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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.
- Infinite swings.
The striker has no limit on tries to hit the
ball.
- 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.
- 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!
- 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.
- Striker is Out
. The Striker is out if the hit is caught in the
air or on one bounce.
- 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.
- 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.
- 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."
- Undefended castle is vulnerable
. If there are no Defenders,
the attacking team may capture the castle by plugging the castle
stone.
- Everybody Out
. The teams change sides when the entire
defending team is "out", or when the castle has been
captured.
- 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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