Backyard Baseball Mafia
The Original(TM) Baseball game for kids, starring kids! (Except for the occasional 46-year-old Hall of Famer)
A light nostalgia game from your childhood, with some baseball thrown in.
- Post limit: 75/day
- 24+24/24 phases (wtf does that mean Scotty? Read further)
- Plays any number between 14-18 (preferably 18). Will pick randomly between all 30 playable kids.
- Alignments of characters will be randomized, and mafia will receive cover roles.
- There are NO 3p’s
- You do NOT have to know anything about baseball to play this. But if you need a refresher, here ya go:
It’s the greatest sport of all time
- Everyone basically starts vanilla, but all players have attribute modifiers based on their character.
•3 Town will start with slightly increased stats from the rest of the town (I’m talkin’ slight)
•Mafia have slightly more than slightly increased stats than the town (I’m talkin’ slightly more than slightly)
- 48hr Day phase has a special sub phase: during the 1st 24hrs, player pick positions and offensive approaches in a separate thread; at the 24 hour mark, I will simulate a game with the players.
- At End of Day, there will be a 1-hour twilight with open thread and then a 23-hour locked Night Phase
- All available item descriptions in store will be revealed to all players at night
Player List
1. Creature
2. NANOOKTHEGREATANDFEARSOME
3. DrWilgy
4. RondoDimBuckle
5. WerewolfHunter
6. Michelle
7. Porsha
8. falcon45ca
9. Dragon D Luffy
10. Stupid Sexy Flanders
11. Dolby
12. arogame123
13. Sloonei
14. hollowkat
Gameplay:
Here’s the abbreviated version and the bare minimum of what you must know to play this game...
Every player has stats in swing approaches on offense (0-5):
Power and
Contact
And fielding positions on defense (0-5):
Infield,
Outfield and
Pitching
Every day phase, players are randomly slotted into 2 non-alignment-indicative differing teams: every player will play a half inning of “offense” and a half inning of “defense”. The teams will change every day, depending on different factors. Tentative lineups and team makeup will be provided at top of night, though they may be changed accordingly depending on the happenings in the night. Players will know their positions definitively at the top of each day, as well as if they are ‘Away’ or ‘Home’. (These labels mean nothing except to better identify your ‘teammates’ during that day).
In a separate game day thread, players will vote in a poll during the first 24 hours of the day. This will show all possible fielding positions (9) and offensive approaches (2). Each player must select one fielding position so that only 1 player is occupying each position. (Players may select multiple as the numbers dwindle).
Players then also pick an offensive approach in either ‘Contact’ or ‘Power’ hit. Note that there is a number limit of half the player count for each offensive approach, so if more than half the player count vote for an option, I will randomly switch players into the other selection until this rule is met.
If someone does not select, or if there are multiple players on one position on defense, I will randomize those until there is 1 covering each position.
BOTTOM LINE: At the 24 hour day mark (halfway point), all players must have selected a type of hit and a type of position. Then I will simulate one complete inning, where each side takes turns on offense and defense.
For a more detailed and fiddly mechanical breakdown of how games work, see below.
There is a maximum 9 players on defense, and 9 players on offense. I will attempt to equalize “teams” between cycles, most likely changing up teams from phase to phase and giving as much alternation as I can. Uneven count priority goes to offense. Early on, there will a lack of players to cover every defensive position as only 7 people will be on each team on day 1 in a 14 player game, and any unfilled positions will be filled by NPC’s. NPC’s are baseline players with baseline stats.
-Once 4 players are on the defense, they will each select 2 positions.
-Once 3 players are on the defense, they will each select 3 positions.
-Once 2 players are on the defense, they will each select 4 positions.
-Once 1 player is on the defense, should that happen, they will take over all of the field, rest their soul.
(This is to mitigate the amount of NPCs that need to be on the defense and maintain fairness)
If all available players on offense are on base when a new at-bat comes up, a non-player character (another character not used in the player pool) will “pinch-run”, aka substitute in to run the bases for the player farthest along the bases. The player that was removed from the base path then gets to attempt to hit again. The NPC does not benefit from scoring.
Some players may ultimately be towards the top of the lineup multiple days in a row as numbers dwindle. Priority will go to players that haven’t had an at-bat on offense as recently as others.
Offense:
In a game of baseball, the team on offense is given 3 outs before their offensive turn is over. In this game, 1 round of offense per team occurs per day. Players are set into a batting order at top of day, and the host will do as much as he can in keeping this fair between days (i.e. if you were about to bat before the inning ended, you might be 1st to bat the next time you are on offense).
Not everyone on offense may get an at-bat each day. On the flip side, players
may get multiple at-bats in a day.
If 3 players get out on offense, the “inning” will end. If a player has more than one at-bat in an inning, their hitting selection will alternate to their unpicked option automatically.
Batters square off against the pitcher, and a d8 is rolled. If the result is +1 or +2 against the pitcher, it is a ball. (4 balls is a walk.) If the result is a tie or the pitcher rolls 1 higher than the batter, it is a foul ball, which counts as a strike but never a strike-out.
If the pitcher rolls 2 higher for three times or at least the 3rd strike in an at-bat, it is a strike out. If the batter rolls 3 higher, they move into the Hit phase. Clear as mud?
In the Hit phase, the batter will hit the ball to either the outfield (if using power) or the infield (if using contact), rolled randomly by position.
Host rolls:
If Contact, d6 for Infield:
1= Catcher
2= Pitcher
3= 1st Base
4= 2nd Base
5= Shortstop
6= 3rd Base
If Power, d3 for Outfield:
7= Left Field
8= Center Field
9= Right Field
Defense:
The defender rolls a d8 and adds their respective Infield and Outfield modifiers to field the ball (The pitching stat is not used in defense of a ball hit to that position. Infield is used instead)
The batter then rolls a d8; this roll (boosted by their contact or power stat) must
surpass the defense of a player to get on base.
- Tie goes to defender.
- 1-3 more is a single.
- 4-5 is a double.
- 6 is a triple.
- 7+ is a HR.
Baserunning rules:
Players advance on base exactly the number of bases hit. A player on 2nd will advance only 1 base on a single. A walk will not advance a player on 2nd unless they are forced from a player already on 1st. No stolen bases. No sacrifice flies. No productive outs: if a player gets out, it never advances the runner.
Simulation
At the end of the first 24 hours of each day, the host will simulate the goings on as if commentating a game inning; afterwards, the lynch poll will go up and will last for 24 hours, and the highest vote-getter will be lynched.
Night Store:
There is a “point” system in place: if a player gets on base, scores on offense OR gets an out on defense, they receive 1 Purchase Point (2 Purchase Points on defense if they tie the roll of the hitter, producing a spectacular defensive play). These purchase points (PP) can be used to purchase advantages during the Night Phase, or can be used to boost base stats and are usable at night by every player that has them. Points are cumulative; they may NOT be shared between players- not even mafia members.
-Each player starts the game with 1 purchase point (PP).
You may increase stats 1PP : 1 point for the first increase in a given stat, and 2PP : 1 point for subsequent increases in that same stat. You may do so as much as you want each night:
- base proficiency in Pitching (max level 5)
- base proficiency in Outfield (max level 5)
- base proficiency in Infield (max level 5)
- base proficiency in Contact (max level 5)
- base proficiency in Power (max level 5)
In addition, you may purchase 1 item from the store each night. Everything that costs 2+ have limited supply, so get yours while the offer lasts! And no returns or trading.
If you attempt to purchase something and it is out of stock, I will let you pick something else in a timely fashion.
Also, to be marginally transparent, mafia have access to a side store with a handful of special items for purchase that only they can access.
Purchaseable Items
(These will be revealed when the game starts. You may use them the phase they are purchased, if you wish)
1 PP (unlimited supply):
- first dibs
- juice box
- advertising
- random batting power-up
- random pitching power-up
2 PP (limited to 3 each):
- bubblegum
- walkie talkie
- bandaids
3 PP (limited to 2 each):
- mom’s credit card
- fruit by the foot
- cool glasses
- snap watch
- basic scouting report
5 PP (limited to 1 each):
- premium scouting report
- dinosaur themed bandaids
- premium spitball
Power-ups: (you may only have 1 batting and 1 pitching power-up active at a time. Most recently purchased will be active unless you notify host)
Batting power-ups
- flat brim cap
- crazy bunt
- aluminum power
- screaming line drive
- under grounder
- sonic boom
- rubber bat
- geyser hit
- jumping bean bunt
- lightning bat
- piñata bat
Pitching power-ups
- crazyball
- big freeze
- elevator
- corkscrew
- zigzag
- slowmo
- spitball
- fireball