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.
Friday, September 23, 2011
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.
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.
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!
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!
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