Baseball Card GM Review
Briefly

Baseball Card GM Review
"Baseball fans are sickos. If you know a baseball fan, you know this. If you are a baseball fan, you have elaborate rituals you perform in private to help Jhonkensy Noel out of a slump. You know, sicko stuff. Baseball fans are the reason there are hordes of nerds with spreadsheets running actual sports teams these days. And because baseball fans are the type of sicko who'd rather chuck dice than chuck weights, some smartypants invested in baseball cards."
"Baseball Card GM starts and ends with your baseball cards. If you don't have any, they are readily available for purchase on whatever online retailer you prefer. The rules offer a few suggestions on how to craft your team. Favorite players. Re-create an actual Mariners lineup from 2002. But the only right answer here is to crack a couple of packs and start drafting, baby."
"The most important thing here is that players (GMs?) must declare the specific year of stats per player that are being used. And these are unique to each player. The rules of MLB baseball apply, so no Pesäpallo shenanigans allowed. The batting team will roll dice to determine the outcome of at-bats. The rolls are compared against a printed table, and the stats listed from a single year on the baseball card of the batter. The listed pitcher can influence this as well."
Baseball Card GM is a two-player, roughly 40-minute game that converts physical baseball cards into playable player profiles. Players construct teams by drafting cards or selecting favorite players, set nine-player lineups, and must declare the specific year of statistics used for each player. MLB rules govern play. The batting team rolls dice to resolve at-bats, comparing results to a printed outcome table that references the batter's single-year card stats; the listed pitcher can modify results. Games proceed through nine innings and the team with the most runs wins.
Read at Board Game Quest
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