
Rounders - Description and Rules

By Chris Monser
Rounders is the sixteenth century version of a bat and ball
game that dates back to "the dawn of time". In theory,
it is a descendant of the bat and ball games played by our
"cavemen" ancestors. This theory is a result of the
observation that there is no culture in the world that does not
have some form of a bat and ball game.
Played in England as long ago as the 16th C., Rounders was a
popular pastime. A version of Rounders is still played by
children in Ireland. By the 19th C. in America, the game had
undergone many changes, and was commonly called Townball. Today we play still another
variant called Baseball.
At the Northern California Renaissance
Pleasure Faire, Rounders is played daily by the actors and
workers. This year (1995) you may need to ask around about it
because we have lost the use of the field where we played in past
years.
The Layout
The Object
Each time a Defender successfully completes a foray and
returns to the Castle with his gleanings (more food, more
weapons, etc.), he scores for his team. Tally is kept by marking
a stroke for each score (
). In other words,
each Runner who makes it back into the Castle scores a
"Tally". At the end of the game, the team with the
highest tally (the most runs scored) wins. The game ends after
each team has been In the same number of times -- there is no
limit but exhaustion or darkness to the number of
"In"ings.
The Rules
- Infinite Swings. The Striker (the person
hitting or "striking" the ball) has no limit on
the number of tries to hit the ball. He keeps trying
until the ball comes in contact with the stick.
- Ball Must be Fed Where Striker Wishes.
The Feeder (the person throwing or "feeding"
the ball to the Striker) must throw the ball where the
Striker wants it. If the Striker is unhappy with a
Feeder, the Striker may request a new Feeder.
- Any Hit - RUN! Any time the ball
contacts the stick, even a "tip", it is a valid
hit and the Striker must run. The ball may be struck anywhere!
-- however, see Convention #2 for
modifications to this rule. The Runners at the
Sanctuaries may begin running as soon as the ball is
struck -- whether it is a good hit or an Out 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. The runner does not need to touch any of 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 (that he
hasn't used before - see Rule 7) before he
is plugged. Note: the Striker becomes a Runner as soon as
he begins running.
- Sanctuarys 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.
(The idea here is that you are hiding -- if you suddenly
pop out of hiding, everybody sees where you were hiding
and it doesn't do you much good to try to hide there
again.)
- In until Out. A player is "In"
until he has been gotten out. This also applies to the
Castle - all players who are "In" must remain
in the Castle (they are "Defenders"), if they
step out they are "Out".
- Undefended Castle is Vulnerable. If
there are no Defenders in the Castle (for instance, the
last Defender just struck the ball and is now a Runner)
the Attacking team (the team in the outfield) 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 (a "Rounder") twice in a row then
everyone on his team is back In again.
- No Blockades. No Attacking team member
may get in the way of a Runner in an attempt to prevent
him from grasping a Sanctuary or proceeding around the
Sanctuaries.
The Conventions
These are not official rules, but have been decided upon by
the players to keep the game civilized and manageable.
- Hanging Out by the Sanctuary. If the
runners have all stopped running and are hovering near a
Sanctuary, and if the Feeder has the ball in his control
back by his stone, the play shall be deemed ended and the
Runners shall grasp the Sancuaries and the next Defender
is up.
If either the Runner has not stopped running or the
Feeder is not in control by his rock, the ball is still
in play.
- Hitting into the Castle. The ball may be
struck anywhere out of the Castle (local field
rules or number of players may limit the shape and size
of the Castle). If it is hit into the Castle, the Striker
comes back, the Runners go back and it is played over.
- Pulling Up the Sanctuarys. If a Runner,
in his or her exuberance, pulls out the Sanctuary stake,
that Runner is automatically Out! Notify someone of a
loose stake before this happens to you.
- Letting Go of the Sanctuary Between Plays.
If a Runner mistakenly lets go of a Sanctuary after the
play has ended but before the Striker has hit the ball,
that Runner is automatically Out!
- Obnoxious and Argumentative Players.
Certain players tend to get very upset when thing don't
go the way they want them to; TOUGH! Feel free to
ridicule them.
- Little Children. Give them as much help
and encouragement as you can. Help them have fun. If they
hit the ball, Cheer! Don't plug them out just because you
can -- "miss" them, fall down, drop the ball,
help them run, whatever. Because, always remember the real
reason we are playing this game...
- Having Fun. The real point of this game
is to play it and have fun. I take the attitude (except
in Team Competition play) that it doesn't really matter
which side wins or loses as long as everybody has a blast
doing it!
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© 1995 Chris Monser - cmonser@sirius.com
Used with permission of the author, Chris Monser.
Last modified: 3 October 1995.