Dynasty League Baseball
Notify me if/when this item becomes available:
(you will be asked to log in first)
Please Login to use shopping lists.
Players: 1 - 2
Weight: 700 grams (estimated)
Average Rating: 4.3 in 6 reviews
I've played Pursue The Pennant (DLB's old version), strat-o-matic baseball, and Diamond Mind baseball. I have found Dynasty League Baseball (DLB) to be the most realistic simulator by far.
Strat-o-matic baseball has reasonable re- production of player stats, however it has no situation controls. Example: if you have Eric Gagne pitching in the ninth inning, he has no advantage against everyday hitters. In Strato, the results are totally based on dice rolls. In DLB with a special rating called "jam", Gagne is given an advantage base on this rating.
Diamind Mind (a PC game) is ludicrously unrealistic by comparison. In one recent season I had Mark Mulder OAK (P) hit 2 HR's in and a steal a base in 1 game as a batter?!!? Over 8 games Barry Bonds went 0 for 31!?!?!
The Dynasty League game bases results on probabilites based on player cards as well as situation controls. The controls allow players who excel in real life to excel in gameplay. After 24 years of playing baseball simulators, the dynasty league game is the most accurate and it leaves you feeling that you were involved in a real MLB contest, not like you have been playing a game of random chance, like other simulators. I recommend this product to ANY Baseball enthusiast..
the things i look for most in a baseball game are realism and accuracy. Dynasty League Baseball excells at both of these. From the well designed cards to the extensive and complete charts, this game is an over-all must buy. I highly reccomend this game to all persons that like baseball.
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, Windows and Macintosh baseball simulation market, Dynasty League Baseball, is a clear winner in all respects!
But Dynasty League's coded cards make for a world of difference from other games and eliminate some of the extra chart referencing that slows down PTP. For example, if Roberto Clemente is batting against a left-handed pitcher and the roll falls between 230 and 251, he gets a home run in a 'normal' situation. If the pitcher is in a 'jam' situation, it's a deep drive. On a hit and run play, he fouls it off. And all of this comes right off of Clemente's card! The only one of these three situations that would require additional die rolling is the 'deep drive'.
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 PTP 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 coded cards make for a world of difference from other games and eliminate some of the extra chart referencing that slows down PTP. For example, if Greg Gagne is batting against a left-handed pitcher and the roll falls between 192 and 203, he gets a home run in a 'normal' situation. If the pitcher is in a 'jam' situation, it's a deep drive. On a hit and run play, he fouls it off. And all of this comes right off of Gagne's card! The only one of these three situations that would require additional die rolling is the 'deep drive'.
While we're on the subject of additional die rolling, there WILL be some situations that require extra charts and rolls: deep drives, possible errors, non-forced baserunner advancement, and bizarre plays, to name a few. Cieslinski claims that around 70% of the play results will come directly from the player cards without the need of other charts. I think the percentage is slightly lower, but I won't quibble. There's still less additional chart referencing with Dynasty League than with many other games and no other tabletop game approaches this high level of detail with such a minimal amount of hassle.The rules are easy to learn. The rulebook is twelve pages long, but only the first five are actual game rules. The remaining pages are devoted to rules and tips on how to run your own draft and league. Most of the game's charts come in a spiral-bound booklet (no more fumbling around with scads of loose charts!), plus there are two additional big charts for weather and ballpark effects.
Nearly EVERYTHING affecting a baseball game is quantified in this game (in fact, I can't think of a thing that's left out)! There are numerous ball park effects. Home run chances are affected by wind direction and speed, air temperature, fence distance and height, and how well the ball carries in different parks. Fence distances will affect a baserunner's chance of grabbing extra bases. Ballparks are rated for the size of their foul territory. Park visibility (i.e. how well a batter can see the ball) is taken into account. Pitchers are rated for how well they hold the runners, while catchers are rated on how well they handle pitchers. Runners have three different steal ratings (for second, third, and home). Of course, there are weather effects (with seperate charts for different ballparks and geographical areas). There are even ratings for UMPIRES (i.e. size of strike zone)! Plus there's the usual fatigue, injury, and usage ratings.
But don't think for a second that all of the extra detail makes this acomplex or slow-playing game. Dynasty League Baseball is simple to learn and is a fairly fast play. The box claims 30 minutes as a typical playing time. It'll probably play that fast once I'm more experienced with it, but after a half-dozen games, I'm still hovering around the 40 to 45-minute mark.
The game is graphically well-done: the player cards are easy to read and are the same size as standard baseball cards (always a big plus in my book!). Players' real-life stats are presented right on the cards. The charts are clear and easy to use. Even the dice are good quality; I've been using the exact same brand and style of dice in wargaming for years and I haven't chipped one yet.
Customer service is a big plus with Dynasty League Baseball, too. These are the nicest bunch of guys out of all the game companies that I've talked to. In fact, Mike Cieslinski himself has taken a lot of time from his busy schedule to discuss his theories of game design with me.
I won't recommend this game for AutoLeague play, because only a total masochist would try to play a 162-game season using ANY tabletop game (but take heart, Autoleagers! Dynasty League Baseball has comeout in computer Windows format. But this is a great game for Head-to-Head events, especially if you love color and detail in your baseball simulations.
I honestly try to avoid superlatives and hyperbole in my reviews but, at the risk of sounding like an NBA promo, I LOVE this game! You really owe it to yourself to check this one out. You're going to have a lot of fun with Dynasty League. The ads don't lie: this really IS the last word in realism in baseball simulation gaming!
Show all 6 reviews >