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Rules and Exceptions[]

Rule 1:

The double steal is a powerful tool, one which can boost the morale of the offensive team as much as a double play deflates it. The play moves runners on first and second to second and third, which thus eliminates a force at any base but first. This also eliminates the double play, and puts two runners in scoring position. Both might score on a single to right field.

There is also the 'delayed double steal'. With runners on the corners and (unless you're really, really desperate) less than two outs, the runner on first steals second. There are two possible outcomes: if the catcher throws to try to nab the stealing runner at second, the runner at third takes off for home as fast as possible. Unless the second baseman/shortstop has a cannon, they won't be able to retire the runner at home. If there is no throw over to second because the catcher knows that the best case scenario with a throw is that he will trade an out for a run, the runner can take second. This should happen with less than two outs. This is because if the catcher throws out the runner trying to steal second, then the inning is over with a runner stranded on third. However, depending on the speed of the runner at first, the ballsiness of the manager, the importance of the game, and the tightness of the lead, it could happen with two outs.


Rule 2:

Exceptions:


Notable Double Steals[]

Managers Known for Using the Double Steal[]

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