private void Hit(int bases)
    {
        // remove strikes, fouls
        Strikes = 0;
        //Fouls = 0;

        // for each runner, advance a base
        for (int i = 0; i < Runners.Count; i++)
        {
            // advance runner
            GameObject     runner     = Runners[i];
            PawnController controller = runner.GetComponent <PawnController>();
            controller.Run();
        }

        // if runners should be advancing more than one base, loop back after time
        if (bases > 1)
        {
            StartCoroutine(HitLooper(2.5f, bases - 1));
        }
        else
        {
            ReturnToBatter();
        }
    }