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CITIZEN DIVISION RULES 2011

Match Start Delay due to lateness of players

a)    Each Team must provide THREE copies of typed or hand written list of the team at least 20 minutes before the start of the match. One umpire must be present at the toss which will be held 15 minutes prior to the Official Match Start Time and the winning captain must notify his counterpart of his decision to bat or field immediately. (this is change  to LAW 12,4) The toss to take place only if minimum of 7 players (inclusive of the captain) are dressed in their team uniforms and be ready to play.

i)    If the neutral umpire is delayed, then the Toss will be held immediately after one of the umpires arrives. The official Match Start Time will be 15 minutes after the toss. One umpire can begin the game if the second umpire is late.

ii)   If both teams are delayed, then the toss time will be immediately after one of the teams is ready to play.

b)   If a team is not ready (minimum 7 players not dressed in team colors and ready to play), then the team is considered late and may be subject to penalties (details in Penalties section below).

c)   If both teams are NOT ready to play 30 minutes after the Official Match Start time of the game, then the match will be abandoned. No points will be awarded to the two teams and the
game shall be added to the games played column.

Penalties

The following penalties will apply to the teams for league games

a)      If a team is not available to toss 15 minutes prior to the Official Match Start Time, then the toss is automatically awarded to the team that is ready to play. No exception.

b)      If a team is not ready to play 30 minutes after the official Match start time, then the offending team will forfeit the game and will be subject to the applicable OVCC penalty.

Match Start Delay due to playing conditions and other external factors

When a match begins later than the scheduled start and the delay is due to any reason other than tardiness on the part of players, the table below will dictate playing times, intervals, length of innings and allotted overs.

 

 

 

 

First Innings

Tea Duration

Length of Innings

Overs Allotted

Maximum # of Overs per bowler

 

11.30am- 2.18 pm

2.18pm- 2. 48pm

2 hours & 48 minutes

40

8

 

12pm- 2.25 pm

2.25 pm- 2.55 pm

2 hours & 25 minutes

34

1 @8, others 7

 

12.30pm- 2.40 pm

2.40pm - 3.10 pm

2 hours & 10 minutes

31

2 @ 7, others 6

 

1pm- 2.55 pm

2.55pm - 3.25 pm

1 hour & 55 minutes

27

3 @ 6, others 5

 

1.30pm - 3.10

3.10pm - 3.30 pm

1 hours & 40 minutes

23

4@ 5 other 4

 

2.10pm - 3.30 pm

3.30pm -3.50pm

1 Hours & 20

minutes

19

4

 

3.00 pm- 4.05 pm

4.05 pm - 4.25pm

1 hour & 5 minutes

15

 1@ 4 others 3

 

 

 

 

 

 

 

 

 

Important Reminder:

 

The tables above are a guide and not the rule. The most important factor in determining the playing time is the 4.2 minutes per over allocation. The 4.2 minutes per over calculation includes time for water breaks.

 

 

Tea Interval

 

When an innings ends 30 minutes or less before the tea interval, tea shall be taken immediately and the interval shall be 30 minutes only. When an innings ends more than 30 minutes before the tea interval, the change over interval shall be 10 minutes and tea shall be taken at the scheduled time for 30 minutes.

 

Umpire Fees

The Umpire fees is $55 per team. If only one umpire is present, then the umpire fees is $35 per team.  In case of a rain out, when not a single ball has been bowled, the fees is $20 per team. If only one umpire is present in a rained out game, then the fees will be $15 per team. Umpires fees must be paid at the start of the game or latest by tea break without exception

 

 

Time Restrictions for Overs

a)      Teams have 2 hours 48 minutes to bowl 40 overs. In the first innings, the calculation of the number of overs to be bowled shall be based on one over for every 4.2 minutes in the total time available for play up to the scheduled close of play. In the second innings of the match, overs shall be reduced at a rate of one over for every full 4.2 minutes lost due to rain during the first innings.

b)      If the team batting second is allotted fewer overs than the the team batting first (due to a rain delay), then the winning target will reduced in proportion to the reduction in the overs using the Run Rate of the team batting first.

 

 

Penalties for slow Over Rates

 

a)   Team Bowling first

The team bowling first must begin the last over in no later than the last minute of their allotted time. If this is not the case, then the bowling team must complete their allotted overs but will be penalized for the extra time that they took to bowl their full quota. The extra time (in minutes) taken by the bowling team will be divided by 4.2 (minutes per over) and then multiplied by 6. This number will then be added to the score of the batting side. The on field umpires can reduce the penalty if they decide that the time delay has been caused by injury or other causes that was not the fault of the bowling side. For example, the team bowling first goes 9 minutes over their allotted time, then the umpires will calculate the penalty runs by doing the following calculation. 9/4.2*6 = 12.85 runs. There is no rounding up and the penalty applied will be 12 runs.

b)     Team Bowling Second

       The Team Bowling Second must also bowl their quota in the prescribed time. Failing to do will result in a penalty. If the team bowling second has not finished their quota overs at the end of the scheduled time for innings close, a penalty will be applied. For every over that has not been bowled, the umpire will award the batting team 6 runs.  The umpire can reduce the penalty if they decide that the time delay has been caused by injury or other causes that was not the fault of the bowling side. The umpire will award the penalty by signaling to the scorer the amount of penalty to be added to the scorecard immediately at the end of the scheduled innings close time. If the penalty results in the score of the team batting second to be higher than the team batting first, then the game is finished.

 

The Result
Each side must have faced (or had the opportunity to face) 16 overs** in order to constitute a match.

 ** In the case where a match is reduced toSixteen (16) overs, slow over penalties will be similar to the 40 over game

Number of Overs per Bowler
Each bowler may bowl a maximum of Eight overs. In a delayed or interrupted match, no bowler may bowl more than one fifth of the total overs allowed unless such a number has been exceeded before the interruption.

Bouncer allowance

There is a limit of one Bouncer per over. Square Leg umpire must call this every time. Two such infractions in an over will be called a NO BALL.     Bouncer above the head will be called a WIDE BALL

Above the waist No-Ball

A no-ball is a full-pitched above the waist for a fast bowler (above the shoulder for a slow bowler).

Free Hit after a Foot Fault No Ball
This will apply as per ICC regulations. Field changes are only allowed if the non-striker is now on strike.

UNIFORM

The teams must be in their club colours. Umpires will not allow any player to take the field if they are not in their team colours

Home Teams Responsibilities with respect to hosting the game

Before the commencement of the game, the Home team must ensure that the ground is ready to play (matting, boundary markers, 30 yard circle). Any delay in the ground being ready at the official match start time will result in penalties for the home team.

Scorecard/Match Report submission

At the end of each game, the umpire and captains from both teams will meet and compare the two scorecards and correct any discrepancies.  Once both scorecards match, both scorecards need to be signed by both the Umpires and the Umpires will declare a Man of the Match. 

Entering Scorecards Online

The Home team is responsible for entering the scorecard into the Cricketstar website no later than the following Thursday (midnight). Failure to do so will result in penalties (TBD). 

Rained Out Games

A rained out game will be result in 2 points awarded to each team.

Tied Games

A tied game will be result in 2 points awarded to each team.

Advancement into the Playoffs

Citizen Division

A win is worth 4 points. Rained out games will result in 2 points awarded to each team.

Bonus Points: There are no bonus points.

The top 2 teams from each will pool will contest the semifinals.

In case of a tie in the number of points, the team with the better Net Run Rate will advance into the Semifinals. 

Net Run rate

A team's net run rate is calculated by deducting from the average runs per over scored by that team, the average runs per over scored against that team.

In the event of a team being all out in less than its full quota of overs, the calculation of its net run rate shall be based on the full quota of overs to which it would have been entitled and not on the number of overs in which the team was dismissed.

.

 

NOTE : In 2010 the following new rules were instituted by MCC and will apply to our league

 

1.      LAW 3.8  FITNESS OF GROUND WEATHER AND LIGHT.

The umpire will no longer offer the light. Umpire will now be the sole arbiters of whether play should continue in poor light. Similar application will be made by the umpire in case of rain. If the stop of play was caused by rain, a game can resume if in the opinion of the umpire the conditions will not affect the players, even if there a small drizzle occurring at the time. Also note a game cannot be abandoned before 3.20 P.M.

 

2.    LAW 24.1 NO BALL.  MODE OF DELIVERY

 A bowler won?t be allowed to cross an imaginary line between the middle stumps when              delivering, for example declaring that they were bowling over the wicket, but releasing the  ball as if they are bowling round the wicket.

 

3.     LAW 28.1 THE WICKET IS DOWN

If a batsman?s bat breaks in the act of playing a shot and the broken part of the hits the stumps and dislodges the bails, he will be out

     

4.      LAW 29.1 BATSMAN OUT OF HIS GROUND

 

A new sub section has been added to this law to protect the batsmen who is well in his ground-for example a sprinting batsman who has run past his popping crease , but whose feet and bat happen to be in the air as the bails are removed. He will now be deemed to be in.

 

5.      LAW 32. CAUGHT

Now a fielder?s first contact with the ball must be within the boundary or, if he is airborne, when his last contact with the ground was within the field of play. He may subsequently step outside the rope, but a four or six will be scored if he makes further contact with the ball whilst grounded outside the boundary.

 

6.      LAW 2.1 SUBSTITUTES AND RUNNERS

Cramps should be considered as an injury and the onus is on the on-field umpire to satisfy themselves that the cramp is genuine. Once satisfied, the umpire will allow for a substitute to act for him in the field or as a runner when batting.

Further to this rule, remember a player who brings an injury before this game not allowed a runner or substitute. Also note, no substitute is allowed for fielder who goes off the field for any other reason other than an injury.

 

7.  LAW 42.3 THE MATCH BALL-CHANGINS ITS CONDITION

 

Bowlers are forbidden from bowling the ball into ground to a teammate as a warning because

MCC says this damages the ball and wastes time.

 

8. LAW 42,14 BATSMAN DAMAGING THE PITCH

 

A batsman who damages the pitch will get a single warning, instead of two, before penalty runs (5) are enforced to mirror the same punishment for fielders. The fielding team is awarded 5 penalty runs, any runs scored will be disallowed and the ball will count in the over if a legal delivery. Penalty for No Ball and Wide will remain in effect.

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