CARDBALL

An understanding of Baseball rules is necessary to play Cardball.

————
The card positioning in Card Baseball:

untitled-3

(Actual positions of ‘Piles’ can be altered to adjust to your playing area, although the Base positions and Pitcher positions should emulate a Baseball Field)

Card Values in Cardball are from Ace (lowest value) to King (highest value), However an Ace has a Higher Value than a King, and only a King).

To Start:

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

Deal each player seven cards.

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

How to play:

The Batting Player places a card (“Batting Card”) from their hand face down onto the ‘HP’ Position.
The Fielding Player places a card (“Pitching Card”) from their hand face down onto the ‘P’ Position, and announces the Suit of their card placed.

(Note: it is easier if each player to continues holding their card while face down).

The Batting Player then has one option to:

  • Not Swing (And put the Batting Card back into their hand OR Places the Batting Card into the Discard Pile and Draws a Card and places into their hand.)
  • Swing (By turning their Batting Card face up)
  • Sacrifice (By calling “Sacrifice” before turning their Batting Card face up)

After the Batting Player makes their choice both the Fielding Player reveals their Pitching Card. If the Batting Player chose to:

Not Swing:

  • If the Pitching Card is an Ace to 6 = Ball. The Pitching Card is placed into the Count Area; Face Down to represent a Ball.
  • If the Pitching Card is a 7 to King = Strike. The Pitching Card is placed into the Count Area; Face Up to represent a Strike

Swing:

If the Batting and Pitching Cards are the Same Suit, and the Batting Card is:

  • Ace to 10 = Fly Ball (If Pitching Card is Ace to 6)
  • Ace to 10 = Base Hit (If Pitching Card is to King)
  • Jack or Queen; it is a Base Hit.
  • King and the Pitching Card is 7 to 8 = Double
  • King and the Pitching Card is = Triple
  • King and the Pitching Card is Jack, Queen, King = Home Run

If the Batting and Pitching Cards are a Different Suit, and the Pitching Card is:

  • 1 value Higher, the Same Value, or 1 value Lower as the Batting Card (supersedes all outcomes below) = Foul Ball
  • Ace (and Batting Card is a 3 to 6) = Hit by Pitch
  • Ace to 6 = Swing and a Miss (Strike)
  • 7 to 9 = Pop-up
  • 10, Jack, Queen, King = Base Hit

Note: The Fielding Player Draws a card after every Strike or Foul Ball.


Sacrifice:

The Batting Player can declare a “Sacrifice” just prior to revealing their Batting Card.

The Batting Card moves to first base (and any runners forced to advance). Any any runners not forced to advance, may also advance one base.

The Pitching Player may choose whether the Batting Card is automatically Out at 1st Base – OR – may attempt to throw out any one Runner by placing a “Throw Out” Card from their hand of the Same Suit and Higher Value onto that Runner for an Out.
However, this can be overturned if the the Batting Player can play “Slide Card” from their hand that is the Same suit and Higher than the “Throw Out”Card onto the “Throw Out” Card. If so, replace the “Runner Card” with the “Throw Out”Card, and discard the original “Runner Card” and the “Slide Card”.

Stealing:

First resolve the outcome of the Pitch – If the Pitch results in a Ball or Strike – Steal attempts can be made.

Caught Stealing:

  • When attempting to steal 2nd base, the Fielding Player can place a “Caught Stealing” Card of the Same Suit as the Runner Card for the Out.
    However, this can be overturned by the Batting Player by playing a “Slide Card” from their hand that is the Same Suit and Higher than the “Caught Stealing” Card. In this case, Discard the “Caught Stealing ” and “Slide” Cards.
  • When attempting to steal from 2nd base to 3rd base, the Fielding Player can place a “Caught Stealing” Card from their hand of the Same Suit for an Out. This cannot be overturned by the Fielding Player by “Sliding“.

Fly Ball:

When a Fly Ball is hit, the Fielding Player can catch the ball for an Out by playing any card from their hand onto the Field of the Same Suit and of a Higher Value than the Batting Card.
If a ball is not caught it is a Base Hit.
If a ball is Caught – The Fielding Player may then choose to Advance Runners 1 base at the risk of each runner being Thrown Out.

Pop-up:

When a Pop-up is hit, the Fielding Player can catch the ball for an Out by playing any card from their hand of the Same Suit as the Batting Card.
If a ball is not caught it is a Base Hit.
If a ball is caught – The Fielding Player cannot Advance Runners.

——–

Advancing Runners and Throw Outs

If hitting a ball results in “runners” advancing, the “Runner” Cards (cards that have moved from one base to another) may be moved around the diamond accordingly (Note that cards ending up on Home Plate are placed on Home Plate, and any runner on Home Plate at the end of a play – is a Run Scored.

After runners have advanced, the Fielding Player has the opportunity to Throw Out any runners by placing a card of the Same suit of a Higher Value from their hand onto these runners (including any cards on Home Plate.)

The Fielding Player may attempt Throw out up to 3 runners for a “Base Hit“. 2 Runners for a “Double hit“, and 1 runner for a “Triple Hit“.

Any Runner Thrown Out in this way is placed onto the Out Pile.

However – The Batting Player can cancel each Throw Out attempt – by playing a Higher Value Card Card (“Slide Card”) of the Same Suit as the Throw Out Card onto the Throw Out card.

When a Batting player successfully prevents a Throw out – the “Throw Out” Card now replaces the runner card, place the old Runner Card and Slide Card into the Discard Pile.

Note: The Batting player can elect to not advance a runner if not forced to run – 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 batter hitting a double, and the runner on second base only advances to third base to avoid being thrown out at home plate.

After each pitch…

The Fielding Player places their Pitching Card into the Discard Pile.

End of an Innings

When there are 3 Outs, place all cards currently on the field into a Discard Pile. Players keep their current cards in hand for the change over.

Empty Draw Pile

When the Draw Pile is empty. Shuffle the Discard Pile and place face down to become the new Draw Pile.

Publishers note:
5 R/G, 40 AB, 10 Hits, 2 2B, 0.5 3B, 1 HR, 1 Stolen, 0.5 Caught stealing, 4 Walks, 8 Strikeouts, 0.5 Hit by Pitch 0.5 Sacrifice. 0.5 Wild Pitches, 25 Putouts – 40 Foul Balls. 150 Pitches.