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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

INTRAMURAL 7v7 RULES Intramural Cricket will be played by the NIRSA and ICC rules with the following modifications: Table of Contents

I. General Information II. Equipment and Uniform III. Game Regulations IV. Rule Enforcement

Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in intramural activities at their own risk!

GENERAL INFORMATION The team captain is responsible for all information contained in the Intramural Soccer Rules and 2017- 2018 IM Handbook www.campusrec.illinois.edu/intramurals/docs/IM_handbook.pdf

Location: All Intramural Cricket games are played at the Outdoor Center Fields located at 1st Street and Stadium Drive in Champaign

Advancing to Playoffs:

Teams that meet the following criteria will advance to compete in the playoffs:

a) Team must have won a. 3 games or more (out of 4) during the regular season = Regular length seasons b. 2 games or more (out of 3) during the regular season = Shortened Seasons b) Team must have an average sportsmanship rating of at least a 3 c) Team must have completed the online captains quiz d) Team must have NO regular season forfeits Playoff criteria will only be adjusted in situations where facility or weather conditions limit play. It is the captain’s responsibility to check their playoff schedules which will be made available on IMLeagues as soon as possible after the regular season has concluded.

Game Time: Game time is the scheduled divison time, unless the previous game goes the allotted time. Schedules can be accessed through the IM Leagues website interface.

a) Teams should be warmed up and ready to play as soon as the previous game ends on their field b) Teams should report to the check in table a minimum of 15 minutes prior to the scheduled game time to sign in

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

I-Card Sign-In Procedures: All players must present a valid I-Card in order to participate in an Intramural contest. Upon arrival prior to an intramural contest, all participants must sign in with the Intramurals staff assistant and present their I-Card for identification purposes.

Failure to Sign in: If a player is found participating in the contest without having signed in on the official intramural gamesheet and doesn’t have their ICard present or are ineligible for the One-Time Exception Policy, said team will forfeit the game and all forfeit fees and consequences will apply. If the participant has his/her i-card present or has not used his or her 1 time exception, the team may still play the game with designated disadvantages. One – Time Exception: The One-Time exception policy is designed so that students who have forgotten their ICard, but are printed on the roster, may still sign-in for their game. Each participant may use this exception policy once per semester. To use the One-Time exception policy the following criteria must be met: a) Must be pre-printed on their team roster b) Must have a valid government Photo ID (Driver’s License, Passport, State issued ID) c) Must not have previously used a One-Time Exception during that semester

Roster Policy: An individual is bound to the first team that he or she signs into a game for. Individuals may play on one single-gender team and one CoRec team per intramural activity. Participants must sign up on the online roster before 2 p.m. on the day of the contest (except for Sunday games) or they will not be allowed to sign-in onsite or participate. For Sunday games, players must be added to the roster before 2 p.m. on the preceding Friday. A participant is not formally considered to be on that team’s official roster until he or she physically signs in for that team at an actual contest. IMLeagues Mobile Confirmation: In the event a player has not signed up for their team before the rosters are printed, they may show the Intramural Staff their name on the IMLeagues Roster online. This must be done by an Intramural Supervisor so you will have to be patient and wait until one is available to help out. If you show as ineligible on the mobile site, nothing can be done until the office is opened. IT is highly recommended that you join your team roster before 2pm on the day of your game (2pm on Friday for Sunday games) to ensure your ability to play in the contest. Defaults: Should a team know in advance that they cannot field a team on a given night; they may avoid forfeit fee and loss of playoff eligibility consequences by contacting the Intramural Office at 217-244- 1344, or [email protected] to default their game. All defaults must be called or emailed in before 2:00 PM on the business day of the contest, or before 2:00 PM on the Friday before a Sunday contest. Please make sure to include your name (captain), team name, sport, and the day and time you are playing so that you game can be defaulted properly. a) Teams losing by default will lose the contest by the same scoring structure that is applied for forfeits. b) Teams losing by default will receive a sportsmanship rating of “2”. c) Teams losing by default will remain eligible for playoffs.

Forfeit: Teams who are not present at their scheduled contest by game time or are unable to produce enough eligible players to field a team, will be assessed a forfeit aside from the following Grace Period Exception

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

Grace Period Exception: A team may delay its right to win by forfeit and allow the other team a grace period of ten minutes to acquire a properly equipped team. a) Once a ten minute grace period is granted by the team who is ready, they may not rescind their decision and take a forfeit before the ten minute period passes. b) If ten minutes passes after the scheduled game time, and the minimum of eligible players required to play for the opposing team has not arrived, then the team that is ready to play must accept the forfeit. c) If the forfeiting team is able to obtain the minimum number of properly equipped players before the ten-minute grace period expires, the game shall be started the opposing team shall be given the ball and choice of goal awarded to the opposing team.

Forfeit Consequences: Teams who are assessed a forfeit will a) Be charged a $50.00 forfeit fee. b) Is ineligible to advance to the playoffs. c) Upon a second forfeit, teams will be assessed a second $50.00 forfeit fee, and will be removed from the league. d) Teams losing by forfeit will lose the contest by a score of 1-0 and a sportsmanship rating of a 0.

Sportsmanship Ratings: In order for a team to qualify for post season playoffs, they must have a 3.0 average in sportsmanship during regular season pool play. Any team receiving an "0" rating during the regular season will be declared ineligible for post-season tournament play. The Intramural Activities Program expects all participants to respect and abide by all rules and policies, show respect and concern for their opponent and intramural staff, and refrain from abusive language, poor attitude, and manipulation of the rules to further their chance of winning. Upholding high standards of integrity and fair play is of the utmost importance to the Intramural Activities Program. Sportsmanship ratings are given to teams after each contest by the intramural manager, supervisors, staff assistants, and game officials. These ratings reflect behavior before, during, and after the contest. The decision reached will be final. Ratings will be given according to the following scale: 4 = Team shows above average conduct and sportsmanship 3 = Team shows average conduct and sportsmanship. 2 = Team shows below average conduct and sportsmanship. 1 = Team shows poor conduct and sportsmanship. 0 = Team has unacceptable conduct and sportsmanship.

Protests: Protests are restricted to matters of rule interpretation and player eligibility. Protests concerning judgment calls by an official and protests of sportsmanship ratings will not be reviewed. In the case of a rule interpretation, notification of a protest must be made to a game official at the time of the alleged infraction and prior to the next live ball. For protests of player eligibility, a team may protest no more than three participants on any given night. All eligibility protests must be made prior to the end of

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344 the contest. Please note that captains cannot protest eligibility or a rule interpretation once the gamesheet with the final score and sportsmanship rating has been signed. If a protest form has been filed, Captain’s and or designated team members should not sign the gamesheet.

For additional information: Please review the 2017- 2018 IM Handbook www.campusrec.illinois.edu/intramurals/docs/IM_handbook.pdf

Equipment

All players are required to bring a valid UIUC (I-card) to all Intramural games

Jersey Policy: Participants are required to wear their own team shirts during all Intramural contests. For Flag Football, Soccer, Broomball, and games teams must have a set of home jerseys and a set of away jerseys.

Home jerseys: MUST BE WHITE. Away jerseys: Must be any color other than white and each member of your team must be wearing the SAME SHADE OF A SPECIFIC COLOR.

a) This is necessary to ensure that our staff can easily identify team members based on jersey color. Please refer to IM Leagues to see if you are listed as the home team or the away team. b) Failure to abide by the jersey policy may result in a forfeit, or technical foul/unsportsmanlike conduct penalty being assessed against your team at the beginning of the contest. Intramural Supervisors on duty will have the final say whether a team has acceptable jerseys to begin a contest. Jerseys will not be available for checkout at Intramural games.

Game equipment: Bats, balls, gloves, and other required equipment will be provided by Campus Recreation.

Shoes: Only athletic type, running, court, or turf shoes with or without molded plastic or rubber cleats are allowed. All players must wear athletic shoes. No sandals, boots, or bare feet.

Apparel: a) All players must be dressed in appropriate athletic apparel – shorts, sweat pants, t-shirts, etc. with no exposed metal. b) Players may not wear uncovered casts/splints under any circumstances at any time and all /braces must be above the waist. Players who wear a knee brace with exposed metal or metal hinges are required to cover it. c) Players may wear covered knee braces, kneepads, gloves, headbands, and knit caps. d) Players may not wear any exposed jewelry of any type besides medical alert bracelets (please have these taped down, only exposing the medical information) e) If a player is bleeding, or if any of their clothing is stained with blood, they must be removed from the contest until an Intramural Staff member clears them to play. All equipment is subject to the approval of the intramural staff on duty

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

Game Regulations

NIRSA Intramural Cricket program uses a modified version of the as established by the International Cricket Council (ICC). The rules listed below represent the most important aspects of the game with which to be familiar.

Rule I: Terminology Defined

Bails – One of the (2) small pieces of wood that lie on top of the stumps to form the

Batsman – (2) batsmen are required to be on the field for the side at all times. If (2) batsmen cannot be fielded, the innings is declared over. One batsman is denoted the striking batsman while the other is declared the non-striking batsman. These titles will be shared between the (2) batsmen on the pitch, depending on which one is being to currently and which is just running. a) Striking Batsman – The batsman that is facing the bowler and making contact with the ball. b) Non-Striking Batsman – The batsman that is on the same side of the pitch as the bowler and does not make contact with the ball.

Bowler – The player on the side who bowls to the batsman. Bowlers may only change fielding positions in between overs. No bowler may bowl more than (3) overs in an innings.

Bowling Crease – The white line marked at each end of the pitch through the wicket and ending at the return creases.

Destroyed Ball – A ball that has become unfit for play as declared by the umpires at any time during a match

Extra Run – A run not attributed to any batsman that is applied to a team’s total runs

Grounded – The physical touching of a batsman or his bat to the area of the pitch behind but not including the popping crease

Illegal /Ball – A ‘No Ball’ will always be considered an illegal delivery

Innings – One player's or one team's turn to bat (or bowl). Unlike in , and perhaps somewhat confusingly, in cricket the term "innings" is both singular and plural.

Legal Delivery/Ball – A delivery that is not declared a ‘No Ball’ by the .

Lost Ball – A ball in play that cannot be found or recovered. The ball shall then be declared dead. Any runs or penalties awarded to either side up until the ball is declared dead shall be recorded and scored.

Overs – The legal delivery of six balls by one bowler.

Popping Crease – The white line marked at each end of the pitch 4 feet in front of the wicket. When the bowler's front foot must not cross this line until after the ball has been delivered. The front foot can step on the line; however, there must be some part of the foot behind the line.

Return Crease – Four return creases are drawn, one on each side of each set of stumps. The return creases lie perpendicular to the popping crease and the bowling crease, 4 feet 4 inches (1.32 m) either

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344 side of and parallel to the imaginary line joining the centers of the two middle stumps. Each return crease line starts at the popping crease but the other end is considered to be unlimited in length and must be marked to a minimum of 8 feet (2.44 m) from the popping crease. The return creases are primarily used to determine whether the bowler has bowled a no ball. To avoid a no ball, some part of the bowler's back foot in the delivery stride must land within and not touch the return crease. This is to stop the bowler from bowling at the batsmen from an unfair angle (i.e. diagonally).

Runs – The method of scoring used in Cricket. The goal of a team is to score more runs than an opponent. Runs are obtained by the two batsman running back and forth between and becoming grounded behind the popping crease. (1) Run is scored each time both batsman run to each other’s end of the pitch.

Single Delivery – A single bowl delivered by the bowler, either legal or illegal. (6) legal deliveries constitute an over.

Stumps – The three vertical posts making up the wicket ("off ", "middle stump" and "leg stump")

Wicket – The combination of (3) stumps and (2) bails. They are positioned 22 yards apart on the pitch.

Wicket-Keeper – The player on the fielding side who stands immediately behind the batting end wicket. This is a specialist position, used throughout the game. The same player is the wicket-keeper the entire time that their team is fielding.

Bouncer: After the ball is bowled by the bowler if it bounces on the pitch well short of the batsman and rears up to chest or head height (or even higher) as it reaches the batsman. Additionally, It is a 'no ball' for height if previously one bouncer has already been bowled. First bouncer can't be a no ball. ... If a bowler has already bowled one bouncer for the over, then the second ball above batsmen's shoulder will be considered a no ball irrespective of whether batsmen has made any contact with ball or not.

Rule 2: The Pitch A. The pitch is the 22-yard-long strip between wickets. Lines will be painted on the pitch to denote specific areas of play (creases, wide ball, no ball lines). Refer to Figure 1 for specific dimensions.

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

Figure 1. dimensions B. Boundary Rules (Determined by the space of the institution. However, it can be determined by the supervisor on site and agreed upon by both captains prior to the beginning of the match. C. The wide lines are marked at 35inches on each side from the imaginary center line.

Rule 3: Equipment A. Each batsman on the pitch must use a provided by the team or Intramural Sports Program. B. balls will be provided by Intramural Sports [Heavy Tennis Balls preferred]. The umpires will evaluate the condition of the balls prior to the start of each match. C. Intramural Sports will provide (2) wickets, each consisting of three stumps and two bails to be used in every Intramural Sport Cricket match. D. Each batsman is encouraged to wear a when actively batting. Intramural Sports will have a very limited supply of protective equipment available for use. E. Jerseys and player numbers will not be required for Intramural Sport Cricket matches. However, teams are encouraged to wear the same color to distinguish between teams.

Rule 4: Players and Substitutes A. Each team will consist of (7) players, one of whom must be a wicket keeper at all times when fielding. A minimum of 4 players is needed to play the match. B. No batsman may bat more than once.

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

C. A batsman, once at the pitch, will bat until he is dismissed by one of the methods defined below in Rule 7 or until the end of the innings, whichever comes first. D. A may be brought on for an injured fielder. However, a substitute may not bat, bowl, wicket keep or act as captain. The original player may return if he has recovered. E. Each team will have (during any time they are fielding) a bowler, a wicket-keeper and five other fielders who may be placed anywhere on the field by the captain. F. The wicket-keeper stands behind the stumps at all times. The wicket keeper is the only member of the fielding team that may wear gloves. Intramural Sports Program will have wicket-keeping gloves available for use.

Rule 5: The Game A. Teams must be ready to play at game time. [Determined by Campus Intramural Policy] B. Each game consists of one (1) inning per team. C. Intramural Cricket has availability for playing 8 overs per team, per match depending on timings and league setup. The maximum numbers of overs per bowler are described below:  8 overs per inning: A bowler can bowl maximum 3 overs. D. An over is 6 legal deliveries. No bowler may bowl more than (3) overs in the inning. E. A coin toss will be held at the beginning of each match to determine the first team at bat. The winner of the toss will have their choice of batting first or fielding first. F. The team that scores the most runs the innings is the winner. G. If the game is tied (i.e both teams have same score after 2 innings) , in cricket its either a draw or we have a super over , in which each team gets one over and 3 wickets to play, whichever team scores the most runs in that over wins the game.

Rule 6: Scoring A. A run is scored when the two batsmen run to each other’s end of the pitch. Multiple runs can be scored on a single delivery. Runs can only be scored after a ball has been delivered to the batsman. Runs may be scored without the batsman making contact with the ball (please refer to Rule 6 section G for clarification). B. Boundaries: Four (4) runs are automatically scored if the ball goes to the boundary with one or more bounces. If it crosses the boundary line with no bounces, six (6) runs are awarded.  Boundaries may be changed C. Dead Ball: A ball becomes dead when all the action from that delivery is completed. This occurs through the dismissal of a batsman, when the ball reaches the boundary, when it is returned to the bowler or wicket-keeper, or when a ball is deemed lost or destroyed by an umpire.

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

 If a ball in play cannot be found or recovered, any fielder may call ‘lost ball’. The ball shall then become dead. Any runs or penalties awarded to either side up until the ball is declared dead shall be recorded and scored.  If the ball is not settled umpire can call it a Dead ball, Whether the ball is finally settled or not is a matter for the umpire alone to decide. Usually if the ball reaches the Batman by bouncing more than once on the pitch, it is called a Dead ball.  Umpire can call a dead ball: (a) When the ball has become dead under 1 above, the bowler's end umpire may call Dead ball, if it is necessary to inform the players. (b) Either umpire shall call and signal Dead ball when (i) he intervenes in a case of unfair play. (ii) a serious injury to a player or umpire occurs. (iii) he leaves his normal position for consultation. (iv) one or both bails fall from the striker's wicket before he has the opportunity of playing the ball. (v) he is satisfied that for an adequate reason the striker is not ready for the delivery of the ball and, if the ball is delivered, makes no attempt to play it. (vi) the striker is distracted by any noise or movement or in any other way while he is preparing to receive or receiving a delivery. This shall apply whether the source of the distraction is within the game or outside it. (vii) the bowler drops the ball accidentally before delivery. (viii) the ball does not leave the bowler's hand for any reason other than an attempt to the non-striker before entering his delivery stride. (ix) he is required to do so under any of the Laws. D. No Ball: A no ball is called if the bowler oversteps the bowling crease or bowls a ball that is above the batsman’s waist (when it passes him, and before bouncing), or over his shoulder after a bounce. A no ball may also be called if the bowler is deemed to be throwing (if his elbow bends or straightens visibly as he delivers the ball). An extra run is awarded for a no ball and the ball must be bowled again. A no ball will be considered an illegal delivery.

E. Free Hit: A free hit is offered if a 'No ball' is bowled by the bowler because of a) Overstepping the popping crease b) Delivering an above waist height full toss c) Bowling a second bouncer in an over. If a wide ball is bowled during free hit then an extra run is given to the opponent and free hit is rebowled. If free hit is a legal delivery then it is counted as one of the six bowls of an over. All the ways of getting out as mentioned in point 3 of 'No ball' are also applicable to free hit.

F. Wide Ball: If a ball passes the batsman behind his back and not over the stumps, or too far in front of him to be playable (as determined by the markings on the pitch), it is declared a wide ball. An extra run is awarded, and the ball must be bowled again.

G. Byes & Leg Byes: If a legal delivery (i.e. a ball that is not a no ball or a wide ball) passes the batsman and runs are scored, they are declared byes. If runs are scored after the ball hits any part of the batsman, excluding the bat or the hands holding the bat, they are

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

declared leg byes. Byes are designated for officiating purposes only. Byes will be recorded as runs for the team.

H. Overthrows: If a fielder throws the ball trying to run out opponent and a) If his/her team mate misses the ball and ball reaches the boundary the 4 byes are given to the opponent. b) If his/her team mate misses the ball then opponents can try to run between the wickets for more runs. c) If the ball hits the stumps and gets deflected to the boundary or somewhere in the field the above 2 subpoints are still valid. In a single delivery a maximum of 2 Overthrows can take place.

Rule 7: Getting Out A. Once a batsman is declared out, he is dismissed from the pitch and must return to his team’s side. The batsman is then replaced by a teammate that has not yet batted. If no remaining batsman exists, the innings is declared over, as two batsmen are required to be on the pitch in order to bat. A batsman may be declared out in any of the (5) following ways: 1. Bowled: A batsman is out if the bail is dislodged by a legal ball delivered by the bowler without touching another player. The ball may touch the batsman or his bat before it dislodges the bails. 2. Caught: If the ball hits the bat or the hands holding it and is caught without bouncing by a fielder, off a legal ball delivered by the bowler, the bowler is deemed out caught. 3. Run Out: If the bail is dislodged by the ball while the batsman is outside of his crease, he is deemed to be run out. This may happen if a direct throw from a fielder hits the stumps or the bail is removed with the ball by a fielder standing next to the stumps. This may happen at either end of the pitch. A batsman can be run out even off an illegal delivery. (Refer to parts B,C, and D of Rule 7) 4. : If a batsman is outside his crease immediately after facing a delivery from the bowler and the wicket-keeper dislodges the bail with the ball (or a hand holding the ball), the batsman is deemed out stumped. A stumping off a wide ball is valid, but not off a no ball. (Refer to parts B,C, and D of Rule 7) 5. : If, in the process of facing a legal ball delivered by the bowler, the batsman or his bat hit the wicket and dislodge a bail, he is deemed out hit wicket.

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University of Illinois · Campus Recreation · Intramural Activities· www.campusrec.illinois.edu/intramurals ARC Administrative Offices 1430 · (217) 244-1344

6. On a No ball, a batsman can get out only in four ways i.e. Handled the ball, Hit the ball twice, Obstructing the field and Run out. B. A batsman shall be considered to be out of his ground unless his bat or some part of his person is grounded behind the popping crease at that end. C. If there is no batsman in either ground, then each ground belongs to whichever batsman is nearer to it, or, if the batsmen are level, to whichever batsman was nearer to it immediately prior to their drawing level. D. If both batsmen are in the same ground, then the ground belongs to the batsman that got their first.

Inclement Weather: A game shall be considered "official" and the result final if after the conclusion of the first half-time the game is stopped for inclement weather. In the event that the first half was complete, but the contest was tied, an overtime period will be scheduled to determine a winner. If the first half of the game was not completed when the contest was stopped, the game will be rescheduled and started over from the beginning on the reschedule date. a) Information regarding cancellations will be relayed to captains either in an email from the intramural office staff or in a message recorded to the intramural activities and club sports rain line (217-244-0329). If the weather is inclement, intramural participants should call the rain line to see whether intramural activities have been cancelled. In some cases, the rain line may not explicitly specify whether intramural activities are cancelled. b) Unless teams have received an explicit cancellation message in regard to their sport via email or through the rain line, teams should assume that all intramural contests will play as scheduled.

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