Sommers 20/20 Rules - South Coast District Cricket Association

Sommers 20/20 Cup – Playing Conditions 2015/16
 Coloured clothing and White Ball is compulsory – Premier League
Only.
 Where only one official umpire is standing the Batting side shall
provide square leg (preferably next batsman in).
 Two official umpires will be provided for the Finals.
1. Duration.
Matches will consist of one innings per side with each being limited to a
maximum of 20 overs. Each innings is to be completed within 75 minutes.
2. Scheduled Hours of Play
Will be as per draws on My Cricket in Premier , 1st and 2nd Grades.
3. Interval between Innings.
Each innings will be separated by an interval of 15 minutes.
If the innings of the team batting first is completed prior to the scheduled time for
the interval, the interval will take place immediately and the innings of the team
batting second will then commence earlier than scheduled.
If the first innings is not completed by the designated finishing time or play has
been delayed or interrupted, the umpires will reduce the length of the interval to
10 minutes.
There will be no drinks interval in either innings.
4. Length of Innings.
Each team will bat for 20 overs unless dismissed earlier.
In the event of a match being delayed or interrupted, the object will always be
to rearrange the number of overs so that both teams have the opportunity of
batting for the same number of overs. The calculation of the number of overs to
be bowled will be based on 1 over for every 3.75 minutes of the total remaining
playing time. Fractions will be ignored when making calculations.
In order to constitute a match, each team must have the opportunity to face a
minimum of 5 overs.
If the team fielding first fails to bowl the required number of overs by the
scheduled time for the end of the first innings, play will continue until the
required number of overs has been bowled.
If the team fielding second fails to bowl the required number overs by the
scheduled time for the end of the second innings, play will continue until either a
result has been achieved or the required number of overs has been bowled.
The team batting second shall not bat for a greater number of overs than the first
team unless the latter completes its innings in fewer than its allocated overs.
5. The Ball.
New four piece Sommers leather balls , White in Premier League and Red in 1st
and 2nd Grade.
6. The Result.
When both teams have had the opportunity of batting for the same agreed number
of overs, the team scoring the higher number of runs will be the winner.
In the event of a tie i). The team losing the fewer number of wickets will be adjudged the winner.
ii). If this gives no result, the winner will be the team with the higher score at the
end of 15 completed overs and if the scores are still equal, the team with the
higher score at the end of 10 completed overs will be the winner. If this gives no
result, the team with the higher score at the end of 5 completed overs will be the
winner and if there is still no result a "bowl-out" will take place.
iii). In a "bowl-out", 5 players from each team will be nominated to bowl 2 balls at
a full set of stumps with each ball that strikes the stumps and removing at least
one bail registering a point. If there is still a tie at the completion of this round, a
further 5 players (who did not participate in the first “bowl out”) will be selected
to bowl in a “sudden death” format (bowling one ball each) until a result is
achieved. For the sake of clarity if the first bowler in each grouping hits the
stumps, the opposition bowler must also hit the stumps otherwise his team loses
the match. If the first bowler in each grouping misses then the opposition bowler
must hit the stumps for his team to win the match. If both bowlers miss, the next
two bowlers step up to try to achieve the result. The second group of 5 bowlers
shall continue in the same order if no result is achieved in the first round until
“sudden death” occurs.
iv) In the event of a reduction of overs for the team batting second where they do
not have the opportunity to bat for the same number of overs as the side batting
first a Target Score shall be established as follows:
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Divide the total of the team batting first by the number of overs faced or due
to be faced if all out earler.
Multiply that figure by the scheduled number of overs for the team batting
second (disregarding fractions) and add one run. This will be the target
score to WIN the match.
If there are further reductions for the team batting second the same process
will apply unless there is insufficient time left to allow the team batting
second to bat for a minimum of five overs in which case the match will be
declared a No Result.
A match as described in 6 (iv) above that finishes in a tie will be decided by
The team losing the fewer number of wickets being adjudged the winner.
If this gives no result, the winner will be the team with the higher score at
the end of 5 completed overs and if the scores are still equal, the team with
the higher score at the end of 10 completed overs will be the winner. If this
gives no result, the team with the higher score at the end of 15 completed
overs will be the winner and if there is still no result a "bowl-out" as
described in 6 (iii) will take place.
7. Restrictions on the Placement of Fieldsmen.
At the point of delivery there may not be more than five fieldsmen on the leg side.
For the first 6 overs of each innings, only two fieldsmen are permitted to be
outside the fielding circle, an area bounded by two semi-circles centred on each
middle stump, each with a radius of 25 metres, and joined by a parallel line on
each side of the pitch. This area will be marked by dots at approximately 5 metre
intervals.
For the remaining overs of each innings only 5 fieldsmen are permitted outside
the fielding circle at the point of delivery.
In the event of an infringement of any of the above fielding restrictions, the
striker's end Umpire will call and signal a No Ball.
In the event of the striker's end Umpire failing to call or signal No Ball when the
fielding restrictions in this playing condition have been breached or , when at the
point of delivery more than two fieldmen other than the wicketkeeper are behind
the popping crease on the leg side, immediately the ball becomes dead the
striker may draw the matter to that Umpire's attention. If the striker's end Umpire
is able to verify the breach he shall call and signal No Ball. If he is not able to
verify the breach he will confirm that the events of the delivery will be
unchanged.
Where a side has nominated 12 players, interchange will be allowed without
restriction so long as the umpires are satisfied that it is not being used as a time
wasting tactic. The umpires may refuse an interchange at any time if they
consider it has become a time wasting tactic.
8. Bowling Restrictions.
No bowler will bowl more than 4 overs, however, in a delayed or interrupted
match, where the overs are reduced for both sides or for the side bowling second,
no bowler will bowl more than one-fifth of the total overs allowed (unless such a
number has already been exceeded). If however 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.
9. Declarations.
The captain of the batting side may not declare his innings closed at any time
during the course of the match.
10. No Ball Penalty.
A No Ball will be 1 run.
11. Free Hit after a No Ball.
In addition to Playing Condition 10, the delivery following a No Ball called for any
reason will be a free hit for whichever batsman is facing it.
If the free hit is not a legitimate delivery (any kind of No Ball or Wide), then the
next delivery will become a free hit for whichever batsman is facing it.
For any free hit, the striker can be dismissed only under the circumstances that
apply for a No Ball, even if the free hit is called a Wide.
Field changes are NOT permitted for free hit deliveries unless the batsman on
strike for the No Ball is no longer on strike or the No Ball has been called for
violation of field restrictions in which case only the player(s) violating the field
restriction may be moved.
The Umpire will signal a free hit delivery by extending his arm above his head
and moving the arm in a circular motion.
12. Wide Ball.
Umpires are instructed to apply a consistent interpretation in regard to this Law
in order to prevent negative bowling wide of the wicket.
Any offside or legside delivery that, in the opinion of the umpire, does not give
the batsman a reasonable opportunity to score will be called a Wide.
As a guide (i). On the off side, a mark will be placed 30 cms inside the return crease on both
the popping crease and the bowling crease and any ball that passes outside these
marks before reaching the popping crease will be called a Wide unless the striker
has brought the delivery within his reach by stepping toward it even though he
elects not to play it.
(ii). On the leg side, any ball passing outside the leg stump will be called a Wide
unless the ball passes between the striker and the leg stump.
A penalty of 1 run shall be scored for each Wide. This penalty shall stand in
addition to any other runs that are scored or awarded from that delivery.
13. Timed Out.
The incoming batsman must be in position to take guard or for his partner to be
ready to receive the next ball within 1 minute 30 seconds of the fall of the previous
wicket. The incoming batsman is expected to be ready to make his way onto the
field immediately a wicket falls and is expected to jog to the wicket.
14. Short Pitch Bowling.
Any delivery that passes above the shoulder height of the batsman standing
upright at the popping crease will be called a No Ball.
15. Over Rate Penalties.
Teams are expected to be in position to bowl the first ball of the last of their
allotted overs within the scheduled playing time.
If they fail to do so, the full quota of overs will be completed, and the batting side
will be credited with 6 runs for every whole over that has not been bowled. This
will apply to both innings of the match.
If the side batting second is credited with runs in this way and this consequently
takes their score past that of the side batting first then the match shall be deemed
to be won by the side batting second and the match will cease immediately.
All penalties in this regard will be imposed immediately the ball first becomes
dead after the scheduled cessation time for the innings.
16. Time Wasting.
Umpires are expected to apply a strict interpretation of time-wasting by either
side and to impose 5 run penalties where applicable. All players are expected to
be ready for play as soon as each ball is to be delivered.
It will be the responsibility of the batting side to provide persons to move
sightscreens as required by batsmen. If this does not occur, the Umpires will
require play to continue without the sightscreen being moved.
17.Teams
Teams will consist of eleven players with sides having the option of playing
twelve players with a non bat and non bowler to be named on the team sheet
before start of play.
No Guest players are allowed.
18. Qualifications
Players will qualify for Finals having played 50% in that Grade , e.g – all grades
will play four games meaning a player would have to of played two games in that
grade , remembering if he is qualified in a lower grade he can go up into a higher
grade for the Finals.
19. Lightning
The 40-30 Lightning playing condition as detailed in the SCDCA Grade conditions
shall apply.