2017 Strategies

TypeNameRarityIconSpecialtyPlay TriggerUsageIcon Effect
DefenseThe 9-HoleCW/SV/KAfter the swing if the #9 Batter is at-batChange any out result to a K.Draw 1 card if your Pitcher has the W/SV/K Icon.
DefenseBack-Door SliderCKBefore the Pitch (LH VS. LH)Roll the Pitch using the Power Die.Draw 1 card if your Pitcher has the K Icon.
DefenseBarehand-ItCGGAfter a successful sacrifice buntDiscard 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.
DefenseChangeupCBefore the Swing on a Mistake PitchDiscard 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.
DefenseChin MusicCKAfter a BB+2 to the next Pitch.-1 to the next Swing if your Pitcher has the K Icon.
DefenseComing In HotCBefore the Pitch when you bring in a RP+2 to the first Pitch.
DefenseCrowd On Its FeetRMVP/KMomentumAfter a KLeave 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.
DefenseCutterUBefore 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.)
DefenseDigging DeepRW/SVBefore the Pitch when your Pitcher is tiredYour 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.
DefenseDiving Up The MiddleCGGAfter a 1BDiscard 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.)
DefenseEnter NightUSVMomentumBefore the Pitch when you bring in a CPLeave 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.
DefenseFast WorkerUMVP/WAfter a 1-2-3- Inning+1 to your Pitcher's IPDraw 1 card if your Pitcher has the MVP/W Icon.
DefenseFired UpUKAfter a 3rd Out KDraw 2 cards. Discard 1 of them. (Do this before standard card drawing.)Do not discard either card if your Pitcher has the K Icon.
DefenseGround Rule DoubleCAfter a 2B with a runner on 1st BaseAll runners may only advance 2 bases. (The Batter goes to 2nd base automatically.)
DefenseHighway RobberyRAfter a HRDiscard 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.
DefenseHit The Cut-Off ManCGGBefore an Outfield Defensive ThrowAdd 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.)
DefenseHow About That!?CGGAfter a Successful Defensive Play/ThrowDraw 2 cards. Discard 1 of them.Do not discard either card if any fielder involved in the play has the GG Icon.
DefenseHung OneCAfter a HRCount 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.)
DefenseIn On The HandsCKBefore the Pitch (RH vs. RH)Roll the Pitch using the Power Die.Draw 1 card if your Pitcher has the K Icon.
DefenseInfield FlyCAfter a FBDiscard 1 Card. No baserunners may advance on this play.
DefenseKeep Him In CheckCGGBefore the Pitch with only a Runner on 1st BaseYour 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.
DefenseLefty ShiftCBefore the Pitch to a LH BatterYour 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.
DefenseMake Some NoiseCMVP/W/SVClutch MomentBefore the Pitch in a Clutch MomentFactor 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).
DefensePitch AroundUBefore the PitchIntentionally Walk the current Batter. Do not add +2 to the next Batter’s On-Base.
DefenseQuality StartUAnytime 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.)
DefenseQuick DrawUGGBefore the Defensive Throw on a Stolen Base Attempt+5 to the Defensive Throw.Draw 1 card if your C has the GG Icon.
DefenseScooped ItCAfter a Failed Double Play AttemptDiscard 1 card. Re-roll the double play attempt.
DefenseThrowing GasUMomentumAfter a Natural 20+ PitchLeave 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.)
DefenseTriple Play!CGGBefore a Double Play Attempt with Runners on 1st and 2nd BaseMake 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.
DefenseUnder PressureCMVP/W/SVClutch MomentBefore the Pitch in a Clutch MomentFactor 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).
DefenseWeb GemRGGBefore a Defensive Play/ThrowYou 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.
OffenseAirmailed ItCSBBefore 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.
OffenseBack...Back...Back!RHRAfter a FBRe-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.
OffenseBaltimore ChopUAfter a GBYour 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.
OffenseBarnum and BaileyCMVP/SL/HRBefore 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.
OffenseBlooperCAfter the Highest FB on the Pitcher's ChartDiscard 1 card. Change the result to a 1B.
OffenseBush-LeagueCSBBefore a Double Play AttemptSubtract 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.
OffenseDrag BuntUBefore the Pitch with no Runner on 3rd BaseYour 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.
OffenseDropped Third StrikeCAfter a K with no Runner on 1st BaseYour 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.
OffenseExuberantCMomentumAfter a 2 Out, RBI HitLeave this card on your Batter who got the hit for the remainder of his at-bats. Roll the Swing using the Power Die.
OffenseGet Foul!CAfter a FBYour 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.)
OffenseGood JumpUSBBefore 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.
OffenseHit And RunUBefore the Swing with only a Runner on 1st BaseBased 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).
OffenseHot ShotUAfter GBYour 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.)
OffenseLate-Inning FireworksRBefore 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.
OffenseLocked InRMVP/SLMomentumAfter an RBI HitLeave 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.
OffenseMake Him PayCMVP/SL/HRClutch MomentBefore the Pitch in a Clutch MomentFactor 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).
OffenseMeatball MasherRMVP/SL/HRBefore the Swing on a Mistake Pitch+2 to the Swing.+1 additional to the Swing if your Batter has the MVP/SL/HR Icon.
OffenseThe One Who KnocksCBefore the Pitch to a Pinch HitterIf your Batter gets the advantage: +3 to the Swing. If the Pitcher gets the advantage: +1 to the Swing.
OffenseOppo-PowerCBefore the Pitch (RH/SH Batter vs. LH Pitcher)Roll the Swing using the Power Die.
OffensePrime TimeCMVP/SL/HRClutch MomentBefore the Pitch in a Clutch MomentFactor 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).
OffenseProductive OutCAfter a GB with only a Runner on 2nd BaseThe runner on 2nd base automatically advances to 3rd base.
OffenseReading The BallUSBBefore a Defensive Play/Throw After a HitYou 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.
OffenseSuicide SqueezeCBefore the Pitch with a Runner on 3rd BaseRoll 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.
OffenseSweet SpotCBefore the Pitch (LH/SH Batter vs. RH Pitcher)Roll the Swing using the Power Die.
OffenseTailing WindsUSLBefore a Swing on the Pitcher's ChartDiscard 1 Card. Roll the Swing using the Power Die.+1 to the Swing if your Batter has the SL Icon.
OffenseThou Shall Not PassCAfter a BBDiscard 1 card. Change the result to a 1B.
OffenseTipping His PitchesUAfter a BB/HitLook at your opponent’s hand. Discard 1 of his cards and 1 of your own.
OffenseTurned on OneCSLAfter 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.
OffenseThe WheelhouseCSLAfter 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.
OffenseWho's Got the Yipps?CAfter a Bases-Empty GBYour 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.)
OffenseWild ThingCBefore the Swing on a Mistake PitchAll runners advance 1 base. (This is ruled a wild pitch.) A new Pitch is rolled to your current Batter.
NeutralChallenge FlagUGG/SBAfter a Defensive Play/ThrowDiscard 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).
NeutralDeja VuRAfter any SwingDiscard 2 cards. The offense re-rolls the Swing. (Use the same Chart and Die as before.)
NeutralInstant ReplayRMVPAnytimeDiscard 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.
NeutralLost His MojoUAfter any 3rd OutDiscard 1 card. Choose 1 Momentum Strategy Card left in play to discard.
NeutralNot Without A FightUWhen Losing 9th Inning or LaterDiscard 1 card. Look through your deck and pick 1 card to draw; shuffle your deck.
NeutralOverruledUAfter your Opponent Plays a Card to Change a ResultDraw 2 cards.
NeutralRoad RallyCMomentumWhen Losing as the Away TeamLeave this card on the Stadium Card until you tie the game or take the lead (whichever comes first). The Stadium Card is negated.
NeutralScouting ReportsCAnytimeLook 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.
OffenseLE GoatbustersURMVP/SL/HRClutch MomentAfter an out in a Clutch MomentLeave 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)
DefenseASG2017 Chin Music 2.0UASAfter a HR+2 to the next Pitch.-1 to the next Swing if your Pitcher has the AS Icon.
DefenseASG2017 Coming In Hot 2.0UASClutch MomentBefore the Pitch when you bring in a RP in a Clutch MomentFactor 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).
DefenseASG2017 Got His NumberURASMomentumAfter a K against a 13+ On-Base HitterLeave 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.
OffenseASG2017 Blooper 2.0UASAfter the highest FB on the Batter's ChartDiscard 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.
OffenseASG2017 The One Who Knocks 2.0UASClutch MomentBefore the Pitch to a PH in a Clutch MomentIf 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.
OffenseASG2017 In His HeadURASMomentumAfter scoring 3+ runs in the same inning against a SPLeave 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.
NeutralASG2017 Road Rally 2.0UASMomentumWhen losing as the Away teamLeave 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.
NeutralASG2017 Twist Of FateURASClutch MomentBefore the Pitch in a Clutch MomentReverse 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
OffenseLE Curse Of TheBlack CatURAfter a Nautral 13 PitchLeave 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.