All World Sports - CONDUCT / GUIDELINES
It is the purpose of All World Sports Association- to conduct the best possible tournaments from all aspects.
To obtain this goal AWS must have the cooperation of each player, manager, and coach.
Teams are guests in the city that the tournament is being conducted. Nothing should occur that would reflect adversely on the teams, players, host city or AWS. Therefore, it is required that all teams in the tournament comply with the following rules:
Team managers must have full control of their players, coaches and spectators at all times.
o This means “on” and “off” the field.
In case of disputed play or decision, team managers may consult the game officials.
o The other players, coaches or sponsors are to be kept out of the discussion.
No chewing tobacco, smokeless tobacco products, or smoking of any kind allowed around AWS events.
Alcohol is prohibited at all AWS youth events.
Noisemakers are not allowed (i.e.: cowbells, air horns, boom boxes etc.)
Profanity of any kind will not be tolerated.
Throwing the bat or equipment is strictly forbidden
Managers are to report any unsportsmanlike or derogatory acts by players or spectators to the tournament director.
o The purpose here is to prevent any serious situation developing that would be harmful to the tournament.
A player, coach, manager or sponsor may be suspended for fighting, abusive tactics or unbecoming acts that are detrimental and not in the best interest of AWS and tournament play. Unsportsmanlike conduct will not be tolerated! Teams, coaching staff, and spectators may not engage in verbal or physical dispute w/ other team at anytime. Cheer on and encourage your own team and don’t direct negative language towards another team.
Teams should remember that the wrong actions of even one player could reflect on the entire team and the various sporting programs.
Any report by a hotel or motel management, where any team competing in AWS championship play is staying, destruction of property or abuse of hotel or motel property or failure by a team to pay hotel or motel bills can result in team disbarment from future AWS play.
No coach, manager, player or other individual(s) affiliated with any team shall entice a player to change teams or be added to another team's roster until that player's registered team has completed Championship Play or been disbanded.
Team managers and sponsors may not be warned other than through this notice.
1st to pay = 1st to play. Always send entry sheet when mailing in payment.
$50 Late-Pullout Fee (less than 6 days before the event)
Teams pulling out of a tournament after the brackets are completed, or when the event entered is sold out, are responsible for the entire entry fee. If we can replace your team after brackets have been completed, your team will only be subject to the late $50 pullout fee.
"No-Show" Fee: Teams that do not show up for any game (thereby shorting another team there game guarantee) will be charged a No Show fee. No show fee depends on cost of event and game guarantee. That fee will be given to the opposing team. No show team may also be subject to suspension.
Bounced Check Fee:
$50 for all bounced check fee.
0 games played: Full Future Credit or 85% refund.
1 or 2 games played: Divided the entry fee by minimum # of games played.
Credit amount is the games remaining. For example, for a $400 4GG tournament where only one game is played, the team would be entitled to a $300 future credit. o Each tournament is different depending on cost of event!!
If the game guarantee is met: No credit or refund.
Once a game starts it is considered to be a game played.
Credit is only good for tournaments run by the same director group.
Awards will be given to all teams that have earned a place in the championship games only.
If the championship game was not played, the higher seed will be awarded 1st place and the lower seed will be awarded 2nd place.
All World Sports reserves the right to modify game times, tournament location and or structure due to field conditions, time constraints, Safety issues, park rental issues, or inclement weather.
Rule 1 - Definitions
ALTERED BAT: When the physical structure of a legal softball bat has been changed.
APPEAL PLAY: A play on which an umpire may not make a ruling until requested by a manager, coach or player.
BASE ON BALLS: Permits a batter to gain first base without liability to be put out and is awarded to a batter by the umpire when four pitches are judged to be out of the strike zone.
BASE LINE: Direct line between two consecutive bases.
BASE PATH: The traditional path traveled by a runner who is attempting to advance to the next base. It is defined by a direct line between two bases and three feet on either side of that line, unless a fielder has the ball in her possession and she is within three feet of the runner and prepared to apply a tag. A base runner who attempts to avoid a tag by running more than three feet to either side of a fielder with the ball in her possession shall be declared out.
Note: A runner establishes her own base path when she is not being played on
BASE-RUNNER: An offensive player that is advancing, touching or returning to a base.
BATTED BALL: Any ball that hits the bat or is hit by the bat and lands either in fair or foul territory. No intent to hit the ball is necessary.
BATTER'S BOX: The area in which the batter is positioned while at bat. The lines are considered as being within the batter's box.
BATTING ORDER: The official list of starting offensive players in the order in which they are to bat and recorded on a line-up card.
BLOCKED BALL: A live batted or thrown ball that is touched, stopped or handled by a person not engaged in the game; or which touches any object that is not part of the official equipment or official playing area.
BLOOD RULE: Refers to a player, coach or umpire who is bleeding or who has blood on their uniform and treatment is required.
BUNT: A legally batted ball not swung at but intentionally tapped with the bat. A bunt should never be considered an infield fly.
BUNT ATTEMPT: Any non-swinging movement of the bat intended to tap the ball into play. Holding the bat in the strike zone is considered a bunt attempt. In order to take a pitch, the bat must be withdrawn – pulled backward and away from the ball.
CATCH: A legally caught ball, which occurs when the fielder catches a batted, pitched or thrown ball with the hand(s) and/or glove/mitt.
CATCH AND CARRY: A legal catch that a defensive player carries into dead ball territory.
CATCHER'S BOX: The area defined by lines, which are considered within the catcher's box. The catcher's body and equipment are considered within the box unless touching the ground outside the box. The catcher must remain in the box until the pitch is released.
CHARGED CONFERENCE: A charged conference takes place when:
A. Offensive Conference. The offensive team requests a suspension of play to allow the manager or other team representative to confer with the batter, another team representative, and/or runner(s).
B. Defensive Conference. The defensive team requests a suspension of play, and representative enters the playing field and talks with any defensive player.
NOTE: (Only 1 offensive and 2 defensive conference allowed per inning, except to replace a pitcher.)
CHIN STRAP: A part of the helmet that must be worn (mandatory) when used on offense or defense. (exception – not required as part of the catchers mask).
COURTESY RUNNER: A courtesy runner is any player who runs for a pitcher or catcher without a charged substitution.
CROW HOP: Prior to delivering the pitch, the pitcher replants the pivot foot and pushes off from a spot other than the pitcher’s plate.
DEAD BALL: The term used for a ball that is not in play and does not become live again until the pitcher holds it on the pitcher’s plate and the umpire calls/signals “Play/Play Ball”.
DEFENSE: A player or team in the field attempting to prevent the offensive team from scoring.
DUGOUT: An out-of-play area designated for team personnel engaged in the game only.
EJECTED COACH/PLAYER: A coach or player removed from the game by the umpire, usually for an unsportsmanlike act or conduct. Any coach or player ejected from a game will be required to sit out the next game.
EXTRA PLAYER: An optional player that allows a team to play up to twelve players on offense and nine on defense. NOTE: A team may use up to 3 EP’s however they must remain in the same batting order.
FAIR BALL: A legally batted ball that:
A. Settles or is touched on or over fair territory between home and first base or between home and third base,
B. Bounds over or past first or third base, which is in fair territory, regardless of where the ball hits after going over the base,
C. While on or over fair territory, touches the person, equipment or clothing of a player or an umpire.
D. While over fair territory, an offensive player interferes with a defensive player attempting to field a batted ball.
E. Touches first or third base
F. First falls or is first touched on or over fair territory beyond first or third base,
G. While over fair territory leaves the playing field beyond the outfield fence.
H. Hits the foul pole.
NOTE: A batted ball shall be judged according to the relative position of the ball and the foul line, including the foul pole, and not as to whether the fielder is on fair or foul territory at the time the fielder touches the ball.
NOTE: It does not matter whether the ball first touches fair or foul territory, as long as it does not touch anything foreign to the natural ground in foul territory and complies with all other aspects of a fair ball.
FAIR TERRITORY: That part of the playing field within, and including, the first and third base foul lines from home plate to the bottom of the playing field fence and perpendicularly upwards. Home plate, the foul lines and foul poles are considered part of fair territory.
FAKE TAG: A form of obstruction by a fielder who neither has the ball nor is about to receive the ball, makes the motion of tagging a base runner which impedes the progress of a runner either advancing or returning to a base. The runner does not have to stop or slide. Merely slowing down when a fake tag is attempted would constitute obstruction.
FIELDER: One of the nine players on the defensive team who takes a position on the field and attempts to stop the offensive team from scoring.
FLY BALL: A batted ball, fair or foul, that rises into the air.
FOUL BALL: A batted ball that:
A. Settles or is touched (not caught) on or over foul territory between home and first base or between home and third base,
B. Bounds or rolls past first or third base on or over foul territory,
C. While over foul territory touches the person, attached equipment or clothing of a player or an umpire, or any object foreign to the natural ground,
D. First hits the ground or is first touched over foul territory beyond first or third base.
E. Touches the batter or the bat in the batter's hand(s) a second time while the batter is within the batter's box,
F. Hits the pitchers plate and rolls untouched to foul territory before reaching first or third base.
FOUL TIP: A batted ball that goes sharply and directly from the bat to the catcher's mitt or hand and is legally caught by the catcher. It is a strike, the ball is live and runners may advance.
HIT BY PITCH: When the batter is hit by the pitched ball and the batter is not swinging at the ball or a strike is not called. Dead ball results with the batter advancing to first base.
HOME TEAM: The team that starts the game on defense (in the field). The home team will be determined by a flip of a coin if not mutually agreed on or determined by tournament assignment.
ILLEGAL BAT: A bat that does not meet the requirements of an official bat as dictated by governing body.
ILLEGAL PLAYER: A player who takes a position in the lineup, either on offense or defense, who does not have a legal right to the position.
ILLEGAL PITCH: Any pitch by the pitcher that is an infraction of the pitching rule.
INELIGIBLE PLAYER: A player who does not meet the requirements to register. The determination of eligibility is not the responsibility of the umpire. The use of an ineligible player will constitute a forfeit of any games played or in progress if properly protested.
INFIELD: That portion of the field in fair territory that includes areas normally covered by the pitcher and infielders.
INFIELD FLY: A fair fly ball (not including a line drive or an attempted bunt) which can be caught by an infielder with ordinary effort when first and second bases or first, second and third bases are occupied before two are out. Any defensive player who takes a position in the infield at the start of the pitch shall be considered an infielder for the purpose of this rule. The infield fly is ruled when the ball reaches the highest point based on the position of the closest infielder regardless who makes the play. When it seems apparent that a batted ball will be an infield fly, the umpire shall immediately declare: Infield Fly". The ball is live and runners may advance at the risk of the ball being caught. The runners can tag up and advance once the batted ball is touched (prior to catching), the same as on any fly ball. If a declared infield fly becomes a foul ball, it is treated the same as any foul.
INNING: That portion of a game within which the teams alternate on offense and defense and in which there are three outs for each team. A new inning begins immediately after the final out of the previous inning.
INTERFERENCE: The act of an offensive player or team member, or spectator that impedes, hinders, or confuses a defensive player attempting to execute a play. Interference can be physical or verbal
LEAP: When both feet are airborne by the pitcher prior to delivering the pitch. This is an illegal act.
LINE DRIVE: A fair or foul batted ball that travels parallel or near to the ground through most of its flight. A line drive is not considered an infield fly.
LIVE BALL: Any and all times that the ball is in play or until the umpire calls "time" or "dead ball".
OBSTRUCTION: The act of a defensive team member that hinders or impedes a batters attempt to make contact with a pitched ball or that impedes the progress of a runner or batter-runner who is legally running bases, unless the fielder is in possession of the ball or is making the initial play on a batted ball. The act may be intentional or unintentional, physical or verbal.
OFFENSE: A player or team at bat attempting to score runs.
ON-DECK BATTER: The offensive player who is next in line to bat.
PITCH: A live ball delivered to the batter by the pitcher with a legal underhand motion.
QUICK PITCH: A pitch delivered that catches the batter off balance or otherwise unprepared to bat.
No player will be allowed to be on more than one roster for participating in advancing to National play in any age or classification. Teams may create a weekend roster for local play. This will be used to insure players will play on only one team in a local tournament.
Number of Players: A maximum of 20 Players. Teams are allowed to pick up players for continued play; refer to player add/drop guidelines.
STEALING: The act of a runner attempting to advance during a pitch to the batter. Runners can advance once the pitched ball leaves the pitcher's hand.
STRIKE ZONE: That space over any part of home plate between the batter's forward armpit and the top of her knees when a batter assumes a natural batting stance adjacent to home plate.
SUBSTITUTE: Any member of a team's roster who is not listed as a starting player, or a starting player who re-enters the game. If a substitute enters the game without reporting, and after a pitch has been thrown (legal or illegal), the player will be disqualified when discovered. If a substitute is illegal for any reason, the player will be subject to the penalty for that violation.
TIME: The term used by the umpire to temporarily suspend play.
TURN AT BAT: Begins when a player first enters the batter's box and continues until the player is substituted for, put out, or becomes a batter-runner while at bat.
VISITING TEAM: The team that starts the game on offense.
WILD PITCH: A wild pitch is a legally delivered ball that the catcher cannot catch or stop and control with ordinary effort.
Rule 2 - Equipment
Section 1. THE OFFICIAL BAT
A. Shall be a smooth cylinder with a knob and pass through a 21/4” diameter bat ring. The bat hand must be round or oval.
B. Shall be metal, plastic, graphite, carbon, magnesium, fiberglass, ceramic or any other approved composite material. Any new composite construction bat must be reviewed for approval.
C. Shall not be more than 34 inches long, or exceed 38 ounces in weight.
D. Shall not have exposed rivets, pins, rough or sharp edges or any form of exterior fastener that would present a hazard. A metal bat shall be free of burrs and cracks.
AWS NON-APPROVED BAT LIST
The governing body of softball maintains a list of illegal bats and All World Fastpitch will enforce this.
Penalty for using an illegal bat:
At The Umpire’s discretion, the player and coach may be restricted to the dugout and removed from the game. If the team is caught a second time during the same event the player and coach will be ejected.
Section 2. THE OFFICIAL SOFTBALL
The yellow optic cover, red-stitch 12-inch ball, with a COR of .47. In 10 & Under, the yellow optic red-stitch 11-inch ball, with a COR of .47. For 8 & Under, the Incrediball or equivalent will be used.
Section 3. GLOVES/MITTS
a. Be a maximum of two colors excluding lacing and manufacturer’s logo colors. Lacing shall not be the color of the ball.
b. Not be entirely optic in color.
c. Not have an optic-colored marking on the outside or inside that gives the appearance of the ball.
d. Be permitted to have one American flag not to exceed 2 inches by 3 inches.
e. Not be judged as distracting by the umpire.
B. The Catcher shall wear a glove/mitt of any size. Gloves/mitts shall be worn by all other fielders and conform to the following maximum specifications.
a. Height measured from the bottom edge or heel straight up across the center of the palm to a line even with the highest point of the glove/mitt: 14 inches.
b. Width of palm measured from the bottom edge of the webbing farthest from the thumb in a horizontal line to the outside of the little finger edge of the glove/mitt: 8 inches.
c. Webbing measured across the top end, or along any line parallel to the top: 5¾ inches.
C. Gloves/mitts shall not be designed or altered to create an adhesive, sticky and/or tacky surface.
D. An illegal glove/mitt shall be replaced immediately
Section 4. MASKS, BODY PROTECTORS, SHIN GUARDS AND HELMETS
Catchers must wear a mask with throat protector, approved helmet with earflaps, shin guards that offer protection to the kneecaps and body protector.
A. FACE MASKS
Any defensive player or offensive player can wear an approved plastic face mask/guard.
EXCEPTION: Fastpitch catchers cannot wear the plastic face mask/guard. Face masks/guards that are cracked or deformed, or if padding has deteriorated or is missing, are prohibited from use. Approved are the Game Face and Sports-Guard facemasks.
1. OFFENSE. All fastpitch offensive players, including the on-deck batter, and players acting as coaches in the coach's box, must properly wear double earflap NOCSAE-approved batting helmets. Batting helmets that are broken, cracked, dented, or that have been illegally altered are prohibited from use. All batting helmets and catching gear must be approved and in original condition. All batting helmets are required to have face guards and chinstraps.
Removing the helmet during a live ball play and judged by the umpire to be a deliberate act shall cause the violator to be declared out immediately. The ball remains live. Calling a runner out for removing a helmet does not remove force play situations. Umpires should use discretion as to the intent of the rule concerning player safety.
2. DEFENSE. Any defensive player may wear an approved helmet, with or without earflaps, of similar color as the team caps. It must have a bill.
Section 5. UNIFORM
All players on a team shall properly wear uniforms that are alike in color, trim and style. If because of the blood rule a change is required and the uniform part does not match, the player will not be penalized. All protective equipment should be worn properly. If a player is requested by the umpire to remove jewelry, illegal shoes or illegal parts of the uniform and they refuse, the player will not be allowed to play.
Ball caps, visors and headbands are optional for player. If worn, the can be mixed, but must be worn properly. If one type or more than one type is worn, they all must be of the same color. Handkerchiefs do not qualify as headbands and cannot be worn around the head or neck. Plastic visors are not allowed.
B. PANTS/SLIDING PANTS
All players' pants may be long, short, or mixed in style, as long as they are alike in color. Players may wear a solid-colored pair of sliding pants. It is not mandatory that all players wear sliding pants, but if more than one player wears them, they must be alike in color and style. No player may wear ragged, frayed or slit legs on exposed sliding pants.
EXCEPTION: Pitchers may not wear their sliding pads turned inside where it shows an optic yellow softball. This will be a distraction to the batter therefore is not allowed.
Players may wear a solid-colored undershirt (it may be white). It is not mandatory that all players wear an undershirt, but if more than one player wears them, they must be alike in color and style. No player may wear ragged, frayed or slit sleeves on exposed undershirts.
An Arabic whole number (0-99) of contrasting color, at least six inches high must be worn on the back of all uniform shirts. No player on the same team may wear identical numbers. (Numbers 0 and 00 or 3 and 03 are examples of identical numbers.) Players without numbers will not be permitted to play. There is no penalty for a player wearing a wrong number or a duplicate number. Correct the number in the scorebook or have the player(s) change jerseys in case of duplication, and continue play. Numbers must be worn on uniforms, with no two players on a team having the same number.
All casts and splints must be padded. Prostheses may be worn. Braces with exposed hard surfaces must be padded. Any of this equipment judged by the umpire to be potentially dangerous is illegal. Any decision by the umpire should be based on whether or not a
device worn or used by and individual with a disability changes the fundamental nature of the game or poses a significant risk to the safety of other players.
All jewelry must be removed and may not be worn during the game. Medical alert bracelets or necklaces are not considered jewelry. If worn, they must be taped to the body so the medical alert information remains visible. No jewelry is allowed on the players
(except medical alert bracelets).
All players must wear shoes with plastic, canvas, or similar synthetic uppers. The soles may be smooth or have soft or hard rubber cleats. Shoes with detachable cleats that screw into the sole of the shoe are allowed. Metal cleats may be worn by 16U, 18U and HS divisions only and may not extend beyond 3/4 of an inch from the sole and shall not be round. Pitching toes are allowed for all players as long as the pitching toes are securely fastened.
Section 6. OTHER EQUIPMENT
The use of electronic devices by team personnel to transmit or record information pertaining to their players or team’s performance shall be permitted within the team’s dugout/bench area only. Information obtained from an electronic device may be used for coaching purposes during the game.
Section 7. ALL EQUIPMENT
Notwithstanding the foregoing, we reserve the right to withhold or withdraw approval of any equipment which, in the sole determination, significantly changes the character of the game, affects the safety of participants or spectators, or renders a player's performance more a product of the player's equipment rather than the player's individual skill.
Rule 3 - The Playing Field
The playing field is the area within which the ball may be legally played and fielded. There shall be a clear and unobstructed area between the foul lines and within the radius of the prescribed fence distances from home plate.
Section 1 - Backstop
A backstop is required. It should be a minimum distance of 25 feet and a maximum
distance of 30 feet from home plate. It is recommended that the backstop be vertical and not extend over the playing field. If the backstop is cement or brick, it is recommended that it be padded.
Section 2 - Base, Pitching, Fence Distances
Division Bases Pitching Min. Fen
8-U 60’ 30’ 150’
10-U 60’ 35’ 150’
12-U 60’ 40’ 175’
14-U 60’ 43’ 200’
16-U 60’ 43’ 200’
18-U 60’ 43’ 200’
18-U Elite 60’ 43’ 200’
Measurements taken from the apex of home plate to center of second base, back edge of first and third base, front center of pitchers plate and bottom of fence.
Section 3 - Bases
First, second and third base shall be white bags made of canvas (filled with a soft material), molded rubber or synthetic material and shall be securely attached to the ground or an anchor system. Each base shall be 15-inches-square, two to five inches thick and may have tapered edges.
A double first base is permitted. The base shall be a one- or two-piece unit, 15”x30” and manufactured to be of equal height. The base in foul territory shall be a color other than white.
Note: If a field is equipped with a double base, it must be used.
Section 4 - Batter’s Boxes
The batter’s boxes, one on each side of home plate, shall be 6 inches from home plate and shall measure 3 feet by 7 feet. The front line of each box shall be 4 feet in front of a line drawn through the center of home plate. The four lines must be drawn
Section 5 - Catcher’s Box
The catcher’s box shall be 10 feet in length from the rear outside corners of the batters’ boxes and shall be 8 feet, 5 inches wide.
Section 6 - Coaches’ Boxes
Each coaches’ box shall be marked by two lines. The first, a line 15 feet long drawn parallel to and 8 feet from the first and third baselines is extended from the back edge of the bases toward home plate. The second is a line 3 feet long drawn perpendicular to the end of the 15 foot line closest to home plate.
Section 7 - Fences
It is highly recommended that the playing field be enclosed completely by permanent home run and sideline fences at least 4 feet high. For an unfenced field, an out-of-bounds line shall be used to define dead ball areas.
Section 8 - Field of Play
It is highly recommended that the infield is skinned and that the outfield is natural grass.
Section 9 - Home Plate
Home plate shall be a five-sided slab of whitened rubber or other suitable similar material. The edge facing the pitcher shall be 17 inches wide. The sides shall be parallel to the inside lines of the batters’ boxes and shall be 8 ½ inches long. The sides of the point facing the catcher shall be 12 inches long. Home plate shall be set in fair territory with the two 12-inch edges coinciding with the foul lines extending from home plate to first base and to third base and with the 17-inch edge facing the pitcher. The top edges of home plate shall be beveled, and the plate shall be fixed level with the ground surface.
Section 10 - Infield
The infield shall be level, but to allow for natural surface drainage, it is recommended that the entire playing area be graded one percent from the edge of the pitcher’s plate to the sideline boundaries of the field.
Section 11 - Lines (Markings)
All lines on the playing field shall be marked with chalk or non-burning material that is not injurious to the eyes or skin. Lime or caustic material of any kind is prohibited. All lines must be 2 to 4 inches in width. The outside edge of the first and third base lines and their extensions should correspond with the outside edge.
Section 12 - On-Deck Circle
The on-deck circle shall be a circular area 5 feet in diameter in which the next batter may warm up. It is located to the side and away from home plate.
Section 13 - Pitcher’s Circle
The pitcher’s circle shall be a circular area with an 8-foot radius, drawn from the center of the front edge of the pitcher’s plate.
Section 13 - Pitcher’s Plate
The pitcher’s plate shall be a rectangular slab of whitened rubber or suitable material, 24 inches long and 6 inches wide. It shall be fixed in the ground, and the top of the plate shall be level with the ground surface.
Section 14 - Runner’s Lane
The runner’s lane is bounded by a 30-foot line drawn in the territory parallel to the
3 feet from the first-base line, starting at a point halfway between home plate and
the back edge of first base. The runner’s lane should be skinned.
Rule 4 - Players, Coaches, Substitutes
Section 1: PLAYERS
A. A team must have the required number of players present in the dugout or team area to start or continue a game. Players listed in the starting lineup and not available at game time may be substituted for and re-entered later. Lineup sheets are to be completed and submitted to the official scorer and umpire at the start of each game. A starting player shall be official when the lineup is inspected and approved by the plate umpire and team manager at the pre-game meeting. The lineup shall contain the first and last name, position and uniform number of each player. If a wrong number is on the lineup sheet, correct it and continue playing with no penalty. Numbers are for courtesy purposes only. All substitutes must be listed in the designated place by their last name, first name and uniform number. Rostered players who will be arriving late should also be included. If a substitute is not listed, then that player is not eligible for that game.
B. A team shall consist of players in the following positions:
1. Nine players: pitcher (F-1), catcher (F-2), first baseman (F-3), second baseman (F-4), third baseman (F-5), shortstop (F-6), left fielder (F-7), center fielder (F-8) and right fielder (F-9).
2. Extra Players: Three (3) extra players are allowed to bat in the lineup and are interchangeable on defense without being charged a substitution.
C. SHORT-HANDED RULE
1. To start a game:
a. A game may begin with one less than required to start.
b. The vacant position must be listed last in the batting order.
2. To continue or finish a game once started.
a. If a team is batting 9, 10, 11 or 12 players and a player becomes injured or leaves the game, if there is no eligible substitute available, notify the umpire of this situation and scratch out the player and move to the next position in the lineup.
b. If playing shorthanded and a substitute arrives, she must be inserted immediately into the vacant spot. If she refuses to enter for any reason, that player becomes ineligible the remainder of the game.
c. If a player has safely reached base and is injured or it becomes necessary to leave the game, then the most recent batter not on base will be allowed to run for that player, until that player is put out, scores or the ½ inning ends.
d. The player who has left the game cannot return to the lineup.
EXCEPTION: A player who has left the game under the blood rule may return even after missing a turn at bat.
3. No out will be taken when the vacant position in the batting order appears, if the player left the game for any reason other than ejection.
4. When the vacant position in the batting order appears, if the player was ejected from the game, an out shall be declared for each turn at bat.
5. Under no circumstances shall a team be permitted to continue a game, offensively or defensively, with less than eight players.
EFFECT: AWS wants to allow as many girls as possible to participate so a team will not be penalized until they go below the mandatory 8 in the batting lineup at which time will result in forfeiture.
6. An inning or the game can not end with an automatic out.
Section 2: EXTRA PLAYER
A. An extra (EP) is optional, but if used, must be made known prior to the start of the game and be listed on the scoring sheet in the regular batting order. If the EP is used, the EP must be used the entire game.
B. the EP must remain in the same position in the batting order for the entire game.
C. If an EP is used, the EP must bat and any 9 of the players listed on the lineup sheet may play defense. Defensive positions may be changed, but the batting order must remain the same.
D. The EP may be substituted for at any time. The substitute must be a player who has not yet been in the game. The starting EP may re-enter.
E. A “defense only” player may also be used. This allows for up to 13 players in the lineup, (12 of which may bat) by using nine regular players, up to three “extra players” (EPs) and a “defense only player” (DEFO). There may be 9, 10, 11, 12 or 13 total players on the lineup sheet. Any nine can be used on defense with 9, 10, 11 or 12 batters. For purposes of simplicity, if a coach chooses to use a DEFO and only 9 batters, one of the 9 batters will be considered an EP.
EXCEPTION: If the DEFO is used, that player must remain on defense throughout the game, unless inserted into the lineup “once” for any of the three EPs, or replaced on defense, in which case the DEFO position would be eliminated for the remainder of the game.
Section 3: RE-ENTRY
A. Any of the starting players, including an EP may be substituted or replaced and re-entered once, provided players occupy the same batting positions whenever in the lineup.
B. Substitutes may re-enter. Starting players may not re-enter a second time. The starting player and her substitute may not be in the line-up at the same time.
C. If a substitute player re-enters the game in a position in the batting order other than their original starting position, this is considered an illegal re-entry.
EFFECT: Violation of the re-entry rule is considered an illegal player. The illegal player shall be disqualified.
Section 4: SUBSTITUTES
A substitute may take place of a player whose name is in her team's batting order. The following regulations govern player substitutions:
A. The manager or team representative of the team making the substitution shall immediately notify the plate umpire at the time the substitute enters. The plate umpire shall then report the change to the scorer.
B. If a substitute enters the game without reporting, and after a pitch has been thrown (legal or illegal), or after a play has been made, the player will be disqualified when discovered. The use of an illegal substitute is handled as a protest by the offended team while the player is in the game. If the team manager or player in violation informs the umpire prior to the offended team's protest there is no violation regardless of how long the player or players were illegal in the game. All action prior to the discovery is legal. If the team in violation has no substitutes to replace the player disqualified, it is treated the same as the shorthanded rule - the player disqualified is also called out, and the next batter bats.
1. If an unreported substitute on offense bats and reaches base safely, and then is discovered and protested before a pitch to the next batter, or if at the end of the game and before the umpire leaves the field, all runners (including the batter) will return to the base occupied on the batted ball, and the unreported substitute is disqualified. All outs that occur on this play will stand.
2. If the substitute is an illegal player for any reason, she will be subject to the penalty for that violation.
C. Any player may be removed from the game during any dead ball. A pitcher is required to pitch until the first batter facing her has completed her turn at bat or the side has been retired.
D. If an accident to a batter-runner or runner prevents them from proceeding to an awarded base, and the ball is dead, the batter-runner may be substituted for. The substitute will be allowed to proceed to any awarded base(s). The substitute must legally touch any awarded or missed base(s) not previously touched. This is not a courtesy runner, but a legal substitute.
Section 5: ILLEGAL PLAYERS
An illegal player is a player who takes a position in the lineup, either on offense or defense, which does not have a legal right to that position. A player will not violate the illegal player rule until one pitch, legal or illegal, has been thrown. The use of an illegal player is handled as a protest by the offended team while the player is in the game. Once the umpire has been informed, in all cases the illegal player shall be disqualified, and can be legally replaced either by a substitute or a starter who re-enters the game. Illegal players include:
A. ILLEGAL PITCHER: An illegal pitcher is a player who returns to pitch after being removed from the pitching position by the umpire because of excess charged defensive conferences.
EFFECT: Once discovered, the illegal pitcher shall be disqualified and all plays stand.
B. ILLEGAL RUNNER: An illegal runner occurs when:
1. Placing an offensive player in the line-up as a runner for another offensive player;
EXCEPTION: Pitcher and Catcher only.
2. Not reporting a courtesy runner or using an ineligible/illegal courtesy runner.
C. ILLEGAL RE-ENTRY: An illegal re-entry occurs when:
1. A starting player returns to the game a second time after being substituted for twice.
2. A starting player returns to the game, but is not in her original position in the batting order.
3. A substitute returns to the game after being replaced.
EFFECT: Any action that occurs while the illegal player is in the game is governed as follows:
i. OFFENSE: If the illegal player is discovered by the defense:
1. While the illegal player is at bat, she is disqualified, and is out. Any advance of runners while the illegal player is at bat shall be legal.
2. After the illegal player has completed a turn at bat and before the next or illegal pitch, before the defensive team has left the field, and before the umpires have left the game, the illegal player is called out, disqualified, and any advance of runners as a result of the illegal player becoming a batter-runner is nullified. Any additional outs that were recorded on the play will stand.
3. After the illegal player has completed a turn at bat and after the next legal or illegal pitch, or after the defense has left the field, the illegal player is disqualified and is called out. Any advance of runners as a result of the illegal player becoming a batter-runner is legal.
4. If the player is in the game illegally as a runner, the player is disqualified and replaced on the base. Any advance of the runner(s) is legal.
ii. DEFENSE: If the illegal player is discovered by the offense:
1. After the illegal player makes a play and before the next legal or illegal pitch, before the defense has left the field, and before the umpires have left the game, the illegal player is disqualified, and the offensive team has the option of:
a. Taking the result of the play, or
b. Having the last batter return and assume the ball and strike count the batter had prior to the discovery of the illegal player. Each runner would return to the base occupied prior to the play.
2. After a legal or illegal pitch to the next batter, the illegal player is disqualified and all plays stand.
Section 6: COACH
A. A coach is a person who is responsible for the team's actions on the field and represents the team in communications with the umpire and opposing team. A player may be designated as a coach in the event the coach is absent or that player is acting as a player/coach.
B. Coaches must be neatly attired or dressed in team uniform in accordance with the color code of the team. If a coach wears a hat/cap, it must be approved headwear.
C. A base coach is an eligible team member, head coach or assistance coach of the team at bat who occupies the coach's box at first or third, to direct the batter or runner.
a. One coach can have in their possession in the coach's box, a scorebook, pen, pencil, and an indicator all of which shall be used for scorekeeping or record keeping purposes only.
b. A base coach shall be obligated to stay within the confines of these boxes with both feet until after the pitch has been delivered. A coach may leave the coach's box to signal the runner to slide, advance or return to a base or move out of a fielder's way as long as the coach does not interfere with the play.
c. Base coaches may not use language that will reflect negatively upon players, umpires or spectators.
d. A base coach may address only their team members.
e. No communication equipment is allowed between dugout and coaches, players, and spectators.
EFFECT: Disqualification or ejection from the game after a warning.
Section 7: DISQUALIFIED OR RESTRICTED TO THE DUGOUT PLAYER
A. A player or coach who has been restricted to the dugout from the game is restricted to the bench. They are only allowed to leave the dugout if it is to tend to an injured player. If the act is determined to be flagrant, the player or coach must leave the confines of the complex and go to the parking lot. Any disqualified or restricted to the dugout player discovered participating in the game would constitute a forfeit.
B. Any arguing on the judgment of balls and strikes will constitute a team warning.
C. If a player is disqualified a team cannot play shorthanded, however if a player is restricted to the dugout and the team does not have enough players to continue, the game is forfeited.
Section 8: BLOOD RULE
A player, coach or umpire who is bleeding or who has blood on their uniform shall be prohibited from participating further in the game until appropriate treatment can be administered. If medical care or treatment is administered in a reasonable length of time, the individual will not have to leave the game. The length of time that is considered reasonable is left to the umpire's judgment. Uniform rule violations will not be enforced if a uniform change is required. The umpire shall:
A. Stop the game and immediately call a coach, trainer or other authorized person to the injured player and allow treatment.
B. Apply the rules of the game regarding substitution, short-handed player and re-entry if necessary.
Rule 5 - The Game
Section 1: HOME TEAM
The team that is designated as home team shall bat last in the inning.
Section 2: FITNESS OF THE GROUND
The fitness of the ground for a game shall be decided solely by the tournament director.
Section 3: REGULATION GAME
A. A regulation game shall consist of seven innings or until completion of the time limit. A full seven innings need not be played if the team second at bat scores more runs in six and one-half innings and/or before the third out in the last of the seventh inning, or the run ahead rule is applied.
a. Game time limits are NO NEW INNING after 75 minutes. Championship game time limits are NO NEW INNING after 90 minutes.
b. If there is 10 or less minutes remaining to play at the beginning of an inning the umpire shall declare “last inning”, and the game will end at the completion of that inning.
c. Pool play games can end in a tie.
d. There is absolutely NO drop dead time.
B. An elimination game that is tied at the end of seven innings or at the completion of the time limit shall be continued by playing additional innings using the Tie-Breaker rule until one side has scored more runs than the other at the end of a complete inning, or until the team second at bat has scored more runs in their half of the inning before the third out is made.
C. A game called by the umpire shall be regulation if five or more complete innings have been played, or if the team second at bat has scored in five or more innings. The umpire is empowered to call a game at any time because of darkness, rain, fire, panic or other cause that place the patrons or players in peril.
D. Games that are tied and have to be suspended for any reason will be started back at the point of interruption.
Section 4: FORFEITED GAMES
A forfeited game shall be declared by the umpire in favor of the team not at fault in the following cases:
A. If an umpire is physically attacked by any team member and/or spectator.
B. If a team fails to appear on the field, or, being on the field, refuses to begin a game for which is scheduled or assigned within a time set for forfeitures by the organization that the team represents.
C. If one side refuses to continue to play after the game has begun, unless the game has been suspended or terminated by the umpire.
D. If after play has been suspended by the umpire, one side fails to resume playing within two minutes after "play ball" has been declared by the umpire.
E. If a team employs tactics noticeably designed to delay or to hasten the game.
F. If, after warning by the umpire, any one of the rules of the game is willfully violated.
G. If the order for the ejection or restriction of a player, manager or coach is not obeyed within one minute.
H. If the ejection or restriction of a player or players from the game results in fewer than the required number of players to continue the game.
I. If an illegal player is discovered in the game or a restricted to the dugout player is discovered participating again.
J. If a team is playing one player short and another player becomes injured or ill, leaving the team with two less players than the required number.
K. Once a game has been forfeited, the forfeit cannot be changed.
L. If a team takes a forfeit or is disqualified there will be no tournament placement or trophies awarded.
Section 5: SCORING OF RUNS
A. One run shall be scored each time a runner touches first, second, third bases and home plate.
B. No run shall be scored if the third out of the inning is the result of:
1. A batter-runner being called out prior to reaching first base or any other runner forced out due to the batter becoming a batter-runner.
2. A runner being put out by a tag or live ball appeal play prior to the lead runner touching home plate.
3. A preceding runner is declared out on an appeal play.
NOTE: An appeal can be made after the third out in order to nullify a run.
Section 6: GAME WINNER
The winner of the game shall be the team that scores more runs in a regulation game.
A. The score of a called regulation game shall be the score at the end of the last complete inning, unless the team second at bat has scored an equal number or more runs than the first team at bat in the incomplete inning. In this case, the score shall be that of the incomplete inning.
B. The score of a regulation tie game shall be the tie score when the game was terminated.
C. The score of a forfeited game shall be seven to zero in favor of the team not at fault.
Section 7: CONFERENCES
A. Offensive Conference. There shall be only one charged conference between the manager and/or other team representative(s) and the batter, another team representative, and/or runner(s) in an inning. The umpire shall not permit any such conferences in excess of one in an inning. EFFECT: Restriction of the manager or coach who insists on another charged conference.
B. Defensive Conference. There shall be only three charged conference(s) between the manager or other team representative from the dugout with any defensive player(s) in a seven-inning game. For every inning beyond seven, there shall be one charged conference per inning between the manager or other team representative from the dugout with any defense player(s).
EFFECT: The fourth, and each additional, charged conference in a seven inning game, or for any charged conference in excess of one per inning in an extra inning game, shall result in the removal of the pitcher from the pitcher position for the remainder of the game. The removed pitcher can play another position on defense but cannot pitch again. There can be no more than two conferences in the same half inning and if the pitcher is removed it does not count as a charged conference.
Section 8: HOME RUN RULE
Any fair fly ball touched by a defensive player that goes over the fence in fair territory should be declared a four-base award. A home run will be awarded for any ball hit over the fence in fair territory.
Section 9: RUN RULE
A. The run rule is; 12 runs after three innings, 10 runs after four innings or 8 runs after five innings.
Section 10: TIE-BREAKER RULE
Starting with the top of the next inning, and each half inning thereafter, the offensive team shall begin its turn at bat with the player who is scheduled to bat last in that respective half inning being placed on second base (e.g., if the number five batter is the leadoff batter, the number four batter in the batting order will be placed on second base. A courtesy runner may be inserted for the pitcher or catcher as usual). All AWS rules continue in tie-breaker play.
Rule 6 - Pitching Regulations
Section 1. PRELIMINARIES
Before starting the delivery (pitch), the pitcher shall comply with the following:
A. Both feet must be in contact with the pitching rubber.
B. While on the pitching plate, the pitcher shall take the signal or appear to be taking a signal with the hands separated. The ball must remain in either the glove or pitching hand. C. The pitcher shall not be considered in the pitching position unless the catcher is in position to receive the pitch.
D. The pitcher may not take the pitching position on the pitcher's plate without having the ball in her possession.
Section 2. STARTING THE PITCH
The pitch starts when one hand is taken off the ball after the hands have been placed together.
Section 3. LEGAL DELIVERY
A. The pitcher must not make any motion to pitch without immediately delivering the ball to the batter. Both feet must remain in contact with the pitching rubber until the pitch has started. All motion should be forward and towards home plate.
B. The pitcher must not use a pitching motion in which, after having the ball in both hands in the pitching position, the pitcher removes one hand from the ball, and returns the ball to both hands in front of the body.
C. The pitcher must not make a stop or reversal of the forward motion after separating the hands.
D. The pitcher must not make two revolutions of the arm on the windmill pitch. A pitcher may drop the arm to the side and to the rear before starting the windmill motion.
E. The delivery must be an underhanded motion with the hand below the hip and the wrist not farther from the body than the elbow. If the underhanded arm movement is more than 12” away from the parallel of the body, the pitch will be considered a sidearm pitch.
F. The release of the ball and follow through of the hand and wrist must be forward and past the straight line of the body.
G. The pitcher may not make another revolution after releasing the ball.
H. The pitcher shall not deliberately drop, roll or bounce the ball in order to prevent the batter from hitting it.
I. The pitcher has 20 seconds to release the next pitch after receiving the ball or after the umpire indicates "play ball".
J. Pitcher can ask the umpire for a different ball at any given time before the start of her pitch. During wet conditions, a coach can towel dry the balls for the pitcher.
K. When a pitcher leaps or crow hops it is considered an illegal pitch.
L. A pitcher may use slingshot, slip pitch or windmill as long as they meet pitching requirements.
M. Both feet of the pitcher must remain within or partially within the 24” length of the rubber.
Section 4. INTENTIONAL WALK
If there are no base runners on and the pitcher desires to walk a batter intentionally, pitches do not have to be delivered to the batter. The pitcher simply notifies the home plate umpire and the intentional walk is granted. If there are base runners present, the pitcher must pitch to the batter.
Section 5. DEFENSIVE POSITIONING
A. The pitcher shall not deliver a pitch unless all defensive players are positioned in fair territory, except the catcher who must be in the catcher's box.
B. A fielder shall not take a position in the batter's line of vision or, with deliberate unsportsmanlike intent, act in a manner to distract the batter. A pitch does not have to be released. The offending player shall also be restricted to the dugout from the game.
Section 6. FOREIGN SUBSTANCE
Any defensive player shall not at any time during the game be allowed to use any foreign substance upon the ball. Under the supervision and control of the umpire, powdered resin may be used to dry the hands. Applying resin into the glove and then placing the ball in the glove is an illegal act. Resin must be on the ground behind the pitcher's plate. A pitcher who licks her fingers must wipe the fingers off before bringing them in contact with the ball. The pitcher shall not wear tape on the fingers, a sweatband, bracelet, or similar type item on the wrist or forearm of the pitching arm. Batting gloves may not be worn on the pitching hand.
EFFECT: An illegal pitch shall be called on the first offense. If any defensive player continues to place a foreign substance on the ball, the player should be restricted to the dugout for the ball game.
Section 7. CATCHER
A. The catcher must remain within the lines of the catcher's box until the pitch is released.
B. The catcher shall return the ball directly to the pitcher after each pitch, except after a strikeout, a putout or an attempted putout made by the catcher.
EXCEPTION: Does not apply with a runner(s) on base or the batter becoming a batter-runner.
Section 8. THROWING TO A BASE
The pitcher shall not throw to a base during a live ball while either foot is in contact with the pitcher's plate after the pitcher has taken the pitching position. If the throw from the pitcher's plate occurs during a live ball appeal play, the appeal is canceled. The pitcher may move back from the pitching position by stepping backwards off the pitcher's plate prior to separating her hand. Stepping forward or sideways at any time constitutes an illegal pitch.
A. Any infraction of Sections 1-8 is an illegal pitch.
B. The umpire shall give a delayed dead ball signal.
C. If the batter hits the ball and reaches first base safely, and if all other runners have advanced at least one base on the batted ball, the illegal pitch is nullified. All action as a result of the batted ball stands. No option is given. When a runner passes a base, she is considered to have touched a base.
D. Otherwise the manager has the option to take the result of the play, or the illegal pitch is enforced by awarding a ball to the batter (if ball four award first base) and advancing all runners on base.
E. If an illegal pitch hits the batter out of the strike zone, the batter is awarded first base and all runners are awarded one base.
Section 9. WARM-UP PITCHES
At the beginning of each half inning, or when a pitcher relieves another, not more than one minute may be used to deliver not more than five pitches. Play shall be suspended during this time. For excessive warm-up pitches, a pitcher shall be penalized by awarding a ball to the batter for each pitch in excess of five. This does not apply if the umpire delays the start of play due to substitution, conference, injuries, etc. A pitcher returning to pitch in the same half inning will not receive warm-up pitches. There is no limitation as to the number of times a player can return to the pitching position if the player has not left the batting order or has not been removed from the pitcher's position by the umpire.
Section 10. NO PITCH
No pitch shall be declared when:
A. The pitcher pitches during the suspension of play.
B. The pitcher attempts a quick return of the ball before the batter has taken a position in the batter's box or when the batter is off balance as a result of a previous pitch.
C. A runner is called out for leaving a base prior to the pitcher releasing the ball.
D. The pitcher pitches before a runner has retouched her base after being legitimately off that base.
Rule 7 - Batter-Runner & Runner
Section 1. THE BATTER BECOMES A BATTER-RUNNER
1) A batter becomes a batter-runner with the right to attempt to score by advancing to first, second and third and then home plate in the listed order when:
a) She legally hits a fair ball.
b) The catcher fails to catch the third strike before the ball touches the ground when there are fewer than two outs and first base is unoccupied at the time of the pitch, or anytime there are two outs.
c) A fourth ball is called by the umpire.
EFFECT: The ball is in play unless it has been blocked.
d) An intentional base on balls is requested by the pitcher with no runners on base.
EFFECT: The ball is dead and batter is awarded first base.
e) The catcher or another defensive player obstructs, hinders or prevents the batter from striking or hitting a pitched ball.
1. The umpire shall give a delayed dead-ball signal.
2. If the batter hits the ball and reaches first base safely and if all other runners have advanced at least one base on the batted ball, catcher obstruction is canceled. All action as a result of the batted ball stands. No option is given. Once a runner has passed a base, the runner is considered to have reached that base (when missing the base or not) and no options are given.
3. Otherwise, the coach or captain of the team at bat, after being informed by the plate umpire of the obstruction, has the option to take the result of the play, or have the obstruction enforced by awarding the batter first base and advancing all other runners only if forced.
f) The catcher or any other fielder shall not:
1. Step on, or in front of home plate without the ball, or
2. On a swing or attempted bunt, touch the batter or her bat with a runner on third base trying to score by means of a squeeze play or a steal.
EFFECT: The runner would be awarded the base on the attempted steal or squeeze. The batter shall also be awarded first base on the obstruction and the ball is dead.
2) A batter is awarded first base when:
a) A fair batted ball strikes the person, attached equipment, or clothing of an umpire or runner.
1. If, after touching a fielder (including the pitcher), the ball is in play.
2. If, after passing a fielder other than the pitcher, and no other fielder had a chance to make an out, the ball is in play.
3. If before passing a fielder without being touched, the ball is dead. If the runner is hit by the ball while off base and before it has passed an infielder, excluding the pitcher, or if it passes an infielder and another fielder has an opportunity to make an out, the runner is out and the batter-runner is entitled to first base without liability to be put out. Any runner not forced by the batter-runner must return to the base reached prior to the interference. When a fair ball touches a runner who is in contact with a base, the ball is dead or live depending on whether the closest fielder is in front of the base (live) or behind the base (dead). The runner is not out unless she intentionally interferes.
4. If the fair batted ball hits an umpire before passing a fielder other than the pitcher, the ball is dead and the batter-runner is entitled to first base without liability to be put out.
b. A pitched ball is entirely within the batter’s box and it strikes the batter or her clothing. No attempt to avoid being hit by the pitch is required. However, the batter may not obviously try to get hit by the pitch.
1. the ball is dead. The batter is entitled to one base without liability to be put out.
2. If the batter is hit anywhere on the body, including the hands while swinging at a pitch and hits the ball, fair or foul, the ball is dead and a strike called. If it is strike three, the batter is out.
Section 2. BATTER-RUNNER IS OUT
A. When the catcher drop


Today is the last day of the EdenStar Books and Games website tour. Both Blogger and Mozilla Firefox were scheming against me getting this post up. This is try number four.
Even though I am a reader and not a gamer, I had a look at the gaming section of the site. Most of the games available there appear to be LOTR games in various formats. If you think trying a game based on Tolkein’s world sounds like fun, check to see whether your system is supported. The few other games listed don’t appear to fit the category of sff games, but I could be wrong. Like I said, I’m not really into games.
If you’re curious what some other bloggers have to say, check out these links:
Rebecca LuElla Miller


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Whilst Blackjack, Roulette and Baccarat provide endless hours of pleasure for many, there are lots of other equally enjoyable table games that aren’t as well known, but ought to be. If you’re unsure about graduating onto the tables and need something that’s not too strategic to help build confidence, or want something more strategic without having to delve into a lifetime study of multi-player poker, then you may find your perfect game among the following:
3 Card Poker
In this game you pay an ante (compulsory initial bet) and are then dealt 3 cards face up. The dealer’s hand is face down and you have the option to bet on whether you have a superior hand or not. If you bet, the dealer’s hand is revealed provided it qualifies by being Queen High or better.
If the dealer doesn’t qualify you win double your ante and get your bet returned. If he does, you’ll get double your stake and ante if you beat him, and lose both if you don’t.
Players are allowed to make an optional Pair Plus bet, which does not depend upon the dealer’s hand at all: You simply bet on whether you’ll get a pair or better in your hand, and if you do you’ll be rewarded according to a paytable set by the casino. Odds of 40 to 1 for a Straight Flush are fairly typical.
Additionally, you’ll win a bonus on your ante if you have a pair or better – again, irrespective of whether the dealer plays. This is paid according to another paytable, typically offering odds of 5 to 1 for a Straight Flush.
Microgaming sites like Ruby Fortune and 32 Red tend to offer more 3 Card Poker than any other casinos with up to a dozen versions: Check out the download versions of their sites for the full list, but this version – allowing you to play 5 hands at once – is fairly typical.
Caribbean Stud Poker
This game dates back to the early 1980’s. When you pay your ante there’s also the option to drop a chip into a progressive jackpot box. You’re then dealt a hand that you may look at and the dealer gives himself 5 cards, all face down except one. You’ll then decide whether to bet or fold: If you bet, the dealer will reveal his hand if he qualifies with Ace-King or better. If he doesn’t qualify then your bet is void and you receive evens on your ante. If you beat the dealer you’ll get even money on your ante and varying payouts on your bet, depending on how good your hand is – odds of up to 100 to 1 for a Royal Flush are typical.
If you bet on the Progressive Jackpot, and you have a good hand, then you’ll get some or all of the total accumulated prize pool depending on your hand: A Royal Flush wins the lot, with a Straight Flush usually taking 10% of the pot, and other hands getting lower payouts.
Pai Gow Poker
This is a Western casino variant of an ancient Chinese domino game, simplified yet still fascinating. You play against the dealer, and after paying an ante are dealt 7 cards. These are made into the best 5-card and 2-card hands you can make; you can then fold or bet, and will need to beat both of the dealer’s hands to win even money, minus a small house commission. One of the hardest aspects of online Pai Gow, though, is finding somewhere to play it. Larger Playtech sites such as Titan Casino will offer it – though in time we expect it to be widely-available.
This is a real departure from the usual poker-related card games: The dealer has no hand to play, but deals you 2 cards after you pay an ante; suits are irrelevant, and aces count as 1. If your cards are of consecutive value (e.g., a 4 and a 5) your bet is returned; if they are of the same value a 3rd card is dealt, with a 3-card match paying 11 to 1 – otherwise, again, your bet is returned.
If there is a spread of 1 or more between your first 2 cards (e.g., you were dealt a 7 and a 9) then you can bet the same amount as the ante on whether a 3rd card will fall between the 2 values of your 1st 2 cards, with higher odds depending on the spread size. So, for example, if your initial cards are 7 and 10, your spread is 2 and a 3rd card of 8 or 9 will be paid at 4 to 1.
This highly-unique variant can be found on Playtech casinos like 1-2-1 and Bet365, so give it a whirl for a highly-refreshing change.
This ancient Oriental game is highly engaging yet incredibly simple to play: You bet on the outcome of 3 dice, with odds offered for 7 different types of bet:
- Evens are paid if you bet on any one number appearing on any 3 of the dice
- Bets on any 2 specified numbers appearing pay 5 to 1
- Bets can be made on the total value of all 3 numbers rolled, with varying odds from 6 to 50 to 1
- ‘Small’ or ‘Big’ bets are made on the value of all 3 dice totalling between 4 and 10 or 11 and 17
- Bets made on specified pairs pay 8 to 1
- Bets made on a triplet of any value pay 24 to 1
- Bets made on a specified triplet pay 150 to 1
Sic Bo can be found at Playtech casinos including Bet 365 and Mansion; it’s a great introduction to dice games and makes a refreshing change from playing cards…
Casino Hold ‘Em
This is a close as you’ll get to playing genuine Texas Hold ‘Em against the dealer, and it captures the community spirit of its bigger, multi-player cousin superbly: After making an ante bet with an optional side bet you’re dealt 2 cards face up and 3 community cards are dealt face up in the middle of the table. You then decide whether to fold or bet, based on the best hand you think you can make from the total of 5 cards. If you bet, then 2 more community cards are dealt and the dealer will show his hand. Win and you’ll be paid evens on your ante and bet; lose and both are forfeited. Meanwhile, if you’ve made a side bet you’ll be paid according to the casino’s paytable if you can make a hand of 2 Aces or better. This is an ideal introduction to multiplayer Hold ‘Em, as well as a great game in its own right and can be found on selected Playtech sites such as William Hill Casino.
This legendary Chinese tile game is rapidly growing in Europe and America and can now be found at several places online. It’s like a complex version of Rummy in the sense that you need to collect sets of tiles in groups to win – but the online versions allow you to play solo, cutting out the lifetime of devotion needed to become proficient at the full 4 player game. You’ll begin with a hand of 13 tiles and will pick up and discard tiles to try and make 3 sets of 3 or 4 consecutively-numbered or identical tiles, with an extra 2 identical tiles on top. You’ll select tiles at random, and they’ll come from the following groups:
- 3 main suits – Bamboo, Character and Circle, numbered from 1 to 9
- Honor suits comprising the Wind tiles (North, East, South and West) and the Dragon Tiles (green, red and blue)
- Bonus tiles comprising 4 Flower tiles (Plum, Orchid, Chrysanthemum and Bamboo) and 4 Season tiles.
You’ll get 3 picks per game to try and achieve a full hand. For most players it’s a fascinating new gaming environment, and a great introduction to the real game as well as a lot of fun in its own right. Try it at any fully up-to-date Playtech site like William Hill or Mansion and you’ll be glad you did…
Let it Ride
This is hugely popular in Vegas, and is beautifully simple yet highly addictive: You make an initial bet of three chips and are then dealt 3 cards face up with 2 face down, ready to be turned over. You are aiming to make a decent Poker hand and can either leave your bet prior to the 4th card being turned (‘Letting it Ride’), or withdraw one of your chips. The same procedure applies with the 5th card, and you’ll win according to a pre-determined paytable if you end up with tens or better.
There’s also a bonus bet you can make at outset which can’t be withdrawn – should you get a decent hand with this bet made, you’ll receive much better odds – typically up to 20,000 to 1 for a Royal Flush.
This game is unique to Playtech online casinos. Played against the dealer, you’ll start with 2 cards: If they’re worth between 2 and 5 you can pull out completely and take your ante back. If you have between 6 and 9 you can pull out with half your ante forfeited. 10 or more and you have to play, either with 2 cards and your ante, or with a 3rd card and a raise.
If your hand outranks the dealer you’ll win evens, however if he holds a red ace in his 2nd or 3rd cards he’ll win your ante and raise bets; a red ace for his 1st card will lose you your ante bet. It’s a highly distinctive take on the usual table poker games and can be found on any reputable Playtech site such as Winner, 1-2-1 or Bet365.
This is the Daddy of all dice games and will give you endless credibility among your gaming buddies. It might look complicated, but it’s not:
Start by placing your bet on the Pass Line and throw the dice. If it’s 7 or 11 you win evens; 2, 3 or 12 and you lose your stake. Any other number is known as ‘the point’ and is indicated by white disk next to that number on the table. You now win evens if that number is rolled before a 7, and lose if the 7 comes up first.
You can play the exact opposite of this strategy with the Don’t Pass Bar, and also play similar games using Come and Don’t Come if you want further action at any time. The rest of the table consists of ‘Sucker Bets’ – low odds, one-roll propositions that real Craps players avoid. Find a practice table at any large Playtech site and learn the ropes – and when you visit a land casino with a Craps table you’ll be the coolest dude on the floor…
As you can see, there’s so much more to online gaming than slots and the well-known table games: Find a casino that offers easy practice play and give them a go. You may find your all-time favourite game is much easier to learn than you thought, and offers vastly improved odds than you get spinning that Roulette wheel for the thousandth time…


The Spruce Grove Saints have struck the first two blows in the battle of Highway 16.
Spruce Grove defeated the Sherwood Park Crusaders 4-3 in overtime and 4-2 in back-to-back contests to start the Alberta Junior Hockey League Season with a record of 2-0-0. Their four points tie them for the division lead with the Fort McMurray Oil Barons through opening weekend.
“When you make a mistake with the puck Sherwood Park takes advantage of that. I think in the second half of the game Friday and particularly in the second period of the game Saturday, we did a good job of managing the game in the areas we need to to be successful,” said Saints head coach Bram Stephen.
After two periods of tightly contested hockey, the two teams exchanged blows in the final frame to head into overtime tied 3-3. Jayden Davis opened the scoring for Spruce Grove with the lone goal in the first, before Dylan Guenther tied it for the Crusaders with the lone goal in the second period.


Satta Live Result 2022 - Pros and Cons of Playing Satta in Mumbai
The Satta king is a gambling game that uses a random number. In Mumbai, it is illegal to play the game. You can find the results online if you want to bet on the outcome. But, you should keep in mind that the Satta king has its own drawbacks. In this article, https://sattakingm.in/we\'ll look at some of the cons of playing it in Mumbai. If you're not a fan of satta gambling games, you can also learn about how to watch the Satta king live in your city.
Satta king is a gambling game


4/5 stars - touchArcade.com
VineKing is very loveable, with charming art a strikingly original game.
4.5/5 Stars iFanzine.com
"If you re seeking a truly fresh and fun gameplay experience, look no further than VineKing buy it, play it, and relish its outlandish originality
4/5 stars - appspy.com
Vineking is unique and well made Definitely worth a try
4/5 Stars pauseUNpause.com
a unique, fun and deceptively simple action puzzle.
DRAW! TAP! GATHER!
The VineKing is a great multitasker! Are you?
You are the last VineKing! Your planet has been destroyed by a cataclysmic event! Use the power of the VineKing to bring life back to your planet!
Challenge yourself with the frantic and fun VineKing! DRAW! TAP! GATHER! That's what it's all about! Sounds simple, right? It is! The challenge comes in Multitasking! The unique gameplay takes the simplest of tasks and combines them to create an extremely fun and challenging experience! As the last VineKing, experience heart pumping action as you travel through over 30 increasingly more challenging levels in a journey to bring life back to the entire planet!
Draw lines to smash through the Lava Rock that has covered your planet so life can regrow and flourish!
Tap monsters to defeat them and protect the VineKing from danger!
Gather seeds to help regrow the entire planet!
~Fun, furious, and frantic gameplay!~
Enjoy the rush of VineKing! Draw! Tap! Gather! A simple and frantic game! A quick pick up and play experience with a real challenge!
~Over 30 increasingly more challenging levels!~
At first it might be easy, but each level gets progressively more challenging! Each level is a hand crafted experience!
~Game Center Support~
Over 60 achievements to earn!
~Simple upgrade system with 18 levels of character enhancements!~
As you play, invest rewards to reach new heights of power!
~Beautiful hand-drawn graphics~
A mystical and magical world from the minds of the Pixel Vandals, this is a true visual delight!
~Unique Boss Levels!~
Big bosses with big attitude! Can you stop them?
~A Host of Enemies!~
Different enemy types with different abilities. Can you deal with them all?
My world was once a place of lush green, a kingdom of life and beauty. But now it lies as only a dark shadow of its once glorious splendor. Shattered by the comet that came from the heavens, its molten core burst upon on the lands and twisted the planet into a place of soot and darkness.
With the power of the VineKings, I must rebuild our kingdom. I will set forth against this unknown darkness and prevail over whatever forces may oppose me. I will regrow all the lands, and they will give birth to a new generation of Vinelings and eventually a new VineKing to take my place. I will reclaim our planet!
I am the last VineKing. My journey begins here.
~the last VineKing
Requires iOS 4.3 or later. Compatible with iPhone, iPad, and iPod touch.
VineKing is a free trial software application from the Action subcategory, part of the Games & Entertainment category.
The app is currently available in English and it was last updated on 2011-06-08. The program can be installed on iOS.
VineKing (version 1.4) has a file size of 66.06 MB and is available for download from our website.
Just click the green Download button above to start. Until now the program was downloaded 0 times.
We already checked that the download link to be safe, however for your own protection we recommend that you scan the downloaded software with your antivirus.


The rumors that had been swirling online of Sony’s imminent release of its PlayStation 5 have already been confirmed by the Japanese gaming industry giant. In a 2018 corporate summit, Sony president Kenichiro Yoshida said that the current PS4 is entering the final phase of its life cycle. This effectively confirms that the next-generation Sony hardware is already in the works, says tech enthusiast James P. DeVellis.
But talks that the PS5 is slated for release at the tail-end of 2019 is seen by many industry experts as too soon. While the new console will surely wow gamers with unparalleled graphics, an early release may be pre-emptive, especially at a time when game-streaming services are on the rise. Whether or not the PS5 can match or overtake the success of the PS4 is in question.
In fact, as of the December 31st of last year, Sony says that it has sold 91.6 million units of the PS4, and a November 2018 report claims that the console accounts for nearly half of all consoles in use worldwide. The PS5 may have to wait, given the continuing popularity of the console’s current iteration.
To be fair, Sony has good leverage as far as its readiness for VR or virtual reality gaming is concerned. The company already has a huge catalog of VR titles which should really shine with the much-improved computing and graphic powers of the PS5.
Maybe Sony is also wary that rival Microsoft will beat it to the punch, with the next Xbox slated for early 2020. In any case, whether the PS5 hits the stores earlier than expected, backward-compatibility of upcoming PS5 games should be a priority for Sony if it’s to keep its loyal fans happy, adds James P. DeVellis.


A Fun Relaxing Word Puzzle Game
Are you a huge fan of puzzle games? How about a crossword puzzle? Well, Wordscapes is definitely a game for you if you love doing them. This game is one of the most successful and popular games in Android because it can be challenging, yet very fun even if you finish hundreds of level.
The gameplay is quite easy. You will be given a crossword every level with a number of letters you have to scramble and draw a line towards each other to make a word. You must find all the words before you can proceed with the next level.
There are also bonus words that you can make, and this will give you an extra point if you manage to find them. These words are usually the ones that are not part of the crossword level.
Once you finish a level, it will also give you coins that you can use to buy hints if you are having a hard time with a level. There are two types of hints. One is that they will show one letter randomly in the crossword for 50 coins, and the other is that you can point which part of the crossword you want to see. The latter costs 100 coins, which is kind of hefty.
Another attention to detail is by clicking the word once you have found them, and the game will provide you its dictionary definition, which is a very nice touch.
Thousands of level and Daily Challenges
The game gets challenging every time you finish a level, but the gap of difficulty is not too big, and thus, you can easily get addicted to playing. There are literally thousands of levels in the game, and it even has extra master levels once all the other puzzles have been completed.
Also, the level design is based on a location like a forest and a canyon. Within this location is a set of themes such as Pine, Dew, or Flow for the forest. There are numerous levels for each theme, and once you finish the theme, you will get bonus coins.
Furthermore, you can also participate in the Daily Challenges, but these daily challenges are rather short.
A Chill Visuals and Soundtrack
Wordscapes has a very calm soundtrack that is relaxing and you can listen to it for several hours. It just makes your mind focus more on the game. Play the game with a headphones on, and you will probably get highly addicted to the game without getting annoyed with the audio.
As for its visuals, it is simple, yet it is soothing to look at. The background is nice and does not really distract the players.
Why play with the modded version?
By downloading Wordscapes 1.7.0 Mod APK, you can be completely relaxed when playing this game, since you can easily ask for hints if you are having a hard time in the level. Why? Well, you have unlimited coins to spend on the hints.


WELCOME to the official website for the Grand Blanc Blood Bowl League. With the regular season well under way, all teams have played at least one game. Below are links to the Team Rosters, League Information, Contact information and many other things! Enjoy!
In Other News- Over Thanksgiving break, the league was restarted with a few of the old members and a new player. The old teams have been retired, but the league is still going stronge. We are currently trying to get a league together for the Summer of 2002. If you live in the Genesee County area of Michgian and would be interested in playing, e-mail here
[Links] [Guestbook] [Message Board] [Back]
E-mail me at email@example.com
THE LEGAL JARGON- Blood Bowl, Skaven, etc. are Copyright Games-Workshop. This is a fan site and in no way does it challenge the ownership of anyone, so please don't sue.


Outdoor Sport Spotlight
Wild or mild outdoor sports and recreation are a passion of the camping.com editors. Here we profile different sports and outdoor recreation activities. We'll give you tips on getting started, tell you about the great places for outdoor sports and show you what gear you need to be comfortable in all conditions. So whether you're a seasoned outdoor sports enthusiast or a enthusiastic beginner we have tips and advice to make the most of your outdoor recreation passion.
Broomball is a fast-growing, exciting, winter team sport. This winter, when the weather doesn't permit you to play other sports, take a little time to create or join a broomball team. Broomball is an especially great sport for people who live in areas where the ponds and lakes freeze for the winter, but for those in warmer climates, indoor ice rinks are also great venues for a good game of broomball.
The game is very similar to hockey, but also has some key similarities with soccer. First, broomball is played on a hockey rink, which makes it a good winter sport, but a somewhat expensive summer sport. The game is played with a rubber ball; outdoor balls look somewhat like soccer balls. Broomball sticks have either aluminum or wooden shafts and a rubber triangular head, shaped somewhat like a broom.
When broomball was in its infancy, players used real brooms. However, the equipment is much improved today. In addition, broomball is not played on skates. Players wear rubber-soled shoes which give (some) traction on the ice. Indoor and outdoor shoes are slightly different to allow for the differences in groomed and natural ice.
Broomball teams have six to eight players. There are six players per team allowed on the ice at one time: the goalkeeper, two defenders, and three forwards. The players use the stick or "broom" to get the ball into the opposing team's goal. At the end of the specified time period, the team with the most goals scored is the winner. A broomball game has two 18-minute halves and can go into overtime if there is a tie at the end of the second half.
Beginning players will need certain key pieces of equipment to play broomball. First, every player should have a helmet, and if your opposition is tough a face guard can also come in handy. The governing body of official broomball in the United States, USA Broomball, requires all players to use a commercial hockey helmet with a chinstrap. New players will also need a stick, an indoor or outdoor ball depending on the venue, and a pair of shoes. Beginners can use ordinary tennis shoes. If you advance in the sport and decide to take it seriously, you can invest in specific broomball shoes.
Goalies will need some extra equipment. Like in hockey, goalies will need shoulder and chest pads. Goalies will also need shin pads and a hockey blocker glove. Many goalies also use hockey goalie masks, but a helmet and facemask will also work.
Broomball is especially popular in Minnesota, where people can get together local groups and play on frozen ponds. It's easy to get together a group of people for a pick-up game of broomball. If you don't have easy access to frozen ponds or don't know anyone who wants to play broomball with you, check your local ice-rink. You may be able to find other people who want to join together and play broomball. If you are serious, you can start playing league broomball and even compete in national and international tournaments.
- Category: Sport Spotlight


Thus, Kirito took part in the largest tournament in the game, the Bullet of Bullets, to attract the attention of the mysterious player.
In the aftermath of the incident, Kazuto returned with his avatar to ALfheim Online, and continued playing it with his friends.
Kirito is also a very emotional person and lets his emotions control him from time to time.
He thus became one of the 10,000 players who were trapped in Sword Art Online, where he remained a solo player for the majority of the game, willingly taking on the role of a Beater to reduce discrimination against other former beta testers, as well as actively taking part in Boss battles as one of the Clearers.
Kirito temporarily became a member of the Moonlit Black Cats after helping them safely escape a dangerous dungeon, but returned to being a solo player when a fatal error resulted in the death of the other guild members.
Kirito eventually put an end to the game by defeating the final boss, thus clearing the game.
As Asuna and a small group of Sword Art Online survivors were not logged out from Sword Art Online in the aftermath of the incident, Kazuto began playing ALfheim Online as a Spriggan due to seeing an in-game screenshot of what resembled Asuna, and thus wanting to investigate the matter.
Sachi's death in particular had a huge effect on his personality and motives, making him very distant from others for a while.
This worries his friends and allies as Kirito is someone who would let guilt ruin his life if not comforted.
He also comforts others who are scared or down such as Silica after she lost Pina.
He claims to help a female player in SAO because she reminds him of his sister, whom he feels to have forced into kendo and feels guilty for that.
Kirito temporarily loses his will to live when Asuna's character was killed by Heathcliff.
He also tries to hide his abilities, not wanting unneeded attention.
These kind of acts have earned him respect and affection from many girls.


National Team will Play in April's ICC Cricket World Cup Qualifiers
BUENOS AIRES, Feb. 1 (ICC Media Release)
The national cricket team, along with Uganda, achieved a place in the ICC Cricket World Cup Qualifier after recording victories in Buenos Aires on Saturday.
Skipper Narooz Mangal inspired a brilliant win by 82 runs over Cayman Islands to hand the team the Division 3 title, following on from its successive title wins in Jersey in Division 5 and Tanzania in Division 4.
Mr. Mangal was proud of his side and believes that it is capable of finishing in the top four at the ICC Cricket World Cup Qualifier.
â€œToday is a very happy day for me as we have won the Division 3 tournament and have qualified for the World Cup Qualifier. It is a very big day in the history of Afganistan cricket,â€ said Narooz.
â€œIt will be very hard work in South Africa and we will be playing against some very difficult teams but we are all very happy.
â€œIt was very special to get the Man of the Match Award as my innings was very important for my team but all the team played well.
â€œI think if we all work very hard in the next few months we have a very good chance of making it to the Cricket World Cup in 2011.â€
A 69-run partnership for the third wicket between Shafiqullah Shafaq (39) and Mr. Mangal changed the balance of the game, as Afghanistan took advantage of some extremely poor fielding from the Cayman Islands.
The defeat means the Cayman Islands join Argentina in being relegated to the Pepsi ICC World Cricket League Division 4, which will be played in 2010.
Afghanistan was joined in the ICC Cricket World Cup Qualifier by Uganda who achieved an outstanding victory over Argentina.
The fixtures for the ICC Cricket World Cup Qualifier in South Africa between 1-19 April will be released shortly. The top four sides at that event qualify for the ICC Cricket World Cup 2011, while a top six place will secure ODI status for the next 4 years.


Welcome to the SweepsCorner, where we we have one goal in mind: Assemble a sweepstakes giveaway list of some of the best gadgets, tech, gift cards, and cash prizes that we could! We find that a lot of sweepstakes give away prizes that are outdated and not keeping with the current trends, which was frustrating as sweep enthusiasts. We hope you stay with us on our journey as we continue to give away the hottest items on the market.
We also want to make sure you are having some fun while you enter all of the awesome sweepstakes. You will see on some of the giveaways, there are a few mini games like tic-tac-toe, solve the math equation, guess which curtain the gold coin is hidden behind, high card, and a dice roll game where you will need to either need to get an odd roll or and even roll depending on the instructions. These games are purely for entertainment value and have no effect on the outcome of the actual sweepstakes. If you enjoy playing the mini games, please continue to do so and keep an eye out as we will be looking to add more in the future. If you would prefer to not play the mini games, then please kindly click the "skip game and enter button".
We hope you have the great time and we wish you the best of luck. As always, we can't thank you enough for playing!