Great Colonial 
Game Book

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Rounders

     Rounders, which is the sixteenth century version of the bat & ball game that dates back to "the dawn of time." This game is also called Townball.

  1. Infinite swings. The striker has no limit on tries to hit the ball.
  2. Ball must be fed where striker pleases. The Feeder must throw the ball where the Striker wants it. If the Striker is unhappy with the Feeder, The Striker may request a new Feeder.
  3. Any hit RUN! Anytime the ball contacts the stick, even a "tip", it is valid and the Striker must run. The ball must be struck anywhere!! The runners at the sanctuaries may begin running as soon as the ball is struck – whether it is a good hit or an Out. It doesn’t matter, once the runner begins to run, KEEP GOING!
  4. Run Clockwise! Upon hitting the ball, The Striker then must run clockwise around the sanctuaries and may run anywhere as long as he passes outside of each sanctuary.
  5. Striker is Out. The Striker is out if the hit is caught in the air or on one bounce.
  6. Runner is Out. The runner is out if he is plugged (hit with a thrown ball) while running. He is not out if he grasps a sanctuary before he is plugged. Note: The Striker becomes a runner as soon as he begins running.
  7. Sanctuaries Work Once. Once a runner has touched a sanctuary, he may not let go of it and then grasp it again – it has been used up for that runner.
  8. In until Out. A player is "in" until he has been gotten out. This also applies to the castle – all players that are "in" must remain in the castle. If they step out they are "out."
  9. Undefended castle is vulnerable. If there are no Defenders, the attacking team may capture the castle by plugging the castle stone.
  10. Everybody Out. The teams change sides when the entire defending team is "out", or when the castle has been captured.
  11. Two Rounders. If the last Defender hits the ball and makes it all the way back into the castle in one run twice in a row then everyone on his team is back "in" again.

 
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