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BOTTOM OF THE 9TH CARD GAME RULES
Hey there! Let’s dive into the exciting world of the “Bottom of the 9th” card game. This game is all about the thrill of baseball and the pressure of being in the last inning.
In this game, we have two players – one player takes on the role of the pitcher, and the other becomes the batter. Get ready to experience the intense battle between pitcher and batter as they try to outwit each other.
To start, the pitcher shuffles their deck and draws three cards. These cards represent the different pitches they can throw. Each pitch has a unique effect, so choose wisely! The batter also has their own deck, which they shuffle and draw three cards from. These cards represent the strategies and swings they can use to hit the ball.
Once both players have their cards, it’s time to face off! The pitcher selects one of their pitches, keeping it secret from the batter. The batter then chooses one of their swing cards and plays it face down.
Now comes the exciting part – the big reveal! Both players turn over their chosen cards.
The pitches and swings have different outcomes, so let’s see what can happen. For example, if the pitcher throws a “fastball” and the batter plays a “power swing,” the batter has a great chance of hitting a home run! On the other hand, if the pitcher throws an “off-speed” pitch and the batter swings for a “contact” hit, they might just get a base hit.
Each combination of pitch and swing has its own possible result, ranging from strikeouts to base hits. The game is designed to capture the unpredictability and excitement of a real baseball match.
There are also special abilities and events that can shake things up even more. Some cards allow you to modify your pitch or swing, while others introduce unexpected twists into the game. These elements add an extra layer of strategy and keep the game fresh and engrossing.
The game continues with the pitcher and batter taking turns, strategizing and making their moves. With each play, the tension rises as the game reaches its thrilling conclusion.
The ultimate goal for the batter is to score runs, while the pitcher aims to get three outs. The game keeps track of the score and progresses through a series of innings, just like a real baseball match.
Well, there you have it! The “Bottom of the 9th” card game brings all the intensity and excitement of baseball right to your tabletop. So grab a friend, shuffle those decks, and get ready to experience the thrill of the game!
In Bottom of the 9th, instead of playing a full baseball game, the tension is amplified by focusing on the last three outs. If you’re the home team, your objective is to score a run and secure victory. Alternatively, if you’re the visiting team, you must prevent the home team from scoring to win.

When you open the package, you’ll find a field board, twenty player cards, a hitter’s reference card, and fifteen manager’s challenge cards, which you can use for the solo game mode. The batter’s components consist of two pitch tokens, an at-bat tracker, four base runners, five pitch count tokens, and one red swing die. On the other hand, the pitcher’s components include two pitch tokens, three out tokens, two fatigue tokens, and two white pitcher’s dice.
HOW TO SET UP

When I’m playing the Bottom of the 9th game, the first thing I need to do is figure out which team gets to be the home team and which team is the visiting team. The home team is the one that gets to bat, while the visiting team is the one that gets to pitch. Once we know that, we can set up the game board with home plate facing the batter.
Now it’s time for the batter to choose their team. I get to choose six batters from the player card deck. Each batter card has a little icon in the corner that shows what position they play. I have to make sure I choose batters from six different positions. Some batters are more versatile and can count as any infield or outfield position. If a batter is labeled “utility,” they can be used as either an infield or outfield position.
Once I’ve picked my batters, I need to arrange them in the order I want them to hit. I’ll place them from left to right, according to my lineup. The first batter in the lineup goes on the top row of the at-bat tracker, and I’ll also put five pitch count tokens there.
So, here’s what I think we should do: we’ll take one of those base runners and put them right there on home plate. The other three? Let’s just set them aside for now. Now, as for the batter, they’ll need a red pitch token, a white pitch token, and a red swing die. Got it?
Meanwhile, the player in charge of pitching should look through all the player cards and pick a starting pitcher and a relief pitcher. Now, some pitchers don’t have a specific designation – they can be used as either a starter or a reliever.
Take the starting pitcher card and place it with the information side facing up. As for the relief pitcher, just set it aside for the time being. We might need them later.
Now, pay attention to the fatigue track on the board. You’ll find two small fatigue tokens that need to be placed on the top row of the track. Make sure that the face-up sides of the tokens match the ace pitch of the starting pitcher, which is described in the red box. Lastly, get three out tokens ready and place them near the outs track. And don’t forget to have the two pitch tokens and the pitching dice at hand.
PLAYING THE GAME
When you play the Bottom of the 9th game, you’ll go through each round by taking turns. In each round, a pitch is thrown, and the batter has to guess the pitch. It’s a game of strategy and anticipation!
GETTING READY
First, you need to set up the game. Each player has their own pitch tokens, which they’ll use to choose the direction and location of their pitch. The direction can be inside or away, and the location can be high or low. The pitcher and batter keep their token choices hidden until they’re ready to reveal them.
THE STARE-DOWN
Now it’s time for the stare-down! The pitcher and the batter both choose their pitch direction and location using their tokens. They have to think carefully about how they want to throw the pitch and where they want it to go. Once they’ve made their choices, they reveal their tokens at the same time.
THE PITCH
With the pitch tokens revealed, it’s time to see what happens! The pitcher throws the pitch according to their chosen direction and location, and the batter has to guess the pitch correctly. If the batter guesses right, they gain an advantage.
THE SWING
After the pitch, it’s time for the swing! Both players roll their dice to determine the pitch and swing outcome. The dice will decide if the batter hits the ball or if the pitcher strikes them out. It’s an exciting moment that can change the game!
THE RUN
If the batter hits the ball, they have a chance to run the bases and score points. The pitcher will try to stop them from reaching home. It’s a race against time and strategy to see who will come out on top!
THE CLEANUP
After the run, it’s time for cleanup. The round ends, and both players prepare for the next one. They reset their pitch tokens and get ready to face off again. The game continues in this way, with each round bringing new excitement and challenges.
Playing the Bottom of the 9th game is thrilling and strategic. It’s all about making the right choices, anticipating your opponent’s moves, and staying one step ahead. Are you ready to step up to the plate and give it your all? Let the game begin!
When I’m at bat, I have the opportunity to make accurate guesses about the pitch tokens. If I guess correctly, those tokens go on my player card. On the other hand, if I guess incorrectly, the pitcher adds those tokens to their card. However, successful guesses activate special abilities for both the batter and the pitcher, creating a thrilling showdown.
Each pitcher has an ace pitch, which automatically activates once the chips are revealed. However, if I manage to guess both pitch tokens correctly, the ace pitch ability is nullified. But here’s the exciting part – if I guess both tokens correctly, my own MVP ability kicks in!
Now, when the pitcher throws either part of the ace pitch, they move a fatigue token down the fatigue track. Whether or not I guess it correctly, fatigue is incurred. When a token reaches the bottom of the fatigue track, the pitcher loses the ability to use that direction or location. However, during the cleanup phase, there’s a chance to move tokens back up the fatigue track.
When I play this game, sometimes I have special skills that let me change the number on the dice when it’s my turn to pitch or swing. But I have to remember that I can’t change the dice to be more than 6 or less than 1. That’s the rule.
THE PITCH
Okay, so after we have that intense stare-down, it’s time for me to roll both of my dice. One of the dice is called the control die – it’s a regular old six-sided die. But before I roll, I have to think about any special abilities or traits I have from the stare-down. Then, based on what I roll, I can throw three different kinds of pitches: one that is outside the strike zone (that’s a B), one that is inside the strike zone (that’s an S), or one that perfectly hits the corner of the plate (that’s a C).
THE SWING
At the bottom of the ninth inning, when I’m up to bat, I respond to the pitch by rolling my swing die. It’s interesting because I can apply any abilities and traits that come from the stare-down results. After considering any modifications, I compare the roll result to the pitch.
Here’s the thing: If I throw a B, a swing that is the same as or lower than the control die count as a ball. But, if my swing is higher than the control die count, it’s a strike.
Now, let’s say I throw an S. In this case, a swing that is lower than the control die counts as a strike. If my swing is the same as the control die, it’s a foul ball. And, if my swing is higher than the control die, it’s a contact, and I move to the run phase.
But wait, there’s more! If I throw a C, a swing that is lower than the control die counts as a strike. If my swing is the same as the control die, it’s a contact. And, if my swing is higher than the control die, it’s another strike. Quite the challenge, isn’t it?
When a ball happens, I’ll place a white token on the right spot of the at-bat tracker. If we get four balls, you get to move to first base. And if there are any other players on bases, they’ll adjust their positions accordingly.
Now, let’s talk about strikes. Each time a strike occurs, I’ll place a red token on the at-bat tracker. If you get three strikes, I’m sorry to say, but you’re out. When that happens, I’ll put an out token on the field board.
Oh, and remember, foul balls are treated just like strikes, but they can’t make you strike out.
Alright, now let’s move on to the run phase. This is where things get really exciting. If you make contact, we’ll jump straight to the run phase and see what happens next.
Now, let’s say you roll a natural 6. That’s fantastic! It means you crushed the pitch. But wait, there’s more. You’ll have to roll the swing die again to see if you get a contact bonus. If you roll a 1 or a 2, it’s a normal contact with no bonus. If you roll a 3 or a 4, congratulations! It’s an automatic single. And if you roll a 5, it’s an automatic double. But if you roll another 6, it’s an absolute home run! And if you roll anything from 3 to 6, there won’t be any run phase.
THE RUN PHASE
When the game starts, both players jump right into the run phase by rolling and rerolling their d6 die. It’s a race to be the first one to roll a 5 or a 6. As soon as the batter gets a 5 or a 6, they have to shout “safe” out loud. And as soon as the pitcher gets a 5 or a 6, they have to say “out”. Whoever says it first wins the run phase. If by some chance both players say it at the same time, the batter gets the win.
Now, here’s where it gets interesting. Some player cards have a special ability that lets them roll the d6 without any opposition. If a player has this ability, they get to roll their die once, without being challenged. It adds a twist to the game. If neither the pitcher nor the batter get a 5 or a 6 in their unopposed rolls, the race starts right away. If both have the unopposed roll ability, the batter gets to roll first.
In baseball, some players have unique abilities that make them stand out. For example, if a player has a +1 speed trait, they have a better chance of reaching first base safely. They only need to roll a 4, 5, or 6 on the dice. Similarly, if a player has a +1 fielding trait, they have a higher likelihood of getting the runner out. They also need to roll a 4, 5, or 6.
Once the run phase is over, it’s time for the Bottom of the 9th cleanup phase.
CLEANUP PHASE
During the cleanup phase, we check if either player has won the game. If the pitcher has recorded their third out, they win. On the other hand, if the batter successfully scores a run, they win.
If neither player has won, the game continues. An out or a successful run ends the current at-bat. Ending the at-bat triggers two things: the pitcher either gets replaced or is benched, and the next batter steps up to the plate.
To figure out how a pitcher can get some rest, I just need to see how many bases are empty, not counting home plate. Each empty base gives the pitcher some relief. They can move their fatigue tokens back on the track that same number of spaces. If they want, they can split the relief between their two tokens.
But the pitching player has another option. Instead of giving relief to the pitcher, they can bench them. This means taking the pitcher out of the game and replacing them with a relief pitcher card. The fatigue tokens go back to row 1 with the ace pitch. After this, the fatigue tokens can never go above row 1.
Now, let’s talk about the batting player. They have a role to play too. When the pitcher gets benched, the current batter card is taken out of the game. Then, the at-bat tracker goes under the next batter. All pitch count tokens are removed from the tracker.
Finally, the game continues with more rounds until one of the players meets their win condition. It could be the home player or the visiting player. It all depends on the specific rules of the game.

Victorious
When my team scores a run in the Bottom of the 9th game, we claim victory right away. On the other hand, if the opposing team manages to stop us from scoring and gets three outs, they win the game instantly. It’s a thrilling race to the finish!