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S O M Baseball Enhanced Hit & Run Chart
BATTERS CARD                                   PITCHERS CARD               20 Sided Die Overrides  
A..HOMERUN..Foul*                             A..HOMERUN..BMP*           A... 1-2    3-4      5     
B..HOMERUN..Foul*                             B..HOMERUN..BMP*           B... 1-2    3-4      5-6
C..HOMERUN..Foul*                             C..HOMERUN..BMP*           C... 1-2    3-4      5-8
D..HOMERUN..Foul*                             D..HOMERUN..BMP*           D... 1-2      -        3-11
A..BALPK..HR..BMP*                           A..BALPK..HR No Change     20 Sided Die overrides
B..BALPK..HR..BMP*                           B..BALPK..HR No Change            ( See Above )
C..BALPK..HR..BMP*                           C..BALPK..HR.No Change
D..BALPK..HR..BMP*                           D..BALPK..HR.No Change
BALPK HR BMP: This affects only Final Readings of HR. If the 
final reading result is SI** because of W power, accept the SI**. 
If the result is fly B, accept the fly B reading for both        
N & W power.
Split HR Chances. This affects only Final Readings of HR. If the final reading 
result is SI, DO, TR, fly, etc. accept that reading. 
A.. WALK..........Walk                            A..WALK...........Foul*            20 Sided Die Overrides
B.. WALK..........Foul*                            B  WALK...........Foul*                   ( See Above )        
C.. WALK..........Foul*                            C..WALK...........Foul*
D.. WALK..........Strikeout                      D..WALK...........Foul*
A..Strikeout........Strikeout                      A.. Strikeout ..... Foul*           20 Sided Die Overrides
B..Strikeout........Strikeout                      B.. Strikeout..... .Strikeout             ( See Above )        
C..Strikeout........Strikeout                      C.. Strikeout..... .Strikeout
D..Strikeout........Strikeout                      D.. Strikeout...... Strikeout.

 

 

S O M Baseball Enhanced Hit & Run Rules

Take original reading of Homerun, Walk, or Strikeout, and reference it vs. the Hit & run Chart.

The Hit & Run may be employed with a runner on first, first and second, and first and 
third. In first and third situations, the runner on third does not "go" on the Hit & Run. 
He is governed by normal play rules, including lineouts. A Hit & Run may also be called with two outs.

If a runner is being held on, or if the corners are in, the batter’s ability to Hit & successfully 
increases. Refer to the previous Hit & Run letter. Example: A player rated "C" becomes a "B".

If the runner is not held on, the middle infielder does not leave his position to cover the base. 
The runner must be held on to access the "X" chart readings of #.

 

( 1 )

HIT & RUN

20 Sided Die Overrides:

Any time, and for any reading, the 20 sided Die roll falls in the range of the 20 Sided 
overrides range, disregard the original three 6 sided Dice roll, and accept the 20 sided 
Die override range.

20 / Overrides Roll: 1 and 2:

1) Pitch is in the dirt, runner credited with stolen base. Roll 20 sided die to see if WP 
occurred, if WP is the result, roll one 6 sided die. If the roll is 6, the runner has a chance 
to advance an extra base: Runners rating + catchers arm and -3 to advance to THIRD 
and -8 to advance to HOME.

If the runner advances an extra base, score as Stolen Base and Wild Pitch. MLB Rule 10.08 (a)

2) (1-3) Possible BALK, if no BALK, possible PICK-OFF. Runner takes off for the 
next base.(Assume poor lead) Use normal adjustments plus -6 for SECOND, and 
-10 for THIRD. Subtract an additional 6 if the runner had tried and failed to get a 
good lead. In double steal situations, defense manger’s choice of which runner to try for.

2) (4-6) Possible PASSED BALL. (See 20 sided Die roll 1) Insert PASSED BALL for any 
reading of WILD PITCH. MLB Rule 10.08 (a) also applies to additional advancement on PB’s..

GBA & GBB: All readings of GBA, and GBB. are GBC.

Infield "X" Chart Readings: No changes to the "X" chart readings of G1, G2, or G3. Continue 
to read # as normal. All SINGLE* are SINGLE**

Outfield "X" Chart Readings:

All readings of F3, are possible double-plays. Defensive managers option to try for double-play. 
Runners running rating + / - the outfielders throwing arm. If runner is trying to get back to 
first base: -2 if the ball is hit to RF, and +2 if the ball is hit to LF. No change on ball hit to CF. 
If two runners are on base, defensive manager has his choice of which runner to try for. 
Remember to use Outfield throwing error rule.(S O M Enhanced Rules)

Lineout: All lineouts, including Ballpark lineouts, are lo-max.

Lo-max: All lo-max are automatic lo-max ( no roll.)

Single and Double: All SINGLE* are SINGLE** All DOUBLE** are DOUBLE***

Baserunning: Add 5 to all Baserunners running rating.

Foul*: Batter fouls ball into the stands. A second consecutive reading of foul is a strikeout. 
See BMP for steal attempt.

BMP*

Batter misses pitch, runner must attempt to steal. Use second steal rating. DO NOT ROLL 
FOR GOOD LEAD. Runner automatically has poor lead. Normal Pitcher and Catcher adjustments, 
and subtract -6 for a steal of SECOND, and -10 for steal of THIRD. A second consecutive 
reading of BMP is a strikeout.

Strikeout:

Strikeout, Runner must attempt to steal. (See BMP for steal attempt) Two consecutive readings 
of BMP or Foul* or a combination of both, is a Strikeout.

Forced Steal Attempt: If a runner fails to achieve a good lead, then is forced to attempt to steal 
on a Hit & Run: Normal Pitcher and Catcher adjustments, and -8 for SECOND and -12 for a 
steal of THIRD.

Minimum Safe Chance on steal attempt:

Any player who’s safe chance is 0 or below, is not automatically safe on a roll of 1. Roll one 
6 sided Die, and check the fielders defensive rating. If the roll is equal to or less than the fielders 
defensive rating, the runner is safe. If the roll is greater than the players rating, the runner is out.


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