2018 Strategies

Type Name Rarity Icon Specialty Play Trigger Usage Icon Effect
Defense 2 Birds 1 Stone C After attempting an outfield Defensive Throw to home plate If the opposing Manager chose to advance another baserunner, your C makes a Defensive Throw vs. that baserunner's Speed.
Defense 6 - 5 - 4 C After a GB with runners on 1st and 2nd base The runner advancing to 3rd base is automatically out. The Batter is automatically safe at 1st base. Attempt a double play at 2nd base. (The runner advancing to 2nd base receives +5 Speed as usual on the double play attempt.)
Defense Absolute Cannon R GG After an outfield Defensive Throw Roll the Defensive Throw using the Power Die. If successful, return this card to your hand. (You may only return it to your hand once per game.) +One to the Defensive Throw if either of your LF/RFs have the GG icon.
Defense Bat Flip C After a multi-run HR Roll all Pitches using the Power Die for the remainder of this half-inning.
Defense Breathing Room U SV Before the Pitch when you bring in a CP during a Clutch Moment +1 to the Pitch for each run you are ahead. Draw 1 card if your pitcher has the SV Icon.
Defense Child's Play C GG Momentum After an individual player makes a successful Defensive Play Leave this card on the player who made the Defensive Play until he makes an error. +2 to his Defensive Rating. Draw 1 card if this player has the GG Icon.
Defense Did His Homework R MVP Before the Pitch Reverse all R/L+ advantages for this at-bat. (Batter/Pitcher R+ become L+ and L+ become R+.) Minus 1 to the Swing if your Pitcher has the MVP Icon.
Defense Digging Deep 2.0 R W/SV/HL 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/HL Icon.
Defense Double Play Depth C Before a Double Play attempt The double play attempt is calculated as a Defensive Play instead of a Defensive Throw.
Defense Escape Artist C MVP/W/K After a 3rd out with the bases loaded Draw 2 cards. Discard 1 of them. (Do this before standard card drawing.) Do not discard either card if your Pitcher has the MVP/W/K icon.
Defense Fast Worker U W/SV/HL After a 1-2-3 inning +1 to your Pitcher's IP. Draw 1 card if your Pitcher has the W/SV/HL Icon.
Defense Golden Ratio U Momentum After a K by a RP/CP Leave this card on your current Pitcher. (You may transfer it to additional Pitchers after substitutions.) Draw 1 card for each K result on your Pitcher's Chart. Your Oponnent Draws 1 card for each BB result on either Chart.
Defense Held To One U GG After a 2B Discard 1 card. Choose a LF/RF to make a Defensive Play. If it succeeds: change the result to a 1B. If it fails: the 2B stands. +2 to the Defensive Play if either of your LF/RFs have the GG Icon.
Defense High Heat C K Momentum After striking out the side Leave this card on your Pitcher for the entire following inning. Change any BB to a K. Roll all Pitches using the Power Die if your Pitcher has the K icon.
Defense Hot Corner C GG After a 1B Discard 1 Card. Your 3B makes 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 3B has the GG Icon.
Defense In Command C Before the Pitch Your Pitcher cannot make a Mistake Pitch this at-bat.
Defense Look What I Found! C GG After a 1B Discard 1 Card. Your Pitcher makes 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 Pitcher has the GG Icon.
Defense Lookin' Silly U K Momentum After a Natural 1 swing Leave this card on the Batter who rolled the Natural 1 Swing until he reaches base via BB/hit. -2 to the swing. +1 to all Pitches against this Batter if your Pitcher has the K icon.
Defense Make Some Noise 2.0 C MVP/W/SV/HL 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/HL Icon (if negative).
Defense Mound Visit U MVP/SV/HL/K Before the Pitch Discard 1 card. +1 to the Pitch for each runner currently on base. (This card may not be played until your current Pitcher has completed at least 1 at-bat.) Factor the Batter’s Clutch into the Swing if your Pitcher has the MVP/SV/HL/K Icon (if negative).
Defense No Doubles C Before the Pitch +1 to the Swing. Change any 2B/3B to a 1B.
Defense Not On My Watch C Before the Defensive Throw on a SB attempt in a Clutch Moment Factor your Catcher's Clutch into the Defensive Throw (if positive).
Defense Restrategize U After a Hit Discard 2 cards. Draw 2 cards.
Defense Set-Up Man U HL Momentum Before the Pitch when you bring in a RP in the 7th or 8th inning Your opponent cannot utilize any adjustments to the Pitch or Swing (including the Power Die) this half-inning if your Pitcher has the HL Icon.
Defense Shutdown Defense C GG After making a Defensive Subtitution +2 to the Defensive Rating of the player brought into the game for this half-inning only. Your opponent must discard 1 card if this player has the GG Icon.
Defense Silver Lining C MVP/W/K After a 2B or 3B Change the result to a HR. Draw 3 cards. Draw 1 additional card if your Pitcher has the MVP/W/K icon.
Defense Sit Back Down C SV/HL Before the Pitch to a Pinch-Hitter +1 to the Pitch. +1 additional to the Pitch if your Pitcher has the SV/HL Icon.
Defense Splitter C After an XBH on your Pitcher's chart Change the result to a 1B.
Defense Twin Killing U After a successful inning-ending double play Look at the top 5 cards of your opponent’s deck. Discard 2 of these cards. Re-arrange the remaining 3 in any order.
Defense Under Pressure 2.0 C MVP/W/SV/HL 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/HL Icon (if positive).
Offense The 5-Hole U After a bases-empty GB Your opponent's 2B makes a Defensive Throw vs. your Batter's On-Base. If it suceeds: the GB stands. If it fails: change the result to an error; your batter reaches 1st base. (Attirbute the error to the 2B.)
Offense 90-Foot Dash C SB Before the Defensive Throw on a SB attempt in a Clutch Moment Factor your baserunner's Clutch into this Speed (if positive). A Natural 1 roll results in an error if your baserunner has the SB icon. All runners advance 1 base. (Attirbute the error to the C.)
Offense Balls and Strikes U MVP After a K. Discard 1 card. Discard 1 additional card 7th inning or later. Roll the Regular Die. 1-5: The K stands; your batter is ejected. 6-20: Change the result to a BB. Your Batter cannot be ejected if he has the MVP icon.
Offense Bobbled It U SL After a 1B Discard 1 card. Your opponent chooses a LF/RF to make a Defensive Throw against your Batter's On-Base. If it succeeds: the 1B stands. If it fails: change the result to a 2B. (This is ruled a 1B; attribute an error to the LF/RF.) You choose the LF/RF instead of your opponent if your Batter has the SL Icon.
Offense Check Swing C After a K on the Pitcher's chart Re-roll the Swing. (Use the same Chart and Die as before.)
Offense Cold-Blooded R Before the Pitch in a Clutch Moment Factor your Batter's Clutch into his On-Base (if positive). Roll the Swing using the Power Die.
Offense Confidence Shaker C Momentum After an Error Leave this card on the player who made the error. -2 to his Defensive Rating.
Offense Deep Drive C HR After a FB with at least one runner on base All runners advance 1 base. Draw 1 card if your Batter has the HR Icon.
Offense Double Steal C SB Before the Pitch with runners only on 1st and 2nd base. Both runners attempt a stolen base. Your opponent chooses which baserunner to make a Defensive Throw against, but does not gain +5 as usual if throwing to 3rd base. -3 to the Defensive Throw if both baserunners have the SB icon.
Offense Exuberant 2.0 C RBI 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 all Swings using the Power Die. Draw 1 card whenever this Batter reaches base via BB/hit if he has the RBI Icon.
Offense First Time, Every Time C Before an intial Sacrifice Bunt attempt The Sacrifice Bunt is automatically successful.
Offense Fresh Legs C SB Momentum Before the Pitch when you bring in a Pinch Runner Leave this card on your pinch runner for this half-inning. +3 to his Speed. -2 to all opponent’s Defensive Throws involving this player if he has the SB Icon.
Offense Go Big or Go Home U HR Before the Swing on your Batter's chart +3 to the Swing. Change any result lower than a 2B to a K. Change any result lower than a 2B to a FB if your Batter has the HR Icon.
Offense Lead By Example U RBI After an RBI +2 to the next Swing. +1 additional to the next Swing if either the Batter who produced the RBI or the next Batter up have the RBI Icon. '+2 additional to the next Swing if the Batter who produced the RBI and the next Batter up have the RBI Icon.
Offense Leg It Out C SB After a 2B with no runner on 3rd base. Your opponent’s OF makes a Defensive Throw vs. your Batter’s Speed. If it succeeds: your Batter is out. (This is ruled a 2B.) If it fails: change the result to a 3B. Minus 2 to the Defensive Throw if your baserunner has the SB Icon.
Offense Locked In 2.0 R MVP/SL/RBI 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/RBI Icon.
Offense Make Him Pay 2.0 C MVP/SL/HR/RBI 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/RBI Icon (if positive).
Offense Not Top 10 R Before a Defensive Play/Throw You may halve one fielder’s Defensive Rating. Discard 1 card for each additional fielder’s Defensive Rating that you wish to halve. (Round down all ratings.) Players with the GG Icon are immune to this card’s effect.
Offense Plunked C Before the Swing on a Mistake Pitch Your Batter automatically advances to 1B. (This is ruled a HBP.) -2 to the Pitcher's Command for the next at-bat.
Offense Prime Time 2.0 C MVP/SL/HR/RBI 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 the MVP/SL/HR/RBI Icon (if negative).
Offense Rib-Eye Steak U MVP/RBI Before the Pitch with RISP Roll the Swing using the Power Die. Minus 1 to the Pitch if your Batter has the MVP/RBI Icon.
Offense Running On Fumes C Before the Pitch by a tired Pitcher +2 to the Swing.
Offense Shaky Start C SL Before the Pitch when a RP is brought in -2 to the Pitch. +1 to the Swing if your Batter has the SL Icon.
Offense Speed Demon U SB After a successful SB attempt Leave this card on your runner who successfully stole the base. +3 to his Speed. -2 to all of your opponent's Defensive Throws involving this player if he has the SB icon.
Offense Super Sub C Before the Pitch to a Pinch-Hitter +2 to the Swing if the PH has a Salary greater than or equal to 150. '+4 to the Swing if the PH has a salary greater than or equal to 200.
Offense Switch It Up C Before the Pitch to a Switch-Hitter You may choose the handedness of your Batter for this at-bat.
Offense Too Hot To Handle C After a GB with the infield in Your opponent's Infield makes a Defensive Play. If it succeeds: the GB stands. If it fails: change the GB to a 1B.
Offense Unmasked C After the lowest FB on the Pitcher's chart Your opponent’s C makes a Defensive Play. If it succeeds: the FB stands. If it fails: change the result to a foul ball; re-roll the Swing. (Use the same Chart and Die as before.)
Offense Upper Decker U HR After a HR No card may be played to affect this result. Minus 2 to the next Pitch if your Batter who hit the HR has the HR Icon.
Offense Upper Hand U SL After a Hit Discard 1 card. Randomly discard 1 card from your opponent’s hand. Do not discard 1 card if your Batter who got the hit has the SL Icon.
Neutral Inertia U MVP Before any at-bat Select a Momentum Card currently in play. This card remains in play for the entire game (unless the player is substituted). Draw 1 card if you select a Momentum Card attached to a player with the MVP icon.
Neutral Mano Y Mano C Before the Pitch Have a roll-off against your opponent using the Regular Die (re-roll if tie). Factor whichever of the following comes first into this at-bat: 2 wins for the Pitcher: +2 to the Pitch. 3 wins for the Batter: -2 to the Pitch; +1 to the Swing.
Neutral Not So Fast R After your opponent plays a strategy card Negate the Strategy Card. (Its effect is canceled and the card is discarded.) Discard 1 card if the Strategy Card is Common/Uncommon. Discard 2 cards if the Strategy Card is Rare/Ultra Rare.
Neutral Right Where I Want 'Em R When losing (9th inning or later) Search through your opponent’s discard pile. Select one card and play it as your own. Discard 1 card if the Strategy Card is Common/Uncommon. Discard 2 cards if the Strategy Card is Rare/Ultra Rare. (You do not have to follow the discard directions on that card.)
Weather Brisk Winds C Inning Effect Before the start of any half-inning Roll the Power Die to determine how long this card will remain in play: 1-8: 1 Inn. 9-16: 2 Inn. 17-24: 3 Inn. -2 to all Defensive Throws.
Weather Clear Skies C Inning Effect Before the start of any half-inning Roll the Power Die to determine how long this card will remain in play: 1-8: 1 Inn. 9-16: 2 Inn. 17-24: 3 Inn. +1 to all Defensive Plays/Throws.
Weather Scattered Showers C Inning Effect Before the start of any half-inning Roll the Power Die to determine how long this card will remain in play: 1-8: 1 Inn. 9-16: 2 Inn. 17-24: 3 Inn. -2 to all Defensive Plays.
Manager Terry Francona R Inning Effect Before the start of any inning You may use the following effects a maximum of 4x each for this entire inning: Offense (after every hit): Your opponent chooses to discard 1 card or have you draw 1 card. Defense (after every K): Choose to draw 1 card or have you opponent discard 1 card.
Manager Joe Maddon U Inning Effect Before the start of any inning You may use the following effects unlimitedly for this entire inning: Offense (before Defensive Play/Throw): Roll the Regular Die to determine to add/subtract: 1-5: +3 6-10: +2 11-15: -2 16-20: -3 Defense (before Defensive Play/Throw): Roll the Regular Die to determine to add/subtract: 1-5: -3 6-10: -2 11-15: +2 16-20: +3
Manager Buck Showalter R Inning Effect Before the start of any inning You may use the following effects unlimitedly for this entire inning: Offense: Discard 1 card for every +1 you’d like to add to the Swing. (Max. +3) Defense: Discard 1 card for every +1 you’d like to add to the Pitch. (Max +2) (You may play this card on a Swing/Pitch that has already been made.)
Defense LE Heartbreaker UR MVP/AS After a tied advantage Draw 1 card. The advantage goes to your Pitcher. Draw 1 additional card if your Pitcher has the MVP/AS Icon.
Offense LE Short Porch UR HR/AS After a FB in a Stadium with a RF dimension of 325 or less Discard 1 card. Roll the Power Die. 1-20: The FB stands. 21-22: Change the result to a 2B. 23+: Change the result to a HR. +1 to the roll if your Batter has the HR/AS Icon.
Defense LE Back To The Track UR GG/AS After a HR in a Stadium with a LF dimension of 335 or greater Discard 1 card. Roll the Regular Die. 1-16: The HR stands. 17-18: Change the result to a 2B. 19+: Change the result to a FB. All runners automatically advance 1 base. +1 to the roll if either LF/RF has the GG/AS Icon.
Defense Double Play Depth 2.0 U AS Before a Double Play attempt The double play attempt is calculated as a Defensive Play instead of a Defensive Throw. (This card cannot be played with the Infield In). +1 to the Defensive Play for each INF that has the AS Icon.
Defense Splitter 2.0 U AS After an XBH on your Pitcher's chart Change the result to a 1B. Change the result to a FB if your Pitcher has the AS Icon.
Offense Check Swing 2.0 U AS After a K on the Pitcher's chart Re-roll the Swing. (Use the same Chart and Die as before.) +1 to the Swing if your Batter has the AS Icon.
Offense Super Sub 2.0 U AS Before the Pitch to a Pinch-Hitter +2 to the Swing if the PH has a Salary greater than or equal to 150. OR +3 to the Swing if the PH has a Salary greater than or equal to 200. Draw 1 card if this Batter has the AS Icon.
Weather Scattered Showers 2.0 U AS Inning Effect Before the start of any half-inning Roll the Power Die to determine how long this card will remain in play: 1-8: 1 Inn. 9-16: 2 Inn. 17-24: 3 Inn. -2 to all Defensive Plays. Players with the AS Icon are immune to this card’s effect.
Defense Flyswatter UR AS Momentum After a successful defensive throw against an (A) or (B) Speed Player Leave this card on the baserunner who was thrown out for the rest of the game. -5 to his Speed. Draw 1 card for each additional successful Defensive Throw against this player if any fielder involved has the AS Icon.
Offense Security Bypass UR AS Momentum After a successful SB against an 8+ Defense Catcher Leave this card on your opponent’s C who allowed the SB for the remainder of the game. -3 to his Defense Rating Draw 1 card for each additional successful SB against this C if your baserunner has the AS Icon.
Neutral Turning Point UR AS Before the Pitch in a Clutch Moment Swap the current Batter and Pitcher’s Clutch. Draw 1 card if one of these players has the AS Icon. Draw 2 cards if both of these players have the AS Icon.