Campbellball is a unique game that is played with unique rules. However, when one of these rules do not apply, Campbellball refers to MLB rules. Some of these rules are MLB rules, but they are here to clarify that they are also Campbellball rules. The following rule changes were made because of certain obstacles and differences at Campbell Yard. Every December, there is a Campbellball Summit to discuss and vote on rule changes that have come up in that calendar year. A rule can only be added, subtracted, or changed if it receives a majority vote from the committee. The committee is made up of Campbellball players who have a great amount of experience and knowledge of the game.
a. Rules in Pitching
1a. A pitcher must lob the ball for the batter to hit.
2a. No fast pitching.
3a. The pitcher cannot make the ball curve or make any type of movement to try to strike a batter out.
4a. Fielders rotate every inning to another position on the field. However, each player has the right to pass their pitching duty if they want to.
5a. You must be at least 13 years old to pitch.
b. Rules in Batting
1b. Any batter who is hit in the head while batting has to either take first base as a walk or “airmail” the ball. If the batter chooses “airmail”, the batter gets one swing at the ball. If he/she misses they are out. The batter cannot lean in for a head shot either.
2b. Any batter who is hit by a pitch three times in one at bat gets a walk.
3b. If a batter catches a pitch, it is not a ball.
4b. In day and night games men get three strikes. Women receive one more strike than men any time day or night.
5b. An inning is always 3 outs.
6b. For a batter to be out on strikes, he must swing and miss for the final strike.
7b. A batter may not switch from one side of the plate to the other once the first pitch is thrown for that at bat.
8b. Any ball hit under the fence in the outfield is a ground rule double. If the ball is kicked under, it is an automatic HR.
9b. A hit ball must stop on or go past the white line in front of the plate to be a fair ball. If it does not, it is a foul ball.
10b. Any batter who does not use a full swing to hit a ball has a strike against him. No bunts or check swings.
11b. If a ball is hit down either the left or right field line, but does not make it past the base and ends up in fair territory, it is a fair ball.
12b. If a ball is hit down either the left or right field line and goes past the base, the first bounce past the base determines whether it is fair or foul. Nothing else matters.
13b. If the ball hits one of the 3 big signs out on the outfield and bounces back in it is not a homerun. However, if the ball goes through the holes in the scoreboard in left field it is a homerun, and it doubles the amount of runs that would have scored on that play.
14b. If the ball hits the foul pole it is a homerun
15b. If a batter swings and misses or fouls the ball and comes around and hits the ball fair, it is a fair ball.
16b. If a batter attempts to swing or interferes with the pop fly or foul ball, the batter is automatically out. This does not include verbal interference.
17b. Any player in his/her first game gets a complimentary tip on their last strike. But each at-bat they get only one.
c. Rules in Fielding
1c.If a ball hits the light poles in the outfield and lands on the other side of the fence it is a home run.
2c.If a ball hits the light poles and bounces back in it must be caught for it to be an out, otherwise it is a home run.
3c. If the ball hits an infield light pole the ball may be caught for an out but otherwise is foul.
4c. When a ball makes contact with any grounded object (ie. fence, commentator’s booth, bleachers, lawn chairs) it cannot be caught for an out.
5c. If a pop fly makes contact with any green sign or fence and it is knocked over the fence by a fielder before it hits the ground it is ruled a homerun.
6c. Since there is no “Infield Fly Rule” in Campbellball, a pop up that is intentionally dropped in the infield, no matter what the circumstance, is automatically safe and all runners get an additonal base.
7c. Any call on a fielding play that cannot be determined or agreed upon, is a “do-over.” The batter goes back to bat with same strike and ball count before that play, and runners return to their previous bases.
8c. Any fiedler who throws the ball and the ball hits the base before the runner arrives (on a force out) is credited with making the out. The runner is out.
9c. Any time a ball is errantly, but not intentionally, thrown and ends up in the commentators booth, bleachers, benches, past the barbed wire fence, chair, barn or makes contact with any non-fielder other than a base coach in the base coach’s box, the play is dead and the runners get the base they are going to plus the next base. If a ball hits the commentators booth, the ball is still live.
10c. Once a ball is hit into fair territory, the runners may advance at their own risk, even if the ball goes past, but not under, the fence.
11c. A fly ball can be caught past the fence as long as it was foul when it passed the fence.
12c. A fielder can use an article of clothing to make a catch. This includes a hat extended over the fence to rob a home run.
13c. If both teams cannot agree that a popup to the catcher was over the batters head, it is a do over.
14c. Only in a 2 on 2 game can the pitcher can become the first baseman at the pitching mound.
15c. All fielders must have both feet in fair territory before they run to catch a foul ball.
16c. If a ball is hit through the number holes on the scoreboard the game is over and that team wins.
17c. No sitting or squating is allowed when players are in the field. If caught sitting/squatting you forfeit your next at-bat.
Rules for “Ball Retriever”
18c. When a team has one more player than the other team, the team with more players must supply a ball retriever to make the number of fielders equal. A ball retriever is always used when there is an uneven amount of players, unless the team with less players has a permanent catcher.
19c. The ball retriever cannot act as a catcher expect to throw a pitch back to the pitcher. He cannot do anything, but watch when a ball is put into play.
20c. If a ball retriever touches a ball that is in play, the runners advance two bases.
21c. Even when teams are equal in number and less than eight players on each team, the team that is batting must supply a ball retriever for the team in the field if the team in the field does not want a catcher.
22c. The ball retriever can be replaced by a fielder before the play begins.
d. Rules in Base Running
1d. Any base runner who makes contact with the ball when he is not on base is automatically out. This can be as a result of a fielder throwing the ball at him or being hit with a ball that the batter has just hit. *Note: when either of these circumstances occur, the play is not dead. Other runners can continue to run.
2d. When a runner makes physical contact with a fielder who is making a play on the ball, he is automatically out and play is dead. The runner must avoid the fielder at all costs but the fielder cannot cut the runner off intentionally.
3d. A runner may not lead off in front or behind the base.
4d. A runner can leave the base as soon as the hitter begins to swing the bat for contact.
5d. A baserunner may interfere verbally with a play (heckling a fielder), but cannot make physical contact. If he does make contact, he is out.
6d. Runners can continue to advance on the base paths until the ball successfully returns to the dirt of the pitchers mound in the possession of a fielder with control and the fielder call TIME to freeze the play. At that point the play is dead (no throws can be made). If a runner is not half way or more to the next base when the ball reaches the mound and when the play is called dead, the runner must return to the previous base. Rookie picthers get one “gimme”.
Rules for Ghost Runners
7d. Any time there is not enough players to cover the bases and still have a ball retriever, a ghost runner is in play.
8d. The ghost runner advances when the next runner reaches the base that the ghost was previous on.
9d. The ghost runner moves at the same speed as the physical runner behind him.
10d. Ghost runners cannot tag unless a physical runner tags up behind him.
11d. The player behind the ghost runner, be it another base runner or the batter, must call “safe” when he or she reaches the next base to signify that the ghost runner has arrived to his next base as well. A fielder must say “out” in order to put a ghost runner out.
12d. When a physical runner is tagged or forced out, the ghost runners automatically move to the next base safely.
e. Organizational Rules
1e. Teams are chosen by picking checkers out of a container without anyone knowing what checker is going to be chosen.
2e. There is a seperate draft for women and men.
3e. The national anthem is to be played prior to the second game of the day games and before the night game.
4e. A prayer is offered at the end of the game or double header.
5e. After each game is completed, both teams must immediately line up and shake hands.
6e. Hall of Fame inductions are held either during a night game or in between the afternoon double header.
7e. When a player comes in the middle of a game, if one team has one less player, the newcomer goes to that team. If the teams are even, the newcomer picks from two checkers to see what team he plays with.
8e. If the margin of victory in the first game is less than 5 runs, the teams can choose to stay the same.
9e. A hall of famer cannot strike out to end a game. A hall of famer’s spouse can never strike out.
10e. The left fielder is always responsible for changing the scoreboard.
11e. Certain days throughout the year are given to “Hall of Famer Days.” Some different rules apply for these special days.
12e. If a team is losing by 20 or more runs, they have the option to forfeit. If they choose to keep going or the run total is at 30 by the end of the inning. The game is over. (This is not an option on Sundays.)
13e. If members of a team have to leave and make the number of players on a team uneven by two or more, a black draft will occur.
14e. On each team a captain will be selected before the game starts. The captain has the right to skip a batter if they are not around when it is their time to bat. The captain must keep his team informed and organized throughout the game.