The Boardgame & Match Play
Two players (or four in 2v2 doubles). A pitcher-versus-batter psychological duel played over the structure of a baseball game: every play both sides commit face down, all four cards flip together, and the batter attempts to read what the pitcher is trying to disguise.
src/engine/match_engine.gd · src/engine/rules_config.gd · GDD-v7 §3 · GDD-v7-BOARDGAME.md
Physical Components & Economy
| Component | Qty | Strategic Notes |
|---|---|---|
| Basic Pitch Cards | 48 | 4 copies × 12 pitch types across 3 families. |
| Special Play Cards | 48 | 13 distinct special cards (see the Card Catalogue). |
| Offensive Dice (Red d6) | 5 | HOMERUN ×1 · + ×1 · blank ×4. |
| Defensive Dice (Blue d6) | 5 | OUT ×1 · HALF-OUT ×1 · blank ×4. |
| Count Markers | 2 / 2 / 1 | Strikes, Outs, and Ball tempo markers per side. |
| Diamond Field Board | 1 | Centred on the table between the two commit mats. |
| Runner Meeples | 4 / team | American Reds (🔴) vs 日本 de Blues (🔵). |
| Player Aids | 4 | Quadrant chart, interrupt priority ladder, and dice odds. |
Total 96-Card Economy: The entire box consists of exactly 96 cards. Two identical 19-card starters are carved out (38 cards), leaving a 58-card Reserve Deck that feeds the opening draft and subsequent Reserve Bank signings.
Match Setup & Drafting
1 · Determining Seats
Both sides roll 2d6. The higher sum chooses either team identity (🔴 American Reds / 🔵 日本 de Blues) or home/visitor seating. Home bats second each inning with the benefit of the final walk-off opportunity.
2 · Starter Deck Allocation (19 Cards per Player)
3 · 3-Round Tactical Draft
Shuffle the 58-card Reserve Deck. Each round, both players simultaneously:
- Draw 4 cards from the Reserve Deck.
- Keep 1, pass the remaining 3 across the table.
- From the 3 received, keep 1, pass 2 back.
- Keep 1 of the 2 received; the final card is kept by the opponent.
Each round adds +4 cards to your pool, resulting in 31 total cards in your bench pool before Inning 1 begins.
The Bench & Allocation Phase
Before each half-inning, players build only the deck for the specific role they are about to execute (Batting or Pitching):
Interrupt Priority Ladder
| Step | Timing Window | Eligible Cards | Resolution Mechanism |
|---|---|---|---|
| 1 | Pre-Commitment | Pinch Hitter | Discard Pinch Hitter + hand to draw fresh replacement hand. |
| 2 | Steal Announcement | Steal! | Offence announces steal; defense may respond with matching answers. |
| 3 | Pre-Reveal Exiles | General Manager (Técnico) | Exile card to draw 2 from the public Reserve Bank. |
| 4 | Post-Reveal Swaps | Manager | Swap 1 played card with the Reserve Bank before scoring. |
| 5 | Post-Reveal Disruption | Rivals | Both players swap 2 cards from hand with the Reserve Bank. |
| 6 | Post-Reveal Response | Ball! (Batting) | Batter discards 1 Ball! to turn strike into a ball. |
Deck Exhaustion Rules
- Batting Deck Exhaustion: If the batting side runs out of cards to draw, the half-inning ends immediately (hard deckout).
- Pitching Deck Exhaustion: If the pitching side runs out of cards, the batter is awarded a free Walk.