PLAY A FULL GAME OF BASEBALL WITH TWO DECKS OF CARDS IN ABOUT 5 MINUTES
Double-Deck Baseball
GRAB THE FREE PLAYMAT & TWO STANDARD DECKS OF PLAYING CARDS TO GET STARTED
Download the Printable Playmat
OTHER DOUBLE-DECK FREEBIES
How to Play
1. Pitch
The pitcher flips a card to determine what happens—either a hit or an out.
2. Hit
If the pitcher gives the batter a chance, the batter flips a card to determine the result.
3. Score
Move your runners around the bases and keep track of the score.
ADVANCED PLAY, FOR THOSE WHO WANT MORE BASEBALL
Optional/Advanced Rules
Rule #1 - Errors
The defense just gave you an extra base. If the pitcher draws a Joker, an error has occurred. The batter still draws normally and the result is resolved as usual.
After resolving the batter's result, each runner who was already on base advances one additional base.
Rule #2 - Double Plays
Turn two. If the defense draws a 2 while there is at least one runner on base, the defense can turn a double play—as long as they have to call it before their next pitch.
The batter is out, and the lead runner is also out. (If there is only one runner on base, the batter and that runner are both out.)
Rule #3 - Stealing
10s have wheels. If you have a runner on 1st or 2nd base whose card is a 10, you may attempt to steal by announcing your intent—as long as there is no runner immediately ahead of them.
Once a steal is announced, the defense flips a card from the their team's draw deck:
2–10: Steal is successful, and that baserunner advances one base.
J/Q/K/A/Joker: Baserunner is caught stealing, and that runner is now out.
Rule #4 - Walks
Take your base. If the batter draws a 2, 3, or 4, it’s a walk instead of the usual single.
The batter takes first base. (Any runners advance only if they are forced to move.)