An good understanding of Baseball rules are recommended to play Cardball.
The card positioning in Card Baseball:
(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).
Before the game begins, determine who will bat first, and how many Innings will be played.
Deal each player seven cards.
When a new batter comes up to the plate, 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 puts the Batting Card back into their hand without revealing it)
- 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 the Fielding Player reveals their Pitching Card.
If the Batting Player chose to:
- 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 (Pitcher Draws a Card)
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 7 to King)
- Jack or Queen; it is a Base Hit.
- King and the Pitching Card is A to 7 = Double
- King and the Pitching Card is 8 to 9 = Triple
- King and the Pitching Card is Ten, 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 (Both players draw a card).
- Ace (and Batting Card is a 3 to 6) = Hit by Pitch
- Ace to 6 = Strike (Pitcher Draws a Card)
- 7 to 9 = Pop-up
- 10, Jack, Queen, King = Base Hit
After each pitch, The Fielding Player places their Pitching Card into the Discard Pile.
The Batting Player can declare a “Sacrifice” just prior to revealing their Batting Card.
The Batting Card is out. Any runners may also advance one base, at the risk of a Throw Out each.
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.
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 Batting Player cannot Advance Runners.
When a Pitch results in a Ball or Strike, the Batting player may choose to Steal.
- When attempting to steal 2nd base, the Batting Player has the option to first place a “Lead Off” card from their hand face down on the runner. The Fielding Player can place a “Caught Stealing” Card of the Same Suit as the Runner Card for the Out. If the Batting player chose to play a “Lead Off” card, it is revealed, if that card is the same suit and higher than the “Caught Stealing” Card, it is a successful Steal.
- When attempting to steal from 2nd base to 3rd base, no “Lead Off” card can be played. The Fielding Player can place a “Caught Stealing” Card from their hand of the Same Suit for an Out.
- You cannot steal Home Base.
If hitting a ball results in a “Base Hit”, “Double”, or “Triple”, the Batting player may advance the cards around the diamond accordingly – typical baseball rules apply eg. you advance optionally unless forced to do so etc.
Note: To avoid being thrown out (see below) – the Batting player can choose to not advance runners their full distance if not forced to do so.
For example, a batter hitting a double, can advance all runners only one base to prevent any runner being thrown out.
Or after a base hit, a runner on 2nd base isn’t forced to run – and doesn’t run – cannot be thrown out.
The Fielding Player may attempt to Throw out up to 3 runners for a “Base Hit“, 2 Runners for a “Double hit”, and 1 runner for a “Triple Hit” or “Fly Ball”.
Any Runner Thrown Out in this way is placed onto the Out Pile.
After the batting player has advanced their runners – The Fielding Player can now Throw Out any runners that advanced – by placing a card of the Same suit of a Higher Value from their hand onto these runners (including one card on Home Plate.) for outs.
(Note that cards ending up on Home Plate are placed on Home Plate, and only counted as a run after the fielding player exhausts all Throw Out opportunities.
Note: Ace can be played on King as a higher card.
“Slide Cards” and “Safe Cards”
The Batting Player can cancel one Throw Out attempt – by playing a higher value “Slide” Card of the Same Suit as the Throw Out Card onto one Throw Out card.
The “Throw Out” Card now replaces the runner card (place the old Runner Card, and Slide Card into the Discard Pile.)
The Batting Player can cancel a second Throw Out attempt – by playing a “Safe” Card of the Same Suit as the Throw Out Card onto one Throw Out card.
The “Safe” Card now replaces the runner card (place the old Runner Card, and Throw Out Card into the Discard Pile.)
Note: Ace can be played on Kings as a higher card, it then becomes the lowest card.
Once all runner advancements and throw outs are resolved – or after Strike Out, or Ball Caught – Each player draws cards until they have seven in their hand, and play moves on to the next pitch.
End of an Innings
When there are 3 Outs, place all cards currently on the field into the 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.
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.