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.

1 2 3 4 5 6 7 8 9 CATCHER'S VIEW · 3 × 3 STRIKE ZONE Core positions 4 · 5 · 7 · 8 · 9 — 48 printed basics land here Act 2 escalation — 2 High Heat, 6 Backdoor Slider Act 3 escalation — 1 Eephus, 3 Climbing Tailer The grid lives on the cards and HUD. On the table sits the 3D diamond, player hands, and the four simultaneously revealed cards.

Pitch Families

FamilyColourPitch DynamicsPrinted 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

BATTER COMMITS (2 CARDS) PITCHER COMMITS (2 CARDS) 4SF Q5 · Fastball SL Q9 · Breaking 4SF Q5 · Fastball CF Q9 · Fastball Quadrant 5 = 5 ✓ · Fastball = Fastball ✓ → 2 Fastball = Fastball ✓ → 1 Quadrant 9 = 9 ✓ → 1 Q9 vs Q5 ✗ · Breaking vs Fastball ✗ → 0 4 COMBOS → HIT · 3 RED DICE

Dice Mechanics — Fixed Faces

Die TypeFaces DistributionRolling 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).

Hit Resolution Pipeline

1 HOME RUN CHECK Any HOMERUN rolled on red dice? HOME RUN! Batter & all runners score. YES NO — proceed to stops 2 DEFENSIVE STOPS COUNT Stops = OUTs + ⌊HALF-OUTs ÷ 2⌋. Unpaired HALF-OUT is inert. 3 ELIMINATIONS (1 per Stop) Lead runners eliminated first while bases occupied. Batter eliminated only if bases empty or Stops > runners. 4 BASEPATH ADVANCE Advance = 1 + (count of “+” red die faces). Forced runners pushed home score runs. NEXT AT-BAT Strikes reset. Inning continues until 3 Outs.

Next: The Tabletop Boardgame Rulebook →