How to Play: Baseball Highlights: 2045


Hi! This is Ambie from Board Game Blitz, and today
I’m gonna show you how to play Baseball Highlights: 2045. The goal of the game is to win the most mini-games
in a futuristic World Series of baseball. Each mini-game, you and your opponent will
alternate playing a total of 6 cards each, and you can buy new players into your team
between mini-games. At the start of each mini-game, draw the top
6 cards from your Lineup deck into your hand. These are the cards you’ll be playing in
the mini game. If you ever need to draw a card from the Lineup
and there are no cards there, reshuffle your Dugout into the Lineup. After you draw 6 cards, you decide whether
you want to put one of your cards on the On Deck circle, face down. If you do, draw a new card to replace it. The Visiting player goes first. On each turn, play a card from your hand to
the In Play box. Then you resolve any immediate action, resolve
your opponent’s Threatened Hits from their previous turn, and place your own Threatened
Hits. If there is text in the immediate action box,
then perform the action, if applicable. For example, this action lets me cancel one
hit, so I would remove one of my opponent’s Threatened Hits. If your opponent has any uncanceled hits left,
then they are resolved from left to right. For each hit, advance all current base runners
corresponding to the hit, then move the batter. To advance the base runners, start with the
furthest forward runner. Singles are 1 base, doubles are 2, triples
are 3, and Home Runs score everyone. The base runners advance differently depending
on what speed, or color, they are. Slow runners advance the number of bases equal
to the hit. Average runners are the same, except if an
average runner starts on 2nd base, then it will advance 2 bases on a Single. For example, when this single hit is resolved,
this base runner advances and scores. Fast runners always advance one more base
than the hit. Only one runner can be on a base at a time,
and they cannot pass each other. When you move the batter, ignore the speed
of the batter for the hit. For example, if this fast runner hits a single
with a slow runner on second base and a fast runner on first, the slow runner will move
one base, then the fast runner will try to move 2 bases, but it has to stop since the
slow runner is in front. Then the batter goes to first base. For any batters that got to home base, advance
the Runs Scored Marker. After your opponent’s Threatened Hits are
resolved, you place your own. For each hit box on your played card, place
a batter pawn corresponding to the color of the runner. These are your Threatened Hits that are in
effect for the opponent’s next turn. After you place your threatened hits, the
other player goes, playing a card and resolving the Immediate Action, resolving your Threatened
Hits, and placing their own Threatened Hits. Play alternates until each player has played
all 6 cards in their hands, and whoever has the most runs scored wins the mini-game. Instead of playing a card from your hand on
your turn, you can discard a card to your Dugout if it has the Pinch Hit icon. Then you can bring in a Pinch Hitter, which
is your choice of your On Deck card or the top card from your Lineup. Your Pinch Hitter then goes into play as the
card you played that turn. You can’t look at your Lineup, but you can
look at your On Deck card whenever you want. After the Home player plays their last card
in the mini game, the Visitor can do a Visitor Save to defend against the last threatened
hit. To do a Visitor Save, either reveal your On
Deck card if you have one, or flip the top card from your Lineup over. Resolve any Defensive Immediate Action text
on the card, and then discard it to the Dugout without doing any other effects. Then the remaining threatened hits are resolved
and the mini game ends. If both players are tied at the end of the
mini game, the game goes into Extra Innings. Keep all the Base Runners where they are. Then both players draw 3 cards from their
Lineup, and each player secretly chooses one card to put in their In Play area. You can also use a Pinch Hitter if you want. Then you reveal the cards simultaneously and
place any pawns for threatened hits. The cards are resolved in the following order
– first, the Home Team’s Immediate Action, then the Visiting Team’s Immediate Action,
and then both players’ Threatened Hits are resolved at the same time. If one player is now ahead, then that player
wins the mini game. Otherwise, both players play one of their
remaining cards and do the same steps until someone has won. If it’s still tied after you play all 3
cards, then keep repeating by drawing 3 more cards. You keep doing this until someone wins the
mini game. After each mini-game, if you have an On Deck
card, either discard it or place it back on your Lineup. Reset the Runs Scored marker, remove all pawns,
and discard any unplayed cards to the Dugout. During the Buy Round after each mini-game,
you buy new players for your team. Your revenue is calculated from all of the
cards that were used in the game – the ones in the In Play Box. Sum up the green circle numbers. The player with the lowest revenue, or the
loser of the mini-game if tied, decides who buys first. On your turn to buy, you can buy as many cards
as you can afford from the Buy Row. Money does not carry over to the next round. When you purchase a card, a new card is drawn
to replace it, so there are always 6 to choose from. For example, I have 9 revenue at the end of
the mini game, so I could buy this player for 5, and then also this one for 4. Place new players face down on your Lineup,
so you will draw it next game. For each player you buy, send one card from
your In Play Box face down to the Minor Leagues, so your deck will always have 15 cards. After the Buy Round, discard all the rest
of the cards from your In Play Box to your Dugout. Then you start a new mini-game without shuffling. You continue alternating mini-games and Buy
Rounds until one player has won the best of however mini games you’re playing. The number of mini-games played and whoever
is the Home team each game depends on what game mode you are playing, but mini-games
work the same in all game modes. And that’s how you play Baseball Highlights:
2045. Click the link for setup, immediate actions,
and game modes. Check out our website for more videos, podcasts,
and blogs. Thanks for watching Board Game Blitz!

4 thoughts on “How to Play: Baseball Highlights: 2045

  1. I’d like to see more examples of solo mode and the buy-round (saw that in another vid and it didnt make sense). Basicslly building up your team… looks interesting but this is more like a “hitting derby” game since theres no concept of pitching, strikes, balls, outs. Bottom of the 9th implements those concepts but I dont care for all the card stats reference/lookups that are required in that game. This game actually looks simpler overall.

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