NSW COMBINED HIGH SCHOOLS SPORTS ASSOCIATION NORTH WESTERN METROPOLITAN HIGH SCHOOLS SPORTS ASSOCIATION
CRICKET
DAYS OF PLAY If fewer than ten completed overs are bowled on the first day, then the match will be played as a one day game the following week.
DELAYS AND INTERRUPTIONS The decision as to whether play should commence because of the condition of the ground rests with the groundsman. If no groundsman is present, then the decision rests with the coaches. Once play has commenced, the decision to interrupt or call off play rests first with the official umpire(s) and then with both coaches.
If time is lost through an interruption, then play can be extended by up to 30 minutes.
One drink break per day can be taken at the request of the fielding side. In hot weather, if umpires/coaches agree prior to the start of play, a second drink break can be taken.
At the change of innings there should be a break of, at most, ten minutes. Time lost for change of innings and drink breaks is to be added on at the end of play.
One over is to be deducted for every 3½ minutes lost.
HOURS OF PLAY Two day games: 1^{st} grade 2 ½ hours or 40 overs, whichever comes second All other grades 2 hours or 30 overs, whichever comes second
One day games: 1^{st} grade: 28 overs per side. (Maximum of 6 overs per bowler) Other open grades: 25 overs per side. (Maximum of 5 overs per bowler) 14 & 15 20 overs per side. (Maximum of 4 overs per bowler)
Every effort should be made to speed up play so that at least seventeen overs are bowled per hour. Coaches should insist that: 1. the next two batsmen are padded up 2. the outgoing and incoming batsmen cross halfway between the wicket 3. drinks are taken only at drinks breaks 4. drinks breaks are limited to five minutes 5. fielders move quickly to their new positions after each over 6. captains nominate the next bowler before the over in progress is completed.
RESPONSIBILITIES OF SCHOOLS Each school should provide: 1. a competent umpire 2. a ball, three stumps and two bails 3. a scorebook and a competent scorer. The scorers should sit together and agree on the score at the end of each over. Any dispute should be immediately referred to the umpires.
MEMBERS OF THE TEAM In all grades, teams may play twelve players. These twelve players must be nominated before the toss. Eleven players can bowl and eleven players can bat. There is no requirement for teams to nominate the non-bowler or non-batter prior to the commencement of the game. Only eleven fielders are allowed, but rotation may take place at the end of an over.
In junior grades (14 and 15’s) coaches may agree prior to the commencement of the game to nominate more than twelve players. This will encourage more players at a junior level to be involved in grade cricket and will ensure a flow on effect to the open grades.
All players should wear recognised cricket apparel.
ALL BATSMEN MUST WEAR A HELMET.
USE OF TURF WICKETS Turf wickets should be used if at all possible, with preference being given to the higher grade(s). If at least ten overs have been bowled on the first day (that is, the match is a two day match), then the same wicket must be used on the second day. If fewer than ten overs have been bowled on the first day, then a different wicket may be used for the one day match.
Sports organisers should advise schools of the type of wicket to be used so that the players may bring appropriate footwear.
NUMBER OF OVERS PER BOWLER The limitations in one day matches are set out above. In two day matches, the following regulations will apply: 1^{st}’s Bowlers are limited to 8 overs per innings. Spells are to be limited to 6 overs. A new spell can be commenced once the bowler has been rested for as many overs from one end as he bowled. For example if a bowler bowls a three over spell, he cannot bowl again until three more overs have been bowled from his end. 2nds/3rds/15s Bowlers are limited to a maximum of 6 overs per innings. The same rule on resting the bowler between spells applies, as above. 14s Bowlers are limited to a maximum of 6 overs per innings. Spells are to be limited to 5 overs, with the same rule on resting the bowler between spells applying, as above.
While it will be difficult to ensure that these rules are strictly adhered to, coaches are reminded that the purpose of this section is to prevent over bowling of young fast bowlers and to ensure that more players are given the opportunity to bowl. These restrictions will apply even if the spell takes place over two days or if a side is made to follow on.
NO-BALLS AND WIDES A ball shall be called a no-ball if:
A ball shall be called a wide if it bounces on the wicket but then passes out of reach of the batsman in his normal stance.
In both cases the penalty will be 1 run plus an extra ball to be bowled. Note that if a batsman hits the ball, no matter how wide it is, it cannot by definition be a wide.
TWO DAY MATCHES The side with the higher score at the end of the first innings (minimum of 40 overs for 1^{st} grade, 30 for the rest) will be the winner. If the scores are level, the result will be a tie, regardless of the number of wickets lost.
In the event that the side batting second has its overs curtailed by bad weather or by some other factor beyond its control, then the result will be a draw unless both sides have received at least 20 overs (30 overs in first grade). The side with the higher average run rate per completed over will be the winner.
For example, in second grade, school A bats first and makes 3 for 104 from its 30 overs. If school B receives only 25 overs on day 2 because of bad weather, then B must score 104/30 x 25 = 86.7, so B will win if it scores 87 in 25 overs or fewer. If B reaches the target (105) in fewer than 20 overs and play is then abandoned because of rain, for instance, then B is still the winner, in spite of the fact that B did not receive its minimum 20 overs.
The side batting first must declare its first innings at the end of the first day if there have been no interruptions to play. If the side batting first is bowled out before the end of the first day’s play, then the side batting second is entitled to receive the remaining number of overs that the side batting first were entitled to receive (1^{st} grade 40 overs, 2^{nd} grade 30 overs, etc.). 3 overs will be lost during the change of innings.
For example in second grade, side A is bowled out in 21.3 overs on the first day. Then side B receives 5 overs on the first day (30 overs – 22 overs bowled – 3 overs for the change of innings = 5 overs) and is entitled to a further 30 on the second day.
After the first innings result has been achieved, play may continue if there is a possibility of an outright result. All available time, particularly on the first day, should be used to try to achieve an outright result. For instance, if a side is dismissed after 90 minutes on the first day, the second side should make use of the remaining time to start their innings.
ONE DAY MATCHES As in two day matches, the side with the higher total after their allotted overs have been completed is the winner. If the scores are equal, the result is a tie regardless of the number of wickets lost.
One over is to be deducted for every 3½ minutes lost. In the event of shortened matches:
FOLLOWING ON The side which bats first and leads by 75 runs or more may force the other side to follow on.
POINTS
Win 4 points Draw / Tie 2 points Loss 1 point Bonus Point 1 point (see below) Forfeit 0 points Bye 0 points
Note: There are no outright results from the 2011-2012 season onwards. Teams, however, have the ability to gain a bonus point through one of the following two ways. Scenario one is available to the team bowling second, whilst scenario 2 is available to the team batting second.
Scenario 1 – Bowling the opposition out for 60% or less of your total score. E.g. Team A bats first and scores 140. To obtain a bonus point Team A must then bowl team B out for 60% or less of their total. ie. Team A will obtain a bonus point if they bowl Team B out for 84 or less.
Scenario 2 – Chasing the runs within 60% of the allocated overs. E.g. (First Grade) Team A bats first and scores 140. To obtain a bonus point Team B must then score the runs within 60% of the allocated overs. I.e. Team B will obtain a bonus point in First Grade if they score the runs by the completion of the 24^{th} over.
(All other grades) Team A bats first and scores 140. To obtain a bonus point Team B must then score the runs within 60% of the allocated overs. I.e. Team B will obtain a bonus point in all other grades if they score the runs by the completion of the 18^{th} over. |