Delaware Premier League 2024

DPL RULE BOOK

  • 1. SUMMARY AND SCOPE

  • The Delaware Premier League (DPL) was established in 2016 to provide cricket enthusiasts a platform to enjoy and promote the sport of cricket in the area.
  • This is the first edition of “DPL Rules& By-Laws” which will also be available on our website for viewing or for download at www.DPLcric.com. The purpose of this document is to provide information for matters related to cricket being played under the DPL umbrella. This includes guidance on rules and processes as well as removing ambiguities to ensure smooth conduct of matches. Every effort is made to make this document complete and comprehensive. This document will continue to be enhanced and updated to address changes, facilitate clarification of rules and regulations and in response to feedback from the community.
  • For more clarity on specific situations that are not discussed within this document, please refer to ICC rules document. It is highly recommended that everyone in the DPL read and understand the ICC rules –
  • a) MCC Cricket Laws b) ICC Standard T20 International Match Playing Conditions
  • Please note that the DPL has modified certain ICC laws and regulations to make the game more suitable for the brand of tennis ball cricket we play. These changes and clarifications are defined in this document. It is mandatory for
  • a) Team Managers and Captains to go through this document and inform/update other team members of the variances from standard rules and recent changes.
  • b) For any team member taking up umpiring responsibilities to read this document and understand these rules
  • Questions or suggestions regarding DPL Code of Conduct must be addressed to the DPL Committee for Rules and Regulations at SURFRS@DPLcric.com.
  1. SPIRIT OF THE GAME

    Cricket is a game that owes much of its unique appeal to the fact that it should be played not only within its Laws, but also within the Spirit of the Game. Any action which is seen to abuse this spirit causes injury to the game itself. The major responsibility for ensuring the spirit of fair play rests with the captains.

    • Captains and umpires together set the tone for the conduct of a game. Every player is expected to make an important contribution towards this goal.

    • The captains are always responsible for ensuring that play is conducted within the Spirit of the Game as well as within the Cricket Rules.

    The Spirit of the Game involves RESPECT for:

    • Your opponents.

    • Your own captain and team.

    • The role and authority of the umpires.

    • The role and authority of the DPL Administrators/Committees.

    • Spectators and the environs of playing fields.

    • The game's traditional values.

    • The game itself.

    It is against the Spirit of the Game:

    • To dispute an umpire's decision by word, action or gesture.

    • To direct abusive language towards an opponent or umpire or spectator.

    • To indulge in cheating, for instance:

    1. To appeal knowing that the batsman is not out.

    2. To advance towards an umpire in an aggressive manner while appealing.

    3. To seek to distract an opponent either verbally or by harassment with persistent clapping or making unnecessary noise under the guise of enthusiasm towards motivating one's own side.

    The Umpires are authorized to intervene in cases of:

    • Time wasting

    • Damaging the pitch

    • Dangerous or unfair bowling

    • Tampering with the ball

    • Any other action that they consider to be unfair

  2. DPL COMMITTEES

    1. DPL Committee for Rules & By-Laws

      SURFRS@DPLcric.com - This committee is responsible for laying down DPL operational procedures, player and team registrations, tournament format, schedule build-up, game rules and playing rules. SURFRS will also assist the Umpiring Panel with understanding the rules and by-laws and respond to rules and procedures related feedbacks and queries. The same committee will also assist the DPL Committee for Discipline, Dispute and Appeals (CDDA) manage the appeals procedure to resolve disputes related to Rules and By-Laws. SURFRS will also be sole authority to approve scorecards or any other game related statistics including team and player statistics (example: standings table, player rankings and records).

    2. DPL Committee for Discipline, Dispute & Appeals

      Disputes@DPLcric.com - This committee will manage the appeals procedure to resolve disputes among teams or players or against an umpire. CDDA will also be responsible to resolve match related disputes. CDDA will get all the required assistance from other committees, as needed to be able to resolve any disputes. This committee will also assist SURFRS with the fine-tuning of any rules and processes.

    3. DPL Umpiring Panel & Assistance

      Umpires@DPLcric.com - This committee will be responsible for the selection of the potential umpires and will decide the umpires schedule for the games. This group will be working closely with SURFRS to finalize the umpiring schedule and will also assist CDDA with the appeals to resolve any disputes.

    4. DPL Committee for Public Relationship and Assistance

      Publicrelations@DPLcric.com - This committee will field queries from all external public including charity organizations and event organizations. This committee will also organize events for the DPL members and their friends & family during the season as well as after the season. Example:- Organizing a kids events for DPL member’s kids during the All Star break or any other time depending on the ground and pavilion availability.

    5. DPL Committee for Finance & Accounting

      Finance@DPLcric.com - This committee will be responsible for receiving membership fees or penalties. Potential advertisers and sponsors will also be contacting DCPA to get advertisements slots and bid for event sponsorship. If anyone is interested in helping on advertisement and sponsorship marketing, then please send an email to Finance@DPLcric.com.

  3. PLAYER REGISTRATION & ELIGIBILITY

    1. Registering a Player

      Teams are expected to register a player in DPL and The Scoring System (CricHQ or similar) before he is included in the playing XI for a game. The player must sign the mandatory waiver to be considered eligible. Failing which, the player is deemed to be ineligible for the game. And teams are not allowed to have or use fictitious names on the roster. It will be team’s responsibility to make sure player has been added to DPL’s competition management system (e.g. CricHQ or similar) before game day. Contact SURFRS committee if there is issue.

    2. Eligibility of Players

      A player is entitled to play in Delaware Premier League for the cricket club that has already registered with the league. Notwithstanding the foregoing, any player who has played in a League Season for a club shall not be eligible to play for any other club the same season, without obtaining the necessary transfer (Also read Player Transfer Rules). If a Member Club has any doubts as to the eligibility of a player, it should contact and get clarification from the SURFRS committee before the player takes part in a competitive match for the club.

      1. No payments shall be made by the league or teams to players for representing clubs in the league. League will not be responsible for any legal issues arising out of any teams playing their players without the league’s knowledge.
      2. Eligibility Age Limit
        1. Players under the age of 18 years will require a written and signed consent from their parents/guardian; Captain of the player’s club and would also need to get an approval from the SURFRS committee of the league.
        2. If a player under the age of 18 is playing in a match, they should be accompanied by their parents or guardian on the day of the match and should be at the ground for the duration of the match. The guardian, however, needs to carry a letter of consent from the player’s parents.
      3. Signed Waiver Form
        1. Only those players who have signed the Player Waiver Form are eligible to play in the league.
        2. All players registering in the league or joining a member club should sign the Player Waiver Form online during their player registration process.
    3. Registration of Players
      1. All Clubs in Delaware Premier League shall register all players as follows: -
      2. Player may be registered to ONLY one member Club during the season.
        1. No player can play in the League until confirmation of that player’s registration is authorized by the SURFRS committee. The SURFRS member must receive the fully completed registration form and the player registered by COB Thursday prior the day of the match that weekend. Should it be subsequently found that any player registered was not free to register the player shall be assumed to have played illegally and the points deduction shall be enforced.
        2. All Clubs will be required to use on-line player registration on DPL website and only those players who have registered with DPL will be allowed to register on The Scoring System (CricHQ or similar).

        Note 1. Clubs can download complete lists of registered players via DPL website as well as The Scoring System (CricHQ or similar).

        Note 2. Clubs should regularly check DPL website and The Scoring System (CricHQ or similar) to ensure that their player database at club level is clean and accurate.

    4. Player Transfers

      The intention of allowing a player transfer from one team to a second team is ONLY to allow players who don’t get even one chance to play for their current team. And this transfer is also allowed only through June 15thof each season. After June 15th, the transfer requests will not even be considered, even for players who haven’t played a game.

      Transfer requests will be considered for players who don’t get opportunities but the rule cannot be misunderstood as allowing to transfer for lack of commitment to their current team. The spirit of this rule is to help players not remain inactive for long stretches of time. We do not want teams or players to misuse the rule itself and in turn, misuse the noble intent of the rule itself.

      1. All players registered for a club are considered permanently registered to that club for that playing season. If the player, however, doesn’t get a chance to play for their current club from the season beginning and till June 15th of that specific season. These players, however, are given an opportunity to change clubs via the player transfer and that too ONLY if the current team captain/team admins approve their transfer request first. Players can transfer from one team to another only as long as they meet all requirements listed below:
        1. During the season, the player to be released should not have played a single match prior to June15th for the club they registered with at the start of that season.
        2. Their current team (first team) is willing to unconditionally release the player from their roster.
        3. The second team is willing to include him on their roster for the rest of the tournament.
      2. Player Transfer Methods

        Player Transfers may be arranged using either of the following methods:

        1. Submit the Player Transfer form, available on the website, to be completed and signed by the player concerned and signed by captains of both clubs. AND
        2. No player shall be permitted a transfer at ANY time or be permitted to play for another club until the transfer process has been completed and approved by the SURFRS committee.
        3. On confirmation of approval of transfer, the player ceases to be eligible to play in the league for his present club and immediately becomes eligible to play for his new club.
    5. All Registration and Transfer Responsibilities

      It is the total responsibility of the Club to ensure that any player they register, is correctly registered and is free to sign having not played for any other club in a League during the current season in the Delaware Premier League.

    6. Penalties for playing Ineligible Players

      Teams are required to keep their players reminded that they cannot play for two teams during the same tournament and ensure that their players are not playing for multiple teams with multiple player profiles on DPL player registry.

      The onus is on the team captain, vice-captain and team admins to ensure that all new players who just joined their team have not played earlier for any other team in the same tournament. And if they did play for a different team, then they have had their transfers approved prior to the game.

      If there is any doubt on the field on the game day about player(s) having played for more than one team during the same tournament, then the opposing team has a right to ask for an ID check through the neutral umpire(s). The umpire(s) are expected to relay the matter to the DPL SURFRS Committee and take appropriate action.

      1. Penalties

        This section defines the penalties that will be levied on the player(s) and team(s) that contravene the rules associated with players representing multiple teams in a tournament without approval from SURFRS. The penalties below are defined to also ensure that team managements perform due diligence before adding a new player to their team. Including a player whose transfer is not approved will be deemed as fielding an ineligible player with full knowledge and will be penalized as such (see case 3 below).

        1. Case 1

          If a player plays for a second team without disclosing that he has played for another team in the same tournament.

          1. Penalties

            1. The player is banned for the rest of the tournament.

            2. The team fielding an ineligible player will be docked 2-4 points and the captain may be suspended for one or more games.

            This is irrespective of whether this error was inadvertent or a deliberate attempt by the said player to their Admins and umpires.

        2. Case 2

          If the player plays for a second team in the same tournament and this information is only disclosed to the team during the course of the game.

          1. Actions and Penalties

            1. The captain of the team is to immediately inform the umpire else the captain will be suspended for the next game or two.
            2. The player is immediately excused from the game and banned for the rest of the tournament.
        3. Case 3

          If a player plays for a second team in the same tournament and if this is known to any of the admins from the second team, then

          1. Penalties
            1. The player is banned for the rest of the tournament.
            2. The team will be docked 4 points.
            3. Team captain will be banned 1-2 games.
            4. This includes situations wherein a complaint made by the opposing team during the course of the game from the opposing team has been validated.

        4. Case 4

          In the very rare situation wherein a player plays for one team, plays for another and then subsequently returns to play for the first team or for that matter any other (third) team all in the same tournament.

          1. Penalties
            1. The player is banned for the rest of the tournament.
            2. The teams for which the player has played his second and subsequent games will be docked 2-4 points.
            3. Additionally, disputes committee can levy more penalties on the player, team and/or captain. These penalties could include banning for more than one season and/or hefty monetary fines.

            Please note that a team can withdraw a player from the playing XI before play has started if it comes to their attention that the player concerned has played for another team during the tournament. In such a case the team can also request the umpire for a change in the playing XI since play has not started.

  4. CODE OF CONDUCT

      1. The Disciplinary Regulations shall be complied with by all those who participate in the DPL, including players, clubs, club officials, club members and any other person or body who is from time-to-time engaged in cricket- related activities under the auspices of the DPL (Participants).
      2. Every club shall take all reasonable steps to ensure the proper conduct of its Participants in accordance with the Disciplinary Regulations and shall not act in any way which is prejudicial or detrimental to the interests or reputation of the League(s) or the game of cricket
      3. DPL management will impose monetary penalties for any code of conduct violations against a player and/or team. For penalties, see DPL Code of Conduct document.All monetary penalties adjudged must be paid in full before the start of the team’s next game. Failure to do so may result in forfeiture of the game and imposing of more penalties.
      4. In all cases, DPL management reserves the right to impose more penalties including game suspensions against a player guilty of misconduct. This is in addition to the standard penalties described below.
      5. DPL requires teams to wear their own team jerseys during their matches. For penalties, see DPL Code of Conduct document.
      6. Cigarette smoking, including e-cigarette smoking, is strictly prohibited anywhere near the playing field areas and the pavilion. This applies to the spectators also. Lumspond park is deemed as a non-smoking zone. And so, anyone who does smoke anywhere inside the Lumspond park are responsible for their own actions.
      7. Leaving any kind of trash like bottles, cups, cans, bags, wrappers, food etc., on or near the ground is strictly prohibited. In such cases, it’s the umpire’s duty to notify DPL management which in turn penalizes the team that is responsible.
      8. There is no place for any act of violence on the field of play. Any acts of violence will result in expulsion of the player from the game without warning and/or disqualification of the team. The umpire will then consult the DPL management immediately, and in conjunction with the Disputes committee, will make a collective decision.
      9. Sledging is strictly prohibited. Under circumstances of a team mate encouraging their own player that borders on sledging the opponent, then the umpires will have the discretion.
      10. The umpires’ decision will be final on the field of play. No arguing with the umpires is allowed.
      11. If a team member has an issue, he must bring it to the notice of his team captain and the captain will in turn bring it to the notice of the umpire.
      12. If the umpires find things going beyond the limit, they will warn the player and the captain. Upon repeated warnings, the umpire will expel the player from the ground and can stop them from playing the rest of the game.
      13. If there is any arbitration between the captains and umpires, the captains must notify the DPL dispute committee. The final decision will lie with the DPL dispute committee.
      14. Fielding team is prohibited from talking/distracting from the instant the bowler starts their bowling stride to the instant the ball is either played or crosses the normal batting position of the batsman. The umpire will have the discretion in what is meant by distraction. Accordingly, the umpire may declare the ball as a dead ball or a no ball.
      15. The umpire will always warn a player for code of conduct violations in the presence of the team captain.
      16. If a player is disqualified from the game, then a substitute cannot be used for that disqualified player.
    1. THE PLAYERS
      1. Registered DPL Member: All playing members must be registered in DPL.
      2. Number of Players: A match is played between two sides, each of eleven players, one of whom shall be captain. By agreement a match may be played between sides of fewer than eleven players, but not less than Eight players or more than eleven players at any time during the entirety of the match.
      3. omination of players: Each captain shall nominate his players in The Scoring System (CricHQ or similar) before the toss. No player may be changed after the match had started.
      4. Playing eleven: All playing eleven for each team must be present on the ground. If either one or both teams do not have playing eleven, then they should start the game on time with at least 8 players on either team.
      5. Delay in Playing: The match can start within 10 minutes of the scheduled start time. Thereafter, a team can accept the delayed start by losing 1 over per five (5) minutes of wait time up to a maximum of 15 minutes.
      6. Late Arrivals: In the event of on time start of the game without playing eleven, a maximum 6 overs of first innings can accept the late arrivals. After 6 overs of the first innings, the late arrivals will only be allowed to field in the game. Before 6 match overs, if a team chooses to play with less number of players, no less than 8 players though, then that team must suffer loss of bowling or batting for the late arrivals.
      7. Fielders Absence: The consent of the umpire at the bowler's end must be obtained for a player to leave the field or return to the field during a session of play. A player who leaves the field and is absent from the field for longer than 15 minutes shall not be permitted to bowl after his return until he has been on the field for at least that length of playing time for which he was absent.
      8. Substitute Fielder: The consent of the opposing captain must be obtained for the use of a substitute fielder if any player is prevented from fielding for any reason other than illness or injury suffered during the match. The consent of the opposing captain must be obtained for the use of a substitute fielder in such cases.
    1. PLAYER RESPONSIBILITIES
      1. BOTH TEAMS
        1. DPL Property: Both teams share responsibility in using DPL materials on the field. Any damage or concern must be raised at the beginning of the game. Keep used material in storage box and make sure it is locked properly.
        2. Mat: DPL provides the mat for the matches. If it rains during the game, make sure the carpet doesn’t get wet. Remove the mat and put it in DPL provided storage area so that it doesn’t get wet.
        3. Trash Removal: All kind of trash must be removed from the field. After the game is completed, put the trash inside trash bag(s), secure the trash bag tightly, and please take the trash bags with you but do not leave them anywhere near the field or in the park.BOTH Teams who played last game will be penalized in case where trash were to be found left. To avoid penalty, report to DPL disciplinary committee any trash left by other teams from previous game BEFORE start of the game.
        4. Field Maintenance: Teams shall be responsible for the general maintenance of the playing field during the matches. It is responsibility of all playing teams during the day to ensure the inner circle cones or the boundary marking cones are not moved; creases markings are visible; not leave empty bottles on the field etc.
        5. Safety: Both teams are responsible for making sure all the people are in safe position. They should be in control of the playing field as well as spectator’s safety.
        6. Game: Both teams playing XI must be there on the ground 15 minutes prior to the scheduled start of their games.
        7. Scorer: Each team is required to provide scorer for their matches.
        8. Evening Duties: Teams playing last match of the day should remove the mat, and all other DPL equipment on the field (cones, wickets etc.) and properly store them in DPL provided storage area.
      2. TEAM CAPTAINS/TEAM ADMINS:
        1. DPL Cricket Rules: Will be proficient with the ICC laws of cricket and DPL Cricket Rules.
        2. Responsibility: Team Captain will control the behavior of all his team players. Respect the umpires, their opinions and decisions. Captains will be responsible to go over cricket rules and regulations with his team members. Will also be responsible for arranging scorers for their matches.
        3. DPL Meeting: Should attend all the DPL meetings when required. In case they can’t attend, then you should inform DPL management well in advance about their non-availability and arrange for someone from the team to attend the meeting. If they fail do so, DPL will penalize the team.
        4. Team Admin(s): Are Official spokesperson(s) of the team.
        5. Scorecard: Both teams are responsible to ensure all the entries are correct in the scorecard before the scorecard gets uploaded to The Scoring System (CricHQ or similar) by the deadline specified in the guideline.
        6. Umpire(s) Scorecard: Team captains or team admins will need to provide ratings and feedback on the umpires who officiated in their match. DPL will use these ratings towards building an elite group of umpires as well as use the same for awarding the BEST UMPIRE award.
      3. SCORER
        1. Record Playing XI in The Scoring System (CricHQ or similar): Must collect and record in The Scoring System (CricHQ or similar) the playing 11 names in The Scoring System (CricHQ or similar) before the game starts.
        2. Game: Must inform calculation of balls or runs during the game. Must declare scores at the end of each over. Must inform umpires of their presence and sitting location. Must acknowledge umpires’ signals by raising their hand.
        3. Scorecard: Must try to review the scorecard with both team captains or team representatives after the game. This would help in finding any errors right away and help with the teams with uploading the scorecard to The Scoring System (CricHQ or similar) by the deadline specified in the guideline.
    1. Game Punctuality:
      1. All games shall start at scheduled time. DPL management reserves the right to change the starting time for any game.
      2. If due to circumstances beyond the control of the teams, the ground is not ready for play by the scheduled start time, the official umpire may agree on a new start time after taking the DPL management in confidence.
      3. The toss observance must be performed at least 10 minutes before the scheduled game time. It is the responsibility of the umpires to ensure time line is met.
      4. Toss would always be called by the “AWAY” team.
      5. Any team member can observe the toss; it is not necessary for the captains to perform this duty.
      6. The toss winning team must declare their decision within 5 minutes of winning the toss.
    1. Positioning of Non-Active Players

      Players who are currently not active in the immediate activities and supporters of teams are expected to operate in a manner to avoid causing any disturbance to the players.

      1. The umpire(s) have the discretion to ask inactive players to move out of immediate proximity if these inactive team members are deemed to be causing a disturbance to the game.
      2. This could be a location outside the boundary line or to non-playing areas that are well out of immediate proximity at the discretion of the umpires.
      3. The captains are expected to comply with the decision, failing which this will be treated as a forfeit. The list of inactive players is not restricted to members of the playing XI but also includes players and supporters of the team.
      4. If any player on field playing the game (batting team or fielding team) thinks a certain position of non-active player is distracting, he may raise the issue with umpires and shall not engage non-active players directly. Umpires at their discretion, and using their judgement may order non-active player to move out/away from their current position.
    1. Smoking, Tobacco Usage and Urinating on Grounds

      Please note that smoking (including e-cigarettes), tobacco usage and urinating in public setting is not permitted. DPL will take very strong action against anyone violating these policies. Urinating in a bottle or other receptacle is also deemed to be an equivalent offence. If the rest rooms are closed, please use the rest room in other Lumspond designated areas It is the responsibility of the team management to educate all their players accordingly. Penalties are enforced without any warnings.

      1. Players: 1st Offence
        1. The player who commits the offence will be immediately ejected from the game. This is done by mutual agreement between the umpires and the team at fault will play the game without "the player at fault" for the rest of the game.
        2. If there are multiple players involved, all of them will incur the same penalty. (Please remember that a team needs a minimum of 8 players to continue the game. if not, team will effectively forfeit the game at that time)
        3. The offence need to be proven beyond doubt for the umpire(s) to make the final decision. For example: If the opposition registers a complaint, but the umpire cannot prove the occurrence beyond doubt or feels that he is not sure about the player(s), then he will report the matter to CDDA and this will be considered as a first offence without the ban
      2. Players: Repeat Offender
        1. The player who commits the offence the 2nd time will be suspended for their next 2 games; the suspension will begin from the next scheduled game for the team and the current game is NOT counted as one of the games following that game.
        2. The player who commits the offence the 3rd time will be suspended for 6 games or the rest of the tournament whichever is higher. The suspension will begin from the next scheduled game for the team and the current game is NOT counted as one of the games following that game. If there are less than 6 games left in a tournament, the ban will continue to the next tournament.
        3. The Team at fault will be penalized $100 for the repeat offence. The team captain will be suspended for 2 games for repeat offence. This should be a good motivation for teams to educate everyone including the new player(s).
        4. The offence needs to be proven beyond doubt to the umpire(s) for them to make the final decision. If the first offence was an instance where the player was not identified (but the team was).and a player from the same team does it, this will be considered second offence for the team.
      3. Umpires Smoking/Urinating
        1. First Offence: 100 dollars fine and 1 game ban (he will continue umpiring the current game).
        2. Second Offence: Banned for 10 games or entire tournament (whichever is larger).
        3. Umpires who do not act on smoking/urinating violations of the above will also be subject to similar severe penalties at the discretion of CDDA.

  5. DISPUTE RESOLUTION

    1. Disputes and Hostile Behavior

      DPL has instituted a number of steps to curb undesirable behavior between players; players and umpires. All disputes and disciplinary matters shall be referred to discipline and disputes committee, whose decision will be final.

      1. In cases where there is excessive appealing by the fielding team, the umpire will first request the fielding captain to get this under control, failing which a formal warning will be issued. This should be reported to CDDA by sending an email to Disputes@DPLcric.com or by logging a ticket on the DPL website.
      2. In cases where there is excessive chatter bordering on sledging, the umpires will immediately summon the captains and ask them to control all members of their team. The umpire will also indicate that future transgressions can lead to warnings or expulsions.
      3. The captain of the expelled player must ensure that the player is not going to be active in any way for that game after the expulsion. If required, the umpires can order the captain to make the player to leave the premises. If the captain does not abide by the decisions of the umpire, then the game will be treated as a forfeit by his team.
      4. No substitute will be allowed to field in lieu of the expelled player(s).
      5. Threats of walkover: If the captain of a team threatens to concede the game due to a dispute, the umpire will accept the offer right away and award the match to the opponents. The in-game forfeit penalty will also automatically apply.
      6. Reporting umpiring problems: If not satisfied with the umpiring, the respective captain(s) can file a complaint to Umpiring Panel (umpiring@dplcric.com) with specific details on why the umpire was deemed to have done an unsatisfactory job.
      7. Committee for Discipline, Dispute & Appeals has the option of imposing additional punishment on the player, captain and the teams based on feedback from the captains and umpires and the facts found as a result of committee’s investigation of any incident.. The scope of the punishment is commensurate to the nature and egregiousness of the offence. The team level penalties including forfeits and points being docked.
      8. The following procedure is to be followed to address disputes/disagreements about rules during the course of the match. The umpires and only the captains of the playing teams will discuss the issue being disputed. Other players should not be involved in the discussion. Only the umpires have the discretion to request any additional member of the fielding or batting side for additional information.

          Here is the sequence of steps to be followed –

        1. The latest DPL Rulebook is to be consulted by the neutral umpires and captains of the teams (everyone is expected to have access to the handbook)
        2. If a resolution is not achieved even after referring to the DPL Rulebook, the captain of the affected team can ask the umpire to suspend the game temporarily and attempt to contact a SURFRS member.
        3. The captain of the affected team is given 10 minutes to reach SURFRS from the point of declaring intent. If there is no contact within 10 minutes, then the on-field ruling will be upheld and the game will proceed.
        4. In the absence of a resolution through the document or a phone call, umpire’s decision is final and game will continue. If a playing team disagrees to umpire’s decision thereafter and does not continue with the match, then it is considered as an in-game forfeit. Subsequent appeals to SURFRS to overturn the result of the game because of the above situation will not be entertained
    2. Warnings

      The umpire has the discretion to issue formal warnings to players who exhibit behavior not consistent with expectations of someone playing a game in a public setting. This includes abusive and/or foul language directed at other players or umpires, excessive appealing, repeated argumentative conversation questioning umpiring decisions, taunting of umpires and players in opposite team, continued argumentative demonstrations directed at the umpire from outside the field of play, and non-captains getting involved in dispute discussions.

      The umpires will notify CDDA (Committee for Discipline, Dispute & Appeals) of warnings issued during a game.

      1. irst incident will result in a warning to the player.
      2. The subsequent incidents for the team result in a warning to the player and one to the captain.
      3. Anyone who receives a third warning will be expelled from the game immediately and the captain of the team will be expelled as well.
      4. The umpires MUST however contact a CDDA and/or SURFRS volunteer before expelling the players.
    3. Expulsions

      Players can be expelled without warning from the game for serious infringements with regards to their on-field conduct. This includes but is not limited to the following –

      1. Assaulting or attempting to assault an umpire, another player, spectator, official or a member of the public is grounds for immediate expulsion from the game.
      2. Any verbal assault to any external entity – spectator, official or member of the public is also grounds for immediate expulsion.
      3. Any comments that are made against anyone’s nationality, race, religion, gender, or sexual orientation merit an immediate ejection from the game.
      4. The umpire and both captains will need to submit a written report to CDDA on the incident that led to the expulsion.
      5. Penalties for expulsions: Automatic one game suspension plus $100 fine assessed on the offending player’s team(s).
    4. Repeat Offences

      Repeat offenders are subject to suspensions based on the nature of the offence and how often has the player transgressed.

      1. A player who receives a second warning or expulsion will be suspended for the team’s next game,
      2. A player who receives more than two warnings or expulsions will be suspended for the team’s next two games.
    5. Appeals Procedure

      Teams are requested to file their appeals on the DPL website or sending an email to Disputes@DPLcric.comwithin a week of levied penalty and direct them appropriately in case they want to appeal a certain ruling during the match or bring to attention something that they consider an anomaly. The teams are prohibited from using any other forum for airing such grievances. Teams are expected to file appropriate tickets on the DPL website to support the appeal.

  6. UMPIRING

    1. The UMPIRES
      1. DPL Certified: Only DPL Certified umpires can officiate the game.
      2. All umpires shall be governed and will be held responsible to the highest standards. The umpiring coordinator shall appoint the umpires to officiate for each game.
      3. Will always remain IMPARTIAL on the field and will maintain time of all intervals, and notify the Captains when to resume the play.
      4. Attendance: The umpires should be on the ground 15 minutes prior to the scheduled start of the game. If the umpire doesn’t show up or shows up after the scheduled game time, he will be considered late show up and will result in fine and penalties.
      5. Authority: Umpires are authorized to make any decision of any misconduct behavior by players during the game and are the final authority during the game. Their decisions are final.
      6. Change of Umpire: An umpire shall not be changed during the match, other than in exceptional circumstances, unless he is injured or ill or a family/work emergency. If there must be a change of umpire, the replacement shall act only as leg umpire.
      7. Backup Umpire: In the absence of an assigned umpire, Umpiring Coordinator will arrange for emergency backup.
      8. On-Field Focus: Umpires need to focus on the game at all times. Umpires cannot use their phone while officiating in the match. If it’s an emergency and they do need to use their phone, they need to stop the match and can use their phone but only for a couple of minutes. Umpires are advised to use their phones during break times only.
      9. Match Report: Both the umpires are subject to submit the match report pertaining to the any incident occurred before, during or after the match to DPL management.
    2. Umpire Jurisdiction

      The following rules defines the jurisdictions of the umpires on some of the most common situations

      1. Each umpire shall answer appeals on matters within his own jurisdiction. An umpire can request for any additional information from the other umpire and then give his decision. Either of the umpires can initiate a consultation with the other umpire when there is a doubt in a decision. If, there is still doubt after the consultation, then the benefit of doubt shall be given to the batsman and the decision shall be Not Out. Under all circumstances ONLY the umpire under whose jurisdiction the appeals come under shall make the final call (Refer Table below). Team, under NO circumstances, shall pressurize the umpires for consultation nor teams shall force themselves into consultation between two umpires; umpires should authoritatively discourage such pressure tactics.
      2. Umpire Jurisdiction Table: the following table enumerates the jurisdiction

        Event

        Main Umpire

        Leg Umpire

        Bowled

        Y

        Consulted if ONLY required under certain circumstances

        Caught and Caught Behind

        Y

        Consulted by main umpire to adjudicate if the ball carried cleanly to the fielder

        Handled the ball

        Y

        Consulted by Main Umpire

        Hit the ball twice

        Y

        Consulted by Main Umpire

        No-Balls

        Y

        N

        Wides

        Y

        N

        No-Balls for Height

        Y

        Y

        Wide for Height

        Y

        Y

        Obstructing the Field

        Y

        Consulted

        Run-Out at Bowling End

        Y

        N

        Stumped

        N

        Y

        Hit Wicket

        Y

        Consulted

        Run-Out at Batting End

        N

        Y

        Ball hit the body first

        Y

        Consulted

        Discipline on the ground

        Y

        Y

      3. Runs allowed or not based on whether the ball hit the body or bat. Main umpire makes the call but umpires can consult with each other as outlined above.
      4. Main umpire blinded or unsighted and an appeal for catch is made. Main umpire makes the call but umpires can consult with each other as outlined above.
      5. Main umpire blinded or unsighted and an appeal for run-out at bowler’s end. Main umpire makes the call but umpires can consult with each other as outlined above.
      6. Height No-Ball: Includes full tosses and bouncers. The Umpires consult each other in this case, the Leg Umpire is advised to indicate to the Main Umpire if this ball passed the batsman at heights that reflected a No-Ball.
      7. Bowling Guard Bowling Guard needs to be ascertained by umpire at the beginning of a new spell. A bowler is not required to give guard to the umpire at the start of a spell though it is customary to do so but not a rule. It is the umpire’s responsibility to check with the bowler. A No-Ball is to be called only if the bowler changes his guard without informing the umpire during his spell.
    3. Umpiring Panel

      Umpiring Panel need to ensure no umpiring commitments are missed; the designated umpires do the necessary preparation to ensure that they can officiate a game properly. If umpire(s) incur any penalties, the penalties will be communicated to the umpires and the fines will need to be paid as per the defined mechanism and schedule.

      1. The Umpiring Panel should publish the names and contact numbers of the umpires on the DPL website.
      2. The Umpiring Panel will publish the umpires schedule for the upcoming 2 weeks of matches.
      3. In case of any umpiring changes, the umpiring panel will notify the teams at least 2 days prior to their game, unless the change is of emergency type and the teams will be notified right before their game.
      4. The designated umpires must:
        1. Familiarize themselves with the rules, specifically the ones that are different in DPL as compared to ICC T20 rules as well as any other tournaments.
        2. Make sure that they have access to the handbook, the ICC rules and have a writing instrument.
        3. Try to reach the ground fifteen minutes before the game.
    4. Umpires Responsibilities

      If an umpire is late, either of the team captains is to report this the Umpiring Panel by sending an email to DUPA@dplcric.com Or the team captains log a ticket on the DPL website choosing the appropriate ticket type and providing the match ID.

      1. If an umpire shows up after the stipulated start time (15 mins before game start time) but before the start time, the umpires will be warned. A repeat offence could Admin to monetary penalties as well as disqualification from the umpiring panel.
      2. If an umpire does not show up at all, the umpire will be penalized $50 for each such offence.
      3. If the neutral umpires haven’t arrived, playing teams should start the match after 10 mins of scheduled start time and proceed with the match with batting team’s umpires. If the neutral umpires show up late, then they can administer the game going forward. In the second innings, umpires should resume duty at the same point as they did in the first innings while the batting team stand in as the umpires for the duration prior to that same point. No inputs/comments will be entertained from the umpires for the portion of the match when they are off duty.
      4. Umpires should make sure that both the teams have new balls distributed by DPL. If there are not enough DPL supplied new balls for both the teams, the umpire can allow the match to be played with any other new ball that the teams have, provided that two identical new balls are available.
      5. Substituting umpires within the game – Substituting umpires is NOT allowed in order to maintain consistency of decisions. However, if an emergency situation arises (such as an injury, sickness or a family emergency) due to which an umpire has to leave, the game can continue with a substitute umpire or with just one main neutral umpire and the leg-umpire from batting team.
      6. The umpires MUST exchange their positions every two overs. The only exceptions to this situation is when both captains approve a request from the umpires that one of them has impairments due to which he is not able to physically discharge the duties of the main umpire. In this case, the umpires will not change their positions throughout the game.
      7. Rule Misinterpretation by the umpire: If the umpire makes a clear misinterpretation of a DPL rule or ignores a DPL rule, and despite the same being brought to his attention by the playing team(s) on the field soon after such a call was made by the umpire, the umpire does not correct his call, then the Umpiring Panel Secretary will consider appropriate action against the said umpire(s).
      8. In situations where there is some doubt, we strongly urge the umpires to refer to the DPL handbook and/or call the members of SURFRS (DPL Committee for Rules & By-Laws). This does NOT apply to situational umpiring decisions such as calling wide balls, no balls, run outs, caught behind, illegal bowling actions which will be left to the on-field umpires’ judgment.
      9. Use of camera replays: Umpires cannot use camera replays of any kind to confirm or complete any decision. Teams are requested not to present umpires with slow motion replays to influence any decision. The umpires should ignore the presented evidence and stay with their current decision. If teams capture video evidence that reflect illegal bowling actions, they should send it to SURFRS, the bowler’s team and the umpires after the game. Based on feedback from SURFRS committee, committee for discipline, disputes & appealsmay decide to take appropriate action against the bowler based on the evidence presented.
  7. ASSEMBLING FOR THE MATCH

    1. All matches are scheduled to start at the defined time on Saturday or Sunday of the match week. Both the teams must arrive at the ground 20-30 minutes prior to the scheduled start of the match. The umpires must arrive at the ground 15 minutes prior to the start of the match to initiate the toss, confirm ground rules, and ensure a timely start of the match.
    2. The two captains will provide the names of the players in the playing XI to the scorer who will then select them in The Scoring System (CricHQ or similar) Matchup for both the teams.
    3. All players are expected to be present at the ground at the start of the match and to be present at the ground until their participation in the match is completed. There are however situations wherein players either arrive late or leave the match (or field) for periods of time. This section defines the restrictions to the participation of players who arrive at the ground after the start of the match. Essentially no player can join the match after the game has started, unless –
      1. A team should field at least 8 players for the team to be able to play a match. If the team doesn’t have minimum 8 players to start the match, then they’ll be considered to have forfeited the game and forfeit penalties will apply.
      2. Captain had informed the Umpires BEFORE the start of the match that the said player(s) is/are going to be late. Umpires will NOT allow any player to join unless they were informed before the first ball was bowled.
      3. The team captain must inform the umpire of the name(s) of the player(s) joining the match after its commencement. Once this communication is complete, the player(s) cannot be changed. This is equivalent to announcing the playing XI.
      4. The player in question must check-in with the umpires at the completion of the over that is in progress when he arrives or at the fall of a wicket.
      5. The player(s) in question must join the team before the beginning of the 7thover of the first innings. Once the 7thover of the first innings has started, the late arriving player(s) are no longer eligible to bat or bowl in that match but can field.
      6. The restrictions on the participation for late arrivals are listed below (this assumes that the umpire was informed before the match and the player has checked-in before the beginning of the 7thover of the first innings).
        1. A player who comes latecan only bat after the fall of 5th wicket if his team was batting first.
        2. A player who comes late can only bowl after the 6th over in the second innings if his team was batting first.
        3. A player who comes after N overs of his team’s bowling inning will not be allowed to bowl for another N overs of the bowling inning.
    4. Examples that can be used as guidelines:
      1. Team A is batting first and the player(s) arrive late. The player(s) can bat after the fall of the 5th wicket AND can bowl only after the end of 6 overs.
      2. Team A is bowling first and the player(s) arrive(s) after 5 overs were completed. The player(s) can bowl from the 11th over onwards and can bat after the fall of 5th wicket in their team’s batting inning.
      3. Team A is bowling first and the player(s) came after the start of the 7thover. The player(s) will not be allowed to bat or bowl in the match but are allowed to field during the entirety of the match.
  8. PLAYING RULES

    1. BATTING RULES
      1. WEARING PROTECTIVE WEAR/GEAR
        1. All batsmen are encouraged to always wear protective abdominal guard during their batting.
        2. Batsmen can wear gloves while batting. However, the batsman can be also caught out if the ball touches the glove because the glove is considered the extension of the bat.
        3. The batsmen may also wear protective helmets to protect their heads.
        4. Batsmen can use protective wear worn under their clothing. Thigh guard, arm guards, chest guard/pad, shin guards, and elbow guards can be worn under batman’s clothing to protect the body of the batsman.
        5. Batting Pads Not Allowed: Batmen are not allowed to wear batting leg pads during their batting.
      2. PROVIDING BY-RUNNER
        1. DPL will allow a by-runner to be provided to the batsman under the circumstances where the batsman sustained an injured during the match.
          1. The umpire will be the sole and final judge of granting a by-runner.
          2. The captain of the fielding team can raise an objection to the umpire if it is felt that the by-runner is taking undue advantage by running before the ball is played by the batsman and can request removal of the by-runner. The decision to remove the by-runner is however at the sole discretion of the umpire.
          3. Teams cannot request for a by-runner for players with pre-existing conditions.
          4. A player who availed of a by-runner is not allowed to bowl or field after that point.
        2. If the umpires think that the player is taking unfair advantage (against the spirit of the game) by asking for a by-runner, they can report the player and the player’s team to the Discipline & Disputes committee (CDDA), who could then levy penalties for the player and team.
      3. BATSMEN RETIRING
        1. A batsman may retire at any time during their innings. The umpires, before allowing the play to proceed, shall be informed of the reason for a batsman retiring:
          1. The batsman will be judged ‘Retired Hurt” if the batsman retires due to injury, illness or other unavoidable causes during the match such as requiring a restroom break and there not being a restroom at the ground.
          2. If a batsman retires because of illness, injury or any other unavoidable causes, he is entitled to resume his innings after at least 5 overs and only re-enter at the fall of a wicket, unless he is the last batsman left to bat for the team. If for any reason, he cannot resume his innings, his innings is to be recorded as 'Retired – not out'.
          3. The batsman will be judged “Retired Out” if a batsman is replaced without any signs of injury. This is treated as a fall of a wicket. There is no concept of allowing a batsman retiring “Retired Not Out”.
      4. WASTING OF TIME
        1. Definition – Batsman consistently failing to take strike after the bowler is ready to start his run up or after he has started his run up. The umpire shall be the official timekeeper and is the sole judge in this matter. He shall inform the player and captain immediately after each violation.
      5. HANDLING THE BALL
        1. A batsman will be given out for handling the ball if, while playing a delivery, the batsman intentionally touches the ball with one or both of their hands. A decision of not out must be reached if the batsman handles the ball to avoid incurring an injury or while in the act of handing the ball back to the fielding side.
      6. HITTING THE BALL TWICE
        1. A batsman, while the ball is still in play, cannot hit it a second time with his bat except for the purpose of protecting his wicket. If a batsman does intentionally hit the ball twice, then the two umpires will consult with each other and the main umpire can then inform their decision, if an appeal was made by the fielding team-
          1. The double sound shot heard during a shot attempt, is not considered as hit the ball twice intentionally.
      7. LBW and LEG BYES
        1. There are NO LBWs OR LEG BYES in DPL.
        2. The umpire will NOT signal a leg bye nor will he give LBW decisions, at any time when the ball hit only the body of the batsman.
        3. To avoid controversies, if the ball hit the bat of the batsman after hitting any of the body parts of the batsman (during its normal course of travel – batsmen cannot stop the ball deliberately and then hit it) then that ball is considered dead ball as soon as the ball made contact with the batsman’s body.
        4. If the batsmen attempt to take the run after getting hit on the body first, only then umpire will signal NO runs scored and count it as a dot ball.
        5. The umpire will not entertain any run out appeals if the batsman at the striker or non-striker’s end falls short of the crease on a ball only hit the batsman’s body.
        6. A batsman is declared out bowled if the ball strikes his body and rolls onto the stumps and the bails fall as long as the no-ball rule is not violated.
      8. STUMPED OUT
        1. If the ball hits the batsman’s body and the ball deflected to the keeper while the batsman is STILL in the act of hitting the ball, AND the wicket keeper knocks off the bails with the batsman outside the crease, then the batsman should be given out.
      9. RUN-OUT
        1. In the event of both batsman running to the same end and a run-out has occurred by the time the batsmen have reached to the same end and the relevant umpire is uncertain over which batsman made his ground first, both umpires may consult before making a decision.
      10. HIT-WICKET
        1. The batsman, while the ball is in play, with his bat or by his body, body part or his protective gear, disrupts any part of the stumps and/or bails (batting side) while preparing to receive or in receiving a delivery or while immediately setting off for his first run, then the batsman can be declared out Hit-Wicket.
        2. Hit-Wicket is applicable only if the delivery bowled is a legal delivery, and not a wide ball or a No Ball.
        3. Hit-Wicket does not apply to the bowler end stumps and does not apply once the batsmen have started running between the wickets. It does not apply when a batsman is trying to avoid being a run-out or stumped out.
      11. TIMED-OUT
        1. The incoming batsman must be in position to take his guard or for his partner to be ready to receive the next ball within 3 minutes of a fall of previous wicket.
        2. Any incoming batsman in violation of above rule, can be declared out, timed out, upon appeal from fielding side.
        3. Timed out decision shall be made by bowling end umpire only after consultation with the leg umpire.
        4. For umpires to make decision on timed out, they shall maintain strict time record once wicket has fallen.

    2. BOWLING RULES
      1. Adjustment of Overs

        If the start of the match is delayed due to delay caused by a team, the number of overs shall be reduced based on one over for every 5 minutes or part thereof of time lost.

      2. NO-BALL
        1. Runs scored off no balls shall be added to the one bonus run, which is automatic with such deliveries.
        2. The umpire(s) will warn the fielding team the first time if any fielders (including the wicket-keeper) talk after the bowler has started his run-up. The umpire will then call a No-Ball each subsequent occasion, if any fielders (including the wicket-keeper) talk after the bowler has started his run-up. The batsman can walk away from his stance if fielders are talking after the ball is in play.
        3. The umpire will call a no-ball if the wicket-keeper gathers the ball before the ball has crossed the stumps without making any contact with the bat or body of the batsman.
        4. Declared Out for a No-ball: When a No-Ball is bowled, a batsman can be declared out for any of the following – run-out, handled the ball, obstructing the field.
        5. Front Foot No-ball: If at the point of landing, no part of the bowler’s front foot (grounded or raised) is behind the popping crease the umpire will call and signal a No-Ball.
        6. Back Foot No-ball: If bowler’s back foot touches the return crease during the delivery stride, then the umpire will signal a No-Ball. The return crease (side crease perpendicular to popping crease) shall be marked from the corner stump at the bowling end to a standard size bat + handle and shall be unlimited in length. Note that if the heel is raised above (but not touching) the line, then it is not a no-ball.
        7. High Full Pitched Balls: Any delivery which passes or would have passed on the full above waist height of the striker standing upright at the crease is to be deemed unfair. The umpire shall call and signal No-Ball for each such delivery.
          1. Action is to be taken by the umpire feels that the ball was fast enough to be deemed dangerous. The first occurrence will result in a warning and a subsequent instance will result in the suspension of bowling privileges for the bowler.
          2. If the striker has moved from his normal guard position, then the umpire will call no-ball only if he feels that the ball would have passed on the full above waist height of the striker if he were standing upright at the crease
        8. Full Pitched Delivery Hitting the Stumps: If the delivery hits the stumps without making any contact with the bat or the batsman, the ball will be deemed valid and the batsman will be declared out bowled. If the delivery makes contact with the bat or the body of the batsman before hitting the stumps, it will be subject to the conditions associated with height related no-balls.
        9. Short Pitch Bowling: A fast short-pitched ball is defined as a ball, which passes, or would have passed, above the shoulder and below the head of the batsman standing upright at the crease, irrespective of whether the batsman makes contact with the ball in any way. A bowler shall be limited to one (1) such fast short-pitched delivery per over.
          1. In the event of a bowler bowling more than one (1) fast short-pitched delivery in an over, the umpire at the bowler's end shall call and signal "no ball" on each subsequent occasion.
        10. In the event of calling of no-balls for short pitch bowling, umpires can consult each other and overturn any decision as a result of the consultation.
        11. A ball that is bowled underarm and will be called a No-Ball. In this case, the bowler will also not be allowed to bowl in the match and will also incur penalties in the form of a fine and/or suspended for future matches.
        12. No-ball when bowler breaking wicket while delivering ball: Either umpire shall call and signal No ball if, other than to run out the non-striker, the bowler breaks the wicket at any time after the ball comes into play and before he completes the stride after the delivery stride.
      3. NO BALL – ILLEGAL FIELDER MOVEMENT
        1. Definition of illegal movement by the fielders: While the bowler is running in to bowl
          1. Wicket Keeper cannot move at all
          2. Rest of the fielders can only move forward or backward but not sideways while also adhering to inner circle fielder rules
        2. If, in the opinion of either umpire, the fielders and/or wicket keeper are not following the above law, the striker’s end umpire shall then
          1. caution the fielder
          2. inform and caution the captain of the fielding side of the reason for this action.
        3. If, after first caution, either umpire considers that, in that innings, a further illegal fielding movement incident occurs from the fielding side, the umpire shall call and signal No ball.
        4. If either umpire considers that, in that innings, a further illegal fielding movement incident occurs from the fielding side, striker’s end umpire shall signal No ball. And the umpires together shall report the occurrence as soon as possible after the match to the dispute resolution committee, who shall then take such action as is considered appropriate against the captain concerned.
        5. If the same team is again reported for such fielding movement violations in further matches, then the umpires shall repeat the above laws - basically warning the fielding side captain the first time, signaling No-ball the second time it happens in that same match, who shall then take such an action that includes suspending the captain from playing in further matches and/or levy penalties including fines.
      4. NO BALL – ARM ACTION
        1. Throwing the ball: If the bowler throws the ball towards the striker’s end before entering his delivery stride, either umpire shall call and signal No ball.
        2. Definition of fair delivery - the arm: A ball is fairly delivered in respect of the arm if, once the bowler’s arm has reached the level of the shoulder in the delivery swing, the elbow joint is not straightened partially or completely from that point until the ball has left the hand. However, since it’s not completely possible to validate the 15 degrees in DPL, umpires will be looking for the obvious straightening of the bowler’s arm/elbow joint when the ball is delivered.
        3. Bowling with BENT ELBOW is not considered throwing or chucking. Bowling with a flex in wrist, shoulder or rotation of wrist is NOT considered throwing or chucking. Throwing OR chucking is considered only when elbow is significantly flexed such that it is obvious to umpire’s naked eyes when bowl is delivered.
        4. No ball for illegal arm action (chucking) is an on-field decision and the umpire’s interpretation and decision is final. If the team has objection to umpire’s interpretation, they shall consult the SURFRS committee after the game.
        5. Although it is the primary responsibility of the striker’s end umpire to assess the fairness of a delivery in this respect, there is nothing in this Law to debar the striker’s end umpire from calling and signaling No ball if he considers that the ball has been thrown.
        6. If, in the opinion of either umpire, the ball has been thrown, the striker’s end umpire shall then
          1. caution the bowler. This caution shall apply throughout the innings.
          2. inform the captain of the fielding side of the reason for this action.
          3. inform the batsmen at the wicket of what has occurred.
        7. If, after first caution, either umpire considers that, in that innings, a further delivery by the same bowler is thrown, the umpire shall call and signal No ball the procedure set out in
        8. (a) above law shall be repeated, indicating to the bowler that this is a final warning.

          This warning shall also apply throughout the innings.

        9. If either umpire considers that, in that innings, a further delivery by the same bowler is thrown, he shall call and signal No ball and when the ball is dead inform the other umpire of the reason for the call.

          The striker’s end umpire shall then,

          1. direct the captain of the fielding side to suspend the bowler forthwith. The over shall, if applicable, be completed by another bowler, who shall neither have bowled the previous over or part thereof nor be allowed to bowl any part of the next over.
          2. The bowler thus suspended shall not bowl again in that innings.
          3. inform the batsmen at the wicket and, as soon as practicable, the captain of the batting side of the occurrence.
        10. The fielding team cannot team cannot use justification along the lines that this bowler has been bowling like this before and was not called for chucking. Any prolonged arguments will be deemed to be hostile behavior and is liable for sanction.
        11. The umpires together shall report the occurrence as soon as possible after the match to the dispute resolution committee, who shall then take such action as is considered appropriate against the captain and the bowler concerned.
        12. If the same bowler is again reported for such bowling action in further matches, then the umpires shall repeat the above laws - basically warning the bowler the first time, signaling No-ball the second time it happens in that same match, suspending the bowler from that match and notifying the dispute resolution committee, who shall then take such an action that includes suspending the bowler from bowling in further matches.
      5. WIDE BALL
        1. If the bowler bowls a ball sufficiently wide on either side of the wicket to make it impossible for the striker, standing in his normal guard position, to play a normal cricket stroke, the umpire at the bowler's end shall call and signal "wide ball”.
        2. In cases where the batsman moves before the ball is delivered - the umpire will NOT signal a wide ball in either of the following conditions –
          1. If the bowler bowls a ball sufficiently wide on either side of the wicket to make it impossible for the striker, standing in his normal guard position, to play a normal cricket stroke, the umpire at the bowler's end shall call and signal "wide ball”.
          2. In cases where the batsman moves before the ball is delivered - the umpire will NOT signal a wide ball in either of the following conditions –
            1. The batsman has moved laterally towards the off side before the ball is delivered, In this case, the off-side marker will be deemed to have also moved. The umpire will have to extrapolate the likely distance to make the wide calls. Please note that this is for substantial movement, not just taking an off-stump guard.
            2. The batsman moves away towards the leg side, but cannot reach the ball but the ball is still within the wide marker on the off-side.
          3. The leg side wide is defined by the ball passing the batsman outside the leg stump without making any contact with the bat or body of the batsman. However, a wide will NOT be called in either of the following conditions –
            1. If the ball passes between the batsman and the stumps, then a wide will NOT be called.
            2. If the ball passes through the legs of the batsman.
            3. If the ball passes over any part of stumps but behind the batsman.
          4. If the bowler bowls a first short-pitched ball which passes, or would have passed, above the head of the batsman standing upright at the crease, the leg umpire shall call and signal "wide ball". It also includes warning. Any subsequent ball within over shall be counted as NO-BALL.
          5. Any byes that result from a wide ball are to be scored as wides.
          6. Runs scored off wide balls shall be added to the one bonus run, which is automatic with such deliveries.
          7. Pitching outside the mat: Ball pitched outside the width of the mat on either side of the wicket will be called a WIDE, irrespective of any consequences once the ball is bowled. Please see details below:
            1. A ball that is pitched outside the width of the matwill be called a Wide ball.
            2. Ball pitched outside the width of the mat will be called a WIDE, even if the batsman played a shot or got out by any circumstances.
            3. No runs, other than BYES or No-Balls, can be added to the WIDE that is called when the ball is pitched outside the width of the mat.
            4. NOTE: The reason we are allowing the batsman to even play a shot is because the batsman cannot judge the location where the ball pitched and umpire after judging will make that decision. If we consider runs scored off the bat, then the question that comes into picture is what if the batsman got out? All that said, it is not fair for not penalizing a bowler for bowling outside the width of the mat, which usually is a wide.

          8. The orientation of batting namely the leg (on) and off side of the batsman is determined by the stance of the batsman before the delivery stride of the bowler begins and wides are determined accordingly.
          9. Switch Hits: A switch hit is defined as the case wherein the batsman changes his grip and orientation after the ball comes into play.
            1. The moment the batsman attempts a switch hit, both sides of the wicket will be treated as the off-side for the purposes of calling a wide.
            2. This is not applicable to a reverse hit/sweep wherein the batsman has not changed his grip to match the opposite orientation.
      6. DEAD BALL
        1. A ball that bounces more than once before crossing the batsman's stump line will be called a dead ball.
        2. On a half mat, a ball that is pitched in front of the mat area near the main umpire (outside of the mat area towards non-striker) will be called a dead ball.
        3. When the ball is finally settled in the hands of the wicket-keeper or the bowler.
        4. A boundary is scored.
        5. A batsman is dismissed.
        6. If the batsman moved out of stance and makes no attempt to play the delivered ball and the umpire was satisfied and determined that the batsman was not ready.
        7. Whether played or not, the ball becomes trapped between the legs of a batsman or between items of his clothing or equipment.
        8. Whether played or not it lodges in the clothing or equipment of a batsman or the clothing of an umpire.
        9. Lost ball is called.
        10. The umpire calls over or Time.
        11. It is clear to the umpire at the striker’s end that the fielding side and both batsmen at the wicket have ceased to regard it as in play.
        12. One or both bails fall from the striker’s wicket before the striker has had the opportunity of playing the ball.
        13. The bowler drops the ball accidentally before delivery.
        14. Bowler attempts to run out non-striker before delivery that does not result in mankad-out of the non-striker.
        15. If umpires need to consult with each other or the players.
        16. If a player or umpire is injured.
    3. FIELDING RULES
      1. GENERAL FIELDING RULES
        1. Wicket-Keeper is the only fielder allowed to wear gloves and (external) leg guards, in addition to any protective gear worn under their clothing. All other fielders cannot use gloves or any part of their clothing to field the ball. If they willfully use any part of their clothing to field the ball, they will be penalized 5 penalty runs to the opposition.
        2. If the batsman intentionally obstructs fielder while fielding the ball, taking a catch or trying to run out the batsman then the umpire will signal the batsman as out. The umpires will decide whether the obstructing the field was intentional or unintentional.
        3. All fielders should be inside the boundary when the bowler starts their run-up.
        4. All fielders in the ground will not make any kind of noise or inappropriate gesture after bowler starts their run-up.
        5. Any significant movement by any fielder after the ball comes into play, and before the ball reaches the striker, is unfair and either umpire shall call and signal Dead ball. Fielders in the outfield can move in a straight line towards the wicket - lateral movement is deemed unfair and would result in a dead ball. Recent ICC rule changes, however allow a close-in fielder behind the wicket to move in response to a striker’s actions with regards to the shot he is about to or shaping to play.
        6. If a fielder throws any part of his clothing (such as a cap) at the ball to stop/divert the ball, it would be deemed as unfair play and five penalty runs would be awarded in addition to runs earned by the batsman. This is to be reported to CDDA as an act of unfair play, which in turn could lead to additional sanctions from CDDA on the player and the team.
      2. FIELDERS POSITIONING
        1. A maximum of 5 players are allowed on batsman’s leg side of the pitch, while there is no limit on batsman’s offside.
        2. Fielders positioning during Powerplay: There should be 8 fielders inside the inner circle during the Powerplay overs. Considering this rule, please see below on how we explained regarding the number of fielders who can be outside the inner circle during the Powerplay overs
          1. If fielding team has 8 players on the field, then 0 fielders can stay outside the inner circle.
          2. If fielding team has 9 players on the field, then only 1 fielder can stay outside the inner circle.
          3. If fielding team has 10 players on the field, then only 2 fielders can stay outside the inner circle.
          4. If fielding team has 11 players on the field, then only 3 fielders can stay outside the inner circle.
        3. Fielders Positioning during the Non-Powerplay Overs: During the Non- Powerplay overs, there should be a minimum of 7 players inside the inner circle.
          1. If fielding team has 8 players on the field, then only 1 fielder can stay outside the inner circle.
          2. If fielding team has 9 players on the field, then only 2 fielders can stay outside the inner circle.
          3. If fielding team has 10 players on the field, then only 3 fielders can stay outside the inner circle.
          4. If fielding team has 11 players on the field, then 4 fielders can stay outside the inner circle.
        4. Umpiresmissing calling out no-balls on Field Position violations and restrictions
          1. This is regarding the restrictions in place with regards to positioning of fielders during the game either during or outside power-plays. These includes restriction on the maximum number of fielders allowed outside the inner circle, on the leg side or behind the wicket behind the stumps on the leg-side.
          2. The fielders must meet these requirements before the ball is in play. In other words, a fielder cannot walk into position to meet these requirements after the bowler has started his run-up.
          3. The responsibility for identifying and calling a no-ball on such violations is with the leg umpire. The following will apply in cases where this has been overlooked by the umpires:
            1. The leg umpire is expected to call a no-ball when a bowler starts his run-up if the above field restrictions are not met. If the leg umpire failed to make the call, the straight umpire can also make this call.
            2. If the fielding formation violation was missed and the ball was completed, then –
              1. That ball can be declared a no-ball post-facto until the bowler gets into his delivery stride for the next ball. Batting team can draw umpires’ attention toward violation to this rule by fielding team.
              2. The rules regarding no-ball dismissals automatically apply for the ball that was deemed a no-ball post-facto. Additionally, run-outs that involved any of the fielders who contributed to the illegal formation will also be reversed. This also means run-outs effected by other fielders, batsman obstructing the fielder and hitting the ball twice will still be deemed out.
            3. The playing teams can report umpires who miss the call a second time in the same game. This could lead to warnings to the umpires.
      3. RUN-OUTS & STUMPINGS
        1. Mankading out: The non-striker can be judged run out by the umpire if the bowler intentionally hits the non-striker’s wickets before releasing the ball in order to attempt to run out the non-striker as long as he has not completed his delivery swing. Note the following restrictions and implications of the action –
          1. One team warning before mankading results in a run-out
          2. The umpire will only issue a warning to the team on the first occurrence of either
          3. a. explicitly noticing a batsman stepping out of the crease before the ball is delivered or b. a successful mankading incident executed by the fielding team.
          4. The warning is only to be issued by the umpire and it is applicable to the entire team. The run-out law comes into effect from that point onwards for that inning.
          5. Please note that the fielding team must not pressurize the umpire to issue a warning in the absence of a successful mankading effort.
          6. The umpire will only issue a warning if he believes that the non-striker has stepped out of the crease before the delivery swing.
          7. Bowlers attempting run-outs after running through without delivering the ball: If both feet of the bowler have crossed the popping crease without delivering the ball, the delivery is deemed dead immediately. The non-striker cannot be run-out in such situations.
          8. Bowlers stopping in mid-delivery action without delivering the ball: A bowler who fails to deliver the ball for a third time after entering into his bowling stride is subject to a warning. From that point onwards the said bowler can no longer run-out [mankad] a non-striker who has stepped out of the crease at the time of delivery.
          9. Whether the attempt is successful or not, the ball shall not count as one of the over. If the bowler fails in an attempt to run out the non-striker, the umpire shall call and signal Dead ball.
        2. A batsman can be adjudged run-out on a No Ball or a Wide ball in addition to legal deliveries.
        3. A batsman can be adjudged stumped on a Wide ball in additional to legal deliveries.
        4. If the ball hits a batsman’s body, but not the bat, he can only be adjudged out stumped by the wicket-keeper. The batsman cannot be adjudged out via run out in such a case.
        5. It will be deemed a run out when the batsman has not reached the crease and ball hits the stumps and bails fall off even if the stumps had moved from their original position (but bails were still on the stumps).
        6. Bails disturbed prior to run-out/stumping when struck by the ball or fielding team player:
          1. One bail dislodged: If one bail is dislodged, it shall be sufficient for the purpose of putting the wicket down to remove the remaining bail, or to strike or lift the stumps out of the ground.
          2. Both bails dislodged: Wicketkeeper or the fielder is required to physically lift the stumps off the ground with the ball in hand.
        7. If the wicket is disturbed when a batsman wanders outside the crease when the ball is in play even though there is no attempt to take a run –
          1. If the action is effected by the wicket-keeper, this will be deemed a stumping.
          2. If the action is effected by anyone other than the wicket-keeper, this will be deemed a run-out.
      4. WICKET-KEEPING
        1. Only the wicket keeper is allowed to wear gloves of any kind.
        2. The wicket keeper is allowed to collect the ball which did not touch either the bat or body parts of the batsman only after passing the wickets. If the ball has touched the bat or the body of the batsman then wicket keeper can collect the ball anytime.
        3. The fielding team can change the wicket keeper at any time during the innings. The fielding team captain is expected to let the umpire know of the change.
        4. The wicket keeper is NOT obligated to forewarn the batsman or umpire if moving in closer to the stumps if he moves before the bowler takes the run-up. Any movement by the wicketkeeper towards the wicket after the bowler starts his run-up is considered significant and shall be called dead ball by either umpire.
        5. If the wicket-keeper throws any part of his clothing (such as a cap or gloves) at the ball in order to stop/divert, it would be deemed as unfair play and five penalty runs would be awarded in addition to runs earned by the batsman. This is to be reported to CDDA as an act of unfair play, which in turn could lead to additional sanctions from CDDA on the player and the team.
      5. BOUNDARY
        1. If the ball rolls over the boundary line (marker) then it is considered as “Four”.
        2. If the ball is inside the boundary line and any part of the fielder’s body is touching/outside the boundary line and at the same time if the fielder touches the ball, it is considered as “Four”.
        3. If the ball directly bounces over the boundary line (marker) it is considered as “Six”.
        4. If the ball directly touches the boundary line (marker) it is considered as “Six”.
        5. If the fielder catches the ball and touching or over the boundary line (marker) it is considered as “Six”.
        6. If the ball rolls over and touches any non-moving object which is inside the boundary line it is considered as “Four”. (Example: Water bottle, Helmet etc. but NOT the cones placed on inner circle and boundary)
      6. ABSENT OR LEAVING THE FIELD/SUBSTITUTE FIELDERS
        1. For players absent from the playing field before the start of the match, please refer to the section on “Assembling for the Game” to deal with situations wherein players come in late for a match.
        2. The consent of the umpire at the bowler's end must be obtained for a player to leave the field or return to the field during a session of play. A player who leaves the field and is absent from the field for longer than 15 minutes shall not be permitted to bowl after his return until he has been on the field for at least that length of playing time for which he was absent.
        3. Substitute Fielder: The consent of the opposing captain must be obtained for the use of a substitute fielder if any player is prevented from fielding for any reason other than illness or injury suffered during the match.
        4. A fielder can leave the field anytime and be substituted by another fielder. The original fielder can only return to the field at the end of the over.
        5. The umpires have the discretion to reject the request for a substitute
          1. If this privilege is being abused.
          2. If the substitution is for someone who is unable to field due to pre-existing conditions.
        6. A substitute is not allowed to bat, bowl or keep wickets. In other words, can only be a fielder. Any dismissals effected by the substitute will be recorded in the detail scorecard as “Sub”.
        7. DPL members who have (a) registered on DPL website and (b) are registered in The Scoring System (CricHQ or similar)or any other scoring system for the fielding team can be allowed as the Substitute fielders.
  9. THE GAME/MATCH

    1. DELAY OF GAME

      For all DPL games, teams are required to complete each over within 5 minutes. If a team fails to complete its scheduled overs in given time (not including break during innings) will be penalized as per the DPL Rules.

    2. POWER PLAY
      1. There will be a total of 6 overs of power play per innings. And all 6 power play overs will be the first 6 overs of the innings.
      2. Fielders positioning during Powerplay: There should be 8 fielders inside the inner circle during the Powerplay overs. Considering this rule, please see below on how we explained regarding the number of fielders who can be outside the inner circle during the Powerplay overs.
        1. If fielding team has 8 players on the field, meaning 0 fielders can stay outside the inner circle.
        2. If fielding team has 9 players on the field, then only 1 fielder can stay outside the inner circle.
        3. If fielding team has 10 players on the field, then only 2 fielders can stay outside the inner circle.
        4. If fielding team has 11 players on the field, then only 3 fielders can stay outside the inner circle.
      3. Either umpire can call “No-Ball” if more fielders are standing outside the inner circle during the “Power Play”.
      4. Where the number of overs for either team is reduced, the number of overs in regard to the restrictions specified above shall be in accordance with the following table. If on resumption after a delay the number of overs has been exceeded, this shall take effect immediately.
      5. Total Overs In Innings

        Number of Power Play Overs

        19 – 20

        6

        16 – 18

        5

        13 – 15

        4

        10 – 12

        3

      6. The field should adhere to the afore-mentioned power play fielding restrictions when the ball comes into play, which is when the bowler starts his run-up. Failing which the umpire will call a no-ball.
    3. BREAK BETWEEN INNINGS
      1. Breaks between innings shall not exceed 10 minutes. However, both captains may agree to make them shorter.
      2. Each drink break shall be exactly 10 minutes and may not exceed 1 per innings. Umpires must offer breaks to both teams at similar intervals in both innings. In the event a team refuses to take its break as offered by the umpire, it may not request another one before the next scheduled break.
      3. Drink intervals shall not be taken if both captains agree to forego a drinks interval, or if an innings has been reduced to fewer than qualified overs because of unfavorable weather conditions.
    4. RESULT
      1. A result can only be achieved if both teams have had the opportunity of batting for at least 10 overs, unless the team batting second has scored more runs than its opponents or has achieved its target score as hereinafter defined.
      2. Save as hereinafter provided a match shall be won by the team which has scored the most runs.
      3. Where a team batting second does not have the opportunity of batting the same number of overs as the team batting first due to time being lost after the commencement of their batting, the result shall be determined by the DPL Interrupted Match Method, hereby called as DIMM. The DIMM calculator will be available on the DPL website.
      4. DIMM:Target score for team batting second shall be determined immediately prior to the start of the innings of the team batting second using the following formula:
        1. (20 + {d x1.2}) x (1st innings run rate) x (1/20)

          • Where d = difference in overs to be played at the commencement of the innings of the team batting second.

          • (1st innings run rate) = (1st innings score) / (number of overs allocated to the team batting first)

          • Note: i) The run rate of both the first and second innings shall be calculated to two decimal places.

          • Note: ii) The run rate shall be agreed by both scorers and umpires prior to the start of innings and once agreed shall be final.

          • Note: iii) Once the run rate for the second innings has been calculated it shall remain as the run rate for that innings even though a later interruption may reduce the number of overs the team batting second can receive.

          • Note: iv) If the second innings commences with the same number of overs allocated to the team batting first the run rate shall remain as the first innings run rate even though a later interruption may reduce the number of overs the team batting second can receive.

          1. The run rate shall be multiplied by the lowest reduced number of overs which the team batting second shall be entitled to receive after making allowance for time lost after the commencement of the match. The resulting figure shall be the “target score”.
          2. If the score of team batting second surpasses the “target score” at any time prior to the conclusion of its innings then the match shall be won by the team batting second but if bowled out earlier the match shall be won by the team batting first.
          3. A match shall be tied if the scores are equal at the end of the match. In a match interrupted after the commencement, where the revised target score involves a fraction of a run, then the final scores cannot be equal and the result cannot be a tie.
    5. TIED GAMES
      1. During the regular league phase, for tied games, there will be no super over and both teams will share the points.
      2. During the playoff phase, for tied games, super over will be played to decide the result.
    6. SUPER OVER

      Please note that some of the DPL super over rules differ from the ICC T20 super over format. The following are the guidelines to be used for super-overs in DPL:

      1. Divisional matches that end in a tie at the end of regulation will remain as TIED games and both teams will each share a point.
      2. ONLY the Playoff games that end in a tie at the end of regulation will require a super-over to be played.
      3. The super over starts approximately five minutes after the regular time of the match is completed.
      4. Three batsmen and one bowler for each team need to decide before start of Super over.
      5. Each team must play with same playing 11 that played in the tied game.
      6. Team batting second in regular match bats first in super over.
      7. Loss of two wickets ends super over innings for a team.
      8. Each team will get to bat 1 over (6 Balls).
      9. The team that scores the most number of runs will be declared as winner.
      10. If the game remains tied at the end of the super over, the teams will play a second super over match. This will continue until one team wins the match in the super over.
    7. Awarding Points
      1. For the league games, winning team gets 2 points. Losing team gets 0 points.
      2. In the event of tie game/washed out game 1 point will be awarded to each team.
      3. By the end of the league phase games, if there is a tie between three or more teams in a pool, the net run rate will be used to decide the rankings.
      4. Wickets lost will not be considered while calculating net run rate.
      5. International standards will be followed for the calculation of the net run rate difference.
      6. The above calculation will be rounded off to two decimal places.
      7. If a team is bowled out within the maximum allotted overs, the number of overs for run-rate calculation will be the number of allotted overs.
      8. If net run rate is same between two teams with same total points, then the team that won the match in their head to head match will be ranked higher.
      9. Team rank number will stay as is during the playoff games.
    8. Playoffs Qualification
      1. Team rank will be based on awarded points during the season.
      2. In case of same points awarded to more than two teams, their Net Run Rate will be considered.
      3. In case of same points awarded to two teams only, their match result will be decision factor.
      4. Playing eleven for all playoff teams should have played at least 4 regular season games.
    9. Forfeitures / Walkovers
      1. Match won on Forfeitures: All points/percentage shall be awarded to the winning team.
      2. Expulsion: team shall automatically be expelled from the league upon forfeiting 2 games in one season.
      3. Ineligible Players: Any team, which uses an ineligible player, shall automatically forfeit the game and is subject to other fines and penalties. If a team forfeits a scheduled fixture for any reason whatsoever, the offending team shall be liable for a fine as outlined in Fines & Penalties Section.
  10. POST-MATCH ACTIVITIES

    1. Scorecard Validation
    2. Team Admins must make sure that the scorecards are completely filled out before the teams leave the field. If not, they should seek to ensure that the playing team captains complete the scorecards before leaving the venue.

      The scorecards must be amended to only use names that are registered in DPL and The Scoring System (CricHQ or similar) and not use nicknames or shortened names to avoid confusion when the detailed scorecard is entered into the system.

    3. Scorecard Upload

      On completion of the game, both the scorecards must be reviewed by the captains or team admins of both teams and uploaded to The Scoring System (CricHQ or similar). If any of the teams is unable to review the scorecards after the game, then that team is responsible to review and upload the scorecards to The Scoring System (CricHQ or similar) no later than 7 PM Monday after the match.

      Teams MUST submit full playing eleven for abandoned matches as well. This playing eleven must be submitted no later than 7 PM Monday after the abandoned match. Players submitted as part of playing elevens of abandoned matches will be counted towards playoff minimum match requirement.

      It is expected that all teams make sure that due diligence is exercised to upload correct scorecards since submitting a scorecard with errors causes significant work for the responsible committee members. And this also causes delays in publishing the updated standings and NRR. Delays in committing the detailed scorecard will result in penalties being levied. The penalties will be assessed on the team(s) responsible for the delay.

      Penalties for failure to upload the scorecard within the stipulated time will result in the following penalties –

      1. A Penalty of $20 for the first day
      2. A Penalty of $10 for each subsequent day.
    4. Brief Scorecard Reporting

      The winning team must report the brief scores right after the game. This is applicable for all games at any stage in any tournament. Please note that the brief scores should include the toss result, scores of both the teams, Man of the Match and any details of good performances from the match.

      If the game is tied or abandoned, then the team batting second is responsible for reporting the brief scores.

    5. Detailed Scorecard Upload and Reporting

      Here are a series of guidelines that will facilitate the detailed scorecard reporting and eliminate possibilities of delays and the ensuing penalties –

      1. The team batting second must not unilaterally commit a detailed scorecard without the opposing team having had an opportunity to review and approve the scorecard.
      2. If major scorecard corrections are needed, then send an email to SURFRS a high-level scorecard with just the total scores of both the teams immediately after the match.
      3. The two teams should then discuss the detailed scorecards and if any corrections are required, send an email to SURFRS with the required changes by 7 PM Monday, after the match. If the email with required corrections are not sent to the committee within the stipulated time, then the team responsible for delays will incur penalties.
      4. Penalties for failure to request corrections to the scorecard within the stipulated time will result in the following penalties –
        1. A Penalty of $20 for the first day
        2. A Penalty of $10 for each subsequent day Detailed Scorecard Entry.
    6. Incomplete Scorec

      Scorecards that are incomplete will be deemed invalid and the teams will be subject to penalties associated with delayed scorecards. That said, the team batting second must not unilaterally commit a detailed scorecard without the opposing team having had an opportunity to review and approve the scorecard.

      If there are problems in the scorecards or scores, please send an email to SURFRS with the high-level team scores and the required corrections to the scorecard by 7 PM Monday, after the match. If the email with required corrections are not sent to the committee within the stipulated time, then the team responsible for delays will incur penalties.

      The only instance when the deadline will be extended to teams is if the score is in dispute and the matter is under investigation.

      It is mandatory to rate umpires, ground conditions and opposition team. The scorecard entry will not be complete until both teams rate the umpires, ground conditions and the opposing team.

      Penalties for failure to request corrections to the scorecard within the stipulated time will result in the following penalties –

      1. A Penalty of $20 for the first day
      2. A Penalty of $10 for each subsequent day.
  11. RAIN AFFECTED SCENARIOS

    1. Rain Forecast & Time Lost

      If rain is predicted over the weekend including Friday OR if it is drizzling during the early morning of match day OR it has rained heavily during the days before the match day thereby making the ground conditions unplayable, then the following steps must be taken.

      Step 1:

      Someone from the RAIN PANEL Committee should call both captains and the designated umpires latest by 7 PM the day before the match day and agree to (a) either reschedule the match to a later time but no later than an hour from the originally scheduled time OR (b) to reconnect by telephone on the morning of the match day, by 7:45 AM. The umpires and the team captains (or admins) must make themselves available for this call.

      Step 2:

      If the decision to review the ground and playing conditions on the game day morning is made in the “Previous Night” call, the team captains along with the designated umpire and member from Rain Panel Committee must inspect the ground for playability on or before 8:30 AM on the day of the match. The match can only be cancelled in the above scenario if both the captains and umpires have discussed with each other and have agreed for the cancellation.

      Step 3:

      After the inspection, if the decision to play the match is made on the morning of the match day, then the two teams and the designated umpires shall mutually agree to delay the start of the game. The decision to play the game must be made with “Safety of the Players” as the first criteria and then based on the ability to complete the game and finally the quality of the game.

      1. LOSS OF ONE HOUR OR MORE OF PLAYING TIME
        1. Should the match be delayed for a total of up to 1 hour and 30 minutes of playing time, but there is time for a minimum of 10 overs to be bowled per innings (20 Total Overs), the Match shall be played. The Umpires shall then calculate the remaining overs to be played at 4 minutes per over of the time remaining from the anticipated start of the match.
        2. The drinks break during an innings may be forfeited subject to the agreement of the Umpires and both Captains. If this agreement is made, 5 minutes shall be allowed between innings. The number of overs left to the nearest even number shall be shared equally between both sides and the following shall apply:
        3. The players originally named shall play in the match – there will be no change of players
      2. MATCH ABANDONED FOR LOSS OF TIME
        1. Should the match be delayed for a total of OVER 1 hour and 30 minutes of playing time, the game shall be abandoned and will be declared as “No Result”.
        2. Should time be lost due to inclement weather or other cause after the commencement of the match, and should this result in less than 10 overs being available to the side batting second, the game shall be abandoned.
      3. NUMBER OF OVERS PER BOWLER
        1. In a 20 overs match, no bowler may bowl more than 4 overs in an innings. However, in a match where the start has been delayed and the innings of both teams are reduced prior to the commencement of the match to less than 20 overs, no bowler may bowl more than one fifth of the total overs allowed. Where the total overs are not divisible by 5, an additional over shall be allowed to the minimum number of bowlers necessary to make up the balance.
        2. In a 10 over match, 5 bowlers may bowl a maximum of 2 overs each.
        3. In an 11 over match, 1 bowler may bowl a maximum of 3 overs and others no other more than 2 overs.
        4. In a 12 over match, 2 bowlers may bowl a maximum of 3 overs and others no other more than 2 overs.
        5. In a 13 over match, 3 bowlers may bowl a maximum of 3 overs and others no other more than 2 overs.
        6. In a 14 over match, 4 bowlers may bowl a maximum of 3 overs and others no other more than 2 overs.
        7. In a 15 over match, 5 bowlers may bowl a maximum of 3 overs.
        8. In a 16 over match, 1 bowler may bowl a maximum of 4 overs and others no other more than 3 overs.
        9. In a 17 over match, 2 bowlers may bowl a maximum of 4 overs and others no other more than 3 overs
        10. In an 18 over match, 3 bowlers may bowl a maximum of 4 overs and others no other more than 3 overs.
        11. In a 19 over match, 4 bowlers may bowl a maximum of 4 overs and others no other more than 3 overs.
        12. Total Overs

          #Max Overs for a bowler

          #Bowlers bowling Max Overs

          10

          2

          5

          11

          3

          1

          12

          3

          2

          13

          3

          3

          14

          3

          4

          15

          3

          5

          16

          4

          1

          17

          4

          2

          18

          4

          3

          19

          4

          4

      4. In the event of a reduction in overs after the commencement of the match, the maximum number of overs allowed per bowler shall remain as at the start of the match.
      5. In the event of a bowler being incapacitated or suspended and being unable to complete an over, the remaining balls will be bowled by another bowler provided that bowler did not bowl the previous over or part thereof. Such part of an over shall count as a full over only insofar as each bowler’s limit is concerned.
    2. Interrupted Matches

      There are occasions when the matches get interrupted. The causes could be bad weather or for that matter any external event over which the teams have not control. In all such situations, the expectation is that both teams make a very conscious effort to play out the match, as long as it is deemed safe for the players.

      1. TIME LOST AFTER FIRST INNINGS STARTED
        1. In the event of time being lost after the commencement of the match due to inclement weather or other cause during the innings of the team batting first, then the team batting first will receive 20 overs or as reduced prior to the start of the match.
        2. The team batting second will then have their maximum number of overs reduced by one over for each completed 5 minutes of play lost during the first innings or prior to the commencement of the second innings.
        3. Should there be more than one interruption to play during the first innings, the times lost shall be aggregated and a single calculation performed to determine the overs lost to the team batting second prior to the commencement of their innings.
        4. However, should the team batting first be bowled out in less than their allotted overs, then the number of overs lost due to inclement weather or other causes shall be reduced by the number of full overs not used by the team batting first. The number of overs the team batting second receives shall not be more than their allocation at the start of the match.
        5. Should time be lost during the innings of the team batting second, then the number of overs which that team would have been entitled to receive shall be reduced by one over for each completed 7 minutes of playing time lost. Should there be more than one interruption to play the calculation for each interruption shall be considered separately.
        6. Should the loss of time result in less than 60% of overs being available to the team batting second, the game shall be abandoned.
        7. DIMM (DPL Interrupted Match Method):

          If 40% or less of the second inning is pending when the game is interrupted, the game is deemed as complete and cannot be replayed. The winner will be decided using the DIMM (DPL Interrupted Match) Method. For details on how to interpret and implement this, please refer to Appendix-B1.
      2. Interrupted Matches Start Times

        In order to complete games by the desired time, the numbers of overs per side will be reduced for any case wherein the match started after 9.15 am for the first match of the day; after 12:30 for the second match of the day and after 3:45 for the third match of the day. While this is more likely to be an issue when games are interrupted, the following tables are to be used if a game commences very late.

        1. First Match of the Day
        2. Start Time

          Number of overs per Inning

          At 9:00 am

          20 overs

          At 9:15 am

          20 overs; no break at 10 over mark during batting

          At 9:30 am

          18 overs; no break at 10 over mark during batting

          At 9:45 am

          16 overs; no break at 10 over mark during batting

          Between 9:45 and 10:00 am

          15 overs; no break at 10 over mark during batting

          At 10:00 am

          14 overs; no break at 10 over mark during batting

          At 10:15 am

          12 overs; no break at 10 over mark during batting

          At 10.30 am

          10 overs; no break at 10 over mark during batting

          After 10.30 am

          Abandoned or Forfeited

        3. Second Match of the Day
        4. Start Time

          Number of overs per Inning

          At 12:15 pm

          20 overs

          At 12:30 pm

          20 overs; no break at 10 over mark during batting

          At 12:45 pm

          18 overs; no break at 10 over mark during batting

          At 1:00 pm

          16 overs; no break at 10 over mark during batting

          Between 1:00 and 1:15 pm

          15 overs; no break at 10 over mark during batting

          At 1:15 pm

          14 overs; no break at 10 over mark during batting

          At 1:30 pm

          12 overs; no break at 10 over mark during batting

          At 1.45 pm

          10 overs; no break at 10 over mark during batting

          After 1:45 am

          Abandoned or Forfeited

        5. Third Match of the Day
        6. Start Time

          Number of overs per Inning

          At 3:30 pm

          20 overs

          At 3:45 pm

          20 overs; no break at 10 over mark during batting

          At 4:00 pm

          18 overs; no break at 10 over mark during batting

          At 4:15 pm

          16 overs; no break at 10 over mark during batting

          Between 4:15 and 4:30 pm

          15 overs; no break at 10 over mark during batting

          At 4:30 pm

          14 overs; no break at 10 over mark during batting

          At 4:45 pm

          12 overs; no break at 10 over mark during batting

          At 5.00 pm

          10 overs; no break at 10 over mark during batting

          After 5:00 pm

          Abandoned or Forfeited

          Here are some guidelines for the umpires to estimate a realistic game start time, in case of bad ground conditions

          • Time to set up the field: 30-45 minutes and may be an hour, depending on the ground conditions at the time.

          • In effect from the time umpires and teams decide to play during bad weather or ground conditions, the umpire should add 30-45 minutes to estimate the game start time and use that to determine the maximum number of overs per inning.

          • In case the 10 overs a side game cannot be completed due to weather related interruption on the game day, it is considered “abandoned”.

          • Note that any penalties in the form of reduction of overs assessed at the official start will be assessed on the revised number of overs.

        7. Interrupted Match Result:

          The DIMM will be used for games that are interrupted after 60% of the second inning has been completed.
      3. Abandoned Matches
        1. If it’s rained out during the regular rounds of league matches, the match will be declared as “Abandoned” and points will be shared equally by both teams.
        2. Umpires will make decision about abandoned or rained out game. Captains must obey umpire’s decision.
        3. For games that were not already declared washed out by the umpires, both teams’ playing 11 must be present on the field before umpire makes a call.
        4. If play is abandoned because of unfavorable weather conditions or because a ground or pitch is unfit or unavailable for play, then only DPL management will decide and has the right to “Abandon” the match.
        5. A game that is interrupted by rain, bad light or other factors will be decided on the runs-per-over average of both teams, provided the team batting second has batted at least ten (10) overs. This 10 over minimum rule shall apply to all games, even if the number of overs for the game is less than 20 and even if one team was penalized and overs taken away.
        6. Runs per over average for abandoned / rained out games will be calculated as follows:
          1. Team batting first: Runs scored, divided by the allotted number of overs for the game.
          2. Team batting second: Runs scored, divided by the actual number of overs completed.
          3. Allotted number of overs will be:
            1. Twenty (20) overs for all games.
            2. The number of overs decided by the umpire and agreed upon by both captains before the start of the game due to any unfavorable playing conditions.
            3. The number of overs decided after the completion of the 1st innings but during the 2nd innings due to unfavorable weather conditions.
            4. However, no DPL game will be played less than 10 overs.
        7. If a regular phase game must be stopped before one innings has been played completely, it will be considered abandoned and will not be considered for reschedule game.
        8. For playoff phase games, at least 12 overs of the second innings must have been completed for a game to have a result. In the event of no result, the DPL management will try to re-schedule such game.
      4. Rescheduling Matches
        1. During the Divisional Phase, no matches will be rescheduled for abandoned matches. Both teams will be awarded 1 point each with 0 NRR.
        2. During the Playoffs(Knock-Out phase), buffer weekend(s) have been allocated and DPL will make every effort to reschedule the matches normally during the buffer weekend(s).
        3. Abandoned matches during the knock-outs that do not lead to result will be awarded to the higher ranked team at the end of the league division phase
          1. If the buffer weekend also is lost for a quarter-final, then the higher ranked team will be promoted to the semifinal.
          2. If the same happens to a semi-final, then the higher ranked team will be promoted to the Finals and
          3. If the same happens for the Finals, the tournament will be deemed as completed with joint winners
        4. DPL, however reserves the right to have teams play on both days of the weekend, if required, to complete a tournament.
      5. Umpires for Rescheduled Matches

        The original Umpires assigned for the knock-out match that has been abandoned shall be required to stand in for the rescheduled match too. However, if alternate umpires need to be assigned to the rescheduled match, umpiring panel will communicate to both the teams about the umpiring change.

  12. TEAMS WITHDRAWING & FORFIETING

    1. If a team withdraws from a tournament mid-way, then the results of all the games involving this team shall be nullified. All future games scheduled involving this team will be scrapped too. Basically, all outcomes involving this team will be considered immaterial in the context of the tournament.
    2. A team which withdraws from playing in DPL before the completion of a tournament, other playing teams cannot take players from this withdrawn team. DPL will enforce a penalty that includes fine and/or points deduction for the team that takes players from these teams.
    3. Forfeit Penalties
      1. Forfeit Reasons

        This specifically enumerates the penalties related to forfeits of matches by teams. This covers forfeits from

        1. teams declining to play a game due to internal reasons
        2. teams unable to have eight players at the start of the match at 9 am.
        3. walking away during a game.
      2. Forfeit Penalties During Divisional/League Divisional phase
        1. Forfeit because of not meeting the 8/8 rule: 0 points and a penalty of $250.
        2. Forfeit due to expulsion from ground: -1 points and -1 NRR and a penalty of $250.
        3. Forfeit due to walking away from the game: -2 points, -1 NRR and a penalty of $250
      3. Forfeit Penalties During Knock-Out/Playoffs phase
        1. Forfeit because of not meeting the 8/8 rule: 0 points and a penalty of $250.
        2. Forfeit due to expulsion from ground: 0 points and a penalty of $250.
        3. Forfeit due to walking away from the game: 0 points, and a penalty of $250.
      4. All forfeits are subject to the following additional penalties –
        1. DPL reserves the right to assess additional penalties of teams that forfeit multiple games in a tournament which could include not being invited for future tournaments.
  13. MATCH RESULTS ON DPL WEBSITE

    Points Table with NRR will be published to the DPL website by 12 PM Wednesday after the match.

    1. Man Of The Match
    2. Umpires should consult the captains of both teams to identify the players who played key role in the match. Using this information and further observation of the score sheet, the umpires should nominate a single player as the man of the match.

      The final call rests with the umpires and is to be done before the teams leave the field. Teams are requested to avoid lobbying for any specific player(s).

      Please note that it is not binding that the man of the match has to be from the winning team. There are some cases wherein players from the losing team merit the Man of the Match award on the strength of their individual performances although it may not have resulted in a win.

  14. PENALTIES AND FINES

    All penalties and fines, including personal fines are the responsibility of the teams and must be paid to DPL within 7 days from the date of penalty/fine levied on a player and/or a team. If a team fails to respond in a timely manner on this matter, the team will be declared as disqualified from their next match.

    1. Penalties
    2. A number of deterrents in the form of penalties have had to been put in place in order to ensure the common good of the sport of cricket and our community. Some of these are reflected in the form of monetary penalties, some others in the form of exclusion from participation and in some cases, warnings to teams and players.

      To reiterate, all penalties have only been defined to support the common good and ensure that the league runs smoothly.

      Various sections in this rulebook have references to penalties for actions that are detrimental to the league. This section reflects expectations on how teams need to handle the assessed penalties.

    3. Monetary Penalties
      1. A link will be available on the DPL website for submitting the payment. Please note any additional transaction fee is also to be paid by the team which is being penalized.
      2. All monetary penalties must be paid by NO LATER THAN 12 pm, one week from the occurrence of the first day of infringement.
      3. If the penalty is not paid by then, the team’s captain will be notified to pay the latest by 12 PM that same Friday. Else the captain will be suspended from the team for their next game, and if the penalty is still not paid prior to team’s next game, then the team will “forfeit” its games till the penalty is paid in full through electronic transfer.
      4. This would also attract the standard forfeit penalties.
    4. Suspensions
      1. Teams are expected to honor suspensions of players by not including them for the prescribed set of games.
      2. CDDA will be communicating suspension related information to opponents and umpires of future games.
    5. Warnings
      1. There are some occasions where teams and players are formally warned for contravening rules or expected behavioral patterns. Teams are expected to treat these seriously and convey these to the players who have caused this warning to be issued.
      2. CDDA will notify the league about the warnings issued to teams and players.
    6. Team Fines:
      1. All personal fines are part of team fines.
      2. Personal Fines: $10.00 for first misbehavior on the field. $25.00 for second offence. $50.00 for third offence and disqualification to play any games thereafter.
      3. Trash: $50.00 for not removing trash plus responsibility of state charges. In cases where it can be established that specific teams are responsible for leaving trash and foreign materials on the field, then those teams will be fined $50 for the first offense, $100 for the second offense, $250 for the third offense. After the 3rd offence the team will be disqualified from the tournament.
      4. Team Admins: $100.00 for not providing team admins. $20.00 for not attending pre-scheduled meetings in case of no notification or indication of doing so.
      5. Forfeiture: Team that fails to meet an engagement in accordance with the schedule shall be fined. A fine of $100 shall be levied for the first forfeiture, $200 for the second and $300 thereafter and may also include disqualification from the tournament.
      6. Match Report: Failure to submit match reports by the team admins by Monday 7 PM shall result in a fine of $20 for the first infraction, $40 for the second infraction, $80 for the third infraction and $100 thereafter.
      7. Securing Mat: Failure to secure mat back in the storage area when there is no rain or after it has dried out following rain showers shall result in the offending teams being fined $50 each for each violation. The offending teams will be both the playing teams.
      8. Ineligible Player: Any team that uses an ineligible player in a regular game shall be fined an amount no less than $25.00. In addition to that, the team shall forfeit the game. A team that uses an ineligible player in a playoff game shall be fined an amount no less than $50.00. In addition to that, the team shall forfeit the game.
      9. Score Card Submission: Team Admins must upload the scorecard to The Scoring System (CricHQ or similar)on time.All games score cards must be submitted by following Monday 7 PM. After that, team will be charged $20 for late submission and if scorecard not submitted by Tuesday 7 PM, then additional penalties, including NRR deduction will apply.
  15. MISCELLANEOUS

    1. Tournament Fee:

      Entry Fee will be collected from each team for each of the DPL tournaments. Entry fee is non-refundable under any circumstances. This fee will be based on following criteria.:

      1. Ground reservation.
      2. Playground Insurance mandated by Park Department.
      3. Game day Playground preparation expenses.
      4. Website management expenses.
      5. Ownership cost of cricket equipment provided for the games (mat, balls, wickets etc.).
      6. Maintenance of the pitches and the grounds.
    2. LEAGUE WEBSITE

      League Website will be prepared and maintained by DPL webmaster. League By-Laws and Cricket Rules will be prepared and maintained by DPL SURFRS committee. Each team will be given limited access to web content management. Teams can contribute to the content on the website.

    3. INSURANCE

      Each DPL player/umpire/member is required to carry some kind of medical insurance that covers that individual’s injury or worst. It is the SOLE responsibility of each Team Admin in relation to DPL to make sure about this policy. In the event a player/umpire/member is found playing without the medical insurance then the particular team who they are associated will be held 100% responsible and liable for that and any outcome in the event that a player/umpire/member or someone on his behalf decides to claim the cost associated with an injury.

      However, each and every player, team members, umpires and scorers need to sign an individual Release and Hold Harmless agreement that will bind them not to claim anything against anyone associated with the league and DPL.

      Again, it is the SOLE responsibility of each Team Admin in relation to DPL to make sure that all their players / umpires / members have signed the DPL Release and Hold Harmless Agreement and then the team representatives have signed on their behalf and handed the hard copy of the agreement to the DPL.

    4. LIABILITY WAIVER

      Every player must sign the Liability Waiver form before he is added to the team roster and/or actively participates in a game. If it is determined that a player has not signed the Liability Waiver and has played a match, that player will be suspended for multiple games while the team captain and/or admins will be suspended for at least a game and may be more. The player must also sign the Liability Waiver before playing his next game. Note that DPL management may also impose monetary penalties on teams that are repeat offenders.

    5. AMENDMENT

      DPL SURFRS Committee may alter these by-laws with the approval of the DPL Management. Any inaccuracy or redundancy about this document must be verified with management.

    6. DISCLAIMER

      The DPL Cricket Rules provided in this document are by no means exhaustive. This document is intended to serve as guidelines for the DPL tournament and Leagues. As a guideline for the remaining rules, please visit http://www.lords.org/cricket/laws.asp.

      The final decision regarding the game lies with the umpires. Any other situations that have not been covered in the document and all other logistic decisions lie with the DPL management.

APPENDIX – A: GUIDELINES FOR UMPIRES

  1. Be on the ground on time and please introduce yourself to the other umpire.
  2. Meet the captains and make sure the teams introduce each other and have them record their Playing XI in the Scoring System (CricHQ or similar).
  3. Discuss expectations with the team captains and make sure that the captains of both teams understand the rules.
  4. Have access to a digital copy of the DPL Rule Book.
  5. Review the rules before the game. Note down the phone number/s of SURFRS and DPL volunteers from the DPL website and have them handy with you in case you need to call them up to resolve any disputes.
  6. Time to time, identify the scorer from the batting teams.
  7. Try to be the best judge and make decisions based on DPL and ICC rules (if DPL rules do not address certain rules). Keep your cool even in the face of pressure from the players. Remember that you can give formal warnings to the players and teams for bad behavior.
  8. If you have already given 2 warnings to specific players, the 3rd instance is an automatic expulsion from the game. You can enforce it.
  9. Be consistent in all your decisions, particularly while calling wides and no-balls.
  10. If there is a conflict between DPL and ICC rules, use the DPL rule but bring it to the notice of SURFRS after the match.
  11. Verify the score after every over with the batting team scorer and tally the score at the end of 10 overs and at the end of the innings. Reconcile any mismatch in scores during the tallying (total score is already agreed upon during the over-by-over check, so it will not change during tally).
  12. If not sure about a rule, consult the other umpire and/or refer to rules document
  13. Call SURFRS in case you have doubts or if either of the teams wants you to call SURFRS member.
  14. If the umpires feel a bowler is throwing/chucking, then he should follow the laws of no-ball for illegal arm action. Umpires should have proper understanding of what does and does not constitute chucking. Avoid being unfair to bowler as chucking is a serious allegation due to lack of knowledge.
  15. Monitor on-field conflicts and resolve it by talking to the 2 captains in a setting away from other players. Only the captains can get into a discussion with the umpire(s) during conflicts. Ask all other players to move away during such discussions.
  16. When in doubt, verify the boundary length (against one of the cones), pitch length, crease length(s) etc. are per the rules.
  17. Leg Umpire and Straight umpire to switch positions after every 2 overs.

APPENDIX B1–DIMM / 2nd Innings Target Score Calculator

    EXAMPLE OF REDUCED OVER RATE CALCULATION

    A

    B

    C

    D

    E

    F

    G

    1st innings
    Runs
    Scored

    Overs allotted at start of match

    Run Rate =A/B
    (to 2 decimal places)

    Overs allocated to side
    batting second at commencement of second innings

    d = (B – D)
    Difference in overs

    d x 1.2

    Run rate for team batting second
    = (100 + F)
    X C x 1/100

    101

    20

    5.05

    13

    7

    8.4

    5.47

    Target Score = Overs allocated to side batting second x G
    (Example above Target score = 13 x 5.47 = 71.11 = 72 to win)
    If Overs reduced again after start of second innings due to another stoppage, say 12 overs:
    New Target score = 12 x 5.53 = 66.36 = 67 to win. (In thi case, value of E will be 8, F=9.6,G=5.53).

APPENDIX B2 – Sample NRR Calculation

    Game Results:

    Net Run Rate Calculations:

    Match 1
    Team A: 96 runs/20 overs
    Team B: 65 runs/20 overs

    Team A:
    For 96+78 = 174 in 38.3 overs = 4.52
    Against 65+78 = 143 in 40 overs = 3.575
    Net RR 4.52-3.575 = 0.945

    Match 2
    Team B: 80 runs/19.4 overs (20 overs considered for run rate)
    Team C: 81 runs/20 overs

    For Team B:
    For 65+80 = 145 in 40 overs = 3.625
    Against 81+96 = 177 in 40 overs = 4.425
    Net RR 3.625-4.425 = -0.8

    Match 3
    Team C: 78 runs/20 overs
    Team A: 78 runs/18.3 overs

    For Team C:
    For 78+81 = 159 in 40 overs = 3.975
    Against 80+78 = 158 in 38.3 overs = 4.1
    Net RR 3.975-4.1 = -0.125

APPENDIX – C: GROUND MEASUREMENTS

    The Boundary

  1. The boundary length will be measured from the center of the batting crease (popping crease on the batting end) in line with the middle stump and it will be 165 feet or 55 yards, preferably in all the directions.
  2. Sufficient number of cones will be placed to ensure that the boundary is clearly visible. Please note that the cones should be placed as close to each other as possible.
  3. Teams should NOT deliberately move the cones on the boundary to be either more than 165 feet or less than 165 feet.
  4. The umpires can choose to ask for a measure of the boundary lines and should report violations wherein the they see a deviation from the initial boundary setup.
    1. If the deviation was discovered before the game, the boundaries are to be reset to the expected distances.
    2. If the deviation from the law is discovered during the game, both teams and umpires can choose to reset the boundaries should they desire.
    3. Any team that indulges in this action deliberately will be penalized to the tune of up to 2 points and and/or 0.5 NRR reduction.
  5. The Pitch

  6. The pitch length should be exactly 62 feet between the wickets.
  7. The bowling crease is drawn in line with the stumps on both sides (although we only bowl at one end). The crease line will be standard bat length+handle measured from the middle stump.
  8. The batting crease (popping crease) will be drawn standard bat length+handle in front of and parallel to the bowling crease at both the batting and bowling ends.
  9. The return crease is drawn perpendicular to the bowling crease and should extend 4 feet in front and 4 feet behind the bowling crease.
    1. Wide markers are set 3 feet or standard bat length from the off stump on the batting crease.
    2. Markers with different colors will be made on either side of the pitch. The wickets should be placed between the matching color markers. (Red to Red, Blue to Blue etc.)
  10. Inner Circle:

    The inner circle has a radius of 70 feet from the middle of the pitch

APPENDIX – D: Additional Disciplinary Offences

     

    Other Reported Disciplinary Offences

    1

    Abuse of cricket equipment, clothing, ground equipment or fixtures and fittings.

    The knocking of stumps, or the throwing or kicking of a bat, ball, or any equipment on the field of play or within the curtilage of the premises or ground.

    2

    Abusive behavior

    Using language and/or gesture of an obscene or a serious insulting nature to another player, umpire, team official or spectator.

    3

    Aggressive behavior

    3.1 Repeated charging or advancing towards an umpire in an aggressive manner when appealing.  The Captain may also be disciplined.

     

    3.2 Throwing the ball at or near a player, umpire or official in an inappropriate and dangerous manner.

     

    3.3 The bowling of fast short pitched balls that result in the bowler being disallowed from bowling further in that innings.

    4

    Captain failing to control his players following a request 

    This is a major transgression against the Spirit of Cricket.

    5

    Abuse of an umpire (including intimidation by word or action)

    5.1 Dissent by action OR verbally.

     

    5.2 Verbal OR written abuse (including language that is obscene, offensive or insulting and/or the making of an obscene gesture.

    6

    Intimidating and threatening behavior

    6.1 Intimidating an umpire.

     

    6.2 Threatening to assault another player, team official or spectator.

     

    6.3 Racial / Homophobic/Sexual Abuse of any person Using language or gesture that offends, insults, humiliates, intimidates, threatens, disparages or vilifies another person on the basis of that person’s race, religion, sex, sexual orientation, color, descent, national or ethnic origin.

    7

    Threatening and violent behavior

    7.1 Threatening an umpire.

     

    7.2 Physical assault on another player, umpire, official or spectator.

     

    7.3 Any act of violence on the field of play.

APPENDIX – E: FIELDERS PLACEMENT RESTRICTIONS

    Fielders Placement during Powerplay Overs

    #Total Players on the Team

    #Fielders inside the
    Inner Circle

    #Fielders outside the
    Inner Circle

    11

    8

    3

    10

    8

    2

    9

    8

    1

    8

    8

    0

    Fielders Placement during Non-Powerplay Overs

    #Total Players on the Team

    #Fielders inside the
    Inner Circle

    #Fielders outside the
    Inner Circle

    11

    7

    4

    10

    7

    3

    9

    7

    2

    8

    7

    1