Garcia's Blog 9/8/16- Max Rules

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JohnG

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Garcia's Blog 9/8/16- Max Rules

PostThu Sep 08, 2016 3:59 pm

Hey guys,

Occasionally we receive questions on why a result change compared to the card results. This is due to max rules and when we get these questions we link them over to previous blog posts and the 'how to read a card' pages but I thought now would be a good time to review these.

Baseball 365 uses the computer game rules plus some Max Rules that slightly change the standard board game rules and results. These are intended to improve upon minor limitations of the original board game. Max Rules could affect about 5% of all results. The rules are listed below:

Bunt for Base Hit -- This will allow a player to try and bunt for a base hit when the bases are empty. The players ability to reach base safely on this bunt is affected by a number of factors including his bunting ability, his speed and the position of the infield defense.

Improve out distribution -- This overrides some of the default outs assigned by the board game for a more realistic distribution of outs. For example, ballpark chart outs can become fly outs, pop outs, ground outs, etc. instead of just lineouts. This also causes foul outs to be distributed amongst other players including second baseman and short stops.

Improve baserunning realism -- This can alter the location of base hits for more realistic baserunning results. In addition using this will allow for more baserunning realism including a few additional coaching decisions such as deciding whether or not to send a runner home on certain ground balls.

Home field advantage -- This forces a statistical advantage of approximately 10 points (.010) on the batting average for the home team. This is the traditional major league difference between batting averages at home and on the road.

More baserunning decisions -- This allows for more baserunning decisions because it does not follow the board game rules for baserunning. The computer manager decides to send a runner from first to third on a Single* or a Single** reading. In the board game Single* means a single with runners advancing one base and Single** means a single with runners advancing two bases (it is automatic in both cases, no option exists). This also allows certain base hits to be stretched. For instance, some singles will have an option to be stretched into a double, some doubles to triples and some triples to inside the park homeruns!

Realistic throwing errors -- Throwing errors by outfielders can be committed on throws.

Allow extra pre-1920 errors -- Before 1920 fielding errors were much more prevelant than they are today. There were sometimes as many as 12 errors committed per game, quite an extraordinary number by today's standards. Due to these extremes we have normalized the pre-1920 teams to 1920 levels which will keep the number of errors under control (this makes for a faster playing game that might be preferred by some). However, for realism sake this allows these teams to commit errors at their historical rate.

Pitch-Around option -- This strategy will cut the offensive player's power and batting average down dramatically. However, using this strategy will also dramatically increase the chances that you will walk the batter. The pitch around strategy is only used from the 7th inning on when there are 2 outs, first base is open and the tying or go-ahead run is on base or at bat.

Correct Board Game Excesses -- This improves overall statistical accuracy by adjusting for minor variances that cannot be accounted for in the board game. This improves the statistical accuracy of certain players who had extreme performances. For instance certain pitchers such as Greg Maddux allow very few walks. Using this will enable Maddux to duplicate his real-life dominance in this area. A number of categories are affected by this option including home runs, walks and strikeouts. Also pitchers hitting will be affected by using this, resulting in less walks and extra base hits by pitchers.

Pitch-Count Fatigue -- The pitcher's condition is listed on the right of the play-by-play as a number from F9 through F0. F9 means that he is operating on all cylinders whereas F0 indicates that he has nothing left in the tank. Normally pitchers start their appearance as a 9 and maintain that level until they start to approach their pitch count. The lower the number goes the worse the pitcher will perform. When a pitcher's condition drops below F9 he starts to give up more singles, doubles, triples, home runs and walks. If a pitcher's condition drops to level F0 he will continue to fatigue the longer he stays in the game. His condition rating will remain displayed as F0, but he will start to give up more and more hits and walks if you leave him in the game. You may not see a gradual decline of a pitcher's fatigue level. Occasionally you may see a pitcher's fatigue drop sharply after allowing 3 hits or walks in their 'fatigue inning' listed as their endurance. This is similar to the board game rule on how pitcher's fatigue works.

The most obvious of these are the pitch-count fatigue (we don't use the standard fatigue rules although the endurance rating is a big part of a pitcher's pitch-count) and the more base-running decisions. However it's still important to know that the other rules exist also which are why some readings differ from the card results.

That's all I have for today. If anyone has any questions please let us know at 365support@strat-o-matic.com. Talk to everyone next Thursday!

-John

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