Thursday, December 22, 2011

Pitching a Lollipop

We use "lollipop" to mean a pitch that's easy to hit.  It's like a piece of sweet candy held up on the end of a stick.  Why pitch one?  Consider the following two reasons.

All Factors Covered

If your defense has an Ace, Two, Five, and two Tens, why not pitch a ten?  Ironically, the best option for the batter in this situation is to take a strike, since any card they try to bat on the Ten is an automatic out.  But unless the batter is clairvoyant, he's probably going to follow the advice presented elsewhere in this blog and swing whatever he's got.  That makes a sucker out of him!


Baserunner Covered

If your defense is holding a card that matches a runner on base, getting a card into play will let you take out the runner. For example, with a Five on third after tripling off a Ten, and a Five in the outfield ... throw a lollipop, especially on the third out. Putting anything in play lets you play your five for an easy out.

Caveat: if there's any chance you can't stop a home run, keep the lollipops in your hand.  In the above example, pitching a lollipop Queen with no Ace to protect it is tempting fate!  Who knew that sharing candy could have such dire metaphysical consequences ...

Thursday, December 8, 2011

Not Exactly Moneyball

The recent movie Moneyball illustrates the potential of "playing the numbers" to create a winning season of baseball by putting together a team of players whose individual performance records would predict their likelihood of producing hits and runs. Moreover, the managers were able to establish a dollar cost for every run they needed, according the salaries of the players they hired.

Strikes One and Two

First, there's no money in Kardball (unless you have figured out a way to gamble on it).

Second, no standard notion of individual Kardball player talent has yet been established. For a game that's less than two years old, the value of experience is even hard to recognize ... so far.

Inside Ball

Fortunately, the cards themselves have their own natural tendencies. In any given Kardball scenario, those tendencies should be able to predict, with some statistical regularity, the possible outcomes for each card that a player could choose to pitch or to bat. The managers in Moneyball used a similar logic in creating their starting lineup for each game.

150 Years From Now

For the time being, all we really have are some rough-and-ready theoretical values for pitch strength and hit strength. What we really need is a thorough analysis of decades of Kardball records, as was done by baseball scholar Bill James whose work was referenced in Moneyball. Or in the short term, we could use a doctoral thesis in mathematics to examine the validity of our Kardball intuitions and truisms like "anything can hit a Queen."

Thursday, November 24, 2011

Just a Pinch

As of this writing, there are no Kardball rules that control pinch batting; we leave it to each venue to manage this as a house rule.

An appropriate use of pinch batting is when the next player in the batting order cannot come up to bat because he or she is making microwave popcorn, or letting the dog out, or is simply "indisposed."  A teammate bats as a substitute.  But just this once.

Stop Pinch Abuse

Here at Kardball.com we embrace traditional baseball elements, and we want to help you keep the game moving.

Once long ago, your cousin Brian pinch batted for you after you got hit in the "groin" with a line drive and had to "rest" for an inning. Lo these many years later, you can now pinch bat for your buddy Paul who has stayed in the rest room for a long, long time after he chopped raw jalapeno peppers and didn't wash his hands BEFORE answering nature's call. It's like the Circle of Life.

But we do not condone full time pinch batters, or unnecessary pinch batting, or pinch batting out of order, or batters swapping cards, or anything else like that. These are abuses. Any game in the kind of state that would require something crazy like that is a game that should be ended prematurely: for example, the abusive pinch batter's team should forfeit the game.  That's right, I said "forfeit." I know it hurts.

Legal Basis for Enforcement

In a previous expository post on batting, we stipulated that only cards which are (or will be) in play should ever be drawn. The official rules expressly prohibit card swapping. These two conditions will limit most pinch abuse. To our understanding, the only loophole would be when, with one out remaining, the same veteran Kardball player draws cards and bats repeatedly in succession as a pinch batter.

But really, is individual player skill that important?

Wednesday, November 9, 2011

The Royal Outfield

All face cards in the outfield is what this is.  It's "Will and Kate" times eight. It rarely happens, but we have seen more than a few crown-heavy defenses along the way. 

The obvious problem here is that the Royals are helpless against everything except aces. They're too high above what's happening between the lowly two-, three- and four-spot footmen. Collective sigh.

A Job For Braveheart

Since you've got essentially no useable defense with a Royal Outfield, you'll need a cunning pitcher with nerves of steel to keep hitting to minimum. If there are any dinks or dunks, the pitcher may have to put those out on his own as well.

Normally a pitcher likes having an Ace in his quiver to quickly dispatch a batter when the moment is right, but ... if all there is in the outfield is eight bewildered faces, a pitcher's Ace must be held to stop a home run. In this kind of scenario, Braveheart only has two cards to work with. He's not entirely unlike the knight with severed limbs in Monty Python and the Holy Grail.

Some Suggestions

As long as there is an Ace somewhere on the defense, consider using the intentional walk to get rid of a scary batter and draw a fresh card. With great skill and luck, you can do this three times without giving up a run.

If the pitcher has a face card, throw it on strike three. Batters usually hold back an Ace until the third pitch, so if they swing the Ace at a face, one of your Royal fielders can make the out and get some much-needed lower-class blood in the game.

Keep calm, and carry on. If you reveal your predicament, the offense will launch a "death by a thousand cuts" strategy as the Royal Court looks on helplessly from afar.

Tuesday, October 25, 2011

Written Card Counts

In a previous post we discussed simple, honest card counting as a basic element of any card game, including Kardball. We presented it as a mental technique, not something you write down on paper as each card is played.

Videogate

Yet cameras are rolling during any accomplished sporting event, capturing every maneuver and tactic in pictures. Coaches and staffers review these images, convert them into various kinds of data, then analyze the results to critique themselves or discover weaknesses in their opponents.

One famous case went too far: a New England Patriots staffer videotaped an opponent's signals during a game and used the information against them.

Turning Now to Kardball

Suppose a Kardball team were to write down card counts on their own crib notes. At a glance they could tell if all the Kings were played, or one Ace is left, or no sixes are accounted for. Would this provide an unfair advantage? Or would it simply make the game more competitive?  Would it slow the game down? Make it less — or more — enjoyable? Would a team need a support staff of video producers and analysts in order to decide if they should pitch a seven or a five?

Fortunately, We're Not That Serious

As long as a few guys and maybe gals can gather around a dining room table with a case of PBR, some BBQ chips, peanut M&M's, venison sausage sticks, homemade peanut butter bars, some funky plum brandy they got in Poland, a cheesehead cowboy hat, a dog that's blind in one eye, some smelly hunting parkas ....  wait, start over ....

As long as a few guys and gals can gather for a friendly game of Kardball on a weekend, this shouldn't be an issue. We will worry about creating a rule about written card counts when the game goes professional.

Friday, October 14, 2011

Home Run Rallies

With at least two outs remaining, a smart Kardball batter will swing at a matching card at the first opportunity. The result is always good: either (1.) the defense has no Ace, so the batter scores on a home run; or (2.) the defense is forced to play an Ace to stop the home run and make the out.

Challenge Question for those of you in our Kardball Correspondence Course: Why is this strategy best used only when there are at least two outs remaining?  (Answer below.)

Swing Your Rally Towels!

One long ball deserves another. Whether the previous poke made a score, or it forced out an Ace, either way you're likely to have a weakened defense, and swinging at any matching card now should be all gravy.

It's amazing how long these rallies can continue. We have often seen six or more successive home runs mark the scoreboard against a naked, Aceless defense.

Time for Relief?

The spanking won't end without some great pitching.

In Baseball (which Kardball is not), a manager might change pitchers in this kind of situation. Bench the Candy Man. Bring out the Ice Man.

In Kardball (which Baseball is not), there's really nobody to replace a spooked pitcher with, except his teammates in the outfield who have already pitched in a different inning (or will). Devising some kind of house-rule gambit that involves replacing cards might have some effect, but seems a little arbitrary to us.

Anyways, let your house rule prevail here. And in the meantime, let the rally towels fly!

Wednesday, October 5, 2011

Counting and Discounting Cards

Poker schmoker. Blackjack schmackjack. Hearts schmarts. Euchre schmucre. Those aren't different games, they're all the same game and the game is counting cards.

Kardball Schmardball

It's hard to increase your odds of winning above 1:2 if you don't keep track of which cards have been played, and which should have been but weren't. This is simply basic card gamesmanship.

If you can't pay attention to card counting, you might as well train a chimp to turn over a random card whenever you tap on a small, brightly-colored drum.  (Wait ... what?)

Is It Illegal?

No, but keeping a card-playing chimp might be, in some states, without the proper permits. Even in casinos (schmasinos), experienced gamblers are expected to use some kind of mental technique to keep track of known and unknown cards in order to improve their game. Organized schemes involving multiple people, or outright cheating are of course grounds for expulsion (or a mob hit) ... but illegal? No.

What to Count

The most important cards to track are aces, twos, threes and fours, because they are involved in the majority of the thirty-seven plays of Kardball. After that, the prime numbers.

For example, if your outfield has three threes, and a batter bats a three against a Queen, you know there are no more threes on the table.

If you follow a batter who doubled with a two off an eight, you should assume the defense does not have a four. Maybe we should call this discounting?

And How

Lord knows you can't remember every card played, so try dividing up responsibilities. Let each teammate count just two card values, for example aces and Jacks, twos and fours, threes and Kings. At any point in your inning, take a reading (discreetly, of course) from your own side.

Friday, September 23, 2011

Coaching The Pitcher

No matter how lonely it feels staring at your three or four cards, surrounded by a few of your friends who had no other plans for the evening, and some other people who were talked into joining you with a promise of free PBR ... remember that Kardball is a social game, and more importantly it's a team game.

Pointing and Nodding

Ever since Man stood erect and walked on two feet, pointing and nodding have been our most basic means of communication.  After 10,000 years, it still helps you get directions to a public rest room near a Turkish railway station.

To suggest what card your pitcher should play, point at that particular card and nod. If you are the pitcher, point at the card you think your teammates are pointing at and nod, as if to ask "is this the card you want me to play?"

Grunting

To ask his defensive teammates what card to play, a pitcher can point at a card and grunt with a rising tone, as if to ask "should I play this card?" To respond, a fielder can grunt "UH-uh" to mean "no" or "uh-HUH" to mean yes. A longer grunt with rising and falling tone means "I don't know."

If the pitcher plays a card that the team likes, all team members can grunt like apes or snort like pit bulls.

Communication: Key to Victory

In Kardball, two or three heads (one per person of course) are better than one. Create a kollective konsciousness for your team by using signals.  Pro tip: scent signals have been tried, and they do not work.

Thursday, September 8, 2011

The Matter of Batters

Sometimes we hear this around the Kardball table: "if you get on base, you draw three new cards."  This is partially true.

The truer form of this statement is this: "if somebody gets on base, another batter draws three new cards." Below, we explain why.

Up, Deck, Hole

In almost any Kardball game, three batters each get three cards to start an inning: (1.) batter up, (2.) batter on deck, (3.) batter in the hole. In a standard three-against-three contest, if the lead-off batter homers or gets on base, he draws three new cards because he will definitely bat again, even if the next two batters make outs.  That lead-off batter is now in the hole.

In a four-against-four game, the clean-up (fourth) batter draws his first three cards if the lead-off batter gets on base.  The lead-off batter does not draw.

When and Why a Batter Draws


Anyone in the batting order who is guaranteed to bat in that inning should draw cards and hold them until they are at bat. Another way to think of it is this: after an out, no batters draw cards. Another way to think of this is as follows.

The number of batters holding cards is the same as the remaining outs.

While there are no outs, three players (including the batter up) should have cards, since at least those three are guaranteed a trip to the box.

After one out (with two remaining), two players (including the batter up) should have cards, since at least those two will see pitches.

After two outs (with one remaining), only the batter up holds cards. If that player gets on base, the next one in the order draws and bats immediately.

Kardball Law: Konservation of Matter

No matter what position, which side, or what point in a game, only cards that are (or will be) in play should be drawn.  That's yet another paraphrase of "the number of batters holding cards is the same as the remaining outs."

And if necessary, we apologize for reminding you of your high school physics class.

Friday, August 19, 2011

Other People's Cards

And you thought YOUR cards were bad!  Hah!

Look at Other Batters' Cards

When you're on the Kardball offense (and might I say: who isn't on the Kardball offense? Am I right?) ...

When you're on the Kardball offense, you don't get to see many cards. Nine at once, at the most. What can you do with this information?

Detect Weaknesses

If your batters are long on anything, bat the complement. For example, if you see three fours in batters' hands, swing a two at an eight (or a three at a Queen) if you get the chance.

Slugging for home runs is always a good idea, and seeing any Aces at all in your batters' hands makes it an imperative.

Multiple Twos or Threes in the lineup tells you to try one of them against a Four or Nine, since you have one of the remaining three square factors already off the table.  Capiche?

Predict and Plan

What, not a lot of prime numbers on your side? You can bet they'll be coming at you. Hold back a King or Jack instead of dumping it in the usual "strike high" fashion. It might come in handy if the pitcher gets distracted by that Carl's Jr. ad that just aired on your NASCAR channel.

Sitting on mostly Tens and over means your small ball won't work this time out. Try holding your high evens, since the pitcher might lob a couple of these with the idea of fielding off the combination ... but surprise! You'll come back with a match that might leave him wanting an Ace!  Oh yes you did!

Wednesday, August 3, 2011

Sorta Suicide Steal

Today we ponder stealing home base. To set the stage, imagine a runner on third base with zero or one out. The pitcher throws a multiple of that runner's card, and then the wheels start turning ...

The Stealing Scene

Any experienced, sober pitcher is going to avoid giving a runner a chance to steal, if he possibly can help it, unless his defense can match that runner's card for an out.  In the latter case, he might dare that runner to steal, and try to get him off the table.

For example, with a two on base after doubling off a ten pitch, and with a two in the outfield, the pitcher throws even numbers to entice that deuce to steal.  If he tries to steal, or runs on the next hit, he's toast.


How the Offense Sees It

Is there any way for the offense to know if a steal is a "sure thing"?  Maybe.  If a batter gets on base by playing the square root of a pitch card, there is reason to believe the defense does not have the matching card.

For example, if a three card triples off a nine pitch, it's reasonable to assume the defense does not have a three.  If they did, they would have played it for the out, right? Right?

Now if the pitcher throws a six, nine or queen, that guy on third has a good shot at stealing home base successfully, if there's truly no three in the outfield.  And there's no three out there, right?  Right?

The Suicide Part

In our three-on-third scenario here, we say it's "reasonable to assume" that stealing home will succeed.  Yes, the odds are good that the defense doesn't have a three to stop the steal, but those odds get worse every time the pitcher draws another card.  If the pitcher can hold back that runner on base with a string of tough pitches, maybe even a strike out or two, the less tempting the steal becomes.

And after the pitcher has turned over a few cards, if a six or nine or queen should happen to come out, then what?  Is it a golden opportunity for a stolen run?  Or is it suicide?

Monday, July 18, 2011

Recycling the Deck

Once in a while, a half-inning drags on long enough that the draw pile runs out of cards. It's distracting, but when that many cards have turned over for a single side, it means there's been a heck of a lot of hitting. How many cards does it take to use up the entire draw pile?

Here's the Deal

Each half-inning (or "hand" if you prefer the card term), starts with twenty cards dealt to players, and 32 cards remaining in the draw pile. The shortest possible sequence is three consecutive flyouts on the first pitch to each of three batters. In this rare scenario, only four cards would be drawn from the pile: one for the pitcher and one for the fielder after each of the first two hitters.  (On the third out, no more cards need to be drawn.)

In another "three up, three down" scenario in which three batters strike out, eight cards are drawn: three for the pitcher for each of the first two hitters, and only two for the third hitter. (On the last strike of the third out, a card does not need to be drawn.)

Drawing the Pile Out

The most cards that can possibly come off the draw pile for any given at-bat is six. This occurs when a batter hits the third pitch: the Pitcher draws a new card for each of this three pitches, and a new batter gets three new cards. With 32 cards on the draw pile at the start, it will thus take until at least the sixth batter before the draw pile will run out. Under "normal" circumstances, it takes longer.

Mechanics of Recyling

Collect up all the discarded strikes and the "out" piles and shuffle thoroughly to create a new draw pile. Do not include any cards that scored runs during that hand — leave those face up in front of the offense or on/near home plate.  The fact that these cards are now missing from the draw pile adds yet another interesting opportunity for Lady Luck to visit you (or the other guys!)

Wednesday, July 6, 2011

Proper Dealing

For some reason, it has taken a long time to figure out the best way to deal the cards in Kardball.  To be honest, we never much cared.  But as the game becomes more and more serious, little things like the order in which the cards are dealt become quite contentious.  We have to set a standard.

We have finally established a convention for dealing a Kardball half-inning.  This will work equally well for teams of any size.  In an unofficiated game, the Pitcher will deal the cards, one card at a time starting with the first batter, then the fielder(s), and so on.  The Pitcher will receive the last three cards dealt (or drawn from the draw pile).  In a game controlled by an umpire, the order is the same, but the umpire deals the cards.

The following diagram shows the order in which cards should be dealt out.


That's that!  No more confusion.  Look for this detail to be added to the Official Rules in a future revision.

Thursday, June 30, 2011

Game Design

We get a lot of input from players suggesting how to make the game better by adding more rules.  We also get input from players saying the rules are already too complicated.  We also hear from people who say too many runs are scored.

Too Many Triples

One example that comes up time and again is the general observation that triples are batted more frequently than they should be.  This is clearly a comparison of Kardball to baseball.

Here is how the 37 possible hits of Kardball are distributed in terms of their potential outcomes for any given hit card.

  • Any A: hits 12 different pitches for a single
  • Any 2: hits 5 different pitches for a double
  • Any 3 or higher: hits 7 different pitches for a triple
  • Any of 13 cards: hits 1 pitch for a home run

So right off the bat (heh), you see a lopsided proportion of potential triples.

If the Suit Fits, Wear It

The contrast is even greater when we include the suits in our reasoning.

  • 4 aces x 12 different pitches x 4 suits = 192 ways to hit a single
  • 4 twos x 5 different pitches x 4 suits = 80 ways to hit a double
  • 4 threes x 3 different pitches x 4 suits = 48 ways to hit a triple with a three
  • 4 fours x 2 diffferent pitches x 4 suits = 32 ways to hit a triple with a four
  • 4 fives x 1 pitch x 4 suits = 16 ways to hit a triple with a five
  • 4 sixes x 1 pitch x 4 suits = 16 ways to hit a triple with a six
  • 4 sevens x 1 pitch x 3 suits = 12 ways to hit a home run with a seven
  • 4 eights, nines, tens, Jacks, Queens, Kings ...

To save you the mental gymnastics, this works out to the following.

  • 192 ways to hit a single
  • 80 ways to hit a double
  • 112 ways to hit a triple
  • 84 ways to hit a home run
  • 50 ways to leave your lover

As always, we assume the figures don't lie.  The highest frequency hits in decreasing order should theoretically be single, triple, home run, double.

Actual Records

One great thing about Kardball for iPhone is its record-keeping. I can go to my phone right now (and guess what, I just did) and get my stats alongside the computers stats.  Here is how they look.

  • Singles: Me = 34, Computer = 42
  • Doubles: Me = 23, Computer = 33
  • Triples: Me = 50, Computer = 55
  • Home Runs: Me = 94, Computer = 64

These stats suggest that Kardball produces more homers and three-baggers than dinky singles or doubles. What do your stats tell us? We're intrigued by the low incidence of singles.  That's what she said.

It's Not Baseball

It's not exactly the same as baseball, but we say it doesn't have to be.  There are enough strikeouts, scoreless innings, and low-scoring games to make it resemble baseball. And who doesn't love a home run rally every once in a while?

Friday, June 24, 2011

Koaches' Korner

(It's amazing how many c-words you can change to k-words!)

In today's article, we konfront the issue of defensive styles.  From baseball we receive the konventional wisdom that strong pitching — pitching that's just plain hard to hit — does win games. Our komputer simulations have also demonstrated that an algorithmic pitcher who tends to choose prime and low-factor kards is surprisingly effective.  By this, we're referring the pitching algorithm in Kardball for iPhone.

In kontrast, a pitching style that tempts batters to put a kard in play kan also be successful. But we feel this approach is hard to reduce to a formula; it often depends on too many factors, like the kurrent score, the kard kount, and the kapabilities of the particular person at bat.

Kase in Point

(We are done with the k's now.)

Our data indicates that aggressive pitching in Kardball creates more strikeouts, but does not necessarily win games. The best example of this is the case of the pitcher's Ace.  Consider this scenario:
  • Pitcher:  A, 7, 8
  • Outfield:  3, 3, 4, 8, 9, 10, J, K
The strongest pitch in Kardball is the Ace. But ... if we pitch away the Ace for a likely strike, we weaken the defense against a home run.  Hence the dilemma.

There's no K in Team

But alas, Kardball needs coaching, and unlike poker, Bunco, Uno or your other second-favorite game, you can freely coach your Kardball pitcher from your chair next to the beer cooler or budgie cage.  There's potentially no single style that prevails in every situation.  It's the patience and wisdom of you, the self-proclaimed Kardball expert coach, that will win the day!

Sunday, June 19, 2011

Kardball 1.0 for iOS

Announcing the official public release of Kardball for iPhone, iPad and iPod Touch, now available in the iTunes App store for $0.99.

This colorful, animated game delivers a satisfying Kardball experience for a single player, with automatic dealing, scorekeeping, and a computerized opponent that plays at three different skill levels.

The Kardball You Hold in Your Hand

(Wait ... real Kardball is "the Kardball you hold in your hand."  Hmph.)  Kardball 1.0 for iOS boasts the following enhancements brought to you by the power of the full-featured microcomputer that's packed inside the tiny mobile device.
  • Drag and drop touch screen interface
  • Database of cumulative statistics
  • Realistic scoring logic, including extra inning
  • Games of three different lengths and three skill levels
  • Easy how-to-play instructions
  • Schmaltzy baseball stadium music

Now Played on Two Continents and a Large Island

Early returns prove that the game has appeal for people outside the intimate Kardball Kommunity, and even outside the baseball-loving USA. The reviews are positive and encouraging, with more than one reviewer calling for a steal feature.  (We expected they would clamor for two-player mode.)

This is a quick download at only 4MB.  Take Kardball for a spin on your iOS device, and tell us what you think ...
  • With a comment below this post, or
  • At Kardball.com, or
  • Write a review in the iTunes App store

Thursday, June 16, 2011

Mountain Dudes Edge Kard Sharks, 9-7

The multi-generational Mountain Dudes were propelled by two 3-run innings to take a win from the one-person Kard Sharks consisting of Avery, developer of Kardball for iOS.  At some point in the seventh inning, the seldom seen A-A-A play drew a standing ovation from a cat and a dog.

Friday, May 27, 2011

Pitching Queens ... What Does it Mean?

We were all trained early on to never pitch a Queen.  The reason is simple: because half the deck can hit a Queen.

Yet you find yourself sitting across the Kardball table from a pitcher who throws you a Queen on his first pitch.  What the heck is going on here?

Strong Defense

Because the Queen is so easy to hit, a Pitcher with any skill at all would have to be relying on an outfield full of the Queen factors: A, 2, 3, 4, 6 and Q.  What are the chances they have all the factors?  (Pretty slim.)  What are the chances they have some of the factors? (Pretty good.)

A brazen Queen pitched first to any batter implies a strong defense. As the inning wears on, you'll have to rely on your card count to help predict where the weaknesses are.

Calculated Risk

If you didn't swing at a six, it stands to reason you probably don't have its factors. This tells a Pitcher you may not have a Queen's factors either.  Seeing a high even card on the third pitch is not unusual, and its one of the safer opportunities for a Pitcher to ditch a Queen.  Conventional batting wisdom suggests that a Queen will be the first strike card you dump, not the last one you hold.

The Walk Dilemma

Depending on the circumstances, your opponent might be forced to play a Queen in order to avoid giving you a free base on balls. If he pitched a seven, then a King, and now he's holding a 7, Q, K in his hand, the Queen might be the least of the evils.  Consider this as a possible explanation for a Queen on the third pitch.

On the contrary, dumping two Queens on the same batter is the perfect solution if an intentional walk is of potential value to a defense.

The Null Hypothesis

Of course, just to make things interesting, there may be absolutely no logic whatsoever behind the Queen pitch.  It just happens, in a momentary lapse of reason.  Like that time you bought the El DeBarge CD during Spring Break.

Thursday, May 12, 2011

Batting a Sacrifice

Though not exactly like the sacrifice bunt in baseball, there is a kind of sacrifice play in Kardball, in which a batter intentionally makes an out in order to give his team an advantage.

Forcing the Ace

Since it's not quite as predictable as the play it's named after, perhaps a better name would be "forcing the Ace." Preferably while there are still no outs, a batter matches a pitch card exactly, seeking either of two outcomes: either he scores a home run, or he forces the defense to play an Ace.  Getting rid of that Ace puts the next two batters in an excellent position to score.

Getting dealt even one Ace on defense is statistically unlikely. (Although we've seen outfields that were dealt two or more Aces, it's rare.)  So it will take another swing at a home run for the table to know for sure if there's another Ace lurking in the outfield. 

Once the offense realizes there are no Aces in the field, the home run derby begins. It will take some smart pitching and a fair amount of luck to stop a scoring rally.

Sacrifice Early

The ideal time to sacrifice is before the first out. If the first batter forces an Ace, you can still survive yet another sacrifice (if necessary) to get the defensive guard down. In fact, a good sacrifice strategy would be to sac early and sac often: the longer you let the Pitcher draw cards, the more chances he gets to pull another Ace.

No Fighting the "Force"

While there are cases in which the defense might intentionally give up a base hit in order to conserve a strategic outfield card, this is no such case.  Playing the Ace is a no-brainer, and that's that.

And that fact means that a well-executed sacrifice is one of the best angles a team has for driving runs off the luck of the deal.  The odds suggest the defense won't have more than one Ace at the first batter-up. One or two quick swings at a matching pitch card takes the upper hand. Ace or no Ace, the longer an inning drags on against a wily defense, the more their skill can influence the flow.

Saturday, April 23, 2011

Sneak Preview: Kardball for iPhone

You're in the waiting room at your urologist's office. A rerun of Oprah is on the television. You are surrounded by issues of TIME, Entertainment Weekly, and Smithsonian that are at least a month old.

What are you supposed to do? Read the Cialis leaflets? Post a "check in" to your Facebook status?

There's an App for This

Fortunately for you, our developers have been working on Kardball for iPhone for months. Yes, that's right, a Kardball so advanced that it can be run on a computer that's the size of a deck of cards.

This exciting solo Kardball game features live motion pitching and batting, scorekeeping, and more.  For your eyes only, we present this rare peek at the Kardball of the future.

Now there's a way to pass the time while ur waiting for ur specialist to examine you. This game is so lifelike, you'll be tempted to spit and scratch yourself ... but hey, be careful, they might diagnose you with something!

Kardball for iPhone, like regular Kardball, will be free to play. Watch for announcements here on the Kardball Klatsch when this app is available in the App Store!

Tuesday, April 5, 2011

Thinking Too Hard

Some batters display it by biting their lip.  For others, it's their jaw going slack.  For others, it's nervously tapping their Pabst Blue Ribbon as they stare at their cards like they were UFO's.

The psychological dimension is so important in Kardball.

Assume It's Indecision ...

As a batter, you don't discard just any card for no particular reason. Naturally, you're inclined to dump the card you think is least likely to produce a hit.  Most people seem to drop their high cards first and hold onto anything below a seven.

So this look of concentration on a batter's face might mean they're assessing which card is of least potential value for the pitch that's coming next ...


Or Another Indecision ...

If a batter is holding an Ace, he realizes he can play it against any pitch.  So this type of hesitation involves assessing which card is the right pitch.  While the batter stares blankly at the nine you just chucked out, he's trying to noodle how many nines have already been played, or if you're likely to have one on your side.

Punish a Batter's Indecision

If you've been pitching even cards, and you detect a little too much mental activity in your batter, he might be sitting on a deuce.  Pitch odd for strike three.

But if you've been pitching odd cards to a lot of hemming and hawing, you should strongly suspect the batter has an ace in the hole.  Pitch whatever card you've got a twin for on defense, and it's an easy out.

Sunday, March 20, 2011

Kardball First Anniversary, March 20, 2011

Those dreary days between the Super Bowl and Opening Day of baseball season are Kardball's finest days. Sure, there's hockey, the NBA, and March Madness, but compared to football and baseball, those are all niche sports.

Those of you taking offense at my "niche sports" remark, please realize it's coming from the organizer of a game that's only been played about ten times that we know of ...

Yes, Kardball fans, the period between early February and mid-April are a dead zone for national sports pastimes.  In the Supreme Being's ultimate wisdom, Kardball was revealed to us in a dream on March 20, 2010.  He/she knew how much we needed Kardball at this time of year.

So gather 'round the table, doff your caps and pay your respects, and DEAL THEM KARDS!

Tuesday, March 8, 2011

Discard Strategies

There you are at bat, holding a 4, J, Q and hoping you'll see something worth swinging at.  If the Pitcher lays a Jack, you're all over it like the weeds on Buffalo Lake.  But what if it's a ... nine?  Or a ... two?  Which is the right card to strike in this or any other scenario?

It's a taboo subject, we know, because it seems like a discussion of how to strike out.  In reality though, it's a discussion of how not to strike out, and we think there can be some strategy to it.

Drop Dupes First

Since the suits have no meaning in Kardball (as in Blackjack, or ... Cribbage), holding more than one of any given card value is of no advantage to a batter.  If you were dealt a double of anything, one of those twins must be the first to go face down if you have to strike.

Off With Their Heads

If we assume that you want to maximize your chances for hitting (you do, don't you?), then the simple, beautiful arithmetic of the matter dictates that lower numbered cards, specifically Ace through six, can hit a wider variety of pitches. On that basis, your default strategy is to discard your highest cards next, e.g. the ones with the creepy faces on them.

Anti-Strategy

Avid readers of the Kardball Klatsch already know that the obvious move isn't always the right move. Experienced pitchers expect you to dump those high cards first, and hold onto something low.  As a result, they may throw a Jack or a King on the third pitch, defying you to swing your hole Ace.  Had you anticipated this, you could have saved that Jack and possibly hit one out of the park (er, off the table?)

So, to sum this up in a way that even we can understand, a solid discard strategy looks like this.
  • Discard duplicate cards first, if you have any
  • Dump your highest card(s) next
  • Hold back an Ace or deuce, but don't think too hard before discarding
  • If you don't have an Ace or deuce, hold back a high prime and wear a stupid expression on your face
That wasn't difficult, was it?

Tuesday, February 15, 2011

Their First Time Playing

The next time you play Kardball, you may well be playing with at least one rookie. Heck, there might even be five rookies, or seven, or ...

We pause now to consider: what is the best way to introduce new players to Kardball?

A Couple of Rookies on Experienced Teams

In a case where some experienced players have been joined by a few brand new players on each side, we recommend starting out with an actual game, scorekeeping and all, after a brief overview of the game concept.

The beauty and genius of Kardball (for which we take no credit, mind you) are such that mutual coaching among teammates is part of the game. Naturally this extends to you telling the rookie on your team what to do next.

Sure, your buddy's dopey cousin might drop a ten-spot when the batter swings a deuce, but we don't judge. He can take it back. Think of him like the little league fielder who makes a wild throw to first base: he'll get the hang of it eventually.

One Veteran in a Room Full of Newbies

(You should be so lucky!)  If you're starting your own Kardball night with a bunch of newcomers, or something like that, one or two developmental innings are probably a good idea.

If you're working with a 60-90 minute game time in mind, you might consider playing two innings for practice, and seven more for keeps.  Talk through the first inning with everyone's cards face up on the table.  If at least a couple of your guests don't catch on right away, consider starting a "Go Fish" night instead.

Play the second inning in the conventional way, taking time to patiently answer questions and engage in some "what if" scenarios. After two innings, you'll be ready to start keeping score. If not, start checking passports, because your friends apparently don't have a baseball gene in them!