GEELONG INDOOR SPORTS
Summary of rules for Indoor Cricket.
PLAYERS Games are played between two teams with a maximum of 8 players and a minimum of 6 players (min 5 players in a 6-a-side game).
THE GAME This consists of 1 batting and 1 bowling innings per team, which consists of 16 overs per innings Monday 8's, and 18 overs per innings Wednesday's 6's. All overs are 6 ball overs.
BATTING INNINGS Is divided into 4 sections Monday 8's and 6 sections Wednesday 6's, with each section consisting of 4 overs each Monday '8's, and 6 overs each Wednesday 6's.
WICKET PENALTIES -5 per wicket, but are up to the discretion of the center and are subject to change or review through the season.
UNIFORMS These are enforced during the season. Each team member must have matching coloured shirts or each member will be penalized 1 wicket for each offending shirt. Teams may combine shirt styles. Shirts must have more than 50% of the teams colour on their shirts to be acceptable. The maximum uniform penalty per team is 4 x shirts.
JACKPOT BALL Is the first ball in every pair. This means anything that happens on that delivery is doubled, eg:
THIRD BALL RULE Should the score remain unchanged after two deliveries, the umpire will call “Third Ball – Score Must Change”. This call will be made prior to the commencement of the next delivery. On this delivery, the score must change or a dismissal will be recorded against the striker. Should the score be advanced in any way, or a dismissal occurs (including a Mankad), the Third Ball count will restart from the commencement of the next delivery.
NO BALLS / WIDES / LEG-SIDE WIDES All of these deliveries bowled in the final over of each batting partnership (ie: overs 4, 8, 12 & 16), will be re-bowled at the batters discretion. This is irrespective of whether runs are scored from the delivery or a dismissal occurs. All scores on these deliveries stand.
The batting team bats in pairs with each pair batting for 4 overs each Monday 8's, and 6 overs each Wednesday 6's. Batters continue batting for the entire 4- 6 overs, whether they are dismissed or not. When a player is dismissed, their team’s wicket penalty is deducted from the teams score. No batter may bat more than once (unless the team is short), which in that case the bowling side nominates a player to bat again after everyone has batted (See Short Players rule below).
Runs may be scored by:
o When both batters cross between the batting and non-striker’s crease (called a physical run).
o Bonus runs are when a batter hits the ball into the perimeter netting and they must complete a “physical run”.
Bonus run values include:
ZONE A (Front Net behind keeper)
|0 Runs + Physical Runs|
|ZONE B (Side Net in Batter’s Half)||1 Run + Physical Runs|
|ZONE C (Side Net in Bowler’s Half)||2 Runs + Physical Runs|
|ZONE D (Back Net on bounce)||4 Runs + Physical Runs|
|ZONE D (Back Net on full)||6 Runs + Physical Runs|
|ZONE B or C onto ZONE D||3 Runs + Physical Runs|
- The top net is neutral. A ball hit via the top net onto the Zone D net on the full scores 6 bonus runs.No Balls, Wides and Leg-side Wides are worth 2 runs. Any bonus runs and physical runs scored off these deliveries are added to the 2 runs.o The ball in play is always “LIVE” until a wicket falls or the umpire calls “OVER”. This means overthrow runs and “Sneak” runs are allowed, but the batter maybe run-out. If the batter leaves their crease to change ends or to leave the court before the umpire calls “OVER”, they maybe run out.
- An offside wide is determined by the ball crossing the edge of the pitch, when the ball crosses the batters crease. The ball is not determined by the reach of the batter. If the ball is on the pitch on the offside, the ball is deemed “GOOD”.
- A leg-side wide is determined by the ball passing the leg-side line of the pitch, when the ball crosses the batters crease. The ball is not determined by if the ball goes down the leg-side and is inside the leg-side line and the stumps.
- If a batter is given “OUT”, the batting team will have their team’s wicket penalty deducted. Any runs score off that delivery are deemed void. Methods of dismissal include: Bowled, Caught (including off any net, except a direct hit on the full to the 6 net or Zone D), Stumped / Run Out, LBW (only if the batter has made no attempt to hit the ball), Hit Wicket, Mankad or Third-Ball (see Third-ball rule).
- When a ball strikes a zone scoring tape or corner conduit, the higher zone score will count.
- Batters must change ends at the completion of each over.
- Batters must wear 2 batting gloves at all times while batting.
Each side will nominate one over to be a powerplay over. This over can be used in any over and the batting team must inform the umpire prior to the start of the over. This over will be followed the same way as “Jackpot Ball”, where everything that happens (Runs, wickets and dots) on every ball of that over will be doubled. If the delivery is a dot ball, then the next delivery will be THIRD BALL. The bowling side can change their bowler if the bowler was selected before the powerplay was called, as long as the bowler does not bowl 2 overs in a row.
Two bonus run target squares are located on the back net. If this target is hit on the full (ie: a normal 6+runs), then the batsman will be given 12 runs + whatever physical runs that are scored. To gain the bonus, the batsman must run a physical run and in this instance, can be caught of the 12 run zone. If the ball strikes a zone scoring tape, the higher zone score will count.
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