Cardball

An understanding of Baseball rules is necessary to play Cardball.

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The card posistioning in Card Baseball:

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(Actual positions of ‘piles’ can be altered to adjust to your playing area, but the base posistions and Pitcher posistions should be the same as a Baseball Field)

To Start:

Deal each player seven cards.
Before each new Pitch, each player ensures that they have seven cards in their hand.

Before the game begins, determine who will bat first, and how many Innings will be played.

How to play:

The Batter plays a card face down in the |HP| Position.
The Pitcher plays a card face down in the |P| Posistion.
Pitcher then tells the Batter which Suit they have played.

Batter then has the option to:

  • Not Swing (Put the card they played back into their hand, or discard it and draw a card)
  • Swing (By turning their card face up)
  • Sacrifice (By calling “Sacrifice” prior to turning their card face up)
  • Steal (By Calling “Steal” Prior to turning their card face up)

After the batter makes their choice the Pitcher reveals their card – If the Batter chose to:

Not Swing

  • If the Pitcher reveals a 8, 9, 10, J, Q, K or A, The Pitch is a Strike. The card pitched is put into the Count Area Face Up to represent a Strike.
  • If the Pitcher reveals any other card. The Pitch is a Ball. The card pitched is put into the Count Area Face Down to represent a Ball.


Swing

If the Batter reveals a card that is the same suit, and:

  • its a 2, 3, 4, 5, 6, 7, 8, 9 or 10It is a Base Hit and the card played advances to First Base, any cards on base that are forced to advance do so.
  • its a Jack or Queen; it is a Double Hit and the card batted with advances to Second Base, any cards on base that are forced to advance do so.
  • its a King; it is a Triple Hit and the card batted with advances to Third Base, any cards on base that are forced to advance do so.
  • its an Ace; it is a Home Run, and is placed onto the Run Pile along with all other cards currently on a base.

If the Batter reveals a card that is a different suit, and the Pitcher played:

  • 2, 3, 4, 5, 6, 7; it is a Strike and the card pitched is put into the Count Area Face Up to represent a Strike.
  • an 8, 9, 10, J, Q, K, A; it is a Pop-up and the card can be Caught.
  • the Same value; it is a Base Hit.
  • 1 Higher or 1 Lower as the Batting Card; it is a Foul Ball.

Sacrifice
If the Batting player calls “Sacrifice” and reveals an Ace or King of a different suit – it is an automatic Out and placed on the Out Pile; however all cards currently on base can advance one base with the chance of being Thrown Out.

If the Batting player calls “Sacrifice” and reveals anything other than an Ace or King, then it’s just an Out.

Steal
If the Batter reveals a card that is the same value as a card currently on a base – that card can advance to the next base – with the chance of being Thrown Out.

Pop-up
When a Pop-up is hit, the Fielding player can catch that ball by playing a higher card of the same suit. The Batter cannot counter this.
The Batting player may then choose to advance their runners 1 base, at the risk of each runner being Thrown Out.

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Advancing Runners and Throwing Out.
If Swinging at a ball results in “runners” advancing, the runner cards may be moved around the diamond accordingly (Note that cards ending up on Home Plate are placed on Home Plate, and any runner advancing beyond Home Plate is placed onto the Run Pile.

After runners have advanced, the Pitcher has the opportunity to Throw Out any runners by placing a card of the same suit and higher value from their hand onto these runners (including any cards on Home Plate.) The Fielding Player may Throw out up to 3 runners for a “Single Hit“. 2 Runners for a “Double hit“, and 1 runner for a “Triple Hit“.

The Batting Player can then cancel each Throw Out attempt – by “Sliding” – that is, playing a Higher card of the same suit on to a Throw Out card. Any Runner thrown out in this way is placed onto the Out Pile.

When a Batting player successfully prevents a Throw out – the card used to counter becomes the new runner card.

*Note: The Batting player can elect to not advance a runner to it’s final plate to avoid being thrown out. For example, a batter hitting a double, can stop at first base to avoid the possibility of being thrown out on second base. Or, a if a runner is not forced to advance, and a there is a base hit, they can stay on their plate to avoid being thrown out. Another example would be a batter hitting a double hit, and the runner on second base only advances to third base to avoid being thrown out at home plate.

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Keeping Score (Count Area)

Record Strikes on the Fielding players side – by placing the pitched ball face up to the side of play. Keep Balls face down.

Record Player Outs on the Batting players side – by placing the batter card face up to the side of play.

Record the runs per innings on a separate sheet of paper – it’s best to play the full 9 innings.

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Quick Guide:
No Swing – Pitch of 8, 9, 10, J, Q, K or Ace = Strike.
No Swing – Pitch of 2, 3, 4, 5, 6, 7 = Ball.

Swing – Same Suit as Pitch and Batter plays: 2, 3, 4, 5, 6, 7, 8, 9 or 10 = Base Hit.
Swing – Same Suit as Pitch and Batter plays: J, Q = Double.
Swing – Same Suit as Pitch and Batter plays: K = Triple.
Swing – Same Suit as Pitch and Batter plays: A = Home Run.

Swing – Different Suit – Pitch of 8, 9, 10, J, Q, K or Ace = Pop-up.
Swing – Different Suit – Pitch of 2, 3, 4, 5, 6, 7, – Strike.
Swing – Different Suit and Same as the Pitch – Base Hit.

Swing – Different Suit and 1 Lower or 1 Higher – Foul Ball.