The defense can attempt by cut down a bunt by
“charging” an infielder. Move the infielder to the
inner portion of the diamond (in other words, he is not in any of the lanes or
depths and cannot field any “Prk” chances hit his way).
If the ball is bunted
to the charging infielder, subtract the defender’s defensive rating from the
batter’s “Bn” (bunt) rating and compare the result to the d20. If the d20 is
less than or equal to the calculated total, the runners move ahead safely. If
not, the lead runner is thrown out, other runners advance 1 base, and the
batter is safe at first.
For example, a batter bunts with runners on 2nd
and 3rd and the result code found in his column is a “53”. The
defensive manager has elected to charge his first basemen on the play. This
ball is hit to the first baseman, and his defensive rating is “6”. The
bunter’s “Bn” rating is “17”. The d20 roll on the play was a “12”. Since 12
is greater than 11 (17 – 6 = 11), the lead runner (on 3rd) is
thrown out, the runner on first advances to second, and the batter reaches
first base safely. Had the d20 roll been 11 or less, the runners would have
advanced successfully and the batter would have been thrown out at first base.
If the defense elects to charge an infielder
and the offense does NOT bunt, the player is out of position. Add 5 points to
the batter’s “IF” rating if the charging infielder is involved in the matchup.
There are several different “Charge
Infielder” defensive strategy cards to play.
The defense can also call for a pitchout.
The play is a ball (play result “21”) unless the offense called for a suicide
squeeze,
in which case it is a strike (play result “22”).