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| 1.0 – Objectives, playing field and equipment 1.1 - BreezeBall is a game between two teams of two to five players each, played under these rules. The rules should be enforced by a scorekeeper who is familiar with these rules. The teams take six turns each on offense and defense, called innings. The objective of each team is to win by achieving a greater final score of more runs than the opposition. 1.1.1 – While on offense, a team can score runs by hitting. One player (the pitcher) throws the ball to a teammate (the batter). The batter’s objective is to hit the ball into fair ground. Every half inning, the batters take alternate turns three times each. 1.1.2 - While on defense, a team can prevent their opponents from scoring by making catches. 1.2 - The field can be any large, flat area. The field is made up of two areas: fair ground and foul ground. 1.3 - The equipment necessary to play a game of BreezeBall includes: a ball and a scorecard. The ball should be a tennis ball. The scorecard can be an official scorecard or reasonable facsimile. 1.3.1 – Additional equipment to enhance performance and enjoyment includes: bats, gloves, field markers, ball containers, and personal protective equipment. The bat can be anything that a batter chooses to use to hit the ball with in a safe manner. A glove is anything used by a fielder to catch a ball as long as it is used in a safe manner. Field markers help to physically mark the line(s) between fair ground and foul ground. A ball container is useful for the pitcher to have balls readily available. All loose equipment is considered part of foul ground if struck by a hit ball. All personal protective equipment is allowed as long as it is used in a safe manner. 2.0 – Definitions of terms 2.1 - Catch: the act of a fielder in getting secure possession of a ball hit by the batter before it hits the field for a second time. Once any fielder touches a hit ball, the ball can't be a catch if it touches the field. 2.2 - Hit: any ball hit by the batter that falls for the first bounce in fair ground and is not caught by a fielder. 2.3 - Pitch: any throw from the pitcher toward the batter. 2.4 - Run: the result of multiple hits in an inning half, awarded as follows: 0 runs for the first hit, 1 run for the second hit, 2 runs for the third and any subsequent hits. 2.5 - Strikeout: any turn that does not result in a hit or catch by the end of the third pitch. 2.6 – Vertical Object: any physical obstruction on the field that is not equipment and can not be cleared from the field. These are not considered part of the field. 3.0 – Game setup 3.1 – Before a game can begin, the players of each team are determined. 3.2 - The player with the highest tenure flips a coin straight up in the air. The player with the lowest seniority calls either heads or tails while the coin is in the air. Once the coin comes to rest, the side facing up will determine whether the calling player's team wins or loses the coin toss. The team that wins the coin toss chooses to be the home or away team. 3.3 - The scorekeeper fills out the top of a scorecard with date, game number, and the scorekeeper’s name, also recording team names and each player’s name and role in the game. 3.4 - Both teams can now take their positions on the field. The pitcher stands near the center of the line between fair and foul grounds, facing the batting area. The first batter on the away team stands in the batting area. The fielders on the home team take their chosen positions. 4.0 – Starting and ending a game 4.1 - Play officially begins with the first pitch. 4.2 - Play ends with the sixth turn at the end of the sixth inning. Games may end early if it becomes impossible for one team to tie or surpass the other team’s score by the last turn. 5.0 – The pitcher 5.1 - The pitcher starts each turn by making sure all players are ready and throwing a ball toward the batting area. 5.2 - The pitcher is considered part of foul ground. 6.0 – The batter 6.1 - The batter tries to hit each pitch into fair territory by any means and equipment. 6.2 – The batter and any equipment the batter uses to hit the ball is considered a vertical object. This means the batter can touch the ball multiple times until the ball touches the field after initial contact. 7.0 – The fielder 7.1 - The fielder tries to catch the ball after it is hit by the batter. 7.2 - Fielders stand wherever they want, in fair or foul territory, as long as their position doesn't physically impede the pitcher from safely throwing the ball to the batter or the batter from safely making a full swing at the pitch. 8.0 – The scorekeeper 8.1 - The scorekeeper records every turn in the game on a scorecard, using the following guidelines. 8.1.1 – Twelve rows are used to record each half of the six innings. These rows are split into nine columns. The first six columns are used for the three turns of each batter. The seventh column is used to record total runs scored each half inning. The last two columns are used to record defensive catches. 8.2 – The scorekeeper uses these symbols to record the result of every turn on offense: H = hit, + = run scored, K = strikeout. 8.3 – The scorekeeper uses simple symbols (either a C or hash mark) to attribute catches to the appropriate players. 8.4 – The scorekeeper adds up each team’s score and records them at the end of the game and records the result for each team using these symbols: W = win, L = loss, T = tie. 9.0 – Everyone can and must play BreezeBall. |
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