MEMORY: odd is off · chasing doubles the price · hits start at 14, then bases = sum − 15 · lucky 7 launches it · 13 is unlucky for the pitcher.
THE PITCH — Pitcher plays face down. Batter commits blind: TAKE, or a swing card face down. Flip together.
TAKE: even = strike, odd = ball. SWING: beat pitch value by 2 in the zone (even) or 4 chasing (odd) = contact. Lose by 1 up to just short = foul (never strike three). Lose by 2+ = whiff.
Values = card + power. Power: A +3, K +2, Q +1, J +0, Joker +0. The mound's power drops with fatigue; batting power never does.
Ground out (raw 4–5, man on 1st, <2 outs = double play)
11–13
Fly out (exactly 13, man on 3rd, <2 outs = sac fly)
14–16
SINGLE
17
DOUBLE
18
TRIPLE
19–20+
HOME RUN
Pair flipped = the Barrel Rule: pitcher takes a fatigue notch.
THE COUNT — pitch cards pile in the ball and strike rows. Whiffed swings join the strikes. Two-strike fouls go in sideways. 4 balls = walk, 3 upright strikes = K.
HANDS & FATIGUE — pitcher refills to 4 each batter, batter dealt 4 fresh. Empty batter hand: forced takes. Empty pitcher hand: blind pitching. Deck empty: reshuffle, and the pitching team's arm takes a notch (−1 power, card rotates). Below +0: arm done forever. Out of arms: the Joker pitches blind, immortal.
RUNNING — steal before any pitch: flip one, even safe, odd out. Intentional walk: point to first, free. Single advances everyone one base, double two, triple clears, homer clears everything.
JOKER AT BAT — contact on a swing of 6+: flip ONE card and double it (crush never applies). 4, 8, 12, 16, or 20. Boom or bust.