INFIELDERS

1. Line drive single off X-Fielders shin. All runners advance 1 base. If the bases were empty, the batter may try to stretch it into a double. If he goes, roll against runner's speed rating to determine if he is safe.

2. If the lead runner is on first or second, he is hit by a fair batted ball. Runner is out and batter is credited with a single. All other runners advance 1 base. If bases are empty, score as ground out to X-Fielder. If the lead runner is on third, score as ground out to X-Fielder and all runners advance 1 base.

3. Ground ball to X-Fielder. If the lead runner is not forced to run, the X-Fielder fakes the throw to first base and catches the lead runner off base. The X-Fielder chases the runner back to his base. Roll 1 die: 1-4 the runner is tagged out by the X-Fielder, 5-6 the runner makes it back to the base safely. Batter is safe and all other runners advance 1 base. If the lead runner is forced to run, he is put out by the X-Fielder (FC). If no one on base or there are 2 outs, score as a Ground Out.

4. X-Fielder makes a bobbling bare handed catch and in the process injures finger and misses rest of game.

5. Infield fly is caught. All runners hold. X-Fielder is injured during a collision and must miss remainder of game.

6. Batter pops out to the X-Fielder. Batter injures finger and must miss remainder of game.

7. Line smash off X-Fielder's glove caroms away and is scored as a single with all runners advancing 2 bases. Batter tries to stretch the play into a double, Roll using batter's running speed to see if he is safe. If he is out, consider that the runners on 2nd and 3rd scored if that was the third out.

8. The skies are threatening. For the remainder of the game, at the end of every completed inning where the game is not tied, check to see if the game is rained out. Roll 2 dice, a roll of 5, 7, or 8 results in a rainout, with the team currently ahead winning. Note, do not roll if the game is tied. Note, this rule does not take effect until at least five innings have been played and the game is not tied. This rule remains in effect for the rest of the game, no matter what the current game situation. This rule does not apply in domed stadiums. During the playoffs this rule changes. The game is only delayed and will be played in entirity. Do not roll after inning, etc.... However both pitchers currently in the game must be taken out.

9. Duck snort caught by X-Fielder. If less than 2 outs, the runners on 2nd and 3rd tag up and advance 1 base. Also, if less than 2 out, the lead runner is injured advancing and must be removed from the game. Runner on first holds and is not injured.

10. X-Fielder is injured making diving catch of a line drive. All runners hold. Roll 1 die, if even he shakes it off and is OK, if odd the X-Fielder must be removed from the game.

11. If there is a runner on first base and less than two outs, a ground ball is hit to X-Fielder who throws to second for the force. Fielder covering second is upended by rolling block and cannot complete throw to first. Umpire rules baserunner interference with both the runner on first and batter being called out (DP) other runners hold. If no runner on first and there are less than 2 outs, score as ground out to X-Fielder with all runners advancing 1 base. If 2 outs, score as ground out to X-Fielder.

12. Pop fly falls in between all fielders. Single, runners advance 1 base.

13. X-Fielder loses sight of ball while admiring celebrity in stands. Error, batter safe at first and all runners advance 1 base.

14. Rock concert at stadium last night destroys infield. Increase ballpark singles by 2 for rest of game.

15. Umpire has dinner date and "expands" strike zone for the rest of game. Decrease ballpark singles by 2 for rest of game.

16. High popup is bobbled by X-Fielder. He finally manages to catch the ball for a pop out. In the excitement, the lead runner tags up and tries to advance, but is thrown out by the X-Fielder for a DP.

17. Batter's bat shatters and the shaft flies toward X-Fielder who ducks to avoid decapitation. Ball goes past fielder for a single, all runners advance 1 base.

18. X-Fielder had one too many hot dogs before the game. Worsen his range by 1 increment for rest of game. (Can even be 5 range.)

19. X-Fielder having a great day. Improve his range by 1 increment for rest of game.

20. X-Fielder collides with another infielder while trying to make a play on a slow hit ball in the infield. He recovers to throw out the batter at first base, but the X-Fielder is injured and must miss the remainder of the game plus the next 2 games. All runners advance 1 base.

OUTFIELDERS

1. Single to X-Fielder. With 2 out, runner on first may attempt to score. Roll using runner's speed +/- X-Fielders arm, and +2 for two out. Otherwise, all runners advance 2 bases.

2. Roll one die, (1,2,or 3 = LF else 4,5,or 6 = RF) makes running catch in foul territory and falls into the stands. Batter is out. Ball declared dead and all runners advance 1 base. 1 or 2 range X-Fielder with 1-17 running makes catch and stays in field of play with no runner advancement.

3. Fly ball hits worst outfielder in head. Score as double with all runners advancing 2 bases. Outfielder is hurt and misses rest of game. (Rank outfielders by range first, and then E-rating.)

4. X-Fielder has accident at tanning salon after the game. He remains in the game but must miss next game with a severe sunburn.

5. X-Fielder makes catch in deep, deep center. All runners advance 1 base. Runner on first, who is 1-10 or slower holds base.

6. X-Fielder collides with infielder chasing pop fly. Catch is made and all runners hold. X-Fielder is injured and must miss rest of game.

7. Long fly ball down the line. Roll 1 die, odd = long foul ball into the stands, even = home run off the foul pole.

8. Wind blowing in, reduce ballpark HR by 2 increments for rest of game. Disregard in domed stadiums.

9. Wind blowing out, increase ballpark HR by 2 increments for rest of game. Disregard in domed stadiums.

10. This ball's in the gap and is rolling all the way to the wall. If X-Fielder is a 4 range, and batter is

1-15 running or faster with "N" power, it will go for an inside the park HR. Otherwise, score as a double, with all runners scoring.

11. Fly ball to X-Fielder. Runner on third scores, others hold. X-Fielder pulls up lame and will miss rest of game.

12. Single toward X-Fielder. All runners advance 1 base. Roll using X-Fielder's E-rating. If he makes any kind of error (E1, E2, or E3), the batter and all runners advance an extra base. If another 5 is rolled, consider it a cleanly fielded play.

13. Flu epidemic. Visiting team's X-Fielder is OK, but both other outfielders are sick. They can finish this game but will have to miss the NEXT game.

14. Single, runners advance 2 bases. Batter rounds first base too far and is caught off base (X-3). If third out, runners scored.

15. X-Fielder loses ball in sun and/or stadium lights. Error, batter safe at first and all runners advance 1 base.

16. X-Fielder collides with wall but holds on to the ball for the out. X-Fielder is dazed and all runners advance 2 bases before he regains his senses.

17. Stadium lawnmower breaks, grass too long. Reduce ball park singles by 2 increments for rest of game. Disregard on Astroturf.

18. X-Fielder has hang over. Worsen his fielding range by 1 increment for rest of game. Can even be 5 range.

19. X-Fielder having great day. Improve his fielding range by 1 increment for rest of game.

20. Pre-game downpour creates sloppy outfield. Increase ballpark singles by 2 increments for rest of game. Disregard in domed stadiums.

PITCHERS

1. Batter at plate and next batter HBP. Pitcher ejected and ANY pitcher hitting a batter later in this game is also ejected. If team has no more eligible pitchers left, the pitcher is ejected for next game.

2. Pitcher fields ball and throws to the catcher thinking there was a force at home. If there was not a force at home, and the catcher is 1 or 2 range, the catcher alertly fires to 1st and retires the batter with all runners advancing 1 base. Otherwise, if the catcher is 3 range or greater, the batter is safe at 1st and all runners advance 1 base. If there actually was a force at home, the pitcher has made a great play and the runner at 3rd is out at home and if the catcher is 1 or 2 range, the catcher fires to 1st for a DP. Otherwise, if the catcher is 3 range or worse, the batter is safe at 1st on a FC and all other runners advance 1 base.

3. Batter HBP. Bench clearing brawl ensues and batter, pitcher, on deck batter, and first baseman ejected.

4. Pitcher walks batter on four straight pitches and is then ejected for arguing with the umpire.

5. Runner on first picked off. If runner on first is a AAA, AA, or A stealer and second base is unoccupied, he steals second base and averts the pick off. If second base is already occupied, the runner is trapped and is out. Whether the runner on first was safe or not, all other runners hold.

6. Balk. Runners advance 1 base.

7. Rain delay. Both pitchers are immediately tired (dots are Single**) and must remain in game for a minimum of 4 more batters each before their managers finally decide to stick a fork in them. Disregard in domed stadiums.

8. Rain delay. Due to superior home team clubhouse facilities, the home team's pitcher may resume pitching normally. The visiting team's pitcher is done for the game. Disregard in domed stadiums.

9. Rain delay. Home team's pitcher gets injured clowning around on the tarp during rain delay and is out for the rest of the game. Visiting team's pitcher can resume pitching normally.

10. Hidden ball trick. Lead runner is tagged out.

11. Balk. Runners advance 1 base.

12. Record high temperatures! Both starting pitchers are immediately tired (dots are Single**) for as long as they remain in the game. Disregard in domed stadiums.

13. Pitcher ejected and suspended for 5 additional games for obscene gesture?!@$%&*!!

14. Beautiful Bunt. If batter is 1-15 running or faster he beats it out for a single, otherwise batter is out

(Ground out / Sacrifice). In either case, all runners advance 1 base.

15. Bunt double if batter is 1-16 running or faster and bases are empty. In all other situations, it is a bunt single and all runners advance 1 base.

16. Groundout 1-3. All runners advance 1 base. First baseman thinks there are 3 outs and flips ball to umpire. All runners advance an additional base on E-3. "1" range first baseman knows how many outs there are. Disregard if this was the third out.

17. Line one-hopper smashes off pitcher's leg and caroms right to first baseman for the out 1-3. Pitcher is injured and must leave the game. All runners advance 1 base.

18. Dribbler in front of plate. Roll using pitcher's E-rating. If he makes any kind of error (E1, E2, or E3), the ball is thrown wildly into RF for an error. (Consider a roll of 5 to be fielded cleanly.) Batter to second and all runners advance two bases. If the pitcher did commit an error, roll again using the RF's

E-Rating. If he makes any kind of error (E1, E2, or E3), consider it to be another error (Consider a roll of 5 to be fielded cleanly.) and the batter and runners advance another base. If the pitcher makes the initial play, score it as a 1-3 ground out with all runners advancing 1 base.

19. Roll 20-sider again. Home team has choice of ANY 1 rare play on that number from any of the four rare play charts. (You cannot choose #20 from this chart.) Note....If the rare play chosen involves an X-Fielder other than the pitcher, the team doing the choosing gets to pick the affected X-Fielder for the chart selected. For example, any infielder may be chosen for a rare play selected from the infielder rare play chart, etc...

20. Home team management receives bonus 5th round rookie pick in next year's draft. (Note, this pick will precede any "purchased" rookies.) (Limit 1 bonus pick per team per year.)

CATCHERS

1. Batter called out on strikes and is ejected for arguing with umpire.

2. Next walk, by either team, in this game results in that catcher being thrown out for arguing with umpire.

3. Batter fouls pitch off foot. He finishes this at bat and this half inning, but must be removed from the remainder of the game.

4. Catcher has nervous disorder and cannot throw the ball back to the pitcher properly. All runners on base steal.

5. Batter remains in the game but has to miss NEXTgame because of personal problems.

6. With less than two outs and first base open OR if there are two outs, drop third strike occurs. Batter is safe at first and all runners advance 1 base (credit pitcher with a strikeout and a wild pitch). Any other situation, score it as a strikeout with the batter out (runners advance 1 base if less than 3 outs).

7. Catcher remains in the game but has to miss NEXT game because of personal problems.

8. Catcher takes foul tip in the arm. He can remain in game, but increase his throwing rating by +1 for rest of the game.

9. Batter strikes out and starts argument with umpire. Batter shoves umpire during argument before he is restrained. Batter is ejected and is given an additional two game suspension. Disregard if the batter has more than 600 ABs on his card.

10. Catcher is injured by a foul tip and must be removed from the game.

11. Bunt single in front of plate. Batter advances to third on throwing error by X-Fielder and then scores on another throwing error by the RF.

12. Bunt single. "1" range catcher with minus arm throws out batter 2-3. All runners advance 1 base.

13. Bunt single. All runners advance 1 base. Roll using catcher's E-rating. If he makes any kind of error (E1, E2, or E3), consider it to be an error with all runners advancing an additional base. (Consider a roll of 5 to be fielded cleanly.)

14. Catcher throws out batter 2-3 but slips while throwing and gets injured. Must miss rest of game.

15. Game takes on special meaning. All batters must use clutch hitting effects for the remainder of the game regardless of the number of outs and/or base situations.

16. If there is a runner on first and second base is open, the runner takes off trying to steal second base. Roll 1 die. Odd, runner is safe (SB) and second baseman is ejected for arguing. Even, runner is out (OS) and is ejected for arguing. Must have been a close play? All other runners hold.

17. If there is no one on base, the batter is awarded first base due to catcher interference (E2). If there are runners on base, a balk occurs and all runners advance 1 base.

18. Bunt single down third base line, all runners advance 1 base. Roll using catcher's E-rating. If he makes any kind of error (E1, E2, or E3), consider it to be an error with all runners advancing an additional base. (Consider a roll of 5 to be fielded cleanly.)

19. Squib bunt in front of plate. If catcher has minus arm, batter is thrown out 2-3. Otherwise, it is a bunt single with all runners advancing 1 base.

20. Batter is heckled by unruly fan while batting. Can't concentrate in field for rest of game. Worsen batter's fielding rating by 1 increment. (Can even be "5" range.) Disregard if batter is DH.