2017 Strategies

Type Name Rarity Icon Specialty Play Trigger Usage Icon Effect
Defense The 9-Hole C W/SV/K After the swing if the #9 Batter is at-bat Change any out result to a K. Draw 1 card if your Pitcher has the W/SV/K Icon.
Defense Back-Door Slider C K Before the Pitch (LH VS. LH) Roll the Pitch using the Power Die. Draw 1 card if your Pitcher has the K Icon.
Defense Barehand-It C GG After a successful sacrifice bunt Discard 1 Card. Your IFs make a defensive play. If it succeeds: the lead runner is out; everyone else is safe. If it fails: all baserunners and the Batter are safe. (These are both ruled a GB [fielder’s choice]; no hit is recorded.) +2 to the Defensive Play if your 1B has the GG Icon.
Defense Changeup C Before the Swing on a Mistake Pitch Discard 1 Card. Roll the Regular Die. If that roll is greater than the Batter’s On-Base: change the result to a foul ball; re-roll the Pitch. If that roll is less than or equal to the Batter’s On-Base: the Mistake Pitch stands.
Defense Chin Music C K After a BB +2 to the next Pitch. -1 to the next Swing if your Pitcher has the K Icon.
Defense Coming In Hot C Before the Pitch when you bring in a RP +2 to the first Pitch.
Defense Crowd On Its Feet R MVP/K Momentum After a K Leave this card on your Pitcher until he makes a Mistake Pitch (X-Zone). Discard 1 card. Re-roll the Mistake Pitch. +1 to the Pitch if your Pitcher has the MVP/K Icon.
Defense Cutter U Before the Swing on a Mistake Pitch (RH vs. RH or LH vs. LH) The Regular Die will be used for the Swing. (The Batter retains the advantage.)
Defense Digging Deep R W/SV Before the Pitch when your Pitcher is tired Your Pitcher is no longer tired for this at-bat. +1 to the Pitch. If the Batter makes an out, draw 1 card if your Pitcher has the W/SV Icon.
Defense Diving Up The Middle C GG After a 1B Discard 1 Card. Your SS and 2B make a Defensive Play. If it succeeds: change the result to a GB. If it fails: the 1B stands. +2 to the Defensive Play if your SS or 2B has the GG Icon. (Only one +2 can be added.)
Defense Enter Night U SV Momentum Before the Pitch when you bring in a CP Leave this card on your Pitcher until a Batter reaches base via BB/hit. Factor your Pitcher’s Clutch into the Pitch (if positive). Draw 1 card if your Pitcher has the SV Icon.
Defense Fast Worker U MVP/W After a 1-2-3- Inning +1 to your Pitcher's IP Draw 1 card if your Pitcher has the MVP/W Icon.
Defense Fired Up U K After a 3rd Out K Draw 2 cards. Discard 1 of them. (Do this before standard card drawing.) Do not discard either card if your Pitcher has the K Icon.
Defense Ground Rule Double C After a 2B with a runner on 1st Base All runners may only advance 2 bases. (The Batter goes to 2nd base automatically.)
Defense Highway Robbery R After a HR Discard 1 Card. Your CF makes a Defensive Play. If it succeeds: change the result to a FB; all runners advance 1 base automatically. If it fails: the HR stands.
Defense Hit The Cut-Off Man C GG Before an Outfield Defensive Throw Add your SS or 2B’s Defense Rating to your OF’s total Defense Rating for this play. +2 to the Defensive Throw if either LF/RF has the GG Icon. (Only one +2 can be added.)
Defense How About That!? C GG After a Successful Defensive Play/Throw Draw 2 cards. Discard 1 of them. Do not discard either card if any fielder involved in the play has the GG Icon.
Defense Hung One C After a HR Count the number of cards in your hand. Shuffle them back into your deck and draw that amount. (This card is no longer in your hand and is not counted.)
Defense In On The Hands C K Before the Pitch (RH vs. RH) Roll the Pitch using the Power Die. Draw 1 card if your Pitcher has the K Icon.
Defense Infield Fly C After a FB Discard 1 Card. No baserunners may advance on this play.
Defense Keep Him In Check C GG Before the Pitch with only a Runner on 1st Base Your P makes a Defensive Play against the runner on 1st base. If it succeeds: the baserunner is out. If it fails: the baserunner is safe. +2 to the Defensive Play if your Pitcher has the GG Icon.
Defense Lefty Shift C Before the Pitch to a LH Batter Your IFs make a Defensive Play if the Batter gets a 1B. If it succeeds: change the result to a GB. If it fails: the 1B stands.
Defense Make Some Noise C MVP/W/SV Clutch Moment Before the Pitch in a Clutch Moment Factor your Pitcher’s Clutch into the Pitch (if positive). Factor the Batter’s Clutch into the Swing if your Pitcher has the MVP/W/SV Icon (if negative).
Defense Pitch Around U Before the Pitch Intentionally Walk the current Batter. Do not add +2 to the next Batter’s On-Base.
Defense Quality Start U Anytime 7th Inning or Later +1 IP if your SP has given up 3 runs or less. (This card may only be played once per game, per Manager.)
Defense Quick Draw U GG Before the Defensive Throw on a Stolen Base Attempt +5 to the Defensive Throw. Draw 1 card if your C has the GG Icon.
Defense Scooped It C After a Failed Double Play Attempt Discard 1 card. Re-roll the double play attempt.
Defense Throwing Gas U Momentum After a Natural 20+ Pitch Leave this card on your Pitcher until a Batter reaches base via BB/hit. Roll the Pitch using the Power Die. (Do not re-roll the original Pitch.)
Defense Triple Play! C GG Before a Double Play Attempt with Runners on 1st and 2nd Base Make the initial double play attempt; it must succeed to attempt the following triple play: Your SS makes a Defensive Play. If it succeeds: the Batter and the runners on 1st and 2nd base are out. Draw 1 Card. If it fails: no additional effect. Draw 1 additional card if your SS has the GG Icon.
Defense Under Pressure C MVP/W/SV Clutch Moment Before the Pitch in a Clutch Moment Factor the Batter’s Clutch into the Swing (if negative). Factor your Pitcher’s Clutch into the Pitch if he has the MVP/W/SV Icon (if positive).
Defense Web Gem R GG Before a Defensive Play/Throw You may double any fielders' Defensive Rating. Discard 1 card for each that you wish to double. (Max. Defensive Rating Per Player: 10) Do not discard a card for any fielder with the GG Icon.
Offense Airmailed It C SB Before a Defensive Throw -3 to the Defensive Throw. -2 additional to the Defensive Throw if your baserunner involved in the play has the SB Icon.
Offense Back...Back...Back! R HR After a FB Re-roll the swing. (Use the same Chart and Die as before.) Choose one option: Discard 1 card: +1 to the Swing. Discard 2 cards: +2 to the Swing. Change any out result to a FB. Discard 2 cards: +3 to the Swing if your Batter has the HR Icon.
Offense Baltimore Chop U After a GB Your opponent’s SS makes a Defensive Throw vs. your Batter’s On-Base. If it succeeds: the GB stands. If it fails: change the result to a 1B.
Offense Barnum and Bailey C MVP/SL/HR Before a Defensive Play -3 to the Defensive Play. -2 additional to the Defensive Play if your Batter involved in the play has the MVP/SL/HR Icon.
Offense Blooper C After the Highest FB on the Pitcher's Chart Discard 1 card. Change the result to a 1B.
Offense Bush-League C SB Before a Double Play Attempt Subtract the Speed of your runner going to 2nd base from the Defensive Throw. The Defensive Throw automatically fails if your Batter has the SB Icon.
Offense Drag Bunt U Before the Pitch with no Runner on 3rd Base Your opponent’s IFs make a Defensive Throw vs. your Batter’s Speed. If it succeeds: the result is a GB; all runners advance 1 base. If it fails: the result is a 1B; all runners advance 1 base.
Offense Dropped Third Strike C After a K with no Runner on 1st Base Your opponent’s C makes a Defensive Throw vs. your Batter’s Speed. If it succeeds: no effect. If it fails: the result is a K, but your Batter reaches 1st base; no baserunners may advance.
Offense Exuberant C Momentum After a 2 Out, RBI Hit Leave this card on your Batter who got the hit for the remainder of his at-bats. Roll the Swing using the Power Die.
Offense Get Foul! C After a FB Your opponent’s IFs make a Defensive Play. If it succeeds: the FB stands; no baserunners may advance. If it fails change the result to a foul ball; re-roll the Swing. (Use the same Chart and Die as before.)
Offense Good Jump U SB Before the Defensive Throw on a Stolen Base Attempt +5 to your baserunner’s Speed for this attempt. Draw 1 card if your baserunner attempting to steal has the SB Icon.
Offense Hit And Run U Before the Swing with only a Runner on 1st Base Based on your Batter’s result, your baserunner: K: attempts a SB (if the inning is not over). GB: advances to 2nd base (no double play may be attempted). FB: stays at 1st base. 1B: advances to 3rd base (without a Defensive Throw). 2B: scores (without a Defensive Throw).
Offense Hot Shot U After GB Your opponent’s 3B makes a Defensive Throw vs. your Batter’s On-Base. If it succeeds: the GB stands. If it fails: change the result to an error; your Batter reaches 1st base. (Attribute the error to the 3B.)
Offense Late-Inning Fireworks R Before the Pitch (9th Inning or Later) Discard 1 card. -2 to the Pitch. Roll each Swing using the Power Die for the remainder of this inning or until one of your Batters reaches base via BB/hit.
Offense Locked In R MVP/SL Momentum After an RBI Hit Leave this card on your Batter who got the hit until he doesn’t reach base via BB/hit. +2 to his On-Base. +1 to the Swing if he has the MVP/SL Icon.
Offense Make Him Pay C MVP/SL/HR Clutch Moment Before the Pitch in a Clutch Moment Factor the Pitcher’s Clutch into the Pitch (if negative). Factor your Batter’s Clutch into the Swing if he has the MVP/SL/HR Icon (if positive).
Offense Meatball Masher R MVP/SL/HR Before the Swing on a Mistake Pitch +2 to the Swing. +1 additional to the Swing if your Batter has the MVP/SL/HR Icon.
Offense The One Who Knocks C Before the Pitch to a Pinch Hitter If your Batter gets the advantage: +3 to the Swing. If the Pitcher gets the advantage: +1 to the Swing.
Offense Oppo-Power C Before the Pitch (RH/SH Batter vs. LH Pitcher) Roll the Swing using the Power Die.
Offense Prime Time C MVP/SL/HR Clutch Moment Before the Pitch in a Clutch Moment Factor your Batter’s Clutch into the Swing (if positive). Factor the Pitcher’s Clutch into the Pitch if your Batter has the MVP/SL/HR Icon (if negative).
Offense Productive Out C After a GB with only a Runner on 2nd Base The runner on 2nd base automatically advances to 3rd base.
Offense Reading The Ball U SB Before a Defensive Play/Throw After a Hit You may +10 to any baserunners’ Speed. Discard 1 card for each baserunner that you wish to add to. (Only one +10 can be added per baserunner.) Do not discard a card for any baserunner with the SB Icon.
Offense Suicide Squeeze C Before the Pitch with a Runner on 3rd Base Roll the Regular Die. 1-16: the attempt fails and the at-bat proceeds as normal; +1 to the Pitch. 17-20: all runners advance 1 base; your Batter is out.
Offense Sweet Spot C Before the Pitch (LH/SH Batter vs. RH Pitcher) Roll the Swing using the Power Die.
Offense Tailing Winds U SL Before a Swing on the Pitcher's Chart Discard 1 Card. Roll the Swing using the Power Die. +1 to the Swing if your Batter has the SL Icon.
Offense Thou Shall Not Pass C After a BB Discard 1 card. Change the result to a 1B.
Offense Tipping His Pitches U After a BB/Hit Look at your opponent’s hand. Discard 1 of his cards and 1 of your own.
Offense Turned on One C SL After a BB/Hit (RH/SH Batter vs. LH Pitcher) Re-roll the Swing using the Power Die. (Use the same Chart as before.) +2 to the Swing if your Batter has the SL Icon.
Offense The Wheelhouse C SL After a BB/Hit (LH/SH Batter vs. RH Pitcher) Re-roll the Swing using the Power Die. (Use the same Chart as before.) +2 to the Swing if your Batter has the SL Icon.
Offense Who's Got the Yipps? C After a Bases-Empty GB Your opponent’s IFs make a Defensive Play. If it succeeds: the GB stands. If it fails: change the result to an error; your Batter reaches 1st base. (Attribute the error to the SS.)
Offense Wild Thing C Before the Swing on a Mistake Pitch All runners advance 1 base. (This is ruled a wild pitch.) A new Pitch is rolled to your current Batter.
Neutral Challenge Flag U GG/SB After a Defensive Play/Throw Discard 1 card. Re-roll the Defensive Play/Throw. +/-1 to the roll if your player involved in the play has the GG Icon (defense) / SB Icon (offense).
Neutral Deja Vu R After any Swing Discard 2 cards. The offense re-rolls the Swing. (Use the same Chart and Die as before.)
Neutral Instant Replay R MVP Anytime Discard 1 card. +/-1 to any roll. (You may play this card on a roll that has already been made.) +/-1 additional to the roll if your player involved in the play has the MVP Icon.
Neutral Lost His Mojo U After any 3rd Out Discard 1 card. Choose 1 Momentum Strategy Card left in play to discard.
Neutral Not Without A Fight U When Losing 9th Inning or Later Discard 1 card. Look through your deck and pick 1 card to draw; shuffle your deck.
Neutral Overruled U After your Opponent Plays a Card to Change a Result Draw 2 cards.
Neutral Road Rally C Momentum When Losing as the Away Team Leave this card on the Stadium Card until you tie the game or take the lead (whichever comes first). The Stadium Card is negated.
Neutral Scouting Reports C Anytime Look at the top 4 cards of your deck. Discard 1 of these cards. Rearrange the remaining 3 in any order and place them back on top of your deck.
Offense LE Goatbusters UR MVP/SL/HR Clutch Moment After an out in a Clutch Moment Leave this card on your Batter who made the out until he reaches base via BB/hit. Roll the Swing using the Power Die. +2 to his Clutch if he has the MVP/SL/HR Icon. (Max: Clutch: 3)
Defense ASG2017 Chin Music 2.0 U AS After a HR +2 to the next Pitch. -1 to the next Swing if your Pitcher has the AS Icon.
Defense ASG2017 Coming In Hot 2.0 U AS Clutch Moment Before the Pitch when you bring in a RP in a Clutch Moment Factor your Pitcher's Clutch into the Pitch (if positive). Factor the Batter's Clutch into the Swing if your Pitcher has the AS Icon (if negative).
Defense ASG2017 Got His Number UR AS Momentum After a K against a 13+ On-Base Hitter Leave this card on your opponent’s Batter who struck out until your current Pitcher leaves the game. -2 to the Batter's On-Base. Draw 1 card each additional time this Batter gets out if your Pitcher has the AS Icon.
Offense ASG2017 Blooper 2.0 U AS After the highest FB on the Batter's Chart Discard 1 card. Change the result to a 1B. (All runners may only advance 1 base.) Draw 1 card if your Batter has the AS Icon.
Offense ASG2017 The One Who Knocks 2.0 U AS Clutch Moment Before the Pitch to a PH in a Clutch Moment If your Batter gets the advantage:+2 to the Swing. Factor your Batter’s Clutch into the Swing (if positive). If the Pitcher gets the advantage:+0 to the Swing. Factor your Batter’s Clutch into the Swing (if positive). +2 to the Swing if your batter has the AS Icon.
Offense ASG2017 In His Head UR AS Momentum After scoring 3+ runs in the same inning against a SP Leave this card on your opponent’s SP who allowed the runs for the remainder of the game. +2 to all Power Die Swings. Draw 1 card for each Batter with the AS Icon that reaches base via BB/hit after playing this card.
Neutral ASG2017 Road Rally 2.0 U AS Momentum When losing as the Away team Leave this card on the Stadium Card until you tie the game or take the lead (whichever comes first). The Stadium card is negated. Away Players with the AS Icon are not affected.
Neutral ASG2017 Twist Of Fate UR AS Clutch Moment Before the Pitch in a Clutch Moment Reverse any one player’s Clutch. Factor that player’s Clutch into the Pitch (if he is a Pitcher) or Swing (if he is a Batter). +/-1 additional to the player’s Clutch if your Batter/Pitcher involved in the play has the AS Icon. (min. Clutch: -3 / max. Clutch: +3
Offense LE Curse Of TheBlack Cat UR After a Nautral 13 Pitch Leave this card on your opponent's Pitcher until he rolls a natural 7 Pitch. Roll 2 Swings each time this Pitcher gets the advantage and use the higher result. Discard 1 card each time you change an out to a BB/hit.