Basics Guide

Wiki · 01 Getting Started

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.

1. Ball/Strike Plate Appearances(Swing / Lay off)

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:

  1. Choose “swing” or “lay off”. Swing succeeds on contact based on that pitch type's whiff rate (no whiff = contact); lay off is independent of the whiff rate and resolves by pitch family (calling a strike family wrong adds a strike / calling a ball family right adds a ball).
  2. Roll the pitch die of the selected pitching gear (6 faces; the pitch-type distribution is set by the gear).
  3. Resolution: strikes ≥ 3 → Strikeout; balls ≥ 4 → Walk (batter reaches base); contact → roll the “pitch type” hit die; incomplete → keep choosing “swing / lay off”.
Lay off vs Swing: swing bets on contact difficulty via the whiff rate; lay off bets on whether the pitch is actually a strike or a ball (calling a strike family wrong / calling a ball family right). The two counter different information (pitch type vs pitch family) — choose the right answer to gain the edge.

2. Pitching Gears(bs / bb / bbb / ss / sss)

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:StrikeRole
Mostly strikes sss1 / 3 / 1 / 1 / 01:5Extreme strikeout-oriented
Strike-heavy ss1 / 2 / 1 / 1 / 12:4Strikeout-oriented · punishes waiting
Balanced bs(default)1 / 1 / 1 / 1 / 23:3Safe default
Ball-heavy bb1 / 0 / 1 / 1 / 34:2Walk-oriented · punishes swinging
Mostly balls bbb1 / 0 / 0 / 1 / 45:1Extreme walk-oriented (drops nasty strikes · marked red “Danger” on the panel)

Selection Panel & Time Limit

3. Pitch Types(s0 / s1 / s2 / b1 / b2)

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 rateHit die after contact
Dead-center ball s010%OUT×1 / FOUL×1 / Single×2 / Choose×2
Strike s120%OUT×2 / FOUL×1 / Single×2 / Choose×1
Nasty strike s250%OUT×2 / FOUL×2 / Single×2
Ball b140%OUT×2 / FOUL×2 / Single×1 / Choose×1
Wide ball b280%OUT×3 / FOUL×2 / Single×1
Whiff rate shows how hittable a pitch is (contact difficulty), an independent axis from the strike/ball count — dead-center ball is easiest, then strike, then ball, then nasty strike, and wide ball is hardest (a plain ball is still easier to hit than a nasty strike, but it also counts as a ball: swinging at balls only gives away strikes, which is why its whiff rate was raised from 20% to 40% on 2026-09-27). And the easier the pitch, the stronger the hit die after contact.

4. The Hit Die after Contact

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%.

5. Two-Option Decisions

When the hit die rolls Choose, you pick one of two options:

Option A「Take the 1B」(Conservative)

Option B「Swing for the fences」(Aggressive)

Die FaceWeightResult
DP Double Play1Batter + runner closest to home out (before 2 outs); only the batter out after 2 outs
BB Walk1Batter to first; runners advance 1 base
2B Double2Batter to second; runners advance 2 bases
3B Triple1Batter to third; runners advance 3 bases
HR Home Run1All runners + batter score; bases cleared

Effective odds: DP 16.7%, BB 16.7%, 2B 33.3%, 3B 16.7%, HR 16.7%.

How to choose (one line): 0 outs — always take the 1B; 1 out — check whether third base is occupied; 2 outs — always roll the second die, the only exception being “runner on third only”. Note that 2 outs is not the conservative spot: after 2 outs the double play only retires the batter (DP row above), so the extra penalty is gone. Per-situation gaps: see section 2 of the Strategy Guide.

6. Clearing & Failing

ResultJudgment Condition
Clear passedYour score exceeds the opponent's; the half-inning ends immediately
Fail failed3 outs without taking the lead

7. Skills System

SkillTypeDescription
BatPassiveAuto-upgrades any hit by one level (1B→2B→3B→HR)
StealActiveRunner on first steals second; success ×4 / failure ×2
SacActiveSacrifice hit: each runner advances one base and the batter is out; success ×4 / failure ×2
MistActiveDefensive error, randomly triggers passed ball/wild throw/wild pitch/nothing/Nice Play
HackActiveBlind-swing slugger, high risk high reward (OUT×4 / Triple×1 / Home Run×1)
CmdActiveOrder: on success, resets the half-inning skill usage count (success ×3 / failure ×3)

Usage Rules

Tip for new players: new users start with 3 of each skill; clearing, walk-off home runs, regular home runs and failed innings all have a chance to grant skills. See “How to Obtain” below.

8. How to Obtain Skills

WayReward
New-user starter grant3 of each
Normal clear (comeback win)Pick 4 of 6, 1 each
Each Challenge round clearedGranted 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)

9. Baseball Rule Essentials

Next Step

Once you've mastered the basics, see how to make optimal decisions—check out Strategy →

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