REPLAY! REVIEW by Steve Lopez |
The ad and brochure are hard to resist, with catch phrases
like: "A new era in baseball has begun...realism you never thought possible...for
those fans who won't settle for second place." Well, these guys aren't kidding. This year's newcomer to the Tabletop and Windows baseball simulation market, Dynasty League Baseball, is a clear winner in all respects! Well, these guys aren't kidding. This year's newcomer to the tabletop baseball simulation market, DYNASTY League Baseball, is a clear winner in all respects. DYNASTY League Baseball is designed by Mike Cieslinski, the same guy who created Pursue the Pennant. DYNASTY League's parentage is obvious: the game uses "percentile" dice. But DYNASTY League goes way beyond PTP in realism WITHOUT sacrificing playability. ...Colored Playing Cards... This is accomplished by the novel use of coding on the player cards. A single range of die rolls on a player card may have up to four different results, depending on the situation (normal, clutch hitting, infield in, tired pitcher, etc). Each of these different situations is coded right on the player card (and the key to what code corresponds to what situation is given on each card as well). If two situations apply, you use the situation closest to the left side of the card. The effect is that you get a wide variety of play results right on the player card without a lot of additional chart referencing. |
The basic playing procedure will be familiar to Pursue the Pennant players: three ten-sided dice are
rolled and results of 000 to 499 are read from the batter's card while rolls of
500 to 999 come from the pitcher's card. Each player card has two columns of numbers, one for results vs. lefties and one for results vs.
righties.
But Dynasty League's color coded cards make for a world of difference from other games and eliminate some of the extra chart referencing that slows down Pursue the Pennant. For example, if Milwaukee's Paul Molitor 1982 is batting against a right-handed pitcher and the roll falls between 194 and 215, he gets a home run in a "normal" situation (blue code). If the pitcher is in a "jam" situation (orange code), it's a deep drive (possible HR). On a hit and run play (magenta code), he fouls it off. And all of this comes right off of Molitor's card! The only one of these three situations that would require additional die rolling is the "deep drive". ...around 70% of the
play results will come directly from the player cards without the need of other
charts... Realism and Surrealism!
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