CFG INDEPENDENCE CUP - Key Rules (2017)

County Rules: 1. In case of lightning, no matter the situation of the game, the game must be stopped and all players must go to the nearest pavilion or closed area/facility. 2. There should not be any violence (or) physical contact indulging in a fight with the opponents. can report the player and/or captain to the CFG admins for bad behavior. Such players could potentially be blacklisted from all future tournaments/games. 3. Please clean up after yourself, make sure to collect all bottles and trash, especially lying around the team ‘pavilion’ and areas, and drop them in designated trash cans. 4. Smoking is strictly prohibited on county parks and school premises and grounds. Park and school officials may provide a verbal warning and/or a citation to the individuals found in violation.

CFG Rules: 1. Rosters: a. Team rosters are capped at 30 total players b. Teams should submit the roster before their first game c. It is recommended to upload on CricClubs, a clear photographs of each member on the roster. d. Within a season, a player can be on the roster of only one team throughout CFG Independence Cup. 2. In case an ID check is requested, only the umpires reserve the right to ascertain the player/s ID. Thus each player on game day is recommended to carry a valid photo ID. 3. Failure to establish ID a. Before the game: That player is barred from playing b. During the game or immediately at the conclusion of the game in the presence of BOTH umpires and BOTH captains: The offending team will be declared as forfeited the game, and forfeit points will apply c. After the game (from the point when either one umpire or captain has left the field premises): No ID check can be requested at this point and the game result will be official d. In case of a failed ID check as described in a, b above the umpires will additionally notify the CFG admins about the offending team/s. 4. CricClubs: It is mandatory to use the CricClubs app to set up the game (nominate players/umpires/record toss) and score the game (each team will be responsible for doing the for their ). In case of technical issues related to the app, they should be resolved immediately on the field, and in case the app becomes unresponsive, a physical scoresheet may be used from that point with the consent of the umpires. 5. Field availability: a. To know field status – Please call Jay @ 7328226303 or Dheena @ 2018502255. b. If fields are CLOSED, the game will be treated as washed out/cancelled. Even if the teams deem the field fit to play contrary to the status, the game will still be counted as a washout c. Conversely, if the fields are OPEN, the game should begin on time. A total of 15 minutes delay will be allowed only in case of inclement weather or related interruptions. If the delay is more than 15 minutes, umpires will call off the match to prevent the schedule for the remaining games during the day from getting derailed. The match will be treated as washed out/cancelled. d. No games will be rescheduled*, except playoffs CFG Independence Cup - Key Rules (2017) Game Setup: 1. The Match: ○ No. of overs: 20 per innings ○ Maximum of 4 overs/bowler ○ Breaks: 5 minute break after 10 overs during the innings. 10 minute break at the end of the first innings. Umpires are authorized to cut the break if there is any delay during the play to make up the lost time. 2. Game ball: CFG will provide unwrapped hard tennis balls to the umpires before each innings begins. In case of a dispute, umpire’s say is final. 3. Both teams must have a minimum of 7 players at scheduled game time to prevent a forfeit. Umpires will make the final decision on forfeit. Game will start at the scheduled time with the players on the field. Latecomers will not be allowed to join the game, even as substitutes. 4. Toss: ○ Toss will be 15 mins before the scheduled game time and should be considered the toss time despite the number of players present on the field ○ If one of the teams has less than 7 players at toss time, they lose the toss by default. A toss happens if both teams have 7 or more players on the field, or both the teams have less than 7 ○ Captains should provide playing 11 to the umpires at the toss. No player may be changed after the nomination without the consent of the umpires. 5. Delay Rule/Penalty: Games should start and end on time. Umpires will be the sole judges to determine the ‘delay’ and invoke the delay of game penalties and communicate the same with the captains. The grace period is to get the players in position to start the game. 1st innings delay: Teams/umpires have a ‘grace period’ of 5 mins from scheduled start time to begin the game. If the game is delayed beyond this grace period: 1. By team batting first - they bat 1 less per 5 minute interval beyond the grace period 2. By team first - while chasing, they lose 1 over per 5 minute interval beyond the grace period 2nd innings delay: Just like 1st innings, teams have 5 mins grace period to begin the game after the 10 mins mid-innings break. If the game is delayed beyond this grace period: 1. By team chasing the target - they lose 1 over per 5 minute interval beyond the grace period 2. By team defending the target - the chasing team is awarded 6 runs or required rate rounded off to the next integer, whichever is higher, while facing 1 less over per 5 minute interval beyond the grace period

6. Game stoppage/cancellation: a. If a game is stopped due to weather or any other reason before the 10th over of the second innings is completed – the game will be restarted from the beginning on a CFG admin determined date/time/location or cancelled with points split in case of /time unavailability. b. Any game that is interrupted beyond complete 10 overs or more of the second innings, will be restarted from the point where it was stopped. In such a case, the teams must have 7 players from their original playing 11 and the other 4 could be anyone from the 30-man roster. The other 4 players will only act as substitutes, and hence, will not be allowed to keep , bowl, bat or act as a captain.

8. Scores: a. It is batting team’s responsibility to maintain the scorecard: mark the runs scored, how the batsman got out, and bowler’s name who got the . Ball by ball scoring in the bowler’s section is also very important. On missing this, the team will not be able to get the best batsman/bowler awards. b. It is winning team’s responsibility to work with the umpires to report/publish the final score of the match on the CricClubs website.

Points: 1. Points for Win/Forfeit = 4 Points 2. Bonus point for bigger wins: 1 point; Bigger wins definition below ○ Team 1 score/Team 2 score >= 1.25; Team 1 gets 1 bonus point ○ Team 2 chases team 1 target in 16 overs or less (20 / 16 = 1.25) gets 1 bonus point. ○ No bonus point for a tie or washout/cancellation 3. Points for Tie = 2 points (No Super Over during league stage) 4. Points for Cancel/Washout = 2 points (In a match declared as no result, run rate is not applicable.)

Playoffs: 1. Top 2 eligible teams advance to the playoffs from each group. 2. Playoff seeding will be decided by the points table only. If points are tied, NetRun Rate (NRR) will be used to break the tie. 3. If a playoff game ends up in a tie, a Super Over will decide the winner. 4. A player must be on the roster to play in playoffs. Super Over: a. Each team bats one over with non-powerplay field restrictions b. The team batting second/chasing in the main match will bat first in the Super Over. No toss. c. Each side has three nominated batsmen, meaning that the loss of two wickets ends the Super Over. The bowler cannot be from one of the three nominated batsmen d. In the event of the scores being level in the Super Over, the first satisfied of the following criteria will determine the winner: i. The team with the most number of sixes combined from the main match and the Super Over is the winner. ii. The team with the most number of sixes from the main match (that is, not including the Super Over) is the winner. iii. The team with the most number of sixes and boundaries combined from the main match and the Super Over is the winner.

Umpiring: CFG umpiring panel will be taking care of umpiring duties for every game throughout the CFG Independence Cup.

Key Cricket Rules (for umpires and teams): NOTE: All laws are either reproductions or rephrasings for reduced complexity/verbiage derived from the MCC - 2000 Code - 6th Edition and the superseding laws as described in Standard International Match Playing Conditions from 22nd September 2016. Any modifications which make sense for CFG will be marked by (CFG) at the end of such a modified law Substitutes: 1. Once approved by the umpires, the opposing captain cannot object to a 2. A bowler who had a substitute must field for 3 overs before he can bowl again in the innings (CFG) 3. A substitute cannot bowl, bat, keep wickets or serve as the captain 4. Runners are not allowed for a batsman 5. Retired batsmen can resume innings at the fall of any wicket or retirement of another batsman. If a retired batsman is unable to resume his innings despite having the chance to, will be recorded as Retired-Out, otherwise he will be recorded as Retired- 6. Changing bowlers within an over is only allowed if the bowler is incapacitated or barred from bowling due to disciplinary action. a. The relief bowler will finish the remaining over. b. The relief bowler can be anyone from the playing 11 and cannot be the bowler who has the preceding over c. The relief bowler cannot bowl any part of the following over d. The maximum number of overs a bowler can bowl still applies

Field restrictions, Powerplay: 1. Powerplay will be first 6 overs . Maximum 2 fielders outside inner circle during powerplay. Maximum 5 fielders otherwise. ○ If the side has less than 11 players, the team can still field a maximum of 2 players outside the circle during powerplay and a maximum of 5 players outside the circle during non-powerplay overs 2. Field restrictions at any point of the game: ○ Teams can field a maximum 5 fielders on . ○ If the fielding side has less than 11 players, the team can still field a maximum of 5 players on the leg side ○ No more than 2 fielders in the quadrant between the wicketkeeper and the square leg umpire, not including the wicketkeeper 3. While the ball is in play and until the ball has made contact with the striker's bat or person, or has passed the striker's bat, no fielder, other than the bowler, may have any part of his person grounded on or extended over the pitch. 4. The fielding side is allowed to place a fielder in the line of stumps. This position is called Long Stop (behind the wicketkeeper) and Straight Hit (behind the umpire) rules: 1. Free hit occurs on the ball following any type of no-ball. 2. The fielding team is not allowed to change the field on the free hit ball with the following exceptions: a. If another batsmen (who did not receive the original no ball) is on strike b. The wicketkeeper is allowed to move back to a more traditional position for safety reasons. c. A field change is required to rectify a fielding restriction violation. In such a case, only one or more fielders required to rectify the field should be moved and not the rest 3. For clarity, the bowler can change his mode of (See Appendix) for the free hit delivery after notifying the umpire 4. If the immediate next delivery following a no ball is also a no ball or a ball, then the free hit carries over to the following ball and so on and so forth. Even if the free hit ball is judged as a wide ball, the striker can only be out 'under the circumstances that can apply for a no ball’, which includes hitting the ball twice or handling the ball and either batsman can be dismissed by or for No ball: 1. If the bowler bowls without some part of the front foot either grounded or in the air behind the popping (Thickness of the crease lines do not matter, at least a portion of the foot has to be behind the ‘back’of line thickness). ( See Appendix for Diagram ) 2. If the bowler bowls with the back foot not fully inside the return crease (See Appendix for Diagram) 3. If the bowler bowls a full toss ball that would have been above a batsman’s waist at the popping crease, regardless of the bowler type (CFG rule) 4. Two bouncers per over are allowed above the shoulder . Umpire will notify bowler and batsmen for the first two times. 3rd bouncer over the shoulder will be signaled as ‘No Ball’ and a warning will be issued to the bowler. The bowler can get 2 such warnings in the innings. At the 3rd warning, the bowler will not be allowed to bowl the rest of his overs. If the over is incomplete someone will complete the over in accordance to Substitutes Rule #6 6. If the bowler breaks the non-striker's wicket during the act of delivery without the intention of running out/mankading a backing up non-striker 7. If the bowler changes the mode of delivery ( See Appendix ) within an over without notifying the umpire. 8. If the bowler’s front foot fully crosses to the other side of an imaginary line joining the two middle stumps 9. If the bowler bowls underarm 10. If the ball bounces more than twice, or rolls along the ground, before reaching the popping crease at the striker's end. It is NOT a dead ball 11. If the wicket keeper moves any part of his person in front of the line of the stumps before either a) the ball strikes the batsman's person or bat; or b) the ball crosses the plane of the stumps 12. If the wicket keeper moves from the off side to the leg side or vice versa before the ball is delivered 13. If there are any violations of field restrictions ( See Field Restrictions above )

Wide ball 1. If a delivery bounces and passes the batsman above head height and the batsman misses, it is a wide. If the batsman connects, it is not a wide and is a legal delivery. The bowler, however, gets notified of bowling a bouncer above batsman’s shoulder in either case. In this scenario, it is NOT a no ball, since this classifies as above the head and NOT above the shoulder, unless this is the third bouncer in the same over. See No-Ball Rule #4 2. If a ball qualifies as a no ball as well as a wide, the umpire will call it a no ball instead of a wide, and all the rules for a no ball apply. 3. NOT A WIDE: If the striker by moving brings the ball sufficiently within his reach to be able to hit it by means of a normal cricket stroke

Run outs and Mankading: Attempting a run out when the stumps are broken. 1. When only 1 is dislodged. The run out can be affected by: a. Simple: Knocking off the other bail b. Difficult: Uproot or knock down a or stumps to the ground with the ball in hand, or knock a stump or stumps down to the ground by hitting it with the ball 2. When 1 bail and 1 stump is dislodged, leaving other two stumps and the bail intact: a. Simple: Knock off the remaining bail 3. When both the bails are off and one or two or all three stumps are standing: a. Simple: Uproot any of the stumps with the ball in hand, or knock any of the stump/s to the ground with the ball in hand, or by hitting it with the ball b. Difficult: Place at least one bail on top between two stumps and knock off the bail/s 4. When all stumps are uprooted a. Get at least one stump standing and stuck in the ground, and then completely knock it down with the ball in hand or by hitting it with the ball or uproot the stump with the ball in hand. 5. In case of spring loaded stumps (CFG) a. If one bail is off, Rule #1 above applies. b. If both bails are off, either lift the stumps with the ball in hand or knock the stumps hard enough with the ball in hand or strike the stumps hard enough with the ball. In either case, the action should be exaggerated enough for the umpire to make a visual determination. Mankading: 1. The bowler is permitted, before releasing the ball and provided he has not completed his usual delivery swing (see Appendix), to attempt to run out the non-striker. 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 the ball dead as soon as possible. 2. Conversely, the backing up non-striker cannot be run out/mankaded after the bowler has completed his delivery swing but does not release the ball and attempts the run out 3. The fielding side is not required to give a warning to the backing up non-striker or umpire, and hence it should be considered an appeal for a run out even on the first appeal Difference between run out and out ● The difference between stumped and run out is that the wicketkeeper may stump a batsman who goes too far forward to play the ball (assuming he isn't attempting a run), whilst any fielder, including the keeper, may run out a batsman who goes too far for any other purpose, including for taking a run. ● As a result, if a batsman isn’t attempting a run and is outside the popping crease when the wicketkeeper breaks the wickets, and it is a no-ball or a free hit, the batsman is neither run out nor stumped out. : 1. If a member of the fielding side deliberately distracts or attempts to distract the batsman on strike while he is preparing to receive or receiving a delivery, the umpire immediately declares the ball to be dead. a. The umpire reports the incident to the offending team’s captain. b. If this happens again in the innings the same procedure is followed, but the batting team is awarded five penalty runs as byes. 2. It is also unfair for a member of the fielding side to deliberately attempt to distract or obstruct either batsman after the striker has received the ball by word or action. a. The umpire awards 5 runs as byes to the batting team on the first instance of above 3. Obstructing the ball with a foreign object not mutually agreed by teams, by the fielding side results in 5 penalty runs awarded to batting team as byes.

Clarifications : 1. No LBW’s and hence no leg byes. No run outs if batsman unknowingly set for a run for a leg . 2. Only the striker can be out hit-wicket while attempting a shot or setting off for a run after the attempted shot. Non-striker and striker can never be out hit-wicket after that. Appendix: ● Popping and return creases are unlimited in length beyond the markings. The rules related to these creases apply for their unlimited length. Eg: if bowling from behind the stumps, No-ball Rule #2 applies. The call will be left to the umpire’s judgement. ● Mode of delivery: Whether the bowler intends to bowl right or left handed and whether over or round the wicket ● Delivery Swing is the motion of the bowler's arm during which he normally releases the ball for a delivery. ● No-ball reference video: https://youtu.be/Y_iL-jt3tVA ● Creases, thickness and defiintion of ‘On the line’ : 1. Bowler and no-ball: If part of the foot is on the line with no part of the foot behind the popping crease either on ground or in the air 2. Batsman: If the batsman places his bat or leg on the popping crease with no part of bat or body behind the popping crease 3. Bowler and wide ball: If the ball passes over the wide line 4. Any crease line is thick. When determining whether the batsman has made his ground or at least a portion of the bowler’s front foot is behind the popping crease, the back line of the crease thickness should be considered. Beyond that, the batman can be given out or be deemed for a short run or a bowler can be called for a no ball.