Forgetting my Statis-Pro Fast Action Cards and my 20-sided and 8-sided dice for the free version of the game I picked up a Rummkub game on the road and calculated a new fielding chart as another option for the Statis-Pro game.
Under this scenario:
1. You still roll two traditional dice for the roll totalling 2-12 for the PB reading to determine if you refer to the pitcher or batter card.
2. From the Rummikub panels, pick out one of each colored die from 1-8 (so 32 dice total) and then add one panel with a 10 on it.
To get the random number pull out one of those panels with the first one being 10s number - so 10, 20, 30, 40, 50, 60, 70 or 80 - then pick out one more panel to get the ones number of 1, 2, 3, 4, 5, 6, 7, 8 to get a number like 54. The only exception is that if you draw the one 10 panel (a 1 in 33 chance) then that is a Z play and you ignore the two player cards and go to the Z play chart (using Z plays is optional during games).
3. That leaves one of all four colors of the 1 to 8 panels, and then pick one of each of the four colors of 9, 10, 11, 12 and 13 and the two smiley faces and set them in a separate stack to put in a separate small box or bag ot draw from.
When and OUT is made you can just record it as an OUT but if anyone is on base, then draw from that set to get one of the results below and see where hte ball was hit and if runners advance etc.
If the out occurred on an orange panel check for error. Refer to the E number for the player playing that position from 1 (the best) to 10 (the worst). Pick another form the 1 to 13 panels again and there is no chance of an error unless a second orange panel is drawn. if one is then if the number in orange is the number of the fielder's E number OR lower than it is an error and all are safe. So if the number is a 3 and the player's card has an E2 it is NOT an error. It needs to be the same or lower and that is higher.
| Rumm | Rummikub | Ball hit to | What happens to runners | Playing card | Card |
| 1 | Black | 1 | ground out, runners advance | Spades | 2 |
| 1 | Blue | 1 | Grounder hold, or if forced out | Diamonds | 2 |
| 1 | Orange | 2 | Pop out | Hearts | 2 |
| 1 | Red | 2 | Pop out | Spades | 2 |
| 2 | Black | 3 | Grounder hold, or if forced out | Clubs | 3 |
| 2 | Blue | 3 | ground out, runners advance | Hearts | 3 |
| 2 | Orange | 3 | DP but OBR A-D batter safe | Clubs | 3 |
| 2 | Red | 3 | ground out, runners advance | Diamonds | 3 |
| 3 | Black | 4 | ground out, runners advance | Spades | 4 |
| 3 | Blue | 4 | ground out, runners advance | Hearts | 4 |
| 3 | Orange | 4 | Double Play | Clubs | 4 |
| 3 | Red | 4 | Grounder hold, or if forced out | Hearts | 4 |
| 4 | Black | 4 | Pop out | Diamonds | 5 |
| 4 | Blue | 4 | Grounder hold, or if forced out | Hearts | 5 |
| 4 | Orange | 4 | Pop out | Spades | 5 |
| 4 | Red | 4 | Grounder hold, or if forced out | Diamonds | 5 |
| 5 | Black | 4 | DP but OBR A or B batter safe | Clubs | 6 |
| 5 | Blue | 5 | ground out, runners advance | Spades | 6 |
| 5 | Orange | 5 | Pop out | Hearts | 6 |
| 5 | Red | 5 | Grounder hold, or if forced out | Hearts | 6 |
| 6 | Black | 5 | ground out, runners advance | Clubs | 7 |
| 6 | Blue | 5 | Pop out | Diamonds | 7 |
| 6 | Orange | 5 | DP but OBR A-C batter safe | Spades | 7 |
| 6 | Red | 6 | Grounder hold, or if forced out | Diamonds | 7 |
| 7 | Black | 6 | Double Play | Clubs | 8 |
| 7 | Blue | 6 | ground out, runners advance | Diamonds | 8 |
| 7 | Orange | 6 | ground out, runners advance | Hearts | 8 |
| 7 | Red | 6 | DP but OBR A batter safe | Spades | 8 |
| 8 | Black | 6 | Grounder hold, or if forced out | Clubs | 9 |
| 8 | Blue | 6 | ground out, runners advance | Clubs | 9 |
| 8 | Orange | 6 | Grounder hold, or if forced out | Spades | 9 |
| 8 | Red | 6 | Pop out | Hearts | 9 |
| 9 | Black | 7 | Fly out | Clubs | 10 |
| 9 | Blue | 7 | Fly out | Diamonds | 10 |
| 9 | Orange | 7 | Fly out | Spades | 10 |
| 9 | Red | 7 | Fly out | Diamonds | 10 |
| 10 | Black | 7 | sac fly if runner a | Hearts | Jack |
| 10 | Blue | 8 | Fly out | Clubs | Jack |
| 10 | Orange | 8 | sac fly | Diamonds | Jack |
| 10 | Red | 8 | sac fly | Hearts | Jack |
| 11 | Black | 8 | Fly out | Diamonds | Queen |
| 11 | Blue | 8 | sac fly if runner a | Hearts | Queen |
| 11 | Orange | 8 | Fly out | Spades | Queen |
| 11 | Red | 8 | Fly out | Hearts | Queen |
| 12 | Black | 8 | sac fly if runner a or b | Spades | King |
| 12 | Blue | 9 | Fly out | Clubs | King |
| 12 | Orange | 9 | Fly out | Diamonds | King |
| 12 | Red | 9 | sac fly if runner a | Spades | King |
| 13 | Black | 9 | Fly out | Spades | Ace |
| 13 | Blue | 9 | sac fly if runner a, b or c | Clubs | Ace |
| 13 | Orange | 9 | sac fly if runner a or b | Clubs | Ace |
| 13 | Red | 9 | Fly out | Diamonds | Ace |
| Red | Smiley race | | CD - one die for IF position | Red Joker | |
| Black | Smiley race | | CD - 2 dice for position | Black Joker | |
| | | | | | |
| | | | Clutch Defense Reference roll | | |
| | | | 1-6 is that infield position | | |
| | | | 7-9 is that outfield position | | |
| | | | 10-12 is BD, clutch battering | | |
| | | | | | |
| | | | If BD get 11-88 and | | |
| | | | Batter 1b=bases clearing 2b | | |
| | | | Batter 2b, 3b, HR, deep = HR | | |
| | | | Batter all else is foul | | |
