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Monster League Baseball

How to Play

Score more runs after 3 innings.

Each team bats once per inning. Take turns spinning for batters until the batting team makes 3 outs.

2 players3 innings4 batters and 2 pitchers per team2 ability tokens per pitcher

Learn this first

One inning at a glance

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 · Set up the table

Choose teams and first sides

  1. Each player takes one team: its 4 Batter Cards and 2 Pitcher Cards.
  2. Place 2 ability tokens on each Pitcher Card. Keep 3 runner markers nearby.
  3. Flip a coin. The winner chooses which team bats first. The other team starts on defense.

Batting team

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.

Fielding team

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 · Play

Take one at-bat

  1. Offense takes the first Batter Card in its line.
  2. 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.
  3. After seeing the result, defense may spend 1 pitcher ability token.
  4. If the bullpen was already exhausted, offense may spin or roll a second time instead. The second result must be accepted.
  5. Use the final result. Move runner markers, add outs, and record runs.
  6. Move the Batter Card to the back of the batting line.
Rolling d20: Roll one 20-sided die and find that number in the batter's outcome table. Every face represents a 5% chance. Low rolls are worse; Home Run is always the highest range.

3 · Resolve the result

Batter results

Find the final result below. Then move the batter and runners.

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.

Both teams use these four d20 profiles in batting-order position. Every face is 5%.
ProfileSingleDoubleTripleHome RunOut
Slugger15%15%5%25%40%
Power10%25%5%20%40%
Balanced40%20%5%10%25%
Contact50%15%5%5%25%

4 · Three outs

Switch offense and defense

The cards around the diamond preserve the batting order. Gather them from home to third when that team returns to offense.

  1. After 3 outs, remove all runner markers.
  2. The teams switch offense and defense.
  3. New defense lays its batting order at home, first, second, and third, with its active pitcher in the middle.
  4. New offense gathers home, first, second, and third into a line. The home card bats first.
  5. After both teams bat, the inning is complete.

5 · Finish the game

Play 3 innings

  • 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.

Learn after the basic at-bat

Pitching and bullpen

Both teams have the same two pitcher abilities and the same exhausted-bullpen rule.

Fielding team

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.

The Graveyard Shift

Windup Wanda

Double Trouble

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

The Graveyard Shift

Phantom Phil

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 result.

The Candy Crushers

Rally Wraps

Double Trouble

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

The Candy Crushers

Victor Volts

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 result.

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.

Result order

Use this order after the batter gets the first result.

  1. First, get the batter's result.
  2. If a pitcher is active, defense may spend 1 token and resolve that pitcher's ability.
  3. If the bullpen was already empty before the at-bat, offense may instead take one optional second spin or roll and must accept it.

The starter teams

The Graveyard Shift

Batting order

  1. Jack O. Slugger
  2. Chompin Charlie
  3. Howlin' Hal
  4. Grave Dave

Pitchers

Windup Wanda · Phantom Phil

The Candy Crushers

Batting order

  1. Bad Luck Buck
  2. Headless Homer
  3. Bone Jones
  4. Corn Cobb

Pitchers

Rally Wraps · Victor Volts