Rules · Shared Core
Universal In All Modes
The Core Rules System
Everything on this page is true in every game mode. The tabletop boardgame, the 1 vs CPU match, and the roguelike Road Trip all execute these foundational resolution rules identically.
src/engine/rules.gd · src/engine/codes.gd · src/engine/card_def.gd · GDD-v7 §2
The Strike Zone & Quadrants
Every basic pitch card displays a 3×3 strike-zone frame with the pitch's coloured trajectory curving through it and a ball marking where it lands. That landing cell is the card's quadrant — the primary spatial address a card carries into the rules.
Pitch Families
| Family | Colour | Pitch Dynamics | Printed Cards |
|---|---|---|---|
| Fastball | #FF3B47 |
Raw velocity. Straight, sinking, cutting, or diving late at the plate. | 4SF, 2SF, CF, FS, FK |
| Breaking | #2FBF71 |
Sharp movement. Big 12-to-6 vertical curves, sweeping sliders, and screwballs. | CB, SL, SV, SB |
| Changeup | #B15DFF |
Speed deception. Fastball arm mechanics with dying offspeed velocity. | CHG, PALM, CCHG |
The 2×2 Play & Combination Counting
Dice Mechanics — Fixed Faces
| Die Type | Faces Distribution | Rolling Formula |
|---|---|---|
| Offensive (Red) | HOMERUN ×1 · + ×1 · blank ×4 |
Batting side rolls combinations − 1 (cap 5). |
| Defensive (Blue) | OUT ×1 · HALF-OUT ×1 · blank ×4 |
Defense rolls 1 per offensive player on base + batter (base 1) + Fielder cards + discarded cards (cap 5). |