Ringer Cards
Monster League Baseball
One-page rules
Score more runs after 3 innings.
2 players · 4 batters + 2 pitchers per team
Offense: The team batting and trying to score.
Defense: The team fielding and controlling the active pitcher.
Inning: Each team takes one turn at bat.
At-bat: One batter's turn. Three outs end the offense's turn.
1 · Choose teams
- Each player takes one team: its 4 Batter Cards and 2 Pitcher Cards.
- Place 2 ability tokens on each Pitcher Card. Keep 3 runner markers nearby.
- Flip a coin. The winner chooses which team bats first. The other team starts on defense.
Offense · Make a batting line
- Line up your 4 Batter Cards in the team's listed batting order.
- The first card is the next batter.
- After each at-bat, move that Batter Card to the back of the line.
Defense · Build the diamond
- Place the next Batter Card at home, then place the other 3 at first, second, and third in batting order.
- Choose your starting pitcher. Put that card in the middle; keep the other pitcher beside the field.
- Fielding positions organize the table. They do not change results.
2 · Take one at-bat
- Offense takes the first Batter Card in its line.
- Scan the QR code and spin. Alternatively, roll one d20 and check the batter's page. Low rolls are worse; Home Run is always the highest range.
- After seeing the result, defense may spend 1 pitcher ability token.
- If the bullpen was already exhausted, offense may spin or roll a second time instead. The second result must be accepted.
- Use the final result. Move runner markers, add outs, and record runs.
- Move the Batter Card to the back of the batting line.
4 · At 3 outs, switch sides
- After 3 outs, remove all runner markers.
- The teams switch offense and defense.
- New defense lays its batting order at home, first, second, and third, with its active pitcher in the middle.
- New offense gathers home, first, second, and third into a line. The home card bats first.
- After both teams bat, the inning is complete.
5 · Finish 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.
Rolling d20
Roll one 20-sided die. Find that number in the batter's outcome table. Each face is 5%. Low rolls are worse; Home Run is highest.
3 · Batter results
Exhausted bullpen
- Your bullpen is empty after both pitchers leave the game.
- Starting with the next batter, offense may choose to spin or roll a second time after seeing the first result.
- If offense chooses a second spin or roll, it must accept the second result even when it is worse.
Rule order
- First, get the batter's result.
- If a pitcher is active, defense may spend 1 token and resolve that pitcher's ability.
- If the bullpen was already empty before the at-bat, offense may instead take one optional second spin or roll and must accept it.
Pitcher abilities
- Only the pitcher in the game can use an ability.
- Remove 1 token to use an ability. A team can use only 1 ability during an at-bat.
- Every pitcher ability is optional and happens after the batter gets a result.
- Change pitchers only between batters. A pitcher who leaves or runs out of tokens cannot return.
Pitcher cards: Windup Wanda - Double Trouble; Phantom Phil - Heads, You're Out; Rally Wraps - Double Trouble; Victor Volts - Heads, You're Out
Balanced lineups
Both teams use the same four d20 batting profiles in lineup order. Batters differ only in how Single, Double, Triple, and Home Run chances are distributed.
- Jack O. Slugger = Bad Luck Buck: 15/15/5/25/40
- Chompin Charlie = Headless Homer: 10/25/5/20/40
- Howlin' Hal = Bone Jones: 40/20/5/10/25
- Grave Dave = Corn Cobb: 50/15/5/5/25
Odds order: Single / Double / Triple / Home Run / Out.