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]

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

  1. 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.
  2. 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.
  3. 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!
  4. 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.
  5. Batter is Out. The batter 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 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.
  7. 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.)
  8. 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".
  9. 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.
  10. Everybody Out. The teams change sides when the entire Defending team is Out, or when the Fort has been captured.
  11. 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.
  12. 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.

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. 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...
  7. 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!

Back to Chris's Homepage
© 1995 Chris Monser - cmonser@sirius.com

Used with permission of the author, Chris Monser. Last modified: 3 October 1995.


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