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Rules of the Match

I. Preparation

I.1. The field shall be laid out in the format of a diamond-shaped infield. Each base shall be placed 80 feet apart in a straight line at each corner of the diamond. The lines from home base to first base, and home base to third base will extend into the outer garden and constitute the fair / foul line. These lines will be marked with a white line along the base path, and with a small flag placed an additional 50 to 80 feet along the outer garden.

I.2. The hurler's position shall be 45 feet from home base in the center of the infield. It will be marked with a white line 12 feet long, perpendicular to an imaginary line from home base to second base.

I.3. The home base will have a white line, six foot in length, drawn through it, parallel to the hurler's line, to be used as a straddle line for the striker.

I.4. A backstop will be placed approximately 15 to 20 feet behind home base.

I.5. Prior to the start of the match, the umpire will call the captains together for a stone toss to determine which team strikes first. A captain will be selected to choose “wet or dry”. The

umpire then spits on the stone, flips it into the air, and depending on which side is face up, that captain may choose to strike first or last.

I.6. The umpire will discuss all ground rules for the match, then call for a “striker to the line” to start the match.

II. The Match

II.1. The match will consist of nine innings. An inning ends when each team receives 3 hands dead.

II.2. The team that tallies the most aces at the end of nine innings wins the match. If the match is tied at the end of nine innings, the match will continue until there is a lead at the end of an inning.

II.3. Matches may be shortened to fewer innings, or to a set time limit as directed by the umpire during tournaments, or other special events.

III. Offense

III.1. The team at the strike will send players to the line in the order placed on the tally sheet. This order must be strictly followed. If a player strikes out of order, he will be called dead by the umpire. After the first inning, the first striker to the line will be the next striker in the order, following the player who was the last hand dead

in the previous inning.

III.2. The striker must straddle the line on either side of the base he chooses. The hurler will hurl the ball and the striker must put the ball in play, attempting to reach base safely.

III.3. The striker must swing the bat to make contact. If he places his bat in front of the ball without a swinging motion and contact is made, it will be ruled a dead ball.

III.4. The striker must put the ball in play, and the umpire will give him one warning if an attempt isn't made on a well placed hurl. After the warning, a strike will be called if the striker swings and fails to make contact, or watches a well-placed hurl go by. Three strikes and the striker is dead. If the striker swings and misses prior to the warning, no warning will be issued, and all subsequent well-placed hurls will be called strikes.

III.5. A base on balls is issued after the hurler is given two warnings and then hurls three balls out of the strikers reach. If a striker receives a base on balls, he may have a free walk to first base. Subsequently, all base runners may advance one base regardless of whether there is a force or not.

III.6. The runner may not over run any base. The only safe place is on the base.

III.7. There is no stealing. The runner may only

advance a base after a struck ball, a base on balls, a balk (as determined by the umpire), or if a play is made on any runner.

III.8. The runner may take a small lead, but in doing so a play can be made to tag him dead. A player may attempt to advance as many bases as possible after a play is made on him. If more than one runner is on base, all runners may attempt to advance when any runner is played on.

III.9. Sliding is allowed, but is considered ungentlemanly. The umpire, cranks, or opponents may chastise the runner, but he will not be dead. The umpire may impose a fine at his discretion.

III.10. The runner may interfere with a struck ball as long as he does not touch the fielder attempting to catch the ball. The runner may not leave the base path in order to interfere with the ball. A kick or a slap is the common method of interference, but the head and body may also be used. The runner may not interfere with any ball after a fielder has touched it. This means any thrown or muffed ball.

III.11. Once the runner reaches home base, he must report to the tallykeeper, ring the bell and ask the tallykeeper to, “Tally one ace, Sir/ Madam.” If the bell is not rung or the ace not tallied before the next striker is hurled to, the ace does not count.

IV. Defense

IV.1. The defensive team must field a struck ball in fair territory and attempt to prohibit the striker from reaching base safely. A ball caught on the fly is a hand dead, and all base runners must return to their base without advancement. If a ball is caught on the first bound, the striker is dead, but the runners may still advance.

IV.2. A runner may not advance on a foul ball or a caught fly ball, and they must return to their base before the base tender catches the ball, and the base

is tagged. A play may be made on the runner on all foul balls, but the ball must be returned to the hurler first, who then can relay it to the base tender. All fair ball plays on the runner may go directly from fielder to base tender.

IV.3. All base tenders must position themselves within two strides of their base, in any direction. After the ball is struck they may move in any direction to field the ball or to assist in the play.

IV.4. All fielders in the outer gardens must position themselves straight away in the center of their garden. They may position themselves shallow or deep, but not shade left or right. They may move in any direction to field the ball or to assist in the play.

IV.5. The behind will position himself directly behind home base at a safe distance to prohibit being struck with a bat and to allow him time to make a play on a ball struck foul.

IV.6. The short scout may position himself anywhere on the field. No other player may adjust their position depending on his location on the field.

IV.7. The hurler may position himself behind the 12-foot line. He may release the ball anywhere along that line, but may not cross it before delivery of the ball. The hurler must make an attempt to put the ball in play, and the umpire will give the hurler two warnings to throw the ball in a better location. After the two warnings, a ball will be called on all hurls outside the striker's capability to reach the ball. Three balls constitute a base on balls, and the striker may have a free walk to first base. The striker may be issued a warning for failure to swing at a well-placed hurl. A strike is called if the striker swings and misses, or watches a well-placed hurl go by. Three strikes is a hand dead.

IV.8. The hurler may make a play on any base runner by throwing over to that base instead of hurling the ball. The hurler may not make a throw to a base after he has motioned towards the base. If he does, a balk is issued and all base runners may advance one base.

V. Safety

V.1. Safety is the most important aspect of the match, and we must do all we can to encourage and promote it.

V.2. Collisions must be avoided. The runner has the right of way on the base path except when a fielder is in the process of making a play on a batted or thrown ball. The base tender has no right to block the runner's access to the base when he does not possess the ball. Whether or not the basetender possesses the ball, it is the responsibility of the runner to avoid collisions on the base path or at the bases by veering off of the base path, stopping, or sliding (for which he may be praised or chastised) to avoid the collision. In which case the umpire should award the runner the base and instruct the base tender on proper positioning. If the runner causes the collision, the runner is dead (and may be ejected). All penalties and rewards rest with the umpire.

V.3. Sliding to attempt to break up a play is not allowed and the runner will be dead.

V.4. No striker may make more than one swing at a ball. The striker may be called dead or ejected from the match at the discretion of the umpire. If a ball is accidentally struck twice, it will be a dead ball, and play will resume.

VI. Sportsmanship

VI.1. Ballists on the bench, or otherwise not on the field, may not interfere with the ball in play. Furthermore, the mascot, tallykeeper, or umpire may not intentionally interfere with a ball in play. If they do the ball is dead. If the umpire rules this intentional to gain a competitive edge, he may award an out or base as deemed appropriate.

VI.2. Base runners may not touch a fielder in an attempt to interfere with the play. No fielder may touch a base runner to interfere with his advancement. Pretending to catch the ball to fool the runner into stopping is frowned upon, as it could lead to unnecessary injury.

VI.3. No ballist may chafe the umpire. They should bring their complaints to the captain, who will address the umpire if deemed appropriate.

VI.4. The umpire has complete control of the game. He will call a struck ball either fair or foul, in a clear voice for all to hear, at the earliest moment after it strikes the ground for the first time. He may ask the cranks, or ballists to help with the decision, but once made, it is final. Ballists are encouraged to respond honestly, as all gentlemen would.

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