The Away Team chooses first. Your Special Ops Player card stays face-up next to your dugout for the entire game. You may not change it once the game begins.
While pitching, you have three pitches: Fastball, Changeup, and Curveball. The batter knows and may guess any of the three.
While pitching, any Single (1B) hit against you becomes an Out. Your defense turns contact into outs.
While pitching, Triples become Doubles and Doubles become Singles. Your outfield coverage cuts down extra bases.
While batting, runners already on base advance two bases on every hit (instead of the normal hit advancement).
While batting, any Normal Swing Double (2B) becomes a Home Run (HR). Raw power turns gaps into bombs.
While pitching, you may throw a Forkball once per inning. The batter cannot guess it — they have no defense against it.
While pitching, once per inning you may force the batter's pitch type guess to count as incorrect — even if they guessed right.
While batting, once per inning you may convert an Out into a Single (1B). Activate after the result is revealed.
Once per game, reverse the result of the most recent play — hit becomes out, or out becomes a single. Activate after reveal.
While pitching, once per game you may turn any hit that would lead to a runner scoring into an Out. Home Runs are excepted — Captain cannot stop those.
While pitching, once per game you may rob a Home Run — the HR becomes an Out. No runs score. The Thief leaps above the wall.
While batting, once per game with a runner on base, convert any hit into a Home Run. Runners score. Bases clear.
Ready to Choose Your Operative?
Pick your Special Ops Player, study your opponent's card, and outsmart them every pitch.
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