# Monster League Baseball

## Goal

Score more runs than the other team after 3 innings. Each team bats once per inning. Three outs end a team's turn at bat.

## What You Need

- 2 players
- 4 Batter Cards and 2 Pitcher Cards per team
- 2 ability tokens per pitcher
- 3 runner markers
- A phone for the QR spinners, or one d20

## Setup

1. Each player takes one complete team.
2. Put the 4 Batter Cards in the listed batting order.
3. Put 2 ability tokens on each Pitcher Card.
4. Flip a coin. The winner chooses which team bats first.
5. The defense chooses one active pitcher. Keep the other pitcher beside the field.

## Take an At-Bat

1. Offense takes the next Batter Card.
2. Scan its QR code and spin. Alternatively, roll one d20 and use the range on the batter's page. Every d20 face is a 5% chance. Low rolls are worse; Home Run is always the highest range.
3. After seeing the result, defense may remove 1 token to use the active pitcher's ability.
4. If the defense's bullpen was already exhausted, offense may choose to spin or roll one more time. If it does, it must accept the second result.
5. Resolve the final result, then move the Batter Card to the back of the batting line.

## Batter Results

| Result | What happens |
| --- | --- |
| Single | Batter to first base. All runners move 1 base. |
| Double | Batter to second base. All runners move 2 bases. |
| Triple | Batter to third base. All runners score. |
| Home Run | Batter and all runners score. |
| Out | Add 1 out. Runners do not move. |

These are the only five batter results.

## Balanced Batter Profiles

Both teams use the same four profiles in batting-order position. A power hitter has more extra-base and Home Run chances, while a contact hitter has more Singles.

| Profile | Single | Double | Triple | Home Run | Out |
| --- | ---: | ---: | ---: | ---: | ---: |
| Slugger | 15% | 15% | 5% | 25% | 40% |
| Power | 10% | 25% | 5% | 20% | 40% |
| Balanced | 40% | 20% | 5% | 10% | 25% |
| Contact | 50% | 15% | 5% | 5% | 25% |

The Graveyard Shift and Candy Crushers each have one Slugger, one Power, one Balanced, and one Contact batter.

## Pitcher Abilities

Pitcher abilities are optional. They always happen after the batter gets a result. A team may use only one pitcher ability during an at-bat.

### Double Trouble

After the batter gets a result, remove 1 ability token. Force the batter to spin or roll again. Compare both results and use the worse result for the batter.

Windup Wanda and Rally Wraps have Double Trouble.

### Heads, You're Out

After the batter gets a result, remove 1 ability token and flip a coin.

- Heads: change the result to Out.
- Tails: keep the batter's original result.

Phantom Phil and Victor Volts have Heads, You're Out.

## Pitcher Changes and Exhausted Bullpens

- Change pitchers only between batters.
- A pitcher who leaves or runs out of tokens cannot return.
- The bullpen is exhausted after both pitchers leave the game.
- Starting with the next batter, offense may take one optional second spin or roll after seeing its first result.
- If offense takes the second result, it must accept it even when it is worse.

## Switch Sides

After 3 outs, clear the bases and switch offense and defense. After both teams bat, the inning is complete.

## End the Game

- After 3 innings, the team with more runs wins.
- If tied, play complete extra innings until one team wins.
- The game ends early if the home team takes the lead during its final turn at bat.
