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Baseball Highlights: 2045 – All-Star Expansion thumbnail

Baseball Highlights: 2045 – All-Star Expansion

Expansion for Baseball Highlights: 2045

Baseball Highlights: 2045 – All-Star Expansion Rulebook

Table of Contents

Table of Contents

  • All-Star Cards
    • Bunt
    • Golden Glove
    • Hit for Cycle
    • Leaping Catch
    • Magna Glove
    • Magna Glove Plus: Cancel 2 Hits & Pick off all base runners
    • Magna Glove Plus: Cancel 2 Hits and whenever you play a Natural: Glove (for rest of game)
    • Magna Glove Plus: Cancel 2 Hits and add one of the gloved Hits to the end of your Hit Box
    • Opponent's Choice for you: Home Run OR +6 Revenue for the Buy Round
    • Pick off all base runners and Cancel all Hits (if Check matches Batter's type)
    • Steal Sign: Double (unless Opponent's next card play is (Cyborg/Robot/Natural))
    • This player can't be sent to Minor Leagues
    • Whenever you play a Cyborg: Double (for rest of game)
    • Whenever you play a Robot: Single (for rest of game)
    • You may Copy 1 Immediate Action from your last card played in your In Play Box
  • Promo Cards
    • Cyborgs can't cancel Home Runs on this card
    • Draw top 3 Lineup cards, reorder, and replace on top
    • For the Buy Round: +4 Revenue (once per series)
    • For the Buy Round: You may discard & replace up to 3 available Free Agents (once per series)
    • Go Wiffle (AKA Wiffle's Revenge)
    • High Heat
    • Leaping Catch AND Clutch
    • Magna Glove Plus: Cancel 2 Hits and add both to the end of your Hit Box
    • Opponent's Choice for you: Cancel all threatened Hits OR Refresh up to 2 cards from hand
    • Opponent's Choice for you: Pick off all base runners OR Immediately: Walk, Walk, Walk

All-Star Cards

Card numbers AS-591 to AS-605.

Bunt

Bunt: All Gloved or Cancelled Hits become Bunt: Batter and all base Runners advance only 1 Base for each Bunt.

All Gloved/Cancelled Hits are now considered a Bunt. For each Hit turned into a Bunt, base runners may only advance 1 base. Fast/Av. base runners won't advance an extra base. Any Hits not Gloved or Cancelled are carried out as usual.

FAQ: Bunt does not protect from Knuckleball. All singles are reduced by 1 and removed.

Golden Glove

Golden Glove: Cancel 3 Hits.

Similar to Magna Glove and subject to all effects that target Glove. Fence Crusher is crushed!

Hit for Cycle

Hit for Cycle: Single, Double, Triple, & Home run (if make Robot Check).

If you make a successful Robot Check, place these as your threatened hits that will be executed in the order shown.

Leaping Catch

Leaping Catch: Cancel 2 Home runs.

Leaping catch only cancels Home Runs. Fence Crusher is dismayed!

Magna Glove

Magna Glove: Cancel 2 Hits. OR Leadoff: if this is your first card played: Home Run.

When playing this card, you can only choose 1 of these Immediate Actions.

Magna Glove Plus: Cancel 2 Hits & Pick off all base runners

Magna Glove Plus: Cancel 2 Hits & Pick off all base runners.

Magna Glove is the same as any other Magna Gloves. However, the Plus adds a separate effect.

Pick off all base runners: Base runner speeds don't matter. Pick off all base runners and Magna Glove both work for the Visitor Save.

Magna Glove Plus: Cancel 2 Hits and whenever you play a Natural: Glove (for rest of game)

Magna Glove Plus: Cancel 2 Hits and whenever you play a Natural: Glove (for rest of game).

Whenever you play a Natural: Glove. This only applies to the mini game in which this card is played: Whenever you place a Natural IN PLAY, it gains the Glove Immediate Action. Only the Magna Glove applies for the Visitor Save.

Magna Glove Plus: Cancel 2 Hits and add one of the gloved Hits to the end of your Hit Box

Magna Glove Plus: Cancel 2 Hits and add one of the gloved Hits to the end of your Hit Box.

Add one of the gloved Hits to the end of your Hit box. If you cancel any hits, you can choose 1 of them to add to the end of your threatened hits. It is now just like any other threatened hit for effects.

Opponent's Choice for you: Home Run OR +6 Revenue for the Buy Round

Opponent's Choice for you: Home Run OR +6 Revenue for the Buy Round.

Your opponent must choose to either give you an Immediate Home Run or +6 Revenue for the Buy Round at the end of this mini game.

Pick off all base runners and Cancel all Hits (if Check matches Batter's type)

Pick off all base runners and Cancel all Hits (if Check matches Batter's type).

Base runner speed does not matter. Both conditions are only met if a successful Check is made against the Batter's Type (Natural/Cyborg/Robot).

Steal Sign: Double (unless Opponent's next card play is (Cyborg/Robot/Natural))

Steal Sign: Double (unless Opponent's next card play is (Cyborg/Robot/Natural)).

When you play this card, add an additional batter to the end of the line for your threatened hits.

If your opponent's next card placed IN PLAY corresponds to the required card type (Natural/Cyborg/Robot), remove this threatened hit.

Otherwise, this Hit follows normal rules for threatened list and is done last.

This player can't be sent to Minor Leagues

This player can't be sent to Minor Leagues.

This player has a rock solid contract!

Whenever you play a Cyborg: Double (for rest of game)

Whenever you play a Cyborg: Double (for rest of game).

Whenever you play a Robot: Single (for rest of game)

Whenever you play a Robot: Single (for rest of game).

The indicated Hits (Double/Single) are placed last after Hits from your Hit box and other effects have been placed.)

Rest of game refers to the current mini game.

You may Copy 1 Immediate Action from your last card played in your In Play Box

You may Copy 1 Immediate Action from your last card played in your In Play Box.

This only applies to 1 Immediate Action from your last card played to your IN PLAY box. If there are multiple choices, you may only choose 1.

Promo Cards

Card numbers PR-511 to PR-520, and PR-606 to PR-614.

Cyborgs can't cancel Home Runs on this card

Cyborgs can't cancel Home Runs on this card.

Cyborgs can still cancel any other threatened Hits (such as Hits provided by other Immediate Actions).

Draw top 3 Lineup cards, reorder, and replace on top

Draw top 3 Lineup cards, reorder, and replace on top. You may now PH this card as normal.

Draw the top 3 cards from your Lineup (draw deck) and reorder them however you like before placing them back on top of your Lineup. After this, you may also choose to immediately Pinch Hit this card as normal (discarding it to the Dugout). You may now draw either the top card of your Lineup or your On Deck card and place it In Play — performing the Immediate Action(s) and placing threatened Hits as usual.

For the Buy Round: +4 Revenue (once per series)

For the Buy Round: +4 Revenue (once per series).

The effect for this Coach only applies to a single mini-game during the series. When played this provides +4 Revenue for the Buy Round at the end of the current mini-game.

For the Buy Round: You may discard & replace up to 3 available Free Agents (once per series)

For the Buy Round: You may discard & replace up to 3 available Free Agents (once per series).

During your turn in the Buy round, discard up to 3 cards from the Buy Row and then replace them from the top of the Free Agent Deck. Then make your Buy.

This Coach ability can only be used once for a single mini game during the entire series.

Go Wiffle (AKA Wiffle's Revenge)

Go Wiffle (AKA Wiffle's Revenge): If Knuckleball is played against Wiffle, Robot Check to nullify the Knuckleball and +1 Revenue. Go Wiffle!

This allows Wiffle to make a Robot check against a Cyborg with Knuckleball. If successful, the Knuckleball is nullified and Wiffle places 3 Single threatened hits AND gains +1 Revenue in the Buy Round.

High Heat

High Heat: Cancel all Hits if Batter Check; Otherwise Walk.

This cancels all Hits if you make a successful Check vs. the Batter's Type (Natural, Robot, or Cyborg). If failed, all Hits are converted into Walks instead.

Leaping Catch AND Clutch

Leaping Catch: Cancel 2 Home Runs AND Clutch: Home Run if any base runner (and only if behind).

Leaping catch only cancels Home Runs. Fence Crusher is dismayed!

The Clutch only happens if you meet both conditions: at least 1 base runner (on any base) AND you are behind in score.

Magna Glove Plus: Cancel 2 Hits and add both to the end of your Hit Box

Magna Glove Plus: Cancel 2 Hits and add both to the end of your Hit Box.

Magna Glove is the same as any other Magna Gloves. However, the Plus adds a separate effect. Add both Hits to the end of your Hit box. If you cancel 1 or 2 Hits, add them to the end of your threatened hits. These are now just like any other threatened hit for effects.

Opponent's Choice for you: Cancel all threatened Hits OR Refresh up to 2 cards from hand

Opponent's Choice for you: Cancel all threatened Hits OR Refresh up to 2 cards from hand.

This Immediate Action can't be used for the Visitor's Save.

Your opponent chooses which of the 2 Immediate Actions are used.

Cancel all threatened Hits OR Refresh up to 2 cards from hand means your opponent immediately removes all of their threatened hits OR you may discard up to 2 cards from your hand to your Dugout (discards) and then draw the same number of cards to your hand from your Lineup (draw deck).

Opponent's Choice for you: Pick off all base runners OR Immediately: Walk, Walk, Walk

Opponent's Choice for you: Pick off all base runners OR Immediately: Walk, Walk, Walk.

This Immediate Action can't be used for the Visitor's Save.

Your opponent chooses which of the 2 Immediate Actions are used.

Pick off all base runners Or Immediately Walk, Walk, Walk. Your opponent chooses either to immediately remove all of their own base runners OR you immediately gain 3 intentional Walks.

Steal Signs: Double (unless Opponent's next card play is (Cyborg/Robot/Natural))

Steal Signs: Double (unless Opponent's next card play is (Cyborg/Robot/Natural)).

The indicated Hit (Double) is placed last after Hits from your Hit box and other effects have been placed. If your opponent plays the required card (Cyborg/Robot/Natural), immediately remove this threatened hit before you resolve your threatened hits. Otherwise, this Hit is treated as a normal threatened hit (Subject to Glove, Cancel, and any other effects that affect threatened hits).

Sweep

Sweep: If ahead or behind, Cancel all Hits.

Cancel all Hits unless the score is tied (you must be ahead or behind). Batter Type doesn't matter.

Sweep Plus

Sweep Plus: If ahead or behind, Cancel all Hits and add one of them to the end of your Hit Box.

Cancel all Hits unless the score is tied (you must be ahead or behind). Batter Type doesn't matter.

The added Hit from Sweep Plus allows you to add the best cancelled Hit as your own threatened Hit (as if it were the last Hit in your Hit Box). This also only happens if you are not tied (you must be ahead or behind).

Triple Crown: Home Run with Natural Check

Triple Crown: Home Run with Natural Check.

King Yaz makes a Natural Check by drawing against the top card from the Free Agent Deck. If successful, he immediately hits a Home Run.

  • Steal Signs: Double (unless Opponent's next card play is (Cyborg/Robot/Natural))
  • Sweep
  • Sweep Plus
  • Triple Crown: Home Run with Natural Check