Delaware Premier League 2024

DPL GAMEDAY RULES

  • 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.
  • The purpose of this document is to provide information on DPL’s players and umpires code of conduct that needs to be followed by players and umpires. 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 teams.
  • For more clarity on specific situations that are not discussed within this document, please refer to the DPL Rulebook. It is mandatory for all team players to go through this document.
  • Questions or suggestions regarding DPL Code of Conduct must be addressed to the DPL Committee for Rules and Regulations at SURFRS@DPLcric.com.
  1. RESPONSIBILITIES

    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.
    2. 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.
    3. 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
  2. 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 is completed, te 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.
  3. THE GAME/MATCH

    1. DELAY OF GAME
      For all DPL games, teams are required to complete each over within 5 minutes or less. 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. For all DPL games, teams are required to complete each over within 5 minutes or less. 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. Fielders positioning during Powerplay:
          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. 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.
          Total Overs In Innings Number of Power Play Overs
          19 – 20 6
          16 – 18 5
          13 – 15 4
          10 – 12 3
        5. 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. POST-MATCH ACTIVITIES

    1. Scorecard Validation

      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.

    2. 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 –

      A Penalty of $20 for the first day A Penalty of $10 for each subsequent day.
      1. A Penalty of $20 for the first day.
      2. A Penalty of $10 for each subsequent day.
    3. 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.

    4. 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.
    5. Incomplete Scorecards

      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.

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 8 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)
Overs reduced again after start of second innings:
New Target score = Revised number overs allocated to side batting second x G
 (Example further reduction after start of 2nd innings of 1 overs New Target score = 12 x 6.26 = 65.64 = 66 to win)

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. 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.

The Pitch

  1. The pitch length should be exactly 62 feet between the wickets.
  2. 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.
  3. 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.
  4. 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.)

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.