Extra Innings Rules & InstructionsExtra Innings Instructions
The following is the manual for Extra Innings as presented in 1984 (Fourth 
Edition). Extra Innings was designed by Jack Kavanagh. All copyrighted materials 
reprinted with permission.



Thousands and thousands of baseball games have been invented, mostly by young 
boys wanting a way to experience the fun of the game when they couldn&#8217;t get out 
on a field with a team.
They have used dice, decks of cards, pencils for bats and pieces of rubber for 
balls. They have designed elaborate playing fields or kept the action in their 
heads.
Almost all of the games designed for self entertainment have simply simulated a 
regular baseball game. The games which translate actual player's statistics into 
his expected performance have been few and far between.
Extra Innings provides its players all the realism of actual performances but 
approaches the subject with the plainness of a game played on a kitchen table. 
You'll find Extra Innings easy to learn and play it with the satisfaction of 
players performing to your expectations.
In the following paragraphs we are going to explain the game to you as if you 
were sitting across the table from us. We'll tell you how we play the game. We 
designed it for our own entertainment and think that others will enjoy it the 
way we do. Still, you shouldn't accept our process on blind faith. Feel free to 
make any changes you wish. The whole idea is to provide you with a form of 
entertainment. While Extra Innings is "totally" developed and has pleased 
thousands of table gamers since it was introduced in 1970, each of us has 
individual ideas we might want to implement. Do it!
Now, to teach you the game. While I would like to take it for granted that 
anyone wishing to play table baseball knows how to score a game, let's make sure 
we are all using the same basic techniques. Extra Innings is explained, for 
brevity, by using the standard numbering of positions, used by all who keep 
boxscores.
These are: Pitcher (1); Catcher (2); First Baseman (3); Second Baseman (4); 
Third Baseman (5); Shortstop (6); Left Fielder (7); Center Fielder (8); and 
Right Fielder (9). From here on we'll relate positions to these numbers. Now, 
let's start learning the game.
The two charts which you will use constantly (until you've memorized them) are 
the First Roll Chart and the Second Roll Chart. They've been condensed to their 
numerical expressions for convenience. Incidentally, our own style of playing 
Extra Innings is to tack all the charts onto a composition board and lean it 
against the wall where we sit at our table. The charts are at eye level and can 
be consulted at a glance.
FIRST ROLL CHART. We believe the terse descriptions are sufficient to let you 
get started on play without tieing you up at this point with our reasons for the 
designations we have made.
SECOND ROLL CHART. After you have made the First Roll of the dice, it either has 
had no application in the present situation; directly affected the batter (a 
walk or a hit batter); or signaled an effect on the batter's action on the 
Second Roll (such as an error to be charged or a double play to be made if 
runners are on base). You now make the Second Roll. You are going to learn if 
the batter has made a base hit or an out.
Please now look at the Second Roll Chart. We have provided you with a great 
variety of play actions condensed into a small piece and very easily memorized 
with a little practice.
Every reading on this chart is a form of a putout. However, the first thing 
checked when the Second Roll is made is whether the reading is a base hit for 
this batter.
This is the way Extra Innings produces accurate batting averages and extra base 
hits for each player. You always read the dice in this sequence: 
red-white-green. This provides a total of 216 combinations (6x6x6) arranged from 
1-1-1 through 6-6-6. There is a Master Chart with the game which gives the 
percentage equivalent for each reading. If this instruction is difficult for you 
to grasp, look at the Master Chart.
Each player is given a base hit range on the team rosters. This hitting range 
starts at 1-1-1 and reads upward to that batter's rating. If you look at any 
player's rating you will see he has a rating against left-handed pitching and 
against right-handed pitching. Over extended play he will bat against both kinds 
of pitching and reach combined results to hit his expected average.
For the purposes of learning the play of the game, you read the three dice 
(always in sequence: red, white, green). If the reading is within the batter's 
hitting range you record his safe hit and look further to know if it is a single 
or an extra base hit. The batter's rating gives you this.
Only if it is not a base hit (and the hitting range for all batters starts at 
1-1-1) do you consult the Second Roll Chart for the form of the putout.
Before doing that, let's be sure you understand when the roll is interpreted as 
a base hit, and for how many bases. Let's use a good illustration, Babe Ruth of 
the 1927 Yankees. Ruth's hitting lines are given as: 1-4-6 1-5-3 2-1-3 
2-6-6/3-1-6.
Any roll of the dice from 1-1-1 thru 1-4-6 is a home run for The Babe. He has a 
triple from 1-5-1 thru 1-5-3 and a double from 1-5-4 thru 2-1-3. From 2-1-4 thru 
2-6-6 is a single against a left-handed pitcher and 2-1-4 thru 3-1-6 against a 
right-hander.
Ruth makes an out on any reading from 3-1-1 to 6-6-6 against a left-handed 
pitcher, and from 3-2-1 to 6-6-6 against a right-handed pitcher. Re-read that 
explanation, and to be sure you understand how it works, try it with any rated 
batter so you understand how each player is rated for batting average and for 
power factors. Got it? Let's look at how put outs are read from the Second Roll 
Chart.
Even though most of the low range - starting at 1-1-1 - will be interpreted as 
base hits, we have begun our chart with 1-1-1 and ended with 6-6-6. These are 
all given as put outs and are divided into zones to describe the manner of 
putout.
From 1-1-1 up to 3-6-6 (when not a base hit) is a fly out. We read the third die 
(green) to tell us which outfielder caught the ball (7 is left fielder; 8 is 
center fielder; 9 is right fielder). The chart is also divided to show 
variations in action according to the number of outs when the roll is made an 
whether the batter is left- or right-handed. The designations are weighted to 
provide more pulled balls and to have the center fielder handle more fly balls 
than the other outfielders. Basically, a one or two on the green die goes to 
left field; a three or four always to center field; a five or six to right 
field. Departures from this pattern are on the two and five. (I assure you, you 
will have even this nuance memorized after not too many games played so that you 
will know - even without looking at the Second Roll Chart - which outfielder 
caught the ball when a roll in the 1-1-1 thru 3-6-6 zone is not a base hit.
The next zone runs from 4-1-1 thru 4-4-6 and all such rolls are infield pop 
outs. It is always a pop fly (or foul ball) caught by the player whose score 
card designation corresponds with the number of the green die. The exception is 
a "one" on the green die. The ball goes to the second baseman if the batter is 
left-handed; to the shortstop if he is right-handed. Otherwise, if a 2, to the 
catcher; a 3 to the first baseman; a 4 to the second baseman; a 5 to the third 
baseman; a 6 to the shortstop.
Nominally, only the green die provides the final designation. However, when the 
white and green dice are the same, read this as a line drive (ignore 2-2, the 
catcher). Should a hit-and-run play be on, the line drive reading would provide 
a double play.
The next zone, 4-5-1 thru 6-6-6 covers ground balls. These have been divided 
into two groups: with no runner on first base and with a runner on first base 
(setting up a possible force play).
As we can now include the pitcher (1) among the designations each green die 
reading explicitly directs the ball to the appropriate position.
There are some notations at the bottom of this chart, referring to SD and LD 
fielders. We will cover that in a later section.
Let us review the Second Roll Chart. Memorizing it is the key to speedy play. 
You'll soon learn to disregard the non-applicable and interpret each roll at a 
glance. The first die (red) gives you your first information. As you become 
familiar with the hitting lines assigned to various batters, you will know if 
the one at bat has a hit or not. You might have to consult his rating to be 
sure, if the roll is in the high-end "hitting range", starting with a two or 
three on the red die. However, for the most part, the roll will signal an out 
and, if below 4-1-1, handled by an outfielder. If 4-1-1 or higher, it will be 
handled by an infielder (pitcher and catcher included) and be a ground ball if 
between 4-5-1 and 6-6-6. Try to learn that step first. The designations by 
positions, being keyed, almost entirely, to scorecard position numbering, will 
be assimilated as you play the games.
We will deal with strikeout designations later as this is a pitcher factor, plus 
the batter's own tendencies. A strikeout will change the form of put out in a 
manner similar to the way a base hit alters a put out. We will read strikeouts 
from 6-6-6 downward and they will nullify ground outs (which is why the zone for 
ground balls is larger than the zones for outfield flies and infield pop outs.)
The Second Roll Chart compresses all the action. It is the key element of the 
game. At this point you are ready to play Extra Innings and learn the rest of 
the charts as you require them.
PLAYING THE GAME: You have selected the opposing teams and written the lineups 
in your score pad. As each batter comes to the plate he'll reach base or make an 
out. When he gets a base hit it is often important to know where the ball went. 
Just as put outs are directed to outfield positions, so are base hits. All base 
hits are presumed to go to the outfield. (Infield hits will be covered in a 
moment). The third die (green) tells you where the ball was hit. The same 
directional signals from the Second Roll Chart will tell you if the ball went to 
left, center, or right.
Later, when we take up defensive ratings you will see that knowing where the hit 
was directed is very important.
Any single which has a one as the second (white) die is an infield hit. There is 
a separate chart for this situation, not often consulted. Its principal effect 
is on the advancing of base runners.
Let's start with the First Roll Chart. We have chosen to have two rolls on each 
batter to isolate actions which do not effect the batting average. A player's 
batting average is determined by dividing his official at bats into his base 
hits. To be sure we get accurate batting averages we exclude any actions which 
can give the hitter a time at bat, without a chance for a hit, such as reaching 
base on an error, from the Second Roll and deal with them in the First Roll 
action.
Most of the readings on the First Roll Chart are self evident. Walks are 
primarily a pitcher's characteristic and each is rated, from 1-1-1 to the top of 
his individual range. Later, when you are ready for it, we'll introduce the 
counter effect of the individual batter.
We have designated injuries for those who enjoy the flavor of mayhem and a range 
for Rare Events as some table gamers like to embellish real life statistics with 
events such as game postponements, delays, managers ejected, etc.
The Double Play designations require deferment. Obviously, if there are no 
runners on base for the batter's turn, no DP can result. Each team is rated 
according to its ability to turn DPs. Also, there is a manner to rate All-Star, 
or draft league, teams or any composite of players.
For now know that a double play will be signaled from 2-6-1 through 3-2-6 if 
there is a runner on first base only (never with more than this one runner).
A roll in the range from 3-3-1 to 3-4-4 refers you to the Double Play Chart for 
interpretation.
Make the Second Roll. If the batter has hit safely, there is no double play! If 
he has made an out, do not interpret according to Second Roll Chart readings. 
Instead, refer to the Double Play Chart. Do not roll the dice again. Just apply 
the reading of them to the Double Play Chart.
We wish we could provide you a more easily memorized expression of double plays 
but we want to cover all the contingencies and have found no easier way to do 
it. You'll note that readings which begin with a 4 on the first die (red) always 
go to the second baseman, with a 5 to the third baseman, and with a 6 to the 
shortstop. Double plays will not often be signaled in the average game and, even 
when they are, might be irrelevant if no runners are on base, or erased by a 
subsequent base hit. The use of this chart is infrequent but important.
Error designations also require deferment until the Second Roll has been made. 
As with double plays, errors are a team characteristic. Each team is given an 
error rating. If a First Roll is within this range, the error is added to the 
subsequent action.
If the batter hits safely, the error is added on to the hit and the error 
charged to the player where the hit was designated. If the batter singles to 
left, the left fielder is charged with an error on the play, allowing all 
runners an additional base(s).
If the batter has made an out, he reaches base on the error which is charged to 
the defensive player to whom the ball was hit.
If the Second Roll is "doubles" (white and green dice are identical) the play is 
a two-base error.
If there are runners on base when the error occurs, the action is handled the 
same way as described in the base runner advancement following a base hit. (See 
Advancing On Base Hits Chart). Substitute a one-base error for a single; a 
two-base error for a double.
Error on Stolen Base Attempt. On "optional steal" apply reading of subsequent 
"First Roll" assigning error - if signaled - on the steal which was attempted. 
If runner had been out, make him safe. If safe, advance him another base. Now, 
make another First Roll for the batter at the plate.
Charge error to catcher's throw if third die is a one or two; to 2B if a three 
or four; to SS if a five or six. If steal attempt is to third, charge 3B with 
error if the third die is three, four, five or six.
On a signaled "automatic steal", after action has been taken via the Stolen Base 
Chart, re-do sequence on batter - make a new First Roll.
We have included an "automatic steal" on the First Roll Chart. This is to 
acknowledge that when we play the game on a solitaire basis, we too often 
neglect to elect the option to steal a base (and weaker stolen base ratings 
never attempt a steal, otherwise). When we play "face-to-face" games we 
disregard the automatic steal as the presence of an opponent introduces an 
element which stimulates us into remembering to call for a steal attempt.
Remember, we are describing how we handle "EI". If alternate styles suit you, 
use them by all means.
OTHER FIRST ROLL ACTIONS WHICH COMPLETE THE BATTER'S TURN. Most of the actions 
which can happen to a batter, other than having him hit safely or make an out 
(actions for the Second Roll Chart) require no text elaboration. The chart's 
explanation should be sufficient.
We will enlarge on the ratings of pitchers for giving up walks when we describe 
how they are rated for this. However, this is as appropriate a place as any to 
tell you that certain batters influence walks. We use a Plus Walks (PW) and a 
Minus Walks (MW) factor. For the play of the game, know that a PW batters adds 
three to the second (white) die. If the First Roll had read, for illustration, 
1-3-1 it would be adjusted to 1-6-1 for a PW rated batter. On the other hand, if 
the batter was one who walks less frequently than average, his MW rating would 
reduce the second die (white) by three. A roll of 1-5-1 would be lowered to 
1-2-1. (No pitcher can be adjusted higher than 1-6-6)
This is one of the finer points of play. Use of it is at the discretion of the 
games player. It makes "EI" a more thorough game.
There's a modifying condition to Hit Batters. With just 216 combinations 
available we found that one combination provided too few and two had too many 
batters getting plunked. So, we conditioned the circumstances listed.
When a pickoff play is signaled, we must send you to a special chart for quick 
consultation.
The wild pitch (or passed ball) also required some modifying to have it occur 
with expected frequency. There is a reference to an SD player here. Let it 
mystify you temporarily. The designating of certain players as Superior Defense 
(SD) or Limited Defense (LD) sometimes have an effect on play results. 
The balk has a reference to base runner ratings and we will develop that for you 
where appropriate.
Catcher interference is an event of low incidence so we have modified it by 
requiring the batter strike out on the Second Roll Chart.
A further word about injuries is useful. The circumstances we have described 
from 2-2-4 thru 2-3-5 are rather arbitrary values. However, we should address 
the special circumstance of injury following a hit batter. If you want him, 
sometimes, to be required to leave the game, we propose this be done when both 
the pitcher and the batter are either left-handed or right-handed. Most batters 
are hit by pitches thrown from the same side. One of the advantages to batting a 
right-handed hitter against a left-handed pitcher (or vice versa) is that curve 
balls break in to him and are - theoretically - easier to hit and to avoid being 
hit by.
Most of us do not have the leisure time to conduct full schedules of 154 or 162 
games among eight, or more, teams. Those who do might wish to employ some form 
of systematically sidelining injured players. For the occasional game, or 
tournament among teams, it is impractical. The only thing to be determined is 
whether the injury (hit batter) forces the player from the game. The other 
injuries indicated would obviously require the player to be replaced - or, why 
bother to note the event?
HOW TO RATE YOUR OWN TEAMS AND PLAYERS.
Extra Innings was the first table baseball game, in 1970, to reveal its rating 
methods. We had designed the game in the first place because we wished to 
re-play certain past seasons, or use teams or individuals, which had not been 
rated by a game company. Further, we disliked being held captive to formulas 
which hardly required such closely guarded concealment. From a practical point, 
most table gamers would just as soon pay a modest price to purchase rosters 
already computed for them as the alternative is to spend an hour or more rating 
each team from the statistics. Most table gamers don't want to rate teams 
themselves. They'd rather player the games. But, for those who wish to do it 
themselves, or who want to recreate some team or league from the distant past, 
the method is gladly given.
RATING BATTERS. We have provided you with the charts to set each batter's 
hitting range to arrive at his projected average. We do not have access to the 
records of how each player hits against left- and right-handed pitchers. We use 
the same records available to everyone. Our basic source is The Official 
Baseball Guide published by The Sporting News, for contemporary teams.
For teams from the past we use David Neft and company's "The Sports 
Encyclopedia: Baseball". We supplement this with information gleaned, if 
necessary, from MacMillan's "The Baseball Encyclopedia". Any baseball fan whose 
intensity attracts him to "real life" baseball games should own these volumes as 
a matter of course.
We presume that batters will face right-handed pitching 80% of the time and 
left-handed pitching 20% of the time. We're not measuring the number of right- 
and left-handed pitchers in the major leagues as much as we are counting the 
innings pitched by them. Most starting pitchers are right-handed. Relief 
pitchers are generally more evenly divided. We have weighted our projections so 
that a batter, facing the average mix in the course of a season, will find his 
true average over the course of a season's play.
We realize the age of the specialist finds many part-time players batting 
against pitchers who throw from the opposite side almost exclusively. You can 
select the reading for a right-handed batter, or left-handed, on the Master 
Chart which comes closest to that player's average and use only that, if you 
promise yourself to use him only against pitchers the way his manager has used 
him.
Rating for power does require some work on your part. The formula, starting with 
home runs, is to divide the player's homers by at bats and multiply by 216. 
Illustration: the player you are rating has 525 at bats and 25 home runs; 525 
into 25 is .047. Multiply by 216 (possible dice combinations) and you get 10.19 
on the Master Chart. Read the chart from 1-1-1 and 10.19 equals 10 lines. For 
this batter a reading from 1-1-1 thru 1-2-4 is a home run. Next you do his 
triples and then doubles. Divide the at bats into the triples and multiply by 
216 and find the closest reading on the Master Chart. Add the number of lines to 
those already designated for homers. Do the same process with doubles. You have 
now rated the batter for power factors to go with his rating for base hits. Any 
hit which isn't for extra bases is, obviously, a single. Other ratings given 
batters deal with their propensity to strike out or not and to draw walks or be 
too impatient to. These are the PW and MW and PK and MK ratings referred to 
earlier.
Strikeouts By Batters (PK and MK). It is important to give to batters the 
correct characteristics for striking out frequently or being a good contact 
hitter. Not only does this increase the performance fidelity of individual 
players - with Mantles, Ruths, Kingmans, etc, striking out with frequency or Joe 
Sewells, Foxes, etc, rarly fanning - it affects the play action of the game.
We count the pitcher's strike out lines downward from 6-6-6. We have assigned 
the readings on the Second Roll Chart, from 4-5-1 thru 6-6-6, as infield ground 
outs. With a runner, or runners on base, these groundouts sometimes advance base 
runners. The contact hitter benefits from a reduced strike out range as he'll 
sometimes advance a runner whereas a strikeout will not. (as double plays are 
signaled on the First Roll Chart, the propensity for hitting ground balls 
instead of striking out is not a penalty). We identify a PK (Plus Strikeouts) 
batter as one who fans 20% or more times at bat. A PK batter increases the 
pitcher's strike out rating by three numbers on the second (white) die. A 
pitcher with a 6-2-1 strike out rating, against a PK batter, would be rated as 
5-5-1.
A batter is rated MK (Minimum Strike Outs) if he fans less than 10% of his at 
bats. A batter rated MK decreases the pitcher's strike out rating by two numbers 
on the second (white) die. A pitcher with a 6-2-1 strike out rating, against an 
MK batter, would be rated 6-4-1.
Walks By Batters (PW and MW). To let the batter influence walks given, we assign 
ratings to those whose walk totals are outside the average range. Some batters 
get more walks than others because they are "pitched around" to avoid giving 
them a good ball to hit in a clutch situation.
Of course, some batters try to draw a base on balls and their skill should be 
regarded in a table game version.
Any batter who walks 20% or more of his plate appearances is rated PW. A PW 
rated batter increases a pitcher's walk rating by three numbers on the second 
(white) die. A pitcher rated 1-3-1 for walks would move up to 1-6-1 when facing 
a PW rated batter.
Conversely, there are batters who draw fewer walks than are usually experienced. 
Batters who walks less than 5% of their plate appearances are rated MW. This 
decreases the pitcher's walk rating by two numbers on the second (white) die.
At this point we have given you the processes by which batters are rated. You 
know how to create the batting average and how to divide base hits into home 
runs, triples, doubles, and singles. You know how to identify the batter's 
effect (if any) on walks and strike outs. Let's turn our attention to pitching.
Rating Pitchers - and the ERA Adjustment Chart
Historically, giving a pitcher his true effect on the outcome of a table game 
has been elusive. The very first 'real life" table game ever marketed, "National 
Pastime", in 1931, rated batters but not pitchers. When APBA "salvaged" the 
original game, grades for pitchers were introduced.
Extra Innings graded pitchers in its first edition but a table gamer, Jeff 
Saragin, proposed a more precise measurement. The ERA Adjustment Chart.
This is an area of table gaming which attracts the attention of those who strive 
for the purest of mathematical application. We have a standard defense to ward 
off too explicit applications. Any proposal which increases the complexity of 
play, and makes it more difficult to memorize, is rejected. Also, any data which 
is not available for all seasons since 1900, is not used.
In constructing the ERA Adjustment Chart we have arbitrarily removed singles, 
doubles, triples and home runs from batters when facing pitchers whose ERA was 
below league average and added them to batters when the pitcher had a higher ERA 
than the league average.
The "norm" we use on the chart is 3.27 to 3.41. This was the normal range when 
we developed the chart. Questions arise when using this chart in replays among 
teams from different years. We let the chart prevail as is in a tournament, for 
example, among teams drawn from various seasons. If we are recreating a league 
we adjust to the chart if the "norm" for that league doesn't correpsond to the 
"norm" we set.
As with many applications which appear in text to be complex, consultation of 
this chart will be infrequent. The pitcher's ERA will only shift a batter's 
hitting lines by a few (in most circumstances), so unless the roll comes very 
close to the batter's hitting maximum, there'll be no need to verify via the ERA 
chart.
Rating Pitchers for Strike Outs
When we introduced you to the Second Roll Chart we told you that pitchers 
changed numbers reading from 6-6-6 downward from ground balls into strike outs.
To determine a pitcher's strike out rating, we must know how many innings he 
pitched, how many hits he gave up, and how many strike outs he had. We take 
innings pitched and multiply that by 3, then add that to hits allowed. Next we 
take that number, and divide it into his strikeouts. Then, we multiply this 
result by 216. Count the number of lines you calculated down from 6-6-6 and that 
is this pitcher's rating. When applying the Second Roll Chart you would 
interpret anything so effected as a strike out instead of a ground out.
Rating Pitchers for Walks
Walks do not effect the Second Roll Chart. They are identified on the First Roll 
Chart, starting at 1-1-1 and read through 1-6-6. Each pitcher is rated to give 
walks in this way: Innings pitched, multiplied by three, plus hits, plus walks 
for a total which is divided into 90% of his walks. (We can give all thanks to 
digital calculators!) 10% of the walks a pitcher issues are expected to be 
intentional. As not all surrogate managers will grant intentional walks, or 
withhold them, in absolute accord with the past records, we tilt the balance a 
bit (Yes, you can give an intentional walk playing Extra Innings anytime you 
wish).
When you know the percentage of walks given up by a pitcher (the number 
calculated above), multiply by 216 to find the lines on the Master Chart. Count 
them from 1-1-1 upward.
We'll hold off on defensive ratings, running ratings, team ratings for double 
plays and errors, to get you back into a game for learning purposes. 
At this point you've prepared you've prepared your boxscore, written lineups, 
and know why, and how, batters and pitchers are rated for the personalized 
effect on the game.
As you play the game you will find one of the things you need to know, after a 
base hit is made with runners on base, is the movement of the runners. See 
Advancing On Base Hits Chart.
We'll refer you to a separate Infield Singles Chart for movement of baserunners 
in that situation.
You'll also find that defensive ratings effect the movements of base runners. 
This makes as good a place as any to explain the defensive side of Extra 
Innings.
Let's begin by establishing that players simplay cannot be rated defensively by 
available statistics. A degree of subjectivity is required although this can be 
guided by stats when the player is one with whom we are unfamiliar.
Defensive ratings are a matter of opinion. We give ours when we rate teams and 
players for Extra Innings. Yours might differ. Adopt your own.
We use two ratings, Superior Defense (SD) and Limited Defense (LD). These are 
players whose skills are greater or lesser than most players. They often save 
games or lose them and always influence games. The effect of an SD- or LD-rated 
player is both a touch of realism and a value in "gamesmanship".
In declaring a player Superior in Defense, we are motivated by his range and 
tendency to avoid errors. These two values are not always found in the same 
player. By giving a team it's own rating for errors, we shift the emphasis in 
rating the team's individual players to range, fielding averages are a weak 
measurement of ability.
In Extra Innings we do not have the defense characteristics of the players 
change hits into outs or vice versa. That is already part of a player's planned 
performance. However, the SD and LD players alter the effect of hits, holding 
some to singles that otherwise would be extra bases, or, extending a single into 
extra bases. Also, we make it possible for an SD fielder to convert an error 
designation into a put out. (This does not alter batting averages as a hitter is 
charged with an at bat for either reaching base on an error or being put out on 
the play).
And we make it possible for an LD player to enable a batter to reach base on an 
error that, otherwise, would have been a put out. In this way, we influence a 
season's fielding average (assuming table gamers will compile them) to have the 
best fielders have the best fielding averages and the worst have the lowest.
When an SD or LD player has an effect on interpretations this is noted as a 
footnote to the chart covering the situation.
Certain strong throwing outfielders are rated T-1. They are chosen subjectively, 
to be sure, with guidance from assists credited to them in their stats. Their 
influence on limiting base runner advances, or the attempt to score from third 
on a fly ball, will be noted in the appropriate charts.
Team Rating for Double Plays. Double plays result from the fielding skills of 
the players and the opportunities to make double plays. Teams with strong 
pitching staffs usually have fewer chances to make a DP.
Therefore, we correlate a staff's ERA with the double plays made by the team in 
actual competition. First, we determine the number of DPs per game made by the 
team. Divide the number of DPs by the number of games played. Now look up the 
staff ERA of the team. Apply the following:
      Team ERANumber of Lines
      0.00 to 1.9921.68 x DP/G
      2.00 to 2.9919.09 x DP/G
      3.00 to 3.9917.54 x DP/G
      4.00 to 4.9916.47 x DP/G
      5.00 to 5.9915.67 x DP/G
      6.00 and up15.00 x DP/G

Illustration: If a team had an ERA of 3.50 and 1.1 DPs per game. Multiply 1.1 
times 17.54 equals 19.29 which rounds of to 19 lines on the Master Chart. The 
team's Double Play range would be 3-1-1 to 3-4-1.
For teams taken from the top 400 or any draft source create a team DP range by 
setting it to 3-1-1 thru 3-3-5. Make the following adjustments: If SS is SD add 
two lines. If 2B is SD add two lines. If 3B or 1B is SD add one line for each. 
For LD players at infield positions reverse the above process and deduct lines.
Team Rating for Errors. Put aside, for the moment, the fact that many table 
gamers play with All-Star teams, or shift players around according to their own 
activities as "general managers". Play by mail leagues like to "draft players".
We have a method for dealing with rating a team made up of assorted players for 
errors. Let's tackle rating actual teams.
Each team for which we have provided a prepared roster has been rated. These 
ratings start at 3-5-1 and continue to the end of the First Roll Chart. Each 
team's rating starts at 3-5-1 and continues to the end of its error range. We 
determine this by subtracting the team's fielding average from 1.000. If a team 
made no errors it would have a collective fielding average of 1.000.
A team with a .982 fielding average would have its error range determined this 
way: subtract .982 from 1.00. This defines that the team erred on .018 of its 
plays. The Master Chart of decimal equivalents shows this to be four lines. We 
would give the team an error range of 3-5-1 to 3-5-5.
When using All-Star squads, draft leagues, etc, give each team an error rnage of 
3-5-1 thru 3-5-6. The presence of SD or LD players in such lineups does not 
affect the error range.
Runner Ratings. Like defensive ratings, grading runners is a subjective matter, 
guided by statistics. Foot speed and instinct are not always combined. There are 
two game situations which running ability affect. These are stealing bases and 
advancing on batted balls (baserunning).
We rate runners for you but invite you to do you rown work in this field, 
particularly if you intend to tackle rosters on your own.
We have settled on these categories: Superior (combines great speed and 
instincts - abbr. SUP); Above Average (does it on speed or instinct - abbr. 
AAR); Average (most athletes at major league level have reasonable running 
ability - no abbr.); Slow (bat or other skills makes up deficit in running - 
abbr. SLO).
Stolen Bases. Except for the situation we built into the First Roll Chart, steal 
attempts are optional at the choice of the surrogate manager. There is a Stolen 
Base Chart which requires a separate dice roll and reading.
We have resisted specifically grading catchers on throwing ability. A pitcher's 
windup or inattention can have too much influence on the successful steal 
attempt. However, we have footnoted the chart to provide a reduction in the odds 
when an SD-rated catcher is behind the plate.
Errors on Stolen Bases. When, on a stolen base attempt, the second and third 
dice are the same, charge an error on the play, advancing the runner(s) an extra 
base if the steal attempt was successful. If the runner had been out give him 
the base but also credit him with a stolen base and advance him on the error one 
base. Charge errors as follows: 1-1 and 2-2 catcher; 3-3 and 4-4 second baseman; 
5-5 and 6-6 shortstop. No error on 1-1 if catcher is rated SD. If steal attempt 
is to third base, charge error to third baseman on 3-3, 4-4, 5-5 or 6-6. If to 
home, to cacther on 1-1, 2-2, 3-3 and to pitcher on 4-4, 5-5, 6-6.
You will find that other charts for special actions have a reference to the 
running grade of players and will realize that we have made it more possible, 
for example, for a fast runner to score on a sacrifice fly than a slow one.
From this point on we think you can pick up the game by playing it and using the 
chrts we have not yet discussed. They should be clear enough from here on as you 
have learned the fundamentals of the game.
Many table gamers fret over values like tiring pitchers, stretching base hits, 
home team advantage, etc. Extra Innings is based upon fixed stats which means 
that tinkering tends to distort the expected performances. However, the table 
gamer who adopts Extra Innings has the tools to use to alter the game in any 
particular he/she wishes. Please feel at liberty to do so.
Rev 1.0 - 5/5/99
