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Ballscore Scoring Guide Please Read The Main Help File For

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BallScore Scoring Guide   Please read the main help file for the 5 steps on getting started with BallStat and BallScore.     This guide deals with the actual scoring of a game with BallScore (step #3) and assumes you already have both lineups set. If you need help with creating rosters and setting lineups then see the main BallStat/BallScore help file.     Click the below button to get started with this guide     It is recommended that you save your scorebook immediately AFTER setting both rosters and lineups. Press V anytime during the game to save your current progress.         Copyright 2008 by James Habel Software All Rights Reserved Page 1 Learn the basics   There are a few basic rules that hold true throughout scoring your game. Most scoring errors will result from not following these rules.   Cells A BallScore scoresheet consists of 640 scoring cells. You can use the arrow keys to move from one cell or another when needed. However, most of the time the cursor will move automatically and should be left alone. You can adjust how many cells are displayed on the screen by changing the cell width (File/BallScore properties/Fonts-Cells tab).   The cursor - Most of the time the cursor is controlled by BallScore and you should not move it. When scoring any event the cursor should be on the current batter. If the cursor is not on the current batter you will see several warnings. Scoring an event with the cursor on the wrong cell can result in an incorrect scorebook. If you have to move the cursor to make a correction or assign a credit be sure to move it back before scoring the next event.    Always score the batter first. Once the batter reaches first base safely he then becomes a runner. Follow the logical sequence of each event when scoring and don't start scoring until the play is over. Some plays may have to be scored in 2 steps - How the batter reached first then how the batter (now runner) reached second or beyond.    Don't edit cells if you don't have to - Use the backspace key or the Undo button to undo scoring errors that are noticed right away. You can undo a scoresheet as far back as you need.    Bat-Arounds - To add another column to an inning because a team batted around select Inning/Insert inning for bat-around from the main menu. You can also click the inning number above the inning in which you wish to insert the bat-around.           Page 2 Starting an event   With each pitch only 6 things can happen:     Key  Button ----  -------S      The pitch was a strike B      The pitch was a ball F    A    O    R    The pitch was a foul     The batter was safe at first   The batter was out at first   A play was made on a runner   You will typically use one of the above 6 buttons or key presses to start any event.               Page 3 Strikes, balls and fouls   Strikes Each time a strike is called or the batter swings and misses press S on the keyboard. After 3 strikes have been recorded the Strikeout dialog box will appear. Select the type of strikeout then press Enter. The Putout, Assist & Error dialog will appear giving the catcher the putout. Press Enter if correct or change the PO or A if needed.   Balls Each time a ball is called press B. After 4 balls you will asked if the walk was intentional. Press  N for No or Y for Yes. You can also just press Enter for No. The batter will take first base and any other runners will be advanced if needed.    Fouls Each time a pitch is fouled off press F. BallScore supports an unlimited number of foul balls.     Anytime you press the above keys the pitch count will be increased by 1. Page 4 Batter is safe at first   If the batter is safe at first on any play other than a walk press A. The Safe at first dialog box will appear. Select how the batter reached first by clicking the appropriate button or by pressing the underlined letter or number for the button.      If there are runners on base then the Advance Runners dialog box will appear. Select where each runner ended up after the play was over then press Enter.   If you selected one of the runners to be out running the bases then the Putout, Assist & Error dialog box will appear. Enter any putouts or assists then press Enter.  Page 5 Batter is out at first   If a batter is put out at first base press O. The Batter out at first dialog box will appear. Select how the batter was putout at first by clicking the appropriate button or by pressing the underlined letter or number for the button.      If there are runners on base then the Advance Runners dialog box will appear. Select where each runner ended up after the play was over then press Enter.   If you selected one of the runners to be out running the bases then the Putout, Assist & Error dialog box will appear. Enter any putouts or assists then press Enter.     QuickOut buttons   These buttons can be used as a shortcut. When using these buttons you may not be prompted for putouts. If you need to change the putout or assist assignments then use the Batted ball out button instead. Page 6 Manually advancing runners   Most of the time you are prompted to advance runners by BallScore when needed. There are also times where you will need to advance runners manually such as steals, caught stealing, passed balls, wild pitches etc. If this is the case press R to make the Advance/Putout Runners dialog appear. Select how the runners advanced or were putout by clicking the appropriate button .    To place the runners on a new base without specifying a cause press R then M. When you are done placing the runners press Enter.     Note: Don't forget to keep the cursor on the current batter when using the R key.   Page 7 Assigning errors   For certain situations such as reaching firstbase on error you will be prompted to assign the error with the Putouts, Assists & Errors dialog box. Sometimes an error  will occur and BallScore will not prompt you for the error. In this case you score the play then press E to  assign the error. The Assign Error dialog box will appear where you can select the action which will determine where on the scoresheet the error will be placed.   The Putouts, Assists & Errors dialog box will appear allowing you to enter the error.     Always keep the cursor on the current batter when assigning errors. The only exception to  this rule is if you want to assign the error action to a runner who scored. In this case place the cursor on the runner who scored, assign the error by pressing E, then move the cursor back to the current batter.  Page 8 Setting the defense   The starting defense has already been set by using the Roster & Lineup Manager. The starting defense has also been set in every cell on the scoresheet. Once a game starts the RLM has nothing to do with setting a teams defense. You have to use the D key to change a teams defense after a game starts.    Press  D to make a defensive change. You will usually do this at the beginning of an inning but not always. The Set Defense dialog box will appear. Make any changes that are needed. You can hold down the Alt key and press the number of the position you want to change to go directly to that drop down list. When all changes have been made press Enter. Every cell from the current cell to the end of the scoresheet will be set to the new defense.   Sometimes the Set Defense dialog box will appear automatically such as when you insert a new pitcher. In this case you can usually just press Enter as the new pitcher will have already been inserted for you.   If you ever need to edit the defense for a cell that has already been set use the X key. Page 9 Inserting a new pitcher   The starting pitcher has already been set by using the Roster & Lineup Manager. The starting pitcher has also been set in every cell on the scoresheet. Once a game starts you must always use the P key to insert a new pitcher.     Make sure the cursor is on the correct cell then press P to insert a new pitcher. The Insert Pitcher dialog box will appear.    If you are making a double switch then click the Insert Defensive Replacement button first to select the new fielder!   Select the pitcher that you want to insert from the list then select where the pitcher will bat in the batting order. If you know the pitcher will not bat then select DOES NOT BAT (using a DH for example).   Every cell from the current cell to the end of the scoresheet will be set to the new pitcher. A New Pitcher Marker (red line at the top of a cell) will be placed in the current cell to separate the new pitchers stats from the previous pitchers stats.   The new pitcher will be automatically set on defense.    Page 10 Inserting a pinch runner     To insert a pinch runner into a game press the W key. The Insert Pinch Runner dialog will appear.    1) Select the player you want to insert from the displayed roster. 2) Select the runner you want to replace (1st, 2nd or 3rd). 3) Select the slot you want to place the pinch runner in on the scoresheet. 4) Press Enter.     Slots If you know the pinch runner will not bat during the entire game then place him in the #8  slot.   If you know the pinch runner will stay in the game and possibly bat for the runner he replaced then place him in the #2 slot (or the first empty slot).   Courtesy Runners Courtesy Runners are treated a little differently in BallScore because they may already be in the game. If the Courtesy runner is already in the batting order somewhere else then place him using the directions above. This will tell the scoring cell who the runner is. The player will now appear twice on the scoresheet, once in his batting position and once as a pinch runner. Use the RLM to remove the player entirely from his pinch runner slot since a player should only appear once on a scoresheet. This will not affect the stats because the needed information is still stored in the scoring cell.   Page 11 Inserting a pinch hitter or new batter     A pinch hitter is a player who bats for another player and has not yet appeared in the game, offensively or defensively.   A new batter is a player who has already replaced someone on defense and is coming to bat for the first time.   To insert a pinch hitter press the J key. The Insert Pinch Hitter dialog will appear. BallScore will always select the next available slot underneath the starting player. You can change this slot but it is not recommended. Select the player who you want to use as a pinch hitter from the displayed roster list. Press Enter. A New Batter Marker (red line on the left side of a cell) will be placed at the appropriate cell on the scoresheet.    To insert a new batter press the G key. The Insert New Batter dialog will appear. BallScore will always select the next available slot underneath the starting player. You can change this slot but it is not recommended. Select the player who you want to use as a new batter from the displayed roster list. Select the position you want to appear in the lineup for the new batter. This selection does not affect where he played on defense. The defense is always set with the D key once a game starts. Press Enter. A New Batter Marker (red line on the left side of a cell) will be placed at the appropriate cell on the scoresheet.      See the next section for more information on New Batter Markers.  Page 12 New Batter Markers   New Batter Markers (NBM) are used by BallScore to separate stats for players who bat in the same batting order position (BOP). Each BOP contains 8 slots. If a BOP only has one player batting in it for the entire game then a NBM is not needed. BallScore usually places NBM's for you but sometimes you'll have to do it manually. NBM's can be inserted manually from the main Edit menu.   Below are some examples of how to use New Batter Markers.     In the above example Garcia will be assigned the first 3 plate appearances. The NBM then tells BallScore to start assigning any PA's after the NBM to Raines.     The above example is a little more complicated. Friend gets the first 2 AB's. Fondy gets the pinch hit AB in the 6th. Swanson gets the empty cell in the 7th so he didn't bat. Smith gets the pinch hit AB in the 8th. Douglas would get the rest of the AB's if there are any.   BallScore also can us Double and Triple New Batter Markers. A DNBM will ignore a player in a slot and a TNBM will ignore 2 players. Below are some examples of these 2 markers.     Above we have Brooks getting the first 2 AB's. Ackers gets the empty cell in the 5th so he didn't bat. Kluszewski gets the pinch hit AB in the 6th. Shanchez gets the empty cell in the 7th because he didn't bat. Amor didn't bat either but we can't use a regular NMB in the 8th or he will get the AB. We use a DNBM which will skip Armor completely and give the AB in the 8th to Lynch. Freeman would get any other AB's in the game (if any).   Triple New Batter Markers work the same way only they skip 2 players instead of the one in the above example. NBM's can be toggled on and off from the main Edit menu.  Page 13 Assigning RBI's     Most of the time BallScore will assign Runs Batted In automatically. However, there may be cases where you need to assign an RBI manually. RBI's are shown in the upper right corner of a cell as either a green number or by displaying green balls.   To assign an RBI to a cell:   1) Place the cursor on the cell you wish to credit with an RBI. 2) Press the I key to increment the RBI count for the cell (up to 4). 3) Move the cursor back to the current batter.   To decrement the RBI count for a cell hold the SHIFT key down while pressing I.  Page 14 Assigning unearned runs     BallScore has limited logic when assigning runs scored as unearned because many times it has to be decided by the official scorer. However, it's easy to mark a cell as unearned by following the steps below.   1) Place the cursor on the cell you wish to mark as containing an unearned run. 2) Press the M key then the U key. 3) Move the cursor back to the current batter.   This is a toggle so to mark the cell as earned again just repeat the above steps. Page 15 Balancing a scoresheet   A scoresheet should always remain balanced during a game. It is best to always correct a problem that causes a scoresheet to go out of balance right away if possible. You can however wait until the game is over to find the problem. You can tell if a scoresheet goes out of balance when the Balance warning appears on the right of the scoresheet. You can also press Ctrl+B at anytime to manually check the balance state of a scoresheet and to see the variables used in the equation.   The men left on base stat (LOB) stat is the cause of an unbalanced scoresheet 99% of the time. The last batter of an inning will be credited with all men who are still left on base when the inning ends. The LOB's are always shown at the bottom of an inning column. If a scoresheet goes out of balance always look here first.   Finding the incorrect LOB You can visually check the cells to see what the actual LOB should be by using this formula:   Number of cells used in the inning -3 - runs scored   The number of cells used includes all cells between the end of inning markers. If the formula above does not match the LOB total at the bottom of the scoresheet then you will have to correct the LOB stat:   1) Click the RHL footer at the bottom of the inning you wish to correct. 2) Select the correct number of men left on base from the menu.   The scoresheet should then balance and the Balance warning will vanish. Page 16 Ending a Game     BallScore will detect the end of a game and offer you a chance to use the Game Over dialog. To end a game yourself press N or select File/End game from the main menu.   The Game Over dialog is used to set the winning pitcher, losing pitcher any saves or blown saves and holds. You can also use this screen to set umpires, game location and game conditions. This screen can be used anytime during a game but is normally used when the game is over.   All the pitchers who pitched for the visiting team are listed on the left and the home pitchers are listed on the right. Place a checkmark beside each pitcher to credit them with a stat.    Click Done when all choices are set. The scorebook will be automatically saved if you previously saved the scorebook. If not, you will be prompted for a file name to save the scorebook as.     Page 17 Page 18 Page 19 Page 20 Page 21 Page 22 Page 23 Page 24 Page 25 Page 26 Page 27 Page 28      Page 29   Page 30 Page 31 Page 32 Page 33