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2011 Twenty20 Rules |
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.
Umpire Fees
The Umpire fees is $40 per team. If only one umpire is present, then the umpire fees is $25 per team.
In case of a rain out, when not a single ball has been bowled, the fees is $18 per team. If only one umpire is present, then the fees will be $10 per team.
Restrictions on the Placement of Fieldsmen Fielding restrictions apply for the first six overs of each innings.
First 6 overs: A maximum of 2 fielders are allowed outside the circle.
Non-power play: A Maximum of 5 fielders are allowed outside the circle.
A maximum of 5 fielders are on the leg side.
Time Restrictions for Overs
a) Teams have 80 minutes to bowl 20 overs. In the first innings, the calculation of the number of overs to be bowled shall be based on one over for every full 4 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 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, then the winning target will reduced in proportion to the reduction in the overs using the Run Rate of the team batting first.
c) In circumstances when the number of overs of the batting team is reduced, the number of Fielding Restriction Overs shall be reduced in accordance with the table below. For the sake of clarity, it should be noted that the table shall apply to both the
1st and 2nd innings of the match.
Enter text here
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Total Overs in Innings |
Field Restriction Overs |
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5-6 |
1 |
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7-9 |
2 |
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10-13 |
3 |
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14-16 |
4 |
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17-19 |
5 |
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20 |
6 |
Penalties for slow over rates
The Over Rate of 4 overs per minute will be used to to determine how much time each team gets to finish their overs in time.
a) Team Bowling first
The team bowling first gets 80 minutes to bowl 20 overs based on 4 minutes per over. The team bowling first must begin the twentieth 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 bat only those number of overs that they managed to bowl in their allotted time. It is up to the on field umpires to decide if the penalty can be reduced due to delays caused by injury or other causes that was not the fault of the bowling side.
b) Team Bowling Second
The team bowling second must begin the last over in no later than the last minute of their allotted time (calculated at 4 minutes per over). If this is not the case, the batting will be awarded 6 runs for every over that was not bowled in time. 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. The bowling team will continue to bowl until they have finished their 20 overs. 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.
Example Scenarios to clarify the rule
Example 1: First Innings: The team bowling first finishes their 20 overs in 80 minutes and the team batting first makes 150 runs. No penalty is applied to the team bowling first. Second Innings: At the end of 80 minutes, the team bowling second has bowled 19 overs. At this time, the umpire makes a signal to the scorers awarding 6 runs to the batting side (penalty of 6 runs per over).
Example 2: Rain forces delay of play and 32 minutes of play are lost. 32 minutes equates to 8 overs (4 minutes per over). The umpires reduce the game by 8 overs (16 overs a side instead of 20 overs). Both teams now must bowl their 16 overs in 64 minutes or face a penalty. First Innings: The team bowling first bowls 16 overs in 64 minutes incurring no penalty. Second Innings: The team bowling second bowls 14 overs in 64 minutes. At this time, the umpire makes a signal to the scorers awarding 12 runs to the batting side (penalty of 6 runs per over).
Example 3: First Innings: The team bowling first bowls only 15 overs in 80 minutes and are penalized 5 overs as a result. Now, the team bowling second has to only bowl 15 overs instead of 20. Since the total number of overs that the team bowling second has to bowl has been reduced to 15 overs, the time allotted to them to finish their 15 overs will be 60 minutes (calculated by applying the over rate of 4 overs per minute i.e 15 x 4 inute = 60). Second Innings: The team bowling second The team bowling second bowls 14 overs in 60 minutes. At this time, the umpire makes a signal to the scorers awarding 6 runs to the batting side (penalty of 6 runs per over).
Note that in example 3, the side bowling second got 60 minutes to bowl their 15 overs and not 80 minutes. This is because both sides must bowl at an over rate of 4 overs per minute for the innings duration to avoid a penalty. This makes it equally pressing on both sides to finish bowling their overs at the Over Rate allowed (4 overs per minute).
Note that if the team batting first finishes their innings earlier than their allotted time, the umpires will take the interval immediately after. The team batting second then will get 80 minutes (or less if the game is reduced) to complete their allotted overs.
Timed Out The incoming batsman must be in position to take guard within one minute 30 seconds of the fall of the previous wicket.
The Result Each side must have faced (or had the opportunity to face) five overs in order to constitute a match.
Number of Overs per Bowler Each bowler may bowl a maximum of four 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 not allowed if the same batsman to whom the no-ball was bowled is taking strike. Field changes are 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 (close to the club colours will be acceptable)
Home Team?s 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 each others 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).
Water Breaks
There are no water breaks allowed. Fielders at the boundary can get a drink of water. Water can be brought in at the fall of a wicket such that there is no delay in the passage of play.
Tied Games
A tied game will be decided by the One Over Per Side Eliminator (Oopse)
Each team will nominate three batsmen and one bowler to play a one-over per side match. In turn, each side bats one over bowled by the one nominated opposition bowler, with their innings over if they lose two wickets before the over is completed. The side with the higher score from their One Over Per Side Eliminator (Oopse) wins. See Appendix A for details on Oopse
Bonus Points
There are no bonus points.
Advancement into the Playoffs
A win is worth 4 points. Rained out games will results in 2 points awarded to each team.
The Two teams from each pool with the most number of points will make it to 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 side will be awarded 5 penalty runs, any runs scored will be disallowed and the ball will count in the over if it is a legal delivery. Penalty to the bowling side for No Ball and Wide shall remain in effect.
Appendix A
Twenty20
Procedure for the One Over Per Side Eliminator (Oopse)
The following procedure will apply should the provision for a one over per side eliminator be adopted in any match.
1. Subject to weather conditions the one over per side eliminator will take place on the scheduled day of the match. In normal circumstances it shall commence 10 minutes after the conclusion of the match.
2. The one over per side eliminator will take place on the pitch allocated for the match (the designated pitch) unless otherwise determined by the umpires.
3. Prior to the commencement of the one over per side eliminator each team elects three batsmen and one bowler.
4. The nominated players are given in writing to the umpires.
5. The umpires shall stand at the same end as that in which they finished the match.
6. The umpires shall choose which end to bowl and both teams will bowl from the same end.
7. Each team‟s over is played with the same fielding restrictions as those that are in place for the last over of a normal T20 match.
8. The team batting second in the match will bat first in the one over eliminator.
9. The same ball (or a ball of a similar age if the original ball is out of shape or lost) as used at the end of the team‟s innings shall be used for the ?extra? over.
10. The loss of two wickets in the over ends the team‟s one over innings.
11. In the event of the teams having the same score after the one over per side eliminator has been completed, the team that hit more boundary sixes during its innings in the main match (ignoring the one over per side eliminator) shall be the winner.
12. If the number of boundary sixes hit by both teams is equal, the team whose batsmen scored more boundaries during its innings in the main match (ignoring the over per side eliminator) shall be the winner.
15. If still equal, a count-back from the final ball of the one over eliminator shall be conducted. The team with the higher scoring delivery shall be the winner. If a team loses two wickets during its over, then any unbowled deliveries will be counted as dot balls. Note that for this purpose, the runs scored from a delivery is defined as the total team runs scored since the completion of the previous legitimate ball, i.e including any runs resulting from wides, no ball or penalty runs.
Example:
Runs scored from: Team 1 Team 2
Ball 6 1 1
Ball 5 4 4
Ball 4 2 1
Ball 3 6 2
Ball 2 0 1
Ball 1 2 6
In this example both teams scored an equal number of runs from the 6th and 5th ball of their innings. However team 1 scored 2 runs from its 4th ball while team 2 scored a single so team 1 is the winner.
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