From one ball/strike plate appearance to a comeback win—first understand the “swing / lay off” choice each at-bat. Core: the swing/lay-off duel + pitching gear + pitch types, rolling the hit die after contact, facing a two-option decision on the mystery face, plus the tactical game of six skills.
At each at-bat you first choose “swing” or “lay off”, then the pitch die is rolled and resolved by pitch type. Each plate appearance works like this:
The five “pitcher styles” are each an independent 6-face die (codes: Mostly strikes sss · Strike-heavy ss · Balanced bs · Ball-heavy bb · Mostly balls bbb) — the further left, the more balls. In Duels the defense picks it before the defensive half-inning begins (once per half-inning; every batter in that half-inning uses it, and it is re-picked after the sides change); in single-player (Challenge) a gear is rolled at random each inning by weighted odds (Strike-heavy 30% · Balanced 50% · Ball-heavy 20%), using only the middle three gears.
| Gear (code) | Face distribution(dead-center / strike / nasty strike / ball / wide) | Ball:Strike | Role |
|---|---|---|---|
Mostly strikes sss | 1 / 3 / 1 / 1 / 0 | 1:5 | Extreme strikeout-oriented |
Strike-heavy ss | 1 / 2 / 1 / 1 / 1 | 2:4 | Strikeout-oriented · punishes waiting |
Balanced bs(default) | 1 / 1 / 1 / 1 / 2 | 3:3 | Safe default |
Ball-heavy bb | 1 / 0 / 1 / 1 / 3 | 4:2 | Walk-oriented · punishes swinging |
Mostly balls bbb | 1 / 0 / 0 / 1 / 4 | 5:1 | Extreme walk-oriented (drops nasty strikes · marked red “Danger” on the panel) |
Opponent chose “swing/lay off” · Pitch face (dead-center ball / strike / nasty strike / ball / wide ball), visible to the defense and spectators.Each face of the pitch die is a pitch type (codes s0 dead-center ball · s1 strike · s2 nasty strike · b1 ball · b2 wide ball). A pitch type decides both the contact difficulty (whiff rate) and the quality of the hit die after contact.
| Pitch type (code) | Whiff rate | Hit die after contact |
|---|---|---|
Dead-center ball s0 | 10% | OUT×1 / FOUL×1 / Single×2 / Choose×2 |
Strike s1 | 20% | OUT×2 / FOUL×1 / Single×2 / Choose×1 |
Nasty strike s2 | 50% | OUT×2 / FOUL×2 / Single×2 |
Ball b1 | 40% | OUT×2 / FOUL×2 / Single×1 / Choose×1 |
Wide ball b2 | 80% | OUT×3 / FOUL×2 / Single×1 |
Choosing “swing” without whiffing means contact (choosing “lay off” never produces contact — it only adds a strike or a ball): you roll that pitch type's hit die (each pitch type has its own 6-face die; see the distributions above). The hit die has only four faces: OUT / FOUL Foul Ball / Single / Choose Mystery Face; a foul = one strike and back to “swing / lay off”. Doubles / triples / home runs are no longer produced directly by the hit die — they only come from Bat upgrading a single.
Plate-appearance outcomes (Balanced gear, all swing + take the 1B, solved exactly from the server dice faces): strikeout 20.1% / other outs 31.2% / hits 48.7% (about 18.1% of plate appearances reach the “Choose” face); under the weighted solo gears the hit rate is about 48.9%.
When the hit die rolls Choose, you pick one of two options:
| Die Face | Weight | Result |
|---|---|---|
| DP Double Play | 1 | Batter + runner closest to home out (before 2 outs); only the batter out after 2 outs |
| BB Walk | 1 | Batter to first; runners advance 1 base |
| 2B Double | 2 | Batter to second; runners advance 2 bases |
| 3B Triple | 1 | Batter to third; runners advance 3 bases |
| HR Home Run | 1 | All runners + batter score; bases cleared |
Effective odds: DP 16.7%, BB 16.7%, 2B 33.3%, 3B 16.7%, HR 16.7%.
| Result | Judgment Condition |
|---|---|
| Clear passed | Your score exceeds the opponent's; the half-inning ends immediately |
| Fail failed | 3 outs without taking the lead |
| Skill | Type | Description |
|---|---|---|
| Bat | Passive | Auto-upgrades any hit by one level (1B→2B→3B→HR) |
| Steal | Active | Runner on first steals second; success ×4 / failure ×2 |
| Sac | Active | Sacrifice hit: each runner advances one base and the batter is out; success ×4 / failure ×2 |
| Mist | Active | Defensive error, randomly triggers passed ball/wild throw/wild pitch/nothing/Nice Play |
| Hack | Active | Blind-swing slugger, high risk high reward (OUT×4 / Triple×1 / Home Run×1) |
| Cmd | Active | Order: on success, resets the half-inning skill usage count (success ×3 / failure ×3) |
| Way | Reward |
|---|---|
| New-user starter grant | 3 of each |
| Normal clear (comeback win) | Pick 4 of 6, 1 each |
| Each Challenge round cleared | Granted per round based on stage config |
| Walk-off home run (HR and clear) | Bat 3 / Hack 3 / Steal 2 / Sac 2 / Mist 2 / Cmd 2 |
| Solo home run (not cleared) | Bat 2 / Hack 2 |
| 3 OUT inning end (fail) | Random 1 by odds (Steal/Sac 20% each, Bat/Hack/Mist/Cmd 15% each) |
Once you've mastered the basics, see how to make optimal decisions—check out Strategy →