Baseball Army Men is a two-player tabletop baseball strategy game. The pitcher secretly selects a pitch type and location. The batter secretly commits to a swing. Reveal both cards simultaneously — every pitch ends in a Hit or an Out.
Players agree on game length before starting:
Each inning has a Top half and a Bottom half with three outs per half-inning. The Away Team bats first (Top). The Home Team bats second (Bottom).
Before the game begins, each player secretly chooses one Special Operations Player. Place the card face up next to your dugout so both players can see it.
Before each pitch, the pitcher secretly makes two decisions on the Pitcher Card, then covers it from the batter:
1 — CHOOSE A PITCH TYPE
The base game has two pitch types. Some Special Ops Players add a third option.
2 — CHOOSE A STRIKE ZONE LOCATION
Select one of six boxes — a row (High, Middle, Low) and a column (Inside or Outside):
The Pitcher Card also has a Throw Out Runner box — used for the Steal mechanic.
The batter secretly chooses one swing type on the Batter Card, then predicts the pitch type and a target location:
| Result | Condition |
|---|---|
| HOME RUN | Pitch and Box both match |
| TRIPLE | Box match only |
| OUT | Anything else |
Predicts the exact pitch type and the exact strike zone box.
| Result | Condition |
|---|---|
| DOUBLE | Pitch and Row both match |
| SINGLE | Row match only |
| OUT | Anything else |
Predicts the pitch type and a row (High, Middle, or Low).
The Batter Card also has Steal and Pitch boxes — used for the Steal mechanic.
- Both players lock in their choices simultaneously.
- Remove the blocking cards to reveal the pitch and the swing at the same time.
- Use the Batter Options card (Form B-01) to determine the result: Out, Single (1B), Double (2B), Triple (3B), or Home Run (HR).
- Reset the cards and proceed to the next pitch.
| Hit | All Runners Advance |
|---|---|
| 1B Single | 1 base |
| 2B Double | 2 bases |
| 3B Triple | 3 bases |
| HR Home Run | All runners score & bases clear |
A run scores when a runner reaches home plate. Use the Umpire Clicker to track runs.
Each team receives 3 White Bases and 3 Red Bases per game.
Before the pitch is locked in:
- The batting team may secretly place one White Base on the Batter Card for each runner they want to steal (up to 3 White Bases at once).
- The pitching team may secretly place 1 Red Base on the Pitcher Card if they suspect a steal.
- If the batter gets a hit, each stealing runner advances one extra base beyond the normal hit advancement.
- If the batter is out, stealing runners still advance one base — unless it is the third out.
→ Runner on 3rd. Batter on 1st.
Batter is out: The lead stealing runner is caught. Two outs are recorded.
Batter gets a hit: The Red Base removes only the extra base gained from stealing. If the hit alone would advance that runner to the same base or farther, the Red Base has no effect.
→ Runner out at 3rd
→ Runner out at home
→ Runner scores safely (would have scored without steal)
→ Runner scores safely
The 3D-printed Umpire Clicker tracks three things during the game:
- Outs — advance one per out; reset after three (end of half-inning)
- Runs — advance when a run scores
- Innings — advance at the end of each full inning
- After three outs, the half-inning ends.
- The pitcher becomes the batter and the batter becomes the pitcher.
- An inning is complete after both players have batted (Top and Bottom halves).
- The game ends after the agreed number of innings (3, 6, or 9).
- The player with the most runs wins.
- If the Home Team is already ahead after the Top of the final inning, the game ends immediately — no Bottom half needed.
- If the score is tied after the final inning, play extra innings until a winner is determined.
Before the game, each player secretly chooses one Special Operations Player card. The Away Team chooses first. Place your card face up next to your dugout.
Each of the 12 Special Ops Players has a unique ability. Abilities come in three types:
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