Gamers Alliance
Paul Sauberer
Fall 2005 Report
USA
I’ll begin this review of Harry’s Grand
Slam Baseball Game (designer: Harry Obst) by getting
the disclaimers out of the way. I am listed in the game
credits as a “Game Historian,” but this doesn’t
mean I have any interest in the game other than as a
fan who helped get it republished. (If you are interested
in how I and Steve Kurzban achieved that title, you can
check out the other article about that.)
Harry's Grand Slam Baseball is a reprint of a card game first published in 1962
and is part of Out of the Box's Heirloom Games line. The game play is fairly
simple, particularly if the players are familiar with baseball rules. The deck
is comprised of 54 cards. Half of them (27) are out cards of various types. A
total of 19 of them will get a batter on base in one way or another. The remaining
8 cards are divided equally between bench cards (which can be played either as
a "pinch hitter" or "relief pitcher" and cards that will
move a runner who is already on base (one each of balk, passed ball, wild pitch
and stolen base).
To play the game the deck is shuffled and each
player takes three cards. If any of the cards drawn
are bench cards, the player takes the card from the
top of the deck without looking at it and places
it in his play area, with the bench card on top of
it.
The player designated as the visitor will be on
offense first, in the top of the first inning, and
will play a card from his hand, following its effects
(an out, batter reaches base, or runner advances,
any of which could possibly cause a run to score),
and redraw. The home player, starting on defense,
will then play a card and redraw. If a player does
not wish to play any of the cards in his hand and
has a bench card available, he can flip the bench
card and play that instead. Since he will still have
three cards in his hand he does not redraw. As with
the initial draw, whenever a bench card is drawn
the top card of the deck is taken sight unseen and
placed in the player’s area with the bench
card covering it. Play alternates in this fashion
until three outs are made. At that point, any cards
played, including any bench cards used, are placed
in a discard pile. A new half inning starts, with
the teams exchanging offensive and defensive roles,
with the new offense playing the first card.
After three full innings have been played not only
are the cards played in the last half of that inning
discarded, but both players’ hand are also
discarded. Any bench cards in playing areas remain
there along with the cards they are covering. The
deck is now reshuffled, including discards, each
player takes a new hand of three cards and play continues.
This flushing of cards happens after every three
full innings of play (i.e. after the 6th inning,
9th inning if the game is tied, etc.)
As in real baseball, a game lasts 9 innings, unless
the teams are tied at that point, in which case the
game continues until one team has a lead after the
home team had batted in any inning. The team with
the greater number of runs wins. A typical 9-inning
game will take about 10 minutes to play.
The mix of cards tends to result in games with
plenty of offense. Scores resemble those found at
Coors Field or Ameriquest Field. Also, there is no
attempt to incorporate any kind of batting order
or flavor of individual players. Even the bench cards
are very abstracted. The game is all about the play
and not the athletes.
Game play is admittedly not deep, with the ratio
of important decisions to cards played being rather
low. However, if measured by time instead, it fares
must better. There is a fair amount of hand management
in there. An example of one of the decision points
occurs with two outs when you are on offense with
a single card and two out cards. Do you waste the
base hit and keep the two outs for your defense or
do you hold it, play an out to end the inning and
deny your opponent the chance to play a last out
and redraw before he is on offense? Another that
comes up is do you play the bench card with fewer
than 2 outs, figuring that it will leave you with
the same hand that you didn’t like when your
turn comes around again? In 10 minutes you can have
several of these decisions come your way and the
game can turn on which path you take. Of course,
the luck of the draw can impact you as well, with
some fortunate draws leading to big innings.
Some of the mechanics of the game feel ahead of
their time. Specifically, the flushing of the cards
every three innings is a clever way to stymie the
card counters who might try to be sure that there
will be no more homers allowed in a game, for example.
Also, the hand size of three seems to offer the perfect
balance between being able to guarantee a result
and being entirely at the mercy of the draw.
Included in the new edition is a faithful reproduction
of the original deck of cards, box and instructions.
Comparing the 2005 edition with the 1962 version,
I found nothing to distinguish the two. Card quality
is good and they should hold up well to the repeated
shuffling required. The box reproduction is perhaps
sturdier than the original, made of a similar thick
cardboard but with stronger corners. It should be
noted that there is no indication anywhere that it
is a reprint, so if you are one of the relative few
to own a surviving vintage copy of the game and were
hoping that it would be a collector’s item,
that’s not going to happen.
However there are also new extras that can make
up for it to existing fans of the game and make it
worth purchasing a new copy. Some of the added features
make the game entirely self contained and aid play.
The included copy of the original rules are reduced
to an object of historical interest, as the new updated
rules and card reference sheet are easier to use
to learn and explain the game. The new play mat,
which is a representation of a baseball diamond with
a space to put the deck of cards, helps keep track
of the current on base situation- no more using just
the cards themselves as a virtual diamond. It is
also no longer necessary to either tax your memory
remembering score and inning or find a piece of paper
and pencil to keep track of them. A spacious folding
scoreboard is included that uses wheels and windows
(think of the old Cadaco All Star Baseball game)
to handle that task. Also included in the sturdy
tin that holds all of the components of the Heirloom
Series edition is a brief biography of Harry Obst
and the story of the origins of Harry’s Grand
Slam Baseball Game, which touches on the fascinating
life of Obst and his inspiration for the game.
Harry's Grand Slam Baseball is not a detailed statistical
simulation of baseball. In other words, it ain't
no Strat-O-Matic. However, it captures the
essence of managing a baseball game in a short span
of time in a simple yet elegant way. Harry's Grand Slam Baseball
is an excellent 2-player filler with enough strategy
and decision to hold players' interest for the game
length.
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