-67 50-57 40-47 30-41 20-31 10-25

Falls in for hit 90-98 84-98 74-98 68-98 58-98 48-98 42-98 32-98 26-98

Blown call 99 99 99 99 99 99 99 99 99 99

Blooper AA/A B C D E F G H I J

Running catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Falls in for hit 90-99 80-99 70-99 60-99 50-99 40-99 30-99 20-99 10-99

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OUTFIELD RANGE CHART (Slow)Result Range Rating

Down the line AA/A B C D E F G H I J

Diving catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Cut off 90-99 80-99 70-97 60-83 50-69 40-55 30-41 20-27 10-13

Into the corner 98-99 84-99 70-99 56-99 42-99 28-99 14-99

Into the gap AA/A B C D E F G H I J

Diving catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Cut off 90-99 80-99 70-97 60-83 50-69 40-55 30-41 20-27 10-13

To the wall 98-99 84-99 70-99 56-99 42-99 28-99 14-99

Over the head AA/A B C D E F G H I J

Running catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Off the wall 90-99 80-99 70-99 60-99 50-99 40-99 30-99 20-99 10-99

Looping liner AA/A B C D E F G H I J

Shoestring 0-98 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Bounces past 80 70 60-61 50-51 40-41 30-32 20-22 10-13

Falls in for hit 90-99 81-98 71-98 62-98 52-98 42-98 33-98 23-98 14-98

Blown call 99 99 99 99 99 99 99 99 99 99

Blooper AA/A B C D E F G H I J

Running catch 0-99 0-89 0-79 0-69 0-59 0-49 0-39 0-29 0-19 0-9

Falls in for hit 90-99 80-99 70-99 60-99 50-99 40-99 30-99 20-99 10-99

OUTFIELD RANGE CHART KEY

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• Diving Catch: Fielder makes fantastic diving catch! Runner on 3rd may attempt to score via COACH’S CHOICE Chart. Other runners hold.

• Running Catch: Fielder makes spectacular catch on dead run. Runners hold if “blooper.” On “over the head,” runner on 3rd scores, and runner on 2nd may attempt to advance via the Coach’s Choice Chart. Runner on 1st holds.

• Shoestring: Fielder makes spectacular shoestring catch, robbing batter of hit. If fielder has TH of -2 or lower, he guns down the lead runner for a double play. If hit and run, the lead runner is doubled up (double play). Otherwise, runners hold.

• Bounces Past: On turf, the ball bounces over the fielder’s head and to the wall. Batter is safe at 3rd with a triple and may attempt to score on the inside-the-park home run via the Coach’s Choice Chart. All other runners score.

o On grass (including normal grass), fielder makes diving attempt but the ball bounces under his glove. Batter is safe at 2nd with a double; runners advance two bases.

• Cutoff: On turf or normal grass, fielder cuts the ball off quickly. Batter safe at 1st with a single and may attempt to advance to 2nd via the Coach’s Choice Chart. Runners advance two bases.

o On slow grass, same as above, but batter may only attempt to advance to 2nd if his Runs >=4. • Falls in For Hit: On turf, the ball takes a high bounce. Batter safe at 1st with a single and may attempt to advance to 2nd via

the Coach’s Choice Chart, adding/subtracting the 2nd baseman’s TH. Runners advance two bases. o On grass (including normal grass), fielder can’t get there and batter is safe at 1st with a single. He may attempt to

advance to 2nd via the the Coach’s Choice Chart. Runners advance two bases. • Into the Corner: Line drive stays fair and rolls into the corner. Batter is safe at 2nd with a double; all runners score. Batter

may attempt to advance to 3rd if the ball was hit to right-field and his Runs >=3, or if the ball was hit to left-field and his Runs >=5.

• Off the Wall: Fielder races back but can’t catch up to deep drive, which bounces off the base of the wall. Batter is safe at 2nd with a double and may attempt to score via the Coach’s Choice Chart. All runners score.

• To The Wall: Line shot ripped into the gap goes all the way to the wall. Batter is safe at 2nd with a double and may attempt to score via the Coach’s Choice Chart. All runners score.

• Blown Call: Roll one die. o If the result is an even number, the runner is called out on a bad call. He argues with the umpire and is ejected from

the game. o If the result is an odd number, the runner is called safe on a bad call. The fielder making the play argues with the

umpire and is ejected from the game.

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DEEP FLY LOCATION CHARTType 0 1 2 3 4 5 6 7 8 9

Lp/Ro rfl* (rf) rfl (rf) rf (rf) rf (rf) rf (rf) rc (rf) rc (cf) rc (cf) cf (cf) rf (rf)

Lsp rfl* (rf) rf (rf) rf (rf) rc (cf) rc (cf) rc (rf) cf (cf) lc (cf) lc (cf) lf (lf)

Rp/Lo lfl* (lf) lfl (lf) lf (lf) lf (lf) lf (lf) lc (cf) lc (cf) lc (cf) cf (cf) lf (lf)

Rsp lfl* (lf) lf (lf) lf (lf) lc (cf) lc (cf) lc (lf) cf (cf) rc (cf) rc (cf) rf (rf)

* Ball is headed right down the foul line. Roll two dice: If the result is 0-24, the ball hooks foul. Re-roll the matchup. If the result is 25-99, the ball stays fair. Continue to the Deep Fly Chart for the result of the play.

AT THE WALL CHART

Fence HtUnadjusted Range Rating: If G or worse = Automatic HR

A B C D E F

12+

10-11 95-99 97-99 98-99 99 99

8-9 94-99 95-99 96-99 97-99 98-99 99

6-7 91-99 93-99 94-99 96-99 97-99 98-99

5 or less 89-99 91-99 92-99 94-99 96-99 97-99

DEEP FLY CHARTAdjustment: Add 1 to distance # for each new inning started by a fatigued pitcher.

Distance # Ex Vg Av Fr Pr

LF 0-18 0-45 0-72

-5 19-21 46-47 73

-4 22-24 48-49 74

-3 0-3 25-27 50-51 75

-2 4-7 28-30 52-53 76

-1 8-11 31-33 54-55 77

0 12-15 34-36 56-57 78

1 16-19 37-39 58-59 79

2 0-4 20-23 40-42 60-61 80

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3 5-9 24-27 43-45 62-63 81

4 10-14 28-31 46-48 64-65 82

5 15-19 32-35 49-51 66-67 83

6 20-24 36-39 52-54 68-69 84

7 25-29 40-43 55-57 70-71 85

8 30-34 44-47 58-60 72-73 86

9 35-39 48-51 61-63 74-75 87

10 40-44 52-55 64-66 76-77 88

11 45-49 56-59 67-69 78-79 89

12 50-54 60-63 70-72 80-81 90

13 55-59 64-67 73-75 82-83 91

14 60-64 68-71 76-78 84-85 92

15 65-69 72-75 79-81 86-87 93

16 70-74 76-79 82-84 88-89 94

17 75-79 80-83 85-87 90-91 95

18 80-84 84-87 88-90 92-93 96

19 85-89 88-91 91-93 94-95 97

20 90-94 92-95 94-96 96-97 98

21 95-99 96-99 97-99 98-99 99

Park Effects ChartTo determine the infielder attempting to make a play on the ball on a SG or RG, consult the batter’s IFR type. Lp/Ro (1b), Lsp (2b), Rsp (ss), Rp/Lo (3b).

Park 1B lcf 2B lc 2B rc 3B? SG RG HF

ARI 0-31 32-47 48-64 65-83 84-87 88-91 92-99

ATL 0-44 45-49 50-55 56-58 59-69 70-79 80-99

BAL 0-10 11-21 22-33 34-36 37-52 53-68 69-99

BOS^ 0-28 29-56 57-84 85-91 92-93 94-95 96-99

CHA 0-10 11-17 18-24 25-27 28-45 46-63 64-99

CHN 0-44 45-46 47-49 50-62 63-72 73-81 82-99

CIN 0-35 36-40 41-55 56-70 71-99

CLE 0-14 15-24 25-35 36-40 41-55 56-70 71-99

COL^ 0-31 32-55 56-80 81-92 93-94 95-96 97-99 44

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DET 0-55 59-67 68-76 77-99

FLA 0-12 13-19 20-26 27-35 36-51 52-67 68-99

HOU 0-8 9-24 25-41 42-50 51-63 64-75 76-99

KC 0-40 41-48 49-56 57-77 78-83 84-88 89-99

LAA 0-32 33 34-50 51-66 67-99

LAN 0-21 22-26 27-32 33-49 50-66 67-99

MIL 0-32 33-44 45-56 57-64 65-73 74-82 83-99

MIN 0-49 50-56 57-64 65-72 73-79 80-86 87-99

NYA 0-29 30-38 39-48 49-52 53-64 65-76 77-99

NYN 0-21 22-24 25-28 29-40 41-55 56-70 71-99

OAK 0-12 13-18 19-25 26-35 36-51 52-67 68-99

PHI 0-10 11-19 20-29 30-34 35-51 52-67 68-99

PIT 0-37 38-49 50-62 63-69 70-77 78-84 85-99

SD 0-1 2-3 4-17 18-38 39-58 59-99

SEA 0-11 12 13 14-15 16-36 37-57 58-99

SF 0-28 29-37 38-47 48-55 56-66 67-77 78-99

STL 0-9 10-11 12-13 14-17 18-38 39-58 59-99

TB 0-12 13 14-15 16-22 23-42 43-61 62-99

TEX 0-38 39-55 56-73 74-93 94-95 96 97-99

TOR 0-26 27-46 47-67 68-82 83-87 88-91 92-99

WAS 0-57 58-69 70-81 82-84 85-88 89-92 93-99

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PARK WIND & FENCE DISTANCE CHARTCOL, LAA, MIL, PIT, TB, TEX, and TOR always have no wind.

Dome stadiums: TB (always closed); ARI, HOU, MIL, SEA (roof closed whenever outside weather is hot, cold, or cloudy; wind is unaffected by roof); TOR (dome is closed whenever outside weather is hot, cold, or cloudy).

Fence distances are expressed in the following order: cross/none/straight. Roll two dice to determine the type of wind, and then record the appropriate fence distances for that wind type.

Park Cross/None/Straight LFL LF LC CF RC RF RFL

ARI 0-25/26-86/87-99 3/6/7 6/8/9 10/12/14 14/15/17 15/13/15 14/11/13 13/10/12

ATL 0-35/36-82/83-99 12/9/11 14/12/14 15/13/15 14/16/18 11/13/15 8/10/11 4/7/8

BAL 0-29/30-86/87-99 10/7/9 12/10/12 14/12/14 13/14/16 9/11/13 5/7/8 2/4/5

BOS 0-28/29-86/87/99 4/7/8 7/9/10 10/12/14 17/18/20 18/16/18 16/14/16 15/12/14

CHA 0-28/29-84/85-99 2/4/5 4/6/7 8/10/12 11/13/15 12/10/12 10/8/10 9/6/8

CHN 0-30/31-85/86-99 5/8/9 8/10/11 12/14/16 13/15/17 14/12/14 13/10/12 12/9/11

CIN 0-43/44-84/85-99 0/2/1 2/4/3 5/8/6 14/17/15 15/14/12 14/12/11 12/9/7

CLE 0-34/35-86/87-99 18/15/13 19/16/15 20/18/16 18/20/18 4/7/5 2/4/3 1/3/2

COL 7 8 10 11 9 6 5

DET 0-22/23-87/88-99 5/8/9 8/10/11 11/13/15 16/17/19 15/13/15 14/11/13 13/10/12

FLA --/0-66/67-99 -/9/8 -/11/10 -/13/15 -/17/15 -/16/14 -/13/12 -/12/11

HOU 0-30/31-82/83-99 11/8/10 13/11/13 14/12/14 13/15/17 8/10/12 4/6/8 2/4/5

KC 0-28/29-86/87-99 7/10/9 9/11/10 13/16/14 17/19/17 18/17/15 17/14/13 16/13/11

LAA 11 12 15 17 15 14 11

LAN 0-29/30-87/88-99 13/10/12 14/11/13 15/13/15 14/16/18 11/13/15 8/10/11 4/7/8

MIL 7 9 12 14 12 11 9

MIN 0-23/24-82/83-99 4/7/8 8/10/11 12/14/16 17/19/21 18/16/18 16/14/16 15/12/14

NYA 0-41/42-84/85-99 13/10/12 14/11/12 15/12/14 14/14/16 4/5/7 2/4/5 -1/1/2

NYN 0-25/26-86/87-99 16/13/15 17/14/16 18/16/18 17/18/20 13/15/17 9/11/12 7/10/11

OAK 0-31/32-81/82-99 3/6/7 7/9/10 11/13/15 18/19/21 20/17/19 19/16/18 18/15/17

PHI 0-25/26-87/88-99 16/13/15 17/15/17 18/16/18 17/18/20 6/8/10 3/5/6 1/3/4

PIT 10 13 15 16 15 13 12

SD 0-31/32-86/87-99 3/6/7 7/9/10 10/12/14 18/19/21 19/17/19 17/15/17 15/12/14

SEA 0-28/29-83/84-99 13/10/12 15/13/15 17/15/17 16/18/20 9/11/13 6/8/9 2/5/6

SF 0-26/27-84/85-99 6/9/10 9/11/12 13/15/17 18/19/21 19/17/19 18/15/17 17/14/16

STL 0-24/25-84/85-99 15/12/14 16/14/16 17/15/17 16/18/20 12/14/16 9/11/12 5/8/9

TB 12 13 14 17 12 10 7

TEX 7 8 10 11 9 6 5

TOR 6 9 11 13 11 9 8

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WAS --/0-67/68-99 -/7/8 -/10/11 -/11/13 -/14/16 -/11/13 -/10/11 -/7/8

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FENCE HEIGHT & PARK ATTRIBUTES CHARTOF type is “normal” unless otherwise noted.

Adjustments/Notes: +1 to IFR grades where noted in Infield Type column (+2 in SD). +1 to OFR grades in TB. *- Boston and Colorado have special park effects: L results on batter card become 1B lcf (or 2B lcf if the pitcher is fatigued), except on Hit & Run.

Fence Height Infield Type

Outfield Type

Foul Size

Park lfl lf lc cf rc rf rfl

ARI 9 9 10 25 10 9 9 gr/Fr Avg

ATL 8 8 8 8 8 8 8 gr/Fr Sml

BAL 7 7 7 7 7 25 25 gr/Ex Avg

BOS* 37 37 37 17 5 5 3 gr/Fr Avg

CHA 8 8 8 8 8 8 8 gr+1/Ex VLg

CHN 15 12 12 12 12 12 15 gr/Pr VSm

CIN 12 12 12 8 8 8 8 gr/Pr Lrg

CLE 19 19 19 8 8 8 8 gr/Fr Sml

COL* 8 8 8 8 8 14 14 gr/Fr Avg

DET 8 8 8 8 11 11 11 gr/Pr Avg

FLA 10 27 33 10 10 10 10 gr/Fr Avg

HOU 21 21 10 7 7 7 7 gr+1/Fr Avg

KC 8 8 8 8 8 8 8 gr/Pr Sml

LAA 8 8 8 8 8 18 18 gr/Ex slow VSm

LAN 4 8 8 8 8 8 4 gr/Ex Lrg

MIL 8 8 8 8 6 6 6 gr/Fr Avg

MIN 8 8 8 8 23 23 23 gr/Fr Avg

NYA 8 8 8 8 8 8 8 gr/Fr Sml

NYN 12 15 15 11 8 18 8 gr/Fr VLg

OAK 8 15 15 8 15 15 8 gr/Fr VLg

PHI 8 8 13 6 13 13 13 gr/Fr Avg

PIT 6 6 6 10 10 21 21 gr/Fr Sml

SD 4 4 7 7 7 12 10 gr+2/Ex Avg

SEA 16 8 8 8 8 8 8 gr+1/Ex slow Lrg

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SF 8 8 11 8 25 25 25 gr/Fr Avg

STL 9 9 9 9 9 9 9 gr/Fr slow Avg

TB 9 9 9 9 9 9 9 turf/Fr +1 VLg

TEX 14 14 14 8 8 8 8 gr/Pr Avg

TOR 10 10 10 10 10 10 10 turf/Pr Lrg

WAS 8 8 8 10 14 8 8 gr/Fr Avg

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WEATHER EFFECTS CHARTGreat Lakes-Northeast (BOS, CHA, CHN, CIN, CLE, DET, MIL, PIT, TOR)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-3 0-11 0-22 0-12 0-4

Warm 0-39 4-66 12-90 23-98 13-95 5-79 0-54

Cool 40-77 67-97 91-99 99 96-99 80-97 55-91

Cold 78-99 98-99 98-99 92-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-2 0-6 0-4 0

Warm 1-22 3-46 7-54 5-51 1-34 0-4

Cool 0-52 23-94 47-99 55-99 52-99 35-95 5-80

Cold 53-99 95-99 96-99 81-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-20 0-23 0-23 0-29 0-33 0-33 0-33

Partly Cloudy 21-46 24-57 24-62 30-72 34-72 34-67 34-63

Cloudy 47-99 58-99 63-99 73-99 73-99 68-99 64-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-10 0-14 0-20 0-21 0-16 0-10 0-3

Showers 11-40 15-41 21-37 22-31 17-28 11-30 4-30

Snow 41-46

Fog 47-54 42-46 38-42 32-36 29-34 31-35 31-36

None 55-99 47-99 43-99 37-99 35-99 36-99 37-99

Rocky Mountain (COL)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-14 0-24 0-14 0-4

Warm 0-19 0-39 15-69 25-79 15-79 5-36 0-27

Cool 20-69 40-89 70-99 80-99 80-99 37-99 28-89

Cold 70-99 90-99 90-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-4 0-14 0-9

Warm 0-14 5-55 15-64 10-74 0-29 0-24

Cool 0-59 15-84 56-99 65-99 75-99 30-89 25-79 50

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Cold 60-99 85-99 90-99 80-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-34 0-39 0-49 0-64 0-49 0-34 0-34

Partly Cloudy 35-69 40-79 50-74 65-84 50-74 35-69 35-69

Cloudy 70-99 80-99 75-99 85-99 75-99 70-99 70-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-9 0-12 0-12 0-9 0-9 0-9 0-9

Showers 10-40 13-45 13-45 10-24 10-24 10-49 10-40

Snow 41-45 41-45

Fog 46-49 46-49 46-49 25-29 25-29 41-45 46-49

None 50-99 50-99 50-99 30-99 30-99 46-99 50-99

51

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Southern California (LAA, LAN, SD)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-3 0-3 0-3 0-13 0-13 0-13 0-10

Warm 4-71 4-74 4-82 14-99 14-99 14-99 11-90

Cool 72-99 75-99 83-99 91-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0 0 0-3 0-3 0-5 0-2

Warm 1-36 1-42 1-49 4-55 4-57 6-54 3-46

Cool 37-99 43-99 50-99 56-99 58-99 55-99 47-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-40 0-36 0-47 0-70 0-73 0-60 0-53

Partly Cloudy 41-74 37-77 48-80 71-96 74-96 61-90 54-83

Cloudy 75-99 78-99 81-99 97-99 97-99 91-99 84-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-3 0 0 0 0 0 0

Showers 4-13 1-3 1-3 1 1-3 1-3 1-7

Fog 14-16 4-6 4-6 2-4 4-6 4-6 8-17

None 17-99 7-99 7-99 5-99 7-99 7-99 18-99

North (MIN)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-4 0-9 0-6 0

Warm 0-19 0-46 5-70 10-79 7-79 1-59 0-34

Cool 20-59 47-86 71-99 80-99 80-99 60-89 35-74

Cold 60-99 87-99 90-99 75-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-2 0

Warm 0-10 0-30 3-40 1-35 0-19

Cool 0-29 11-74 31-89 41-96 36-93 20-81 0-49

Cold 30-99 75-99 90-99 97-99 94-99 82-99 50-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-20 0-23 0-23 0-30 0-33 0-33 0-33

Partly Cloudy 21-47 24-57 24-63 31-74 34-73 34-67 34-63

52

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Cloudy 48-99 58-99 64-99 75-99 74-99 68-99 64-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-10 0-13 0-20 0-20 0-17 0-10 0-3

Showers 11-40 14-40 21-37 21-30 18-30 11-30 4-30

Snow 41-56 31-33

Fog 57-66 41-44 38-41 31-34 31-34 31-34 34-37

None 67-99 45-99 42-99 35-99 35-99 35-99 38-99

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Eastern Seaboard (BAL, NYA, NYN, PHI, WAS)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-3 0-19 0-35 0-26 0-13 0-1

Warm 1-50 4-74 20-99 36-99 27-99 14-84 2-57

Cool 51-88 75-99 85-99 58-91

Cold 89-99 92-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-7 0-12 0-8 0-4

Warm 0-5 1-34 8-50 13-59 9-57 5-45 0-23

Cool 6-78 35-99 51-99 60-99 58-99 46-99 24-85

Cold 79-99 86-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-27 0-27 0-30 0-30 0-33 0-37 0-40

Partly Cloudy 28-57 28-60 31-67 31-70 34-67 38-63 41-67

Cloudy 58-99 61-99 68-99 71-99 68-99 64-99 68-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-7 0-13 0-20 0-20 0-17 0-7 0-3

Showers 8-37 14-37 21-30 21-30 18-33 8-23 4-23

Fog 38-44 38-44 31-34 31-34 34-37 24-31 24-34

None 45-99 45-99 35-99 35-99 38-99 32-99 35-99

Heartland (KC, STL)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-3 0-23 0-50 0-37 0-13 0

Warm 1-61 4-79 24-99 51-99 38-99 14-99 1-65

Cool 62-89 80-99 66-99

Cold 90-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-7 0-16 0-11 0-4

Warm 0-2 1-42 8-55 17-67 12-63 5-50 0-53

Cool 3-79 43-99 56-99 68-99 64-99 51-99 54-94

Cold 80-99 95-99

Sky APR MAY JUN JUL AUG SEP OCT

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Clear 0-23 0-27 0-27 0-30 0-33 0-40 0-43

Partly Cloudy 24-50 28-57 28-60 31-70 34-70 41-67 44-70

Cloudy 51-99 58-99 61-99 71-99 71-99 68-99 71-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-20 0-23 0-23 0-23 0-20 0-13 0-7

Showers 21-37 24-37 24-30 24-30 21-27 14-27 8-27

Snow 38-39

Fog 40-43 38-41 31-34 31-34 28-31 28-32 28-32

None 44-99 42-99 35-99 35-99 32-99 33-99 33-99

55

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Florida (FLA)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-3 0-14 0-32 0-32 0-32 0-29 0-9

Warm 4-85 15-89 33-99 33-99 33-99 30-99 10-89

Cool 86-99 90-99 90-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-7 0-24 0-14 0-14 0-14 0-4

Warm 0-54 8-95 25-96 15-79 15-79 15-79 5-74

Cool 55-99 96-99 97-99 80-99 80-99 80-99 75-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-39 0-29 0-24 0-29 0-39 0-39 0-39

Partly Cloudy 40-74 30-64 25-44 30-64 40-74 40-74 40-74

Cloudy 75-99 65-99 45-99 65-99 75-99 75-99 75-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-20 0-20 0-20 0-20 0-20 0-15 0-15

Showers 21-36 21-40 21-46 21-46 21-36 16-36 16-36

Fog 37-39 41-44 47-49 47-49 37-39 37-39 37-39

None 40-99 45-99 50-99 50-99 40-99 40-99 40-99

Northern California (OAK, SF)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-3 0 0 0-3

Warm 0-51 1-58 4-66 1-65 1-66 4-72 0-63

Cool 52-99 59-99 67-99 66-99 67-99 73-99 64-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Warm 0-21 0-29 0-35 0-37 0-38 0-38 0-30

Cool 22-91 30-93 36-95 38-95 39-95 39-95 31-93

Cold 92-99 94-99 96-99 96-99 96-99 96-99 94-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-37 0-43 0-50 0-57 0-50 0-53 0-47

Partly Cloudy 38-70 44-80 51-83 58-93 51-90 54-87 48-77

Cloudy 71-99 81-99 84-99 94-99 91-99 88-99 78-99

Precip. APR MAY JUN JUL AUG SEP OCT

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Thunderstorms 0-1 0-1 0-1 0-1 0-1 0-1

Showers 2-20 2-10 2-3 0-1 2-3 2-3 2-13

Fog 21-24 11-14 4-8 14-21

None 25-99 15-99 4-99 2-99 4-99 9-99 22-99

57

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Deep South (ATL)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-3 0-20 0-37 0-27 0-10

Warm 1-72 4-85 21-99 38-99 28-99 11-97 0-71

Cool 73-99 86-99 98-99 72-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-6 0-12 0-9 0-2

Warm 0-30 1-45 7-57 13-63 10-61 3-54 0-31

Cool 31-95 46-99 58-99 64-99 62-99 55-99 32-99

Cold 96-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-33 0-30 0-23 0-20 0-23 0-33 0-47

Partly Cloudy 34-60 31-67 24-67 21-63 24-70 34-63 48-70

Cloudy 61-99 68-99 68-99 64-99 71-99 64-99 71-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-13 0-20 0-30 0-33 0-27 0-10 0-3

Showers 14-30 21-30 31-33 34-40 28-30 11-27 4-20

Fog 31-34 31-34 34-37 41-48 31-41 28-35 21-28

None 35-99 35-99 38-99 49-99 42-99 36-99 29-99

Southwest (ARI, HOU, TEX)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-3 0-10 0-67 0-93 0-90 0-47 0-10

Warm 4-81 11-99 68-99 94-99 91-99 48-99 11-99

Cool 82-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Hot 0 0-2 0-22 0-31 0-30 0-16 0-2

Warm 1-35 3-52 23-65 32-73 31-71 17-60 3-47

Cool 36-95 53-99 66-99 74-99 72-99 61-99 48-99

Cold 96-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-27 0-27 0-37 0-50 0-50 0-43 0-47

Partly Cloudy 28-53 28-63 38-77 51-83 51-83 44-73 48-70

58

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Cloudy 54-99 64-99 78-99 84-99 84-99 74-99 71-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-20 0-23 0-20 0-17 0-17 0-13 0-10

Showers 21-27 24-30 14-23 11-20

Fog 28-31 31 21 18 24 21-24

None 32-99 32-99 22-99 18-99 19-99 25-99 25-99

59

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Pacific Northwest (SEA)

Day Temp APR MAY JUN JUL AUG SEP OCT

Hot 0-1 0-3 0-2 0

Warm 0-9 0-44 2-61 4-71 3-69 1-63 0-23

Cool 10-79 45-94 62-99 72-99 70-99 64-99 24-84

Cold 80-99 95-99 85-99

Night Temp APR MAY JUN JUL AUG SEP OCT

Warm 0-8 0-31 0-37 0-35 0-31 0-4

Cool 0-71 9-86 32-95 38-95 36-95 32-93 5-79

Cold 72-99 87-99 96-99 96-99 96-99 94-99 80-99

Sky APR MAY JUN JUL AUG SEP OCT

Clear 0-11 0-9 0-11 0-16 0-19 0-17 0-16

Partly Cloudy 12-68 10-70 12-78 17-81 20-83 18-76 17-74

Cloudy 69-99 71-99 79-99 82-99 84-99 77-99 75-99

Precip. APR MAY JUN JUL AUG SEP OCT

Thunderstorms 0-1 0-1 0-1 0-1 0-1 0-1 0-1

Showers 2-39 2-28 2-31 2-18 2-28 2-35 2-57

Fog 40-45 29-33 32-34 19-21 29-31 36-40 58-72

None 46-99 34-99 35-99 22-99 32-99 41-99 73-99

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! (WILD PLAY) CHART (Bases Empty)0-199

Randomly select a pitcher who has pitched in this game, including current pitchers for both teams and excluding only pitchers who’ve already been injured. Check this player for injury.

200-204

Batter takes 1st base on balls. The catcher gets into an argument with the umpire and is ejected for arguing balls and strikes.

205-209

The umpire calls interference on the catcher, and the batter is awarded 1st base. This is considered an error on the catcher.

210-214

Batter takes 1st base on balls. The pitcher argues the call, and the umpire ejects the pitcher for arguing balls and strikes.

215-225

If catcher has PB rating of “Fr” or “Pr,” he drops the ball on strike three and it rolls all the way to the backstop. The batter is not out – he reaches 1st base on a passed ball charged to the catcher. If the catcher’s PB rating is “Ex,” “Vg,” or “Av,” he holds on to the strike-three ball and the batter strikes out.

226-230

If there are fewer than two outs, the batter strikes out on a ball in the dirt (not caught by the catcher) and takes off for 1st base. Resolve as an IFR CLOSE PLAY, adjusting for the catcher’s TH. If there are already two outs, the batter strikes out swinging on a ball caught just off the ground. As the fielding team heads for the dugout, the batter sprints down to first, and the umpire rules that the catcher trapped the ball, no catch, and batter is safe at 1st with an error charged to the catcher.

231-234

A player on the batting team gets kidney stone. Roll one die to determine the player: 1 (p), 2 (c), 3 (1b), 4 (2b), 5 (3b), 6 (ss), 7 (lf), 8 (cf), 9 (rf), 0 (dh or re-roll if no dh). The player must leave the game. Then roll one die to determine the number of additional days missed while passing the stone.

235-242

Batter hit by pitch (HB). If this batter has not hit a HR this game and no batter on the fielding team has been hit by a pitch this game, the batter takes 1st base and runners advance if forced. Otherwise, the batter charges the mound and a brawl breaks out! After the brawl, the umpires eject the batter, pitcher, and all players rated “Special: EJ.” Check batter and pitcher for injury. If the batter is ejected, replace him on 1st with a pinch-runner.

243-246

Pitcher is ejected for doctoring the ball! Pitcher must be removed and is suspended for five games.

247-250

Batter breaks his bat fouling out, and it’s discovered that his bat has been corked! Batter is suspended for five games.

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251-253

Pitcher obstructs the batter on his way to 1st base. The pitcher is charged with obstruction, and the batter is awarded 1st base. The pitcher is charged with an error.

254-270

If the temperature is cool or cold, the batter hits a SG (slow grounder) to the shortstop and pulls a muscle trying to beat the throw. Check the batter for injury. The batter may continue to play during this injury, although only as a pinch-hitter or DH – he may not field. Also, his Runs, Stealing, and Jump ratings are reduced by 2 for the duration of the injury. If the temperature is warm or hot, the play is a regular SG to shortstop.

271-281

Batter hits a slow chopper and is thrown out at 1st base. He steps on the bag awkwardly and must check for injury.

282-289

Resolve as a HG to shortstop. The shortstop twists his back on the play and must check for injury.

290-297

Resolve as a HG to 2nd baseman. The 2nd baseman twists his back on the play and must check for injury.

298-305

Resolve as a HG to 3rd baseman. The 3rd baseman twists his back on the play and must check for injury.

306-325

The pitcher’s energy is sapped. An unfatigued pitcher becomes fatigued. A fatigued pitcher must now use the emergency pitcher card. Re-roll the matchup.

326-336

Batter is hit by pitch (HB) and takes exception, nearly causing a brawl to break out. If one of the fielding team’s batters is hit later in the game, the umpire assumes retaliation and will eject the pitcher. All subsequent HB, from that point forward, will result in the pitcher being ejected.

337-346

Resolve as IFR. The fielder pulls a muscle attempting to make a play on the ball. Check for injury after the play is resolved.

347-357

Blooper hit into shallow left-field. The shortstop and left-fielder collide trying to make the play. Resolve the play as an OFR blooper using the fielder with a better Range (ss or lf). Check both fielders for injury.

358-368

Blooper hit into shallow right-field. The 2nd baseman and right-fielder collide trying to make the play. Resolve the play as an OFR blooper using the fielder with a better Range (2b or rf). Check both fielders for injury.

369-373

Resolve as SG to shortstop. Batter slides head-first into the bag, trying to beat the throw. Check batter for injury.

374-384

Foul ball strikes the on-deck hitter. Check the next batter in the lineup for injury. Re-roll the matchup.

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385-439

Pitcher develops arm trouble. Check for injury. Re-roll the matchup.

440-464

Foul tip ricochets off catcher. Check for injury. Re-roll the matchup.

465-474

The 3rd baseman falls into the dugout attempting a spectacular catch of a foul ball. Roll 1 die: On an even roll, he holds on to the ball; the batter is out. On an odd roll, he drops the ball – re-roll the matchup. In either case, check the 3rd baseman for injury.

475-484

The 1st baseman falls into the dugout attempting a spectacular catch of a foul ball. Roll 1 die: On an even roll, he holds on to the ball; the batter is out. On an odd roll, he drops the ball – re-roll the matchup. In either case, check the 1st baseman for injury.

485-504

The pitcher is hit by a sharp grounder, sending the ball rolling toward the shortstop (if right-handed batter) or the 2nd baseman (if left-handed batter). Resolve as an IFR slow roller to ss (if RH batter) or 2b (LH batter). Check pitcher for injury.

505

Pitcher is hit by stinging line drive, and the ball caroms into dugout. Batter is awarded 2nd base and is credited with a double. Check pitcher for injury.

506-535

Batter fouls the ball off his foot. Check for injury. If injured, the batter must be replaced by a pinch-hitter who continues the at-bat. Either way, re-roll the matchup.

536-558

Long drive causes the center-fielder to crash into the outfield wall. Check the center-fielder for injury. Resolve as OFR “over the head” to center-field. If the center-fielder is injured, the batter gets a +1 to his Runs, and the ball is fielded by the left-fielder if the batter is right-handed; the right-fielder if the batter is left-handed.

559-573

Pitcher develops a blister and must be removed from the game. Do not check for injury.

574-586

Long drive causes the left-fielder to crash into the outfield wall. Check the left-fielder for injury. Resolve as OFR over the head to left-field. If the left-fielder is injured, the batter gets a +1 to his Runs, and the ball is fielded by the center-fielder.

587-599

Long drive causes the right-fielder to crash into the outfield wall. Check the right-fielder for injury. Resolve as OFR over the head to right-field. If the right-fielder is injured, the batter gets a +1 to his Runs, and the ball is fielded by the center-fielder.

600-614

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Randomly select one player rated “Special: VET.” The player may be on either team and does not need to be in the lineup. If the player is currently playing, he informs the manager he cannot continue, and he must be replaced. If the player is not currently playing, he informs the manager he cannot play today. Do not check for injury in either case.

615-619

Batter strikes out and pulls a rib cage in the process. Check for injury.

620-629

Batter hits a groundball to the 1st baseman, who flips the ball to the pitcher, covering 1st. The batter and the pitcher collide at 1st base. Resolve as a collision on the Coach’s Choice Chart. Check the batter and the pitcher for injury.

630-632

Pitcher and the catcher miscommunicate, and the home-plate umpire is hit by the ball as a result. The home-plate umpire leaves the game, and the remaining umpires hold a grudge against the team for the rest of the game. Any “blown calls” automatically go against the team.

633-639

If the game is being played in a dome or with a closed roof, glare gets in the batter’s eyes and he strikes out. Otherwise, if the game is being played ruing the day, a swarm of bees encircles the batter’s box, distracting the batter and causing him to strike out. Or if the game is being played at night, a swarm of insects descends on the pitcher’s mound, distracting the pitcher and causing him to walk the batter.

640-642

If the game is being played in a dome or with a closed roof, the batter hits a high fly ball that strikes an object hanging from the roof and falls in for a double. Otherwise, the batter hits a line drive that strikes a bird and falls in for a single.

643-647

If the game is currently in the 8th or 9th inning of a day game, or the 1st or 2nd inning of a night game, and the game is not being played in a dome or with a closed roof, the center-fielder loses the ball in the twilight sky and is hit in the face by a line drive! The batter is credited with a double. Check the center-fielder for injury. If the game is being played outside of the 8th or 9th inning of a day game / 1st or 2nd inning of a night game, the center-fielder makes the catch and the batter is out.

648-652

Roll to determine the fielder attempting to make a play on the ball. 0-1 (1b), 2-4 (2b), 5-7 (ss), 8-9 (3b). If the game is being played on a field in poor or fair condition, a routine groundball takes a bad hop and hits the fielder in the face for an infield single. Check the fielder for injury. If the field’s condition is average or better, resolve the play as a RG.

653-667

If the game is being played on a field in poor or fair condition, the batter hits a groundball single to left-field. Otherwise, he hits a RG to shortstop.

668-669

Grounder gets caught in the webbing of the pitcher’s glove. He takes the glove off and throws the glove (with the ball inside it!) to 1st base for the out.

670-672

If the catcher has a PB of “Pr,” he drops what would have been the third-strike curveball, and the batter advances to 2nd base on the passed ball. Otherwise, the batter strikes out.

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673-694

Batter surprised everyone, including his manager, and tries to bunt for a hit! Resolve as a play on the Bunting Chart, adding 3 to the batter’s Bunts rating.

695-698

Grounder up the middle strikes the umpire and bounces away from the infielders. Batter is credited with a single and may attempt for 2nd base via the Coach’s Choice Chart.

699-748

A weather front passes through. Go to the Weather Effects Chart and re-roll all weather effects. If the game is delayed, both pitchers stiffen up and must be removed from the game. Do not roll for injury. The batter replays his matchup when play resumes.

749-763

If the temperature is warm, the batter hits a single to lcf. If the temperature is cold, he hits a RG to the pitcher. For all other temperatures, re-roll the matchup.

764-793

If the game is currently in the 8th or 9th inning of a day game, or the 1st or 2nd inning of a night game, and the game is not being played in a dome or with a closed roof, and the range of strikeout results on the pitcher’s roll-result table is equal to or greater than 100, then the batter strikes out due to twilight conditions. Under all other conditions, the pitch is fouled off and the matchup is re-rolled.

794-796

Batter hits a dribble in front of home-plate and is hit in the shoulder by the catcher’s throw to 1st. Roll one die. If the result is an odd number, the umpire calls the batter out for running outside the baselines; if the result is even, the batter is safe at 2nd and the catcher is charged with an error.

797-799

Batter hits a scorching line drive just in front of the right-fielder. Batter is safe at 1st if his Runs <1 or the right-fielder’s TH <-2. If the batter’s Runs =>1 and the right-fielder has a TH of =>-2, the batter may be thrown out at 1st. He is out on a roll of 0-3 if the fielder’s TH is -2; 0-5 if TH -3; 0-7 if TH -4. Otherwise, he is safe at 1st with a single.

800-804

Catcher fails in an attempt to catch a high pop foul near the opposing team’s dugout. The opponents do not help the catcher, and he crashes into the dugout bench. Check catcher for injury, along with all players in the dugout rated “Special: VET.” Re-roll the matchup.

805-813

Batter hits RG to shortstop and is thrown out at 1st. He attempts to spike the 1st baseman with his cleats, and in the process, both players are potentially injured. Check both for injury.

814-828

If the game is being played in foggy conditions, the center-fielder loses a high fly ball and the batter makes it home with a standup, inside-the-park homerun! If the game is being played in snow or on a wet field, the center-fielder slips and falls down chasing after the ball lined into the gap in right-center. The batter is safe at 3rd with a triple. Under all other conditions, the batter flies out with a HF.

829-838

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If no players have been hit by pitch (HB) yet this game, ignore and re-roll matchup. Otherwise, last player to be hit by a pitch develops a bruise and must be removed from the game. Do not check for injury. Re-roll the matchup.

839-843

Use the Infield Range Play Location Chart to determine the fielder attempting to make a play on the ball. This fielder is hit in the forearm by a sizzling line drive. If the pitcher, then the batter is safe at 1st with an infield hit. Otherwise, the ball caroms towards the adjacent fielder (3b / ss; 2b / 1b) – resolve as an IFR “line drive.”

844-849

Pitcher who started away team’s last game reports a stiff shoulder. Check for injury. Re-roll matchup.

850-855

RG to shortstop; batter is out. If batter is rated “Special: ROOK,” he fails to run out the groundball and is removed from the game by his manager.

856-862

If a player on the fielding team struck out to end the previous half-inning, he starts jawing at the umpire about balls and strikes and is ejected from the game. Re-roll the matchup.

863-872

If the temperature is hot, the pitcher is forced from the game after having difficulty breathing due to heat stroke. If the pitcher is rated “Special: VET,” he is unavailable for the next two days. If the pitcher is rated “Special: ROOK,” he is sent down to the minors for 10 days. If the temperature is not hot, then the pitcher’s fatigue rating is reduced by 1 inning, and he is charged with an additional EBF.

873-882

A player on the home team will strain his abdominal muscles tomorrow during pre-game batting drills. Roll one die to determine the player: 1 (p), 2 (c), 3 (1b), 4 (2b), 5 (3b), 6 (ss), 7 (lf), 8 (cf), 9 (rf), 0 (dh or re-roll if no dh). The player does not need to leave this game, but will be unavailable for the next game. Check for injury, adding one day to the result. Player may pinch-run only during the injury. Re-roll the matchup.

883-885

If the away team is currently batting, a heckler begins harassing the home-team fielder who was the final batter of the last half-inning. If this player has been removed, ignore the result and re-roll the matchup. Otherwise, the player becomes irate and has to be restrained by his teammates. His manager removes him from the game. If the home team is currently batting, a fan throws on object on to the field, striking the last visiting-team outfielder to bat in the game. His manager removes him as a precautionary measure.

886-893

Batter hits a foul pop-up behind home-plate – resolve using the WP&PB (Bases Empty) Chart. The catcher runs into the railing while chasing down the ball. Check for injury. Catcher may play through injury but must add +2 to TH for the duration of the injury.

894-898

A player on the visiting team will bruise his knee later tonight when stepping on the team bus. Roll one die to determine the player: 1 (p), 2 (c), 3 (1b), 4 (2b), 5 (3b), 6 (ss), 7 (lf), 8 (cf), 9 (rf), 0 (dh or re-roll if no dh). The player does not need to leave this game, but he may be unavailable for the next game. Check for injury.

899-903

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Batter’s bat explodes and a shard hits the pitcher’s arm. The ball is fielded by the shortstop, who throws out the batter at 1st. Check pitcher for injury. If the pitcher is injured, the batter is overcome with guilt and must leave the game. Do not check the batter for injury.

904-908

A player on the home team is suffering from the flu and must leave the game. Roll one die to determine the player: 1 (p), 2 (c), 3 (1b), 4 (2b), 5 (3b), 6 (ss), 7 (lf), 8 (cf), 9 (rf), 0 (dh or re-roll if no dh). The player must sit out the following day, but will be available after that. Do not check for injury.

909-913

High fly ball to the outfield. Roll one die to determine the fielder. 0-2 (lf), 3-6 (cf), 7-9 (rf). The fielder drops the ball and the batter is safe at 1st on an error. The fielder is taken out of the game with blurred vision. Do not check for injury.

914-917

If a day game in an open-roofed/ non-domed stadium, a freak weather front causes a rain delay for several hours. When play resumes, both teams must replace their pitchers. Re-roll temperature on the Weather Effects Chart. Re-roll wind on the Park Wind & Fence Distance Chart. Resume play with same batter and new pitcher. If a night game in an open-roofed/ non-domed stadium, a transformer explodes on a bank of lights. The game is suspended and must be rescheduled. If the game is being played in a park with a retractable roof, a freak weather front rolls in but the roof malfunctions. Re-roll weather using the Weather Effects Chart, assuming cloudy skies and rolling for precipitation. If rain, the game is suspended and must be rescheduled. If the game is being played in a dome stadium, material from the roof structure falls onto the field, causing play to be suspended. The game must be rescheduled.

918-951

If any player on the fielding team has been hit by a pitch this game, the current pitcher takes it upon himself to retaliate. He throws a high and hard pitch that just misses the batter’s head! If either the batter or the pitcher have the special Hot symbol, a brawl ensues, and both the batter and the pitcher are ejected and given 5-game suspensions. Otherwise, the umpires warn both teams and any further HB results will result in the immediate ejection of the pitcher. Re-roll the matchup.

952-966

Umpire blows the call on a 3-2 pitch. Roll one die. If the roll is even, the batter strikes out. If the roll is odd, the batter walks. If the call goes against a player (the batter or pitcher) rated “Special: EJ”, he gets into an argument and makes contact with the umpire, resulting in an ejection and a two-game suspension.

967-981

Randomly select one player from the visiting team who has not appeared in this game. If a batter, then randomly select an additional batter from the batters who’ve appeared in this game. If a pitcher, then randomly select an additional pitcher from the pitchers who have appeared in this game. The two selected players have violated league rules and are subject to 15-day suspensions. If either player is rated “Special: EJ,” then that player is suspended for an additional 10 days. The suspensions will begin following the completion of the current game.

982-996

Randomly select one player from the visiting team who is rated “Special: EJ.” This player will miss the following game for personal reasons.

997-999

After the game, a player on the winning team accidentally injures himself while celebrating. Randomly select a player from the winning team, including players who did not play in the game. Check the player for injury.

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! (WILD PLAY) CHART (Men on Base)0-199

If the pitcher is rated “Special: WP,” he throws a wild pitch. Resolve as WP+ on WP&PB Chart, using pitcher’s WP rating. Otherwise, randomly select a pitcher who has pitched in this game, including current pitchers for both teams and excluding only pitchers who’ve already been injured. Check this player for injury. Re-roll matchup.

200-203

Popup to fielder nearest the lead runner. Batter is out. If less than two outs, the lead runner mistakenly thinks there are two outs and is tagged out after walking off the bag. Double play. Other runners hold.

204-208

The umpire calls interference on the catcher, and the batter is awarded 1st base. This is considered an error on the catcher.

209-213

Batter takes 1st base on balls. Pitcher argues with umpire and is ejected for arguing balls and strikes.

214-224

If catcher has PB rating of “Fr” or “Pr,” he drops the ball on strike three and it rolls all the way to the backstop. The catcher is charged with a passed ball. Batter is safe at 1st if there are two outs or no runner on 1st. Otherwise, batter is out at 1st; runners advance one base. If the catcher’s PB rating is “Ex,” “Vg,” or “Av,” he holds on to the strike-three ball and the batter strikes out. Runners hold.

225-229

Batter strikes out on pitch that sails over catcher’s head. Batter is safe at 1st if there are two outs or no runner on 1st. Otherwise, batter is out; runners advance one base.

230-249

Resolve as SG ss. If the temperature is cool or cold, batter pulls a muscle tying to beat the throw. Check him for injury. Batter may play during injury, but he may not field. He may only play as a DH or pinch-hitter. If the temperature is warm or hot, the batter is not injured.

250-254

Batter takes 1st base on balls. The catcher gets into an argument with the umpire and is ejected for arguing balls and strikes.

255-259

If a player on the offensive team’s bench is rated “Special: EJ”, he is ejected from the game for yelling from the dugout about balls and strikes. If more than one player on the offensive team’s bench is rated “Special: EJ”, then the home team may select which of the players is ejected. Re-roll matchup.

260-263

Wild pitch. Runners advance one base. If runner on 3rd, batter frantically waves him home, potentially injuring his shoulder. Check batter for injury. Re-roll matchup.

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264-273

Batter is hit by pitch (HB) and removed from the game for precautionary X-rays. He must be replaced with a pinch-runner. X-rays will come back negative and player will be available to play the next game.

274-279

Fly ball is caught at the warning track in right-field. Batter is out. If less than two outs, the lead runner tags up and advances. The defensive manager appeals that the runner left the bag early, prior to tagging. Roll one die. If the result is < the lead runner’s Runs, the call on the field is overruled and the runner is called out. Otherwise, lead runner advances, other runners hold.

280-303

If lead runner is on 3rd, ignore the result and re-roll the matchup. Otherwise, if lead runner has unadjusted Jump > 0 and pitcher has Pickoff >=3, the pitcher tries to pick off the runner with a questionable move that’s a borderline balk. Roll one die. If the result is odd, the umpire calls the pitcher for a balk. All runners advance one base; re-roll the matchup. If the result is even, then the move is ruled legal. Resolve the play as a Pickoff-Holds on the Jump Chart, using the runner’s Jump and the pitcher’s Hold. If the runner is picked off, he argues the call with the umpire and is ejected. If the ejected player is rated “Special: EJ”, he is suspended for an additional two games.

304-316

Roll to determine the fielder attempting to make a play on the ball. 0-1 (3b), 2-4 (ss), 5-7 (2b), 8-9 (1b). The fielder charges a slow grounder but bobbles the ball. Resolve as Close Play at 1st, unless fielder is playing in, in which case the close play will be at home. Other runners advance one base and have the choice to advance an additional base with a -2 penalty to Runs. If no out is recorded on the play, score it as an error.

317-334

If runner on 1st, the shortstop fields the ball and flips it to 2nd for the force, but the 2nd baseman is taken out by a hard slide. Check the 2nd baseman and the runner for injury. If no runner on 1st, then resolve as a RG ss.

335-352

If runner on 1st, the 2nd baseman fields the ball and flips it to the shortstop at 2nd for the force, but the shortstop is taken out by a hard slide. Check the shortstop and the runner for injury. If no runner on 1st, then resolve as a RG 2b.

353-362

Resolve as IFR. The fielder pulls a muscle attempting to make a play on the ball. Check for injury after the play is resolved.

363-386

Unfatigued pitcher gets second wind. Subtract two EBF and 2 earned runs from the pitcher for fatigue purposes. This adjustment can give the pitcher negative totals. If pitcher is already fatigued, ignore this result. Re-roll the matchup.

387-402

If catcher has Pickoff >0, he catches a base-runner off-guard and fires a throw behind the runner. If there are multiple base-runners, choose in this order: 3rd base, 1st base, 2nd base. Resolve as a Pickoff-Holds on the Jump Chart, using the runner’s Jump and the pitcher’s Hold.

403-422

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Pitcher is hit by a sharp grounder, slowing down the ball. Resolve as an IFR slow roller to shortstop (if right-handed batter) or 2nd baseman (if left-handed batter), and subtract 2 grades from the fielder’s Range. Pitcher is uninjured, but shaken up. Reduce Fatigue by 1 for starters; 3 for Long relievers; Middle and Short relievers become fatigued immediately.

423-424

2nd baseman makes diving grab of a line drive. Batter is out. If runner on 2nd, the 2nd baseman steps on the bag for the double play. If there is also a runner on 1st with Runs <=2, the 2nd baseman tags him for the unassisted triple play! Otherwise, all other runners hold.

425-430

Roll to determine the fielder attempting to make a play on the ball. 0-2 (lf), 3-6 (cf), 7-9 (rf). Resolve as OFR over the head. If “off the wall” result with less than two outs, the lead base runner gets a terrible read and must attempt to advance two bases via the Coach’s Choice Chart.

431

Batter takes 1st base on ball. If runner on 1st with no runner on 2nd, the runner on 1st runs on the pitch. The catcher throws and the runner over-slides the bag! Resolve as an attempted stolen base using the Stealing Chart.

432-441

Roll one die to determine middle-infielder. If roll is even (ss), if roll is odd (2b). Fielder attempts diving catch of blooper into center-field. Check fielder for injury. Resolve as OFR blooper. If ball is caught, runner on 3rd base may attempt to tag up and score via the Coach’s Choice Chart. If fielder is injured, runners receive +2 bonus to attempts to advance. Use the center-fielder’s TH in the event of an injury to the middle-infielder.

442-456

Roll to determine the fielder attempting to make a play on the ball. 0-2 (lf), 3-6 (cf), 7-9 (rf). Outfielder attempts diving catch of soft liner. Check outfielder for injury. Resolve as OFR looping liner. If fielder is injured, he is unable to double off any runners on catch and runners receive +2 bonus to attempts to advance. Ignore outfielder TH as well.

457-511

Pitcher develops arm trouble. Check for injury. Re-roll the matchup.

512-540

Foul tip ricochets off catcher. Check for injury. Re-roll the matchup.

541-555

The 3rd baseman falls into the dugout attempting a spectacular catch of a foul ball. Roll 1 die: On an even roll, he holds on to the ball; the batter is out; runners hold. On an odd roll, he drops the ball; runners advance one base; re-roll the matchup. In either case, check the 3rd baseman for injury.

556-570

The 1st baseman falls into the dugout attempting a spectacular catch of a foul ball. Roll 1 die: On an even roll, he holds on to the ball; the batter is out; runners hold. On an odd roll, he drops the ball; runners advance one base; re-roll the matchup. In either case, check the 1st baseman for injury.

571-575

Pitcher is hit by stinging line drive, and the ball caroms into dugout. Batter is awarded 2nd base and is credited with a double. Check pitcher for injury.

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576-603

Batter fouls the ball off his foot. Check for injury. If injured, the batter must be replaced by a pinch-hitter who continues the at-bat. Either way, re-roll the matchup.

604-619

Long drive causes the center-fielder to crash into the outfield wall. Check the center-fielder for injury. Resolve as OFR over the head to center-field. If the center-fielder is injured, the batter gets a +1 to his Runs, and the ball is fielded by the left-fielder if the batter is right-handed; the right-fielder if the batter is left-handed.

620-635

Batter strikes out. Pitcher celebrates, and batter takes exception. At the conclusion of the current half-inning, the batter and the pitcher will get into an argument and need to be restrained. Both teams are warned, and if any batter is hit for the remainder of the game, the pitcher who hits him will be ejected.

636-650

Pitcher develops blister and must be removed from game. Do not check for injury.

651-666

Long drive causes the left-fielder to crash into the outfield wall. Check the left-fielder for injury. Resolve as OFR over the head to left-field. If the left-fielder is injured, the batter gets a +1 to his Runs, and the ball is fielded by the center-fielder.

667-682

Long drive causes the right-fielder to crash into the outfield wall. Check the right-fielder for injury. Resolve as OFR over the head to right-field. If the right-fielder is injured, the batter gets a +1 to his Runs, and the ball is fielded by the center-fielder.

683-697

Randomly select one player rated “Special: VET.” The player may be on either team and does not need to be in the lineup. If the player is currently playing, he informs the manager he cannot continue, and he must be replaced. If the player is not currently playing, he informs the manager he cannot play today. Do not check for injury in either case.

698-703

Batter strikes out and pulls a rib cage in the process. Check for injury.

704-713

Batter hits a groundball to the 1st baseman. If the 1st baseman is playing in, and there’s a runner on 3rd, the 1st baseman throws home, and the runner and catcher collide. Otherwise, the 1st baseman fields the ball and flips is to the pitcher, who is covering 1st. The batter and the pitcher collide at 1st base. Resolve as a collision on the Coach’s Choice Chart. Check the batter and the fielder (either the catcher or the pitcher) for injury. Base-runners advance one base.

714-722

Catcher tries to pickoff a base-runner. If there are multiple base-runners, choose in this order: 3rd base, 1st base, 2nd base. Roll one die. If result > catcher’s Error rating, the catcher throws the ball into the outfield, committing an error, and runners advance two bases. Otherwise, the throw is on target but late. Re-roll the matchup.

723-727

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If the game is being played on a field in any condition other than poor: RG ss. If the game is being played on a field in poor condition, roll one die to determine the fielder: 0-1 (1b), 2-4 (2b), 5-7 (ss), 8-9 (3b). A routine grounder takes a bad hop and hits the fielder in the face. Batter is safe at 1st with a single; runners advance one base. Check fielder for injury.

728-742

If lead runner is on 3rd, ignore the result and re-roll the matchup. Otherwise, if lead runner has unadjusted Jump > 0, he misses the sign and must attempt to steal. First, he must attempt to get the jump, and he must exchange results of “holds” for “bad jump.” Re-roll the matchup following the resolution of the stolen-base attempt.

743-746

If there is a runner on 3rd and no other runners on base: Batter hits groundball single to right-field. Runner scores. If there is a runner on 1st or 2nd: Grounder strikes trailing runner in the heel. Runner out. Batter safe at 1st. Runners advance if forced.

747-796

A weather front passes through. Go to the Weather Effects Chart and re-roll all weather effects. If the game is delayed, both pitchers stiffen up and must be removed from the game. Do not roll for injury. The batter replays his matchup when play resumes.

797-826

If the game is currently in the 8th or 9th inning of a day game, or the 1st or 2nd inning of a night game, and the game is not being played in a dome or with a closed roof, and the range of strikeout results on the pitcher’s roll-result table is equal to or greater than 100, then the batter strikes out due to twilight conditions. Under all other conditions, the pitch is fouled off and the matchup is re-rolled.

827-830

827-830 (a) If there is a runner on 1st... sinking liner to left of the ss. Ball skips off ss glove, but he recovers quickly, steps on the bag for the force at 2nd, but relay throw to 1st hits runner coming from 1st in leg and skids into rf. Batter safe at 2nd on error. Runners advance 2 bases. (b) All other situations... RG ss.

831-845

If the temperature is cold: RG p. If the temperature is warm: 1B lcf; runners advance two bases. Otherwise: Ignore result; re-roll matchup.

846-847

If there is no runner on 1st, ignore this result and re-roll the matchup. Otherwise, the batter miscounts the pitch-count and starts trotting to 1st after ball-three. The base-runners follow his lead and start to advance, where forced. The lead runner who would be forced to advance in the case of a walk is tagged out. Re-roll the matchup.

848-852

Liner is caught by pitcher. Batter is out. If less than two outs, pitcher tries to double off lead runner. Roll one die. If the result > pitcher’s Error rating, his throw deflects off the runner’s helmet for an error, and all runners advance two bases. If the result <= pitcher’s Error rating, the throw is on target but late. Runners hold.

853-867

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Roll to determine the fielder attempting to make a play on the ball. 0-1 (1b), 2-4 (2b), 5-7 (ss), 8-9 (3b). Batter hits hard grounder to fielder, resolve as IFR in the hole. The lead base-runner takes a bad step and may be injured. On thru for a hit result, the lead base-runner must attempt to advance two bases via the Coach’s Choice Chart. For all other results, the lead base-runner stumbles while successfully advancing one base. In either case, check the lead base-runner for injury.

868-872

If there is a runner on 3rd or no runner on 2nd, ignore this result and re-roll the matchup. If there is a runner on 2nd, but no runner on 3rd: Catcher accidentally signals pitcher to attempt “no-look” pickoff, but no one is covering 2nd base, and the ball sails into center-field. Runners advance one base automatically, and the lead runner can attempt to score via the Coach’s Choice Chart.

873-887

If there is a runner on 3rd, ignore this result and re-roll the matchup. Otherwise, the lead runner notices the pitcher isn’t paying attention to him. Add 2 to the runner’s Stealing rating, and if his adjusted Stealing is >= 9 (including all applicable adjustments), the runner automatically gets a great jump and may bypass the Jump Chart. It is up to the offensive manager whether the base-runner attempts the steal. In either case, re-roll the matchup.

888-897

Batter slices towering pop-up into foul territory. To determine the fielder attempting to make a play on the ball, find the fielder with the best Range rating among the following selections: If the batter is left-handed, select from among the 3rd baseman, shortstop, or left-fielder; if the batter is right-handed, select from among the 1st baseman, 2nd baseman, or right-fielder. If the park has very small foul territory, reduce fielder’s range by 2 grades. If foul territory is very large, increase fielder’s Range by 2 grades. Resolve the play as an OFR blooper. If the ball is caught, the runner on 3rd may tag up and attempt to score via the Coach’s Choice Chart. If the ball is not caught, re-roll the matchup.

898-907

Batter strikes out. If there are multiple runners on base; they hold. If there is a runner on 1st and no other runners on base: Batter strikes out in surprise hit-and-run attempt; runner tries to return to 1st. Roll one die. If the result <= the runner’s adjusted Stealing rating, he makes it back to 1st safely. If the result > the runner’s adjusted Stealing rating, he is caught in a Rundown. Refer to the Coach’s Choice Chart Key.

908-909

Wild pitch bounces in the dirt and gets stuck in the catcher’s chest protector. The umpire awards all runners one base. Re-roll the matchup.

910-911

Pitcher attempts to discard roughed-up game-ball, but neglects to call “time out” before tossing the ball to the umpire. The ump lets the ball roll against the backstop, and runners advance one base. The pitcher is charged with an error. Re-roll the matchup.

912-913

Pitcher drops the ball while standing on the pitcher’s mound rubber. The umpire calls a balk. Runners advance one base. Re-roll the matchup.

914-915

Pitcher drops return throw from catcher. Ball rolls away; runners advance one base. Pitcher is charged with an error. Re-roll the matchup.

916-930

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Umpire blows the call on a 3-2 pitch. Roll one die. If the roll is even, the batter strikes out. If the roll is odd, the batter walks. If the call goes against a player (the batter or pitcher) is rated “Special: EJ”, he gets into an argument and makes contact with the umpire, resulting in an ejection and a two-game suspension.

931-940

If less than two outs and batter has Ex or Vg Bunting rating, he picks up the wrong sign from the 3rd base coach and mistakenly tries to lay down a sacrifice bunt. Use the Bunting Chart to resolve the play. If there are two outs or if the batter’s Bunting rating is Av, Fr, or Pr, then he hits a squibber off the end of his bat. Resolve the play as if he was “bunting for a hit” on the Bunting Chart, and check batter for injury.

941-944

Roll to determine the fielder attempting to make a play on the ball: 0-2 (lf), 3-6 (cf), 7-9 (rf). Outfielder catches high fly ball; batter is out. If less than two outs, the fielder mistakenly thinks he’s made the third out, and starts jogging towards his dugout. Base-runners tag up and advance one base.

945-954

A player on the visiting team receives word than his expecting wife has given birth. Roll one die to determine the identity of the player, choosing from among the players in the active lineup: 1 (p), 2 (c), 3 (1b), 4 (2b), 5 (3b), 6 (ss), 7 (lf), 8 (cf), 9 (rf), 0 (dh or re-roll if no dh). The player will leave the team to be with his wife for two days, following the conclusion of this game.

955-959

A player on the home team receives word than his grandparent has passed away. Roll one die to determine the identity of the player, choosing from among the players in the active lineup: 1 (p), 2 (c), 3 (1b), 4 (2b), 5 (3b), 6 (ss), 7 (lf), 8 (cf), 9 (rf), 0 (dh or re-roll if no dh). The player will leave the team for two days, following the conclusion of this game, to be with his family and attend the funeral.

960-964

A player on the visiting team becomes ill with food-poisoning. Roll one die to determine the identity of the player, choosing from among the players in the active lineup: 1 (p), 2 (c), 3 (1b), 4 (2b), 5 (3b), 6 (ss), 7 (lf), 8 (cf), 9 (rf), 0 (dh or re-roll if no dh). The player must leave the game immediately and will miss be out the next two days due to illness.

965-966

If the previous batter is not on base, or if he got on base via walk or after being hit by pitch, then ignore this result and re-roll the matchup. Otherwise, the defensive team attempts the “hidden ball trick.” The fielder covering the trailing runner (i.e., the 1st baseman if the runner is on 1st) holds on to the ball, attempting to trick the runner into thinking the pitcher has the ball. The fielder’s plan is to tag the base-runner when he leads off, unaware that the fielder holds the ball. This play has worked fewer than 300 times in MLB history. Roll one die. On a result of 0, the hidden ball trick works, and the runner is tagged out; re-roll the matchup. On a roll of 9, the pitcher mistakenly straddles the rubber on the pitcher’s mound without the ball, and the umpire calls him for a balk. Runners advance one base; re-roll the matchup. On all other rolls, the play doesn’t work, and the fielder eventually throws the ball back to the pitcher. Re-roll the matchup.

967-981

Randomly select one player from the visiting team who has not appeared in this game. If a batter, then randomly select an additional batter from the batters who’ve appeared in this game. If a pitcher, then randomly select an additional pitcher from the pitchers who have appeared in this game. The two selected players have violated league rules and are subject to 15-day suspensions. If either player is rated “Special: EJ,” then that player is suspended for an additional 10 days. The suspensions will begin following the completion of the current game.

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Randomly select one player from the visiting team who is rated “Special: EJ.” This player will miss the following game for personal reasons.

997-999

After the game, a player on the winning team accidentally injures himself while celebrating. Randomly select a player from the winning team, including players who did not play in the game. Check the player for injury.

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