Probability of
scoring a Defensive Point
DPP Scenarios with Running
distance Probability of a point
Strike-out 120
meters 65%
Ground out to first 95 meters 40%
Line drive out 100 meters 50%
Infield Fly out 70 meters 30%
Short Foul out 80 meters 30%
Long fly or foul out 70 meters 30%
Pick-of at first base 80 meters 25%
Pick-off at second base 60 meters <5%
Pick-off at third base 28 meters <1%
Scoring
Example:
Assume the league has declared that 5 Defensive Points
(DP) will convert to 1 run. But DP are still cumulative so the score is always
quoted to the first decimal place. To
explain, let’s say the score after the top of the 9th inning is 5.0 to 4.6 for the home team. Game over?
No. The home team must hit in the bottom of the last inning because the
visiting team could score 2 Defensive
Points and tie the game; or score 3 DP’s to win the game. In tie situations
after 9 innings, the top half of the 10th inning will almost always
decide the game since both teams can score.
Extra innings are very rare in BetaBall. As Yogi said: “It’s never over
until it’s over”.
Worst
Situation: In BetaBall, a
hit or lead-off walk is the worst scenario for the defensive team. It negates
the possibility to score any defensive points in that inning unless the runner
is picked-off, or doubled-off, or scores on a home run thereby reopening the
possibility of defensive points in that inning.
Therefore the strategy for the batting team in
BetaBall is to get a lead-off walk or a runner on base at any cost. The
fielding team then has no opportunity for further defensive points in the
inning unless there is a home run.
BetaBall rules deliver a very different game than baseball. New scoring,
new strategies, new skill priorities, new statistics, faster action, different
skills (a 120 meter dash 40 times a game), and a faster pace, (3 strike outs;
and 3 ball walks). The pprobability that an offensive
run will be scored when the lead batter walks or hits safely is 38%.
DPP: Defensive
points are possible in all situations where the bases are empty and the batter
is out by strike-out, line drive, fly out, ground out, or a foul ball is
caught; then the batter must round and tag the bases and tough home plate
before each defensive player has handled and touched the ball. If the batter is successful, his team avoids
a defensive point. If each defensive team player can handle or touch the ball
and return it to home plate before the batter; then the defensive team is
awarded a defensive point. Cumulative defensive points convert into “runs” at
benchmark levels determined by each league.
Conclusion: The result
is a game where both the offense (batting team) and the defence
(fielding team) can score; and during an eligible play (DPP) The offensive batter will suddenly be on
defence defending his team to avoid a defensive point; while the fielding defensive
team is suddenly on offense and into a routine that can win them a defensive
point. This substantially differentiates
BetaBall from traditional baseball. The
scoring, strategy, skill sets, physical and endurance parameters of the game
are dramatically different. Running ability is a priority while batting power
is less of a priority. This caters to Asian players who are smaller, faster, and
less powerful then their North American counterparts.
BetaBall Statistics:
Statistics are a hallowed part of all sports. BetaBall will stimulate
some new data for individual players and teams:
1.
Individual base running speeds.
2.
Number of Defensive Points per inning:
3.
Number of DPP points per game / season:
4.
Percentage of DPP opportunities that resulted in Defensive Points
5.
Percentage of DP’s on strikeouts / ground balls, pop-ups, fly outs, lie
drives, foul balls caught/ etc.
6.
Base running time from home plate /first base / second base/ etc.
7.
Catching errors on DPP’s per 1000 opportunities.
8.
Throwing errors on DPP’s per 1000 opportunities.
9.
Player rankings by team for base running speed.
10. Team rankings for base running speed.
11. Team rankings for all 9 fielders to touch or
handle the ball and get it to home plate.
BetaBall
Sevens 7770. Format for
weekend Tournaments
BetaBall Sevens is a smaller shorter version of the 9 player BetaBall
game previously described. It is designed for fast paced weekend tournaments
for 16 – 24 teams over a 3 day weekend. Games
are normally 30-45 minutes.
7 players play for 7 innings on a narrower 70 degree vector field. All 7
players must handle the ball on all DPP plays. 2 outs per inning. 2 strikes you
are out, and 3 balls to walk. Bases are laid out in a diamond shape rather than
a square box shape; and are approximately 28 meters to first, 24 meters to
second, 24 meters to third, and 28 meters to home. Base runners cannot lead off
from first or second base. The game is
about 30-45 minutes in length.
To repeat, BetaBall 770 is a modified game designed for 3 day tournaments
with 7 players (2 outfielders, 3 infielders, a pitcher and catcher) on a 70 degree
vector field with 4 bases in a diamond shape; in contrast to the regular
BetaBall 90 degree vectored field with 4 bases in a square shape and 3
outfielders, 4 infielders and a pitcher and catcher. 3 field complexes may
eventually be built that accommodate 3 or 4 x 70 degree vector fields and their
spectator areas that divide the fields.
The inspiration comes from Rugby Sevens in Asia where the most popular 3
day tournament is in Hong Kong every year. The normal 15 player rugby rooster
is reduced to 7 players. The standard 8 person scrums are reduced to 3 players.
The scoring, kicking, field size and rules remain the same. Speed and nimble
running are the featured skills. The clocked games are 15 or 20 minutes in
length divided into 2 halves. Sevens is fast, exciting and enormously popular.
Research Hong Kong Sevens on Google.