
Townball - Description and Rules

by Chris Monser
Townball is the nineteenth century version of a bat and ball
game that can be traced back at least as far as the 16th C. 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.
In 16th C. England, the game called 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, with regional variations abounding.
Called "Townball" (because each town had their own
version) or "Stickball", it was played all across
America. Our modern baseball is a descendant of the version
played in New York city. You can see soldiers playing it in
photographs from the Civil War.
In San Mateo County, California, we play a variation that is
very close to the 16th C. Rounders. There is a game
in Pacifica on the 3rd Sunday of every month this summer and
fall.
The Layout
![[Map of the Playing Field]](../images/townballfield.gif)
The Object
Each time a Defender successfully completes a foray and
returns to the Fort with his gleanings (more food, more weapons,
etc.) -- in other words, each time a Runner makes it back into
the Fort without getting Out, he scores a point for his team . At
the end of the game, the team with the highest score 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 batter 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 Batter Wishes.
The pitcher must throw the ball where the batter wants
it. If the batter is unhappy with a pitcher, the batter
may request a new pitcher.
- Any Hit - RUN! Any time the ball
contacts the stick, even a "tip", it is a valid
hit and the batter must run. The ball may be struck anywhere!
-- however, see Convention #2 for
modifications to this rule. The Runners at the Hideouts
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 batter then must run clockwise around the Hideouts.
The runner does not need to touch any of the hideouts and
may run anywhere as long as he passes outside
of each Hideout.
- Batter is Out. The batter 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 Hideout (that he
hasn't used before - see Rule 7) before he
is plugged. Note: the batter becomes a runner as soon as
he begins running.
- Hideouts Work Once. Once a runner has
touched a Hideout, 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
Fort - all players who are "In" must remain in
the Fort (they are "Defenders"), if they step
out they are "Out".
- Undefended Fort is Vulnerable. If there
are no Defenders in the Fort (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
Fort by plugging the Corner Stone.
- Everybody Out. The teams change sides
when the entire Defending team is Out, or when the Fort
has been captured.
- Two Rounders. If the last Defender hits
the ball and makes it all the way back into the Fort 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 Hideout or proceeding around the
Hideouts.
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 Hideout. If the
runners have all stopped running and are hovering near a
hideout, and if the Pitcher has the ball in his control
back by his stone, the play shall be deemed ended and the
Runners shall grasp the hideouts and the next Defender is
up.
If either the runner has not stopped running or the
Pitcher is not in control by his rock, the ball is still
in play.
- Hitting into the Fort. The ball may be
struck anywhere out of the Fort (local field
rules or number of players may limit the shape and size
of the Fort). If it is hit into the Fort, the hitter
comes back, the runners go back and it is played over.
- Pulling Up the Hideouts. If a Runner, in
his or her exuberance, pulls out the Hideout stake, that
Runner is automatically Out! Notify someone of a loose
stake before this happens to you.
- Letting Go of the Hideout Between Plays.
If a Runner mistakenly lets go of a Hideout after the
play has ended but before the Defender 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.