Contents
- Index
Scoring a game with BallScore
Starting a new game
If you want to use Direct Export (recommended) then make sure it is turned on. AutoDetect must also be turned on. These two properties can be turned on, if needed, by clicking the Properties button then the AutoDetect/Export tab. The name of your export league should also show on this screen. If not, click the league button and select the league you created in BallStat. Make sure the correct database within the BallStat league is also selected. Regular Season is the default.
Click the Game Setup button on the BallScore startup screen. Click Yes to discard the current default scorebook. The Roster & Lineup Manager (RLM) will appear. This is where you create or load rosters and lineups. If the startup screen is not showing you can make it appear by selecting File/Startup menu.
You can also start a new game by selecting File/New from the main menu.
Creating a roster
You can click the Create Roster button on the BallScore startup screen to create a roster or use the RLM to create a roster.
1) Click the Create Roster button.
2) Enter a team name. Do not use illegal characters such as slashes, quotes or other punctuation marks.
3) Enter all your players.
4) Click Save Roster.
5) The Save Roster dialog box appears so you can assign a filename for this team. Type a filename for your team making sure it ends with the .ros extension ( Ex: My Team.ros ). Click Save.
A last name for each player is required!
This function will only create the roster, it will not load it into BallScore. After closing this screen use the Load Roster button on the RLM screen to load your roster into BallScore.
Add all players at once using the RLM :
1) Click the Create New Roster button.
2) Enter a team name. Do not use illegal characters such as slashes, quotes or other punctuation marks.
3) Enter all your players.
4) Click Save Roster.
5) The Save Roster dialog box appears so you can assign a filename for this team. Type a filename for your team making sure it ends with the .ros extension ( Ex: My Team.ros ). Click Save.
A last name for each player is required!
This function will only create the roster, it will not load it into BallScore. After closing this screen use the Load Roster button on the RLM screen to load your roster into BallScore.
One player at a time:
1) Press ALT+M and enter the name of the team you are going to create. Do not use illegal characters such as slashes, quotes or other punctuation marks.
2) Press ALT+Y or click the Add player button to add your first player. Fill out all requested information for the player then press the Add button.
3) The Save Roster dialog box appears so you can assign a filename for this team. Type a filename for your team making sure it ends with the .ros extension ( Ex: My Team.ros ). Click Save.
4) Repeat step 2 until all your players have been added to the roster.
Click here for other methods of creating rosters using as-played lineups.
Creating a lineup
Select the first spot in the batting order.
Select the player you wish to bat in this spot.
Select the position the player will play in the field.
Click Place player in lineup.
If you are using a mouse you can double click any of the 3 lists to insert the selected player at the selected position into the selected spot in the lineup.
Repeat for the remaining batting spots until your lineup is finished. Click Save lineup to save this lineup for future games if needed.
If you are using a DH for the pitcher then scroll to the very last spot in the lineup (right above the ^^^^^^^ line) and insert the pitcher.
Starting with the 2nd game for this team you can choose to create a new lineup or click Load lineup, select a previous lineup and modify it if needed.
Setting the defense
Once your lineup is finished you will need to set the defense. Click OK. Click the green button and you are done with this team.
Note: After you set the initial starting defense with the RLM then you must use the D button to set the defense for the rest of the game. The RLM has nothing to do with setting a defense after the initial defense has been set.
Repeat the above steps for the other team and you're ready to start the game.
Scoring the game
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. If you try to score an event with either cursor on the wrong batter the event will fail and a Failed Event screen will appear. 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 or the next event will fail. Both cursors must be on the correct cell.
Always score the batter first. Once the batter reaches first base safely be then becomes a runner. Follow the logical sequence of each event when scoring and don't start scoring until the play is over. .
Don't edit cells if you don't have to - Use the backspace key or the Undo button to the right to undo scoring errors that are noticed right away. You can undo a scoresheet as far back as you need.
Start scoring each event with one of three buttons (or key presses):
The batter reached first base safely. Use this button or press A. Below are all the pre-defined options you will have when pressing A.
The batter was out at first base on a batted ball. Use this button or press O. Below are all the pre-defined options you will have when pressing O.
A play was made on a runner without batter involvement. Use this button or press R. Use this button to manually advance a batter after he becomes a runner. Below are all the pre-defined options you will have when pressing R.
There are many other scoring buttons on the toolbar that allow you to skip starting with one of the 3 buttons above such as the button which will score a single directly. To see what event a button will perform, hold the mouse cursor over the button for a second to display the tooltip.
Other keys you will use frequently:
A ball. If you are not tracking pitches then you can set the number of balls for a base on balls to 1 (File/BallScore Properties). Use this button or press B.
A strike. If you are not tracking pitches then you can set the number of strikes for a strikeout to 1 (File/BallScore Properties). Use this button or press S.
A foul ball. Use this button or press F.
Click this button or press P to insert a new pitcher.
Click this button or press G to insert a new batter or re-enter a player.
Click this button or press J to insert a pinch hitter.
Click this button or press W to insert a pinch runner.
BallScore will normally credit RBI's automatically. If you find you do need to credit an RBI manually use this button or press I. To decrement the RBI's in a cell use Shift+I.
Markers & Assignments. Use this button or press M to display a multi-purpose menu that will allow you to manage the offense, defense and make different types of substitutions after the game starts. You can also mark runs as unearned and assign errors with this button.
After the third out the scorebook will automatically flip to the other team at the correct cell to be scored next. To flip the scorebook manually use this button, the = key or the tab key.
Whenever runners need to be advanced the Runner Advancement screen will appear. Place the runners then click Ok.
Whenever putouts or assists need to be assigned the Putout, Assists and Error Sequence screen will appear. Assign putouts, assists or errors as needed then click Ok.
When you need to change the defense press D for the Set Defense screen. Sometimes this screen will appear automatically.
When the game is over press N. Assign the winning & losing pitchers, a save (if any) and any blown saves. When finished click Done and your scoresheets are ready for exporting.