Contents - Index


Scoring a game with BallScoreBallScore




Ballscore is a computer version of your paper scorebook. The scorebook consists of rows ( up to 16 ) representing each player in the lineup and columns ( up to 32 ) representing each inning. Each intersection of a player and an inning is a cell. The current cell is determined by the placement of the cursor, the dark blue square which you can move with the arrow keys. Note that BallScore does not require the use of a mouse to score a game. Once you learn all the keyboard short-cuts scoring will become much quicker. This page refers to keyboard presses instead of mouse clicks as this is the recommended method of scoring. Of course you may use the mouse if you wish.

Important note about the cursor

As a general rule the cursor will be moved by BallScore and should remain on the current batter. After each play is scored the cursor advances to the next logical batter. After the last batter in the lineup is scored the cursor advances to the top of the lineup. Do not move the cursor from the current batter to score a play. For example, if batter one is on first base and steals second base, the cursor should remain on the current batter to score the play. Do not move the cursor back to the player on first to score the steal. BallScore always knows who is on which base. The only time you will have to move the cursor is to mark a cell. Examples of marking a cell are : changing an earned run to an unearned run or crediting an RBI that ballscore didn't credit. Be sure to move the cursor back to the current batter after marking a cell!

Game setup

Before you start scoring a game you should set the teams and lineups. Use the Roster and Lineup Manager to setup your game.

As soon as you are done with game setup it is recommended that you save the scorebook. Press V or select File/Save from the main menu. A default filename will be presented. Once a filename has been assigned the scorebook can be saved at anytime during the game by pressing V.


Balls and strikes

Press S for each strike and B for each ball. For pitches that are fouled off press F. A running pitch count will be kept for each team and each pitcher. To see the pitch count for each pitcher press K. After the set amount of balls for a walk the batter will automatically take first base and all runners will advance one base if forced. After the set amount of strikes the batter will be struck out but you will be presented with a menu of options for the strikeout. Normally you will have to simply press Enter twice after each strikeout.

Scoring a play

About editing and undoing

Although BallScore allows you to edit any cell (Q), do not use this feature to score a cell. Editing a cell does not affect the current outs or runners. Edit a cell to change scoring already made, not to actually score the cell. Scoring mistakes that are noticed right away should always be corrected with the backspace key (Undo). This will place the scorebook in the exact state it was before the last action was taken. You can undo a scorebook the whole way back to the beginning. While learning to use BallScore make the backspace key your friend and avoid editing cells.  

When starting a game the cursor will be on the first batter in the first inning. Score balls, strikes and fouls as they happen. Wait until you know what happened to the batter before you actually score a play. Besides balls and strikes there are only 3 other ways to begin scoring a play:

1. Press A if the batter reached first base. ( hit, reached on error, hit by pitch, fielders choice, etc )
2. Press O if the batter is out before reaching first base. ( fly out, pop out, ground out, etc )
3. Press R. if a base running play occurred without the batter being involved.  

After pressing any of the above 3 keys you will be presented with a dialog box of options for scoring the play. Press the first letter for the option you wish to use.

Some examples:

Single - A1
Double - A2
Reached on error - AR
Hit by pitch - AH
Ground outs - OB
Fly outs - OB
Sacrifice fly - OS
Out on Sacrifice hit - OH
Safe on sacrifice hit - AS
Steal of second - R2
Steal of third - R3
Wild pitch - RW
Passed ball - RP

Use RM for any base running plays for which an option is not available.

The OB key press will bring up the Common Outs screen described below.

Common Outs Screen ( OB key sequence )

This screen allows you select the most common plays that will occur during a game. Press the first letter of the button on the right for the play you want ( G- Groundout, P- Pop out, etc ). Use the arrow keys to scroll up or down to the play you want. Press Enter when you have made your selection. You PO and A's will already be filled in when you get to the PAE screen ( see below ). If the exact play you need is not on the list then select the closest one. You can make any needed changes when you get to the PAE screen.

For even quicker scoring of common outs press the space bar, the letter representing the type of out, then the position number of the fielder who made the play. BallScore will assume PO's and A's and if you agree press Enter.

Put outs, Assists and Errors Screen (PAE)

If an out was made on a play ( including strikeouts ) you will have to fill out the PAE screen to assign Put outs, assists or errors. Many times the selections you want will already be filled in and all you have to do is press Enter. The left column is where you select either a PO, A or E. The right column is who gets assigned the PO, A or E. Up to 10 PO, A or E can be assigned for each play. Use the tab key to move from field to field and press the first letter or number of your action or fielder to make a selection. For example to quickly make selections for the double play : ground to short to second to first (643) the key sequence would be:

A,tab,6,tab,P,tab,4,tab,A,tab,4,tab,P,tab,3

After scoring the batter you will have to score or place any runners on base. This is done with the Runner Advancement Screen. Remember that a batter does not become a runner until he has been scored and reached base safely.

When the third out of an inning is made the scorebook will automatically switch to the other team.


Runner Advancement Screen (RAS)

Anytime a play occurs that requires the disposition of base runners the RAS screen will appear. Many times a default placement of runners will be made by BallScore and all you will have to do is press Enter. Select where each runner ended up on the play. If any runner was put out then the PAE screen will appear when you press Enter. Note that the batter is not placed using this screen, only runners who were on base before the ball was batted. Once the runners are placed and you click Ok then the batter can be placed or putout using this screen.


Player substitutions

Defensive replacement

While the opposing teams scoresheet is showing press D. Make your defensive changes then press Enter. You may be asked if you want to place the new defensive players in the batting order now. If you select Yes the RLM will appear allowing you to place the new players in the lineup.

New Batter

With the cursor on the current cell press G. Select the new batter then press Enter. A new batter marker will be placed on the left side of the current cell.

New Pitcher

With the cursor on the current cell press P. Select the new pitcher then press Enter. A new pitcher marker will be inserted at the top of the current cell.

Pinch Hitter

With the cursor on the current cell press J. Select the pinch hitter then press Enter. A pinch hitter marker will be placed on the left side of the current cell.


Pinch Runner

With the cursor on the current cell press W. Select the slot to insert the PR in. Pinch runners should be inserted in the last available slot. Select the runner who the PR is running for. Select the PR then press Enter. A black triangle will be inserted in the upper right hand corner of the cell where the PR was inserted.




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 and any saves or blown saves. 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.

The lists on this screen are filled with the correct team as determined by the final score. In the event of a tie the winning and losing pitcher lists will be disabled.

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.