ECB Indoor Cricket Rules

ECB Indoor Cricket

Foreword 

Section 1 – Rules of the Game

Rule   1 – Fielding a Team
Rule   2 – The Game
Rule   3 – Uniforms
Rule   4 – The Toss
Rule   5 – Playing Equipment
Rule   6 – The Umpire
Rule   7 – Arrival/Late Player(s)
Rule   8 – Player(s) short/Substitutes/Injured Player(s)
Rule   9 – Field Placement
Rule 10 – Play Ball/Live Ball/Dead Ball
Rule 11 – Scoring
Rule 12 – No ball
Rule 13 – Wide and leg side Wide Balls
Rule 14 – Bowler changing direction/style
Rule 15 – Ball leaving the playing area
Rule 16 – Appeals for dismissals
Rule 17 – Dismissals
Rule 18 – Interference
Rule 19 – Misconduct
Rule 20 – Order Off
Rule 21 – Illegal court entry/Exit
Rule 22 – Runners
Rule 23 – End of Game
Rule 24 – Mixed Games

Section 2 – ECB INDOOR CRICKET Standards

Court Layout and Dimensions
Equipment

Section 3 – Management procedures

Game Fee
Late Starts
Scoring
League table positions
Knock out cup drawn final

Section 4 – Variations

Varying over length of competition
Traditional scoring system

Section 5 – Umpiring Signals

Umpiring Signals


Foreword

This document contains the Official Rules of the sport of Indoor Cricket as endorsed by the ECB Indoor Cricket, the nationally recognised governing body for the sport.

Indoor Cricket has its origins in Western Australia in the late 1970s. This handbook lists the nationally accepted rules as at October 2005. Please take a few moments to look through this document, and keep it handy as you enjoy the game. As with most sports, the rules are very simple although sometimes a situation requires expert interpretation and your match Umpire is trained to provide exactly that adjudication.

In the event that you and your team do not agree with a decision, your captain may seek a clarification from the Umpire, but remember the Umpire’s job is a difficult one and their decision is FINAL.

 Section 1 – Rules of the Game

 Rule 1. Fielding a Team

  1. A game is played between two teams, each of a maximum of 8 players.
     

  2. Each team must nominate a captain for each game.
     

  3. No team can play with less than 6 players.
     

  4. A game must proceed when scheduled if a minimum of 6 players for each team are present.

To take part in a match a player must be able to bat and bowl, except as in Rule 8 (substitutes)

 Rule 2. The Game

  1. The game consists of 1 batting and 1 bowling innings per team.
     

  2. Each innings consists of 16 overs (for the purpose of simplicity all references will be to 8 ball overs).
     

  3. The run deduction for a dismissal shall be 5 runs and other penalties (ie misconduct, uniform penalties etc) will be 5 runs or multiples of 5 runs.
     

  4. Each player must bowl 2 overs except in the case of Rule 8 - Player(s) short/Substitutes/Injured Player(s). Prior to the start of each over the umpire must be advised of the bowler’s name.
     

  5. A bowler must not bowl 2 consecutive overs.The fielding team will be penalised 5 runs for each over offended.
     

  6. A delivery commences from the moment a bowler (with the ball in their hand) starts their run up and continues to the same time of the next delivery.
     

  7. A batting innings is divided into 4 sections. Each section consists of 4 overs.
     

  8. The batting team bats in pairs with each pair batting for 4 overs. Upon arrival at the batting crease, the batters must inform the Umpire of their respective names.
     

  9. Batters continue batting for the entire 4 overs, whether they are dismissed or not. When a player is dismissed, 5 runs are deducted from their team's score.
     

  10. Batters must change ends at the completion of each over.
     

  11. No batter may bat more than once, except in the case of Rule 8 (player short).
     

  12. A team may NOT declare an innings closed.
     

  13. The team compiling the higher number of runs will be the winner.

 Rule 3. Uniforms

  1. Teams must be dressed as follows:
    Tops: Matching colour shirts (leisure shirt or tee shirt). Teams may combine shirt styles but colours and logos must still be matching.
    Bottoms: Males – long or short sports bottoms. Females – long or short sports bottoms or sports skirt.
    Jeans are NOT permitted.
    Footwear: Rubber soled sports that will not mark the court surface.  (Players in socks, barefoot or in leather soled shoes are not permitted).
     

  2. A penalty of 5 runs will be deducted from a team’s score for every unacceptable item of apparel.  Uniform penalties shall be deducted at the beginning of the offending player's partnership, whether batting first or second.  Umpires are not to 'square off' uniform penalties of one team against another.
     

  3. The maximum team penalty for incorrect uniforms in any match shall be 20 runs.
     

  4. Captains may not appeal against uniform penalties after the commencement of the second over of the second innings.
     

  5. The Umpire will be the initial judge of the correctness of a uniform. However, in the event of a dispute, particularly with regard to colour, the Duty Manager or Tournament Director will have the final decision.

 Rule 4. The Toss

  1. The Umpire or a person delegated by the Tournament organiser will toss a coin or token to determine the order of the innings. The Umpire will advise which team is to call.
     

  2. Team Captains may negotiate the order of innings prior to the toss with the consent of the Umpire, Duty Manager or Tournament Director.

 Rule 5. Playing Equipment

  1. Bats: Must be made of wood with dimensions no larger than 96.5cm (38") in length and 10.8cm (4.25") in width and have a suitable bat grip.  If an Umpire is not satisfied with the suitability of a bat or bat grip, they should not allow it to be used.  Note: Bat grips must be of non-slip material and in good order.
     

  2. Batting Gloves: A batting glove (which completely covers the hand from the wrist) must be worn on both hands by each batter.  An Umpire, on noticing a player not having 2 suitable batting gloves, must not allow play to continue until 2 suitable gloves are worn.
     

  3. Keepers Gloves: The Wicket Keeper has the option to wear none, one or two suitable gloves. The gloves may be keeping or batting gloves, or a combination of both. Gloves similar to baseball style etc are not permitted.  Suitable gloves may only be worn by the Wicket Keeper in the approved area (See Rule 9d – Wicket Keeper).
     

  4. Fielding protection: Players may wear suitable protective equipment when fielding. This includes: elbow and knee pads, sporting helmets, face guards, gloves, groin protectors and safety glasses. The decision to allow protective equipment in the field rests with the Duty Manager or Tournament Director.  Their decision must take into account the safety of ALL players and relevant medical reasons.
     

  5. Balls: The centre will supply a recognised Indoor cricket ball(s) for each match. Teams may not supply their own. Any person or team found substituting or deliberately scuffing, gouging or attempting to reshape the ball will be penalised 10 runs for ball tampering.
     

  6. Equipment not in immediate use (eg gloves, elbow pads and protectors) must be placed outside the court until required. Players will be warned to remove unused protective equipment. Refusal to do so will result in a 5 run penalty to the offending team.
     

  7. The Stumps: Will be 'Wilkins' style collapsible stumps which may be free standing or bolted to the floor. The base is considered to be part of the stumps.
     

  8. Bails: may be wooden or plastic.

 Rule 6. The Umpire

  1. Before each game, an umpire will be appointed to adjudicate the rules of the game with ABSOLUTE impartiality.
     

  2. Teams will have no choice in the appointment of the Umpire.
     

  3. The Umpire may only be changed at the discretion of the Duty Manager or Tournament Director.
     

  4. The Umpire’s decision during a game is final. No dispute, written or otherwise, will alter the result.
     

  5. The Umpire will be the sole judge of fair and unfair play.
     

  6. The Captain of the fielding team or the batter at the wicket may query an Umpire’s decision. Once the Umpire has replied, any further talking to, at or about the Umpire or their decision, may be penalised.

 Rule 7. Arrival/Late Player(s)

  1. All teams are to be present at the court allocated for their match to do the toss 2 minutes prior to the scheduled commencement of their game with any registration fees and documents completed and presented to the Duty Manager or Tournament Director.

    1. Any team failing to arrive on time will forfeit a right to the toss.  The non-offending team can choose to field first or wait until the offending ream has 6 players present and bat first.
       

    2. If both teams are late, the first team to have 6 players present will have the right to choose their batting innings - see Rule 7(b)(i).
       

  2. All forfeits will be declared at the discretion of the Duty Manager or Tournament Director.

    1. Individual player(s) arriving late may take part in the match providing their arrival is before the commencement of the 13th over of the first innings.
       

    2. A team Captain may ask for the consent of the Duty Manager or Tournament Director to allow a late player to participate after the 13th over of the first innings. This player may not bat or bowl and is regarded as a late player, not a substitute and may keep wicket if fielding.
       

    3. Any player known and expected to arrive late must be nominated by the team Captain to the opposition Captain, Umpire and Duty Manager or Tournament Director prior to the commencement of the game.
       

    4. Players who arrive late to field must wait until the completion of the over in progress before entering the court.

 Rule 8. Player(s) short/Substitute(s)/Injured Player(s)

          Player(s) Short

  1. If a team is 1 player short:

    When batting: After 12 overs, the Captain of the fielding side will nominate 1 player to bat again in the last 4 overs with the remaining batter.

    When fielding: After 14 overs, the Captain of the batting side will nominate 2 bowlers to bowl the 15th and 16th overs. The non-consecutive over rule still applies.
     

  2. If a team is 2 players short:

    When batting: After 12 overs, the Captain of the fielding side will nominate 2 players to bat again for the last 4 overs.

    When fielding: After 12 overs, the Captain of the batting side will nominate 2 players each to bowl 2 of the last 4 overs. The non-consecutive over rule still applies.
     

  3. If a selected player is not available to bat again, a 10 run penalty will apply and another player must be selected. This rule does not apply to a player who has to leave the game early for legitimate reasons provided both Captains and the Umpire had the knowledge of the player’s departure.
     

  4. When a team is reduced to less than 6 players (irrespective of the reason) and a substitute is unavailable, the offending team shall forfeit the game (See rule 1C – Fielding a Team).

    Substitute(s)
     

  5. A substitute player is one who joins the game after it has officially commenced to replace an existing player who is incapable of completing the game due to injury or illness suffered during the game. This may only occur on the approval of the Umpire and/or Duty Manager or Tournament Director.
     

  6. Substitutes only apply to a team's fielding innings.  Batters who are unable to complete their allocated overs due to injury or illness are not substituted, but merely replaced by a nominated team member.
     

  7. A substitute player cannot bat, bowl or keep wicket.
     

  8. A substitute must be in the correct uniform or uniform penalties will apply.
     

  9. A team may not use a substitute pending the late arrival of a nominated player.
     

  10. Once substituted, a player may take no further part in the match.

    Injured player(s)

    Injuries to players are classified into 2 categories. These 2 categories are: Players who suffer blood related injuries and players who suffer non-blood related injuries.
     

  11. Blood related injuries.

    1. A player suffering a blood related injury must leave the court for further treatment unless the bleeding can be contained within a maximum of 2 minutes. The injured player and medical staff in attendance should ensure that no blood contaminates the court, or its fixtures and fittings.
       

    2. The injured player must remove and replace and blood contaminated clothing and wash off any blood on their body before rejoining the game.
       

    3. Players must leave the court to have and surface blood washed off their body.
       

    4. A player, leaving the court for a blood related injury, is entitled to have a 'blood replacement player' take to the court on their behalf until the injury has been attended to.
       

    5. If the injured player is unable to return to the game, the 'blood replacement player' will continue the game as a substitute player.
       

    6. Any player that leaves the court to attend to a blood related injury must wait until the end of the over in progress before returning to the game.
       

    7. The injured player must receive a clearance from the Umpire before rejoining the game.
       

    8. A blood replacement player is not able to bat, bowl or keep wicket:

      When batting: The Captain of the fielding side will nominate 1 player from the injured player's team to bat with the remaining batter. This must be done at the time of the injury.

      When fielding: If the player is injured whilst bowling, the captain of the batting side shall nominate 1 player from the injured player's team to complete the over. The non-consecutive over rule still applies.
       

  12. Non blood related injuries.

    1. Players who suffer non-blood related injuries will be entitled to a maximum of 2 minutes to attend to their injuries.
       

    2. After this time, if the player is not ready to recommence play, the Umpire will ask the player to leave the court to recover from their injuries.
       

    3. Provided they have not been substituted, a player may return to the game after they have recovered from their injuries.
       

    4. Any player that leaves the court to attend to an injury must wait until the end of the over in progress before returning to the game.
       

    5. Any substitute who replaces and injured player cannot bat, bowl or keep wicket.
       

  13. An injured player will be guided by a medical officer (if in attendance at the game), to leave the court for further treatment.

    1. If a batter is injured, the Captain of the fielding side shall nominate 1 player from the injured player's side to complete the injured players remaining overs.
       

    2. If a bowler is injured during their 1st over, 1 player is to be nominated to complete the over. The incapacitated player's 2nd over will be bowled after the 2nd over and another player may be chosen by the opposing Captain. The non consecutive over rule still applies.

 Rule 9. Field Placement

  1. Fielders per half court

    The court is divided into 2 halves with the dividing line being the non-striker's running crease. No more than 4 fielders may field in either half of the court from the moment the bowler commences his run up until the ball leaves the bowler's hand. On the line is considered to be in the other half. If this rule in contravened, the Umpire will call 'No Ball'.
     

  2. Fielders on the pitch

    With the exception of the bowler, no fielder (including a wicket keeper) can move on or extend over the pitch from the commencement of the bowler’s run up until the ball is played by the batter or passes the striker's wickets. If this rule is contravened, the Umpire shall call 'No Ball'.
     

  3. Exclusion zone

    An exclusion zone will be marked in an arc at a radius of 3 metres from the batting crease. No fielder can move on or extend over the exclusion zone from the commencement of the bowler's run up until the ball is played at by the striker or passes the striker's stumps.

    A wicket keeper may move into the exclusion zone after the ball has been bowled provided they are legitimately getting in position to field the ball and they do not pass forward of the imaginary line through the stumps. If this rule is contravened, the Umpire will call 'No Ball'.
     

  4. Wicket keeper

    1. A fielder is classified as a wicket keeper if they take up position behind the stumps at the striker's end in the area designated for the wicket keeper.
       

    2. The area designated for the wicket keeper is between the imaginary lines extending along the extremities of the pitch to the back net and the line running right angles through the stumps at the striker's end (see diagram of court layout).
       

    3. The wicket keeper must take up a position with both feet wholly inside the designated area and cannot move out of that area until the ball leaves the bowler's hand. If this rule is contravened, the Umpire shall call 'No Ball'.
       

    4. A wicket keeper may move into the exclusion zone after the ball has been bowled provided they are legitimately getting into position to field the ball and they do not pass forward of the imaginary line through the stumps. If this rule is contravened, the Umpire shall call 'No Ball'.
       

    5. The wicket keeper cannot take the ball either from in front of or from the side of the stumps, with the exception of when the ball strikes the batter's person or equipment. If this rule is contravened, the Umpire shall call 'No Ball'.
       

    6. The wearing of gloves by the wicket keeper is optional. (See Rule 5c – Playing Equipment).
       

    7. A Wicket Keeper is optional.

 Rule 10. Play Ball/Live Ball/Dead Ball

             Play Ball/Live Ball

  1. The game commences once the players take up their positions and the Umpire calls 'Play'.
     

  2. The ball remains 'live' throughout the over unless the Umpire calls 'Dead Ball', 'Over' or a wicket falls.
     

  3. Play cannot recommence after the fall of a wicket or a call of 'Dead Ball' or before the start of a new over, until the Umpire calls 'Play'.
     

  4. It is the batter's responsibility to have taken strike when the bowler is ready to bowl provided the batter has been given reasonable time to do so. The Umpire shall be the sole judge of what is 'reasonable time'.

    Dead Ball

    There are several types of Dead Ball. Each type has different qualities:
     

  5. These are AUTOMATIC Dead Balls. No runs can be scored or wickets lost. The ball must be rebowled.

    1. The bails are off either set of stumps when the bowler commences their run up.
       

    2. Any ball that leaves the court, other than a ball leaving the court as a result of an attempted run out by a fielder.
       

    3. Any ball, after being struck by the batter, that lodges in the net or corner conduit. The original batter must face the rebowled delivery.
       

    4. The bowler attempts an illegal 'Mankad'.  (See Rule 27f(iii) and (iv) – Dismissals). The batting side will receive 2 runs for the 'No Ball'.
       

  6. These are DISCRETIONARY Dead balls. The decision to have the ball re-bowled or to allow the runs scored or to apply penalties for wickets taken will be at the discretion of the Umpire:

    1. An injury to a player.
       

    2. The batter did not have enough time to take strike before the bowler delivers the ball.
       

    3. The bat accidently leaves the batter's hands as a result of playing a shot at the ball.
       

  7. These are SPECIAL CASE Dead Balls. The ball is not rebowled.

    1. The ball being bowled hits a fielder. A special call of 'No Ball, Dead Ball' is made and the batters will receive 2 runs.
       

    2. The ball leaves the court as a result of an attempted run out by a fielder. The score (net zone and physical runs) made up until when the ball leaves the court will count.
       

    3. A ball, when bowled, hits the top or side net. The Umpire will call 'No Ball, Dead Ball' and the batters will receive 2 runs.
       

    4. A wicket falls, excluding a 'Mankad'.
       

    5. The Umpire calls 'Over'.
       

    6. The Captain of the fielding team or the batters at the wicket are permitted to request a 'Dead Ball' under the following conditions Player injury, ruling or score clarification, clothing adjustment. Requests may be made verbally or by signal, as per the Umpire signal.

    Note: If the Umpire is required to intervene during a dispute for unfair play, the ball is automatically dead from the time of intervention until 'play' is called. The ball is dead whether the Umpire calls 'Dead Ball' or forgets to. No runs can be scored or wickets taken during the intervention. However, the result prior to the intervention will stand.

 Rule 11. Scoring

  1. Runs may be scored as follows:

    1. When both batters cross between the batting crease and the non-striker's crease and make good their ground. One run is scored (called a physical run).
       

    2. Bonus runs as defined in Rule 11a (iii), b(i), b(iv), and e will only be scored if the batters successfully make a physical run as described in Rule 11a (i).
       

    3. When a batter hits the ball with the bat or the hand(s) holding the bat, into a perimeter netting, this includes balls unintentionally deflected by the batter's protective equipment, deflected by fielders and unintentionally deflected from the non-striker's person or equipment, the following runs will apply:

      ZONE A (FRONT NET)

      0 RUNS

      ZONE B (SIDE NET)

      1 RUN

      ZONE C (SIDE NET)

      2 RUNS

      ZONE D (BACK NET)

      4 RUNS ON BOUNCE

      ZONE D (BACK NET)

      6 RUNS ON FULL

      ZONE B ONTO ZONE D

      2 RUNS

      ZONE C ONTO ZONE D

      3 RUNS

      Refer to the diagram at Section 2 – BICA standards. The scoring zone that the ball strikes first will count with the exception of a ball coming off Zone B or C onto Zone D.

      The top net is neutral. A ball hit via the top net onto the Zone D net on the full scores 6 bonus runs for the batting side (provided a physical run is successfully made as well).
       

    4. When a fielder causes an over throw, physical runs will be scored when the batters cross between the batting crease and the non-striker's crease, making good their ground. An 'Overthrow' results from the deliberate effort of a fielder throwing, flicking, slapping or kicking the ball in an attempt to strike the stumps and cause a run out, or at any other time the ball is live.
       

    5. The batting team will be credited with a 2 run penalty when the Umpire calls a delivery 'No Ball', 'Wide' or 'Leg side'. If the batter plays a 'No Ball into a scoring zone, the zone score and the physical run will be added to the 2 run penalty. Any physical runs made off a 'Wide' or 'Leg side' will be added to the 2 run penalty.
       

  2. Zones

    1. If in the opinion of the Umpire, the fielder, whilst attempting to run out the batter, does not have 'reasonable control' of the ball and it hits a scoring zone, the relevant bonus runs will apply.
       

    2. 'Reasonable Control' may be defined as the deliberate attempt by a fielder which causes the ball to noticeably change from its original path to the direction of the intended target wicket in an attempt to run the batters out.  Flicking, slapping and kicking the ball all fit into this category.
       

    3. Any net zones struck as a result of a reasonably controlled attempt will not result in bonus runs being scored.  If the Umpire is uncertain that the ball was reasonably controlled, the bonus net score will count.
       

    4. A ball deflected by a fielder into a scoring zone after the ball has been hit by the striker's bat or the hand(s) holding the bat will score the relevant zone score (See Rule 11a(iii) above).
       

  3. Balls deflected into scoring zones off the batter's person (eg leg) where no contact has been made with the bat will not score bonus runs.  Only physical runs may be scored.
     

  4. If a batter is given 'Out', the batting team will lose 5 runs.  All previous runs scored off the delivery will not count.
     

  5. Where a ball strikes a zone scoring tape or corner conduit, the lower score will count.
     

  6. In case of a scoreboard error, unless the Captain of the fielding team or the batters at the wicket appeal about the score prior to the commencement of a new over, or before the players leave the court in the case of the last over of each innings, the scoreboard will be assumed correct.

 Rule 12. No Ball

  1. 'No Ball' will be called when:

    1. The ball is thrown, not bowled. If the Umpire is not totally satisfied with the fairness of the delivery, 'No Ball' shall be called at the moment of the delivery. (Note: As a guide, the bowler's arm must not be straightened in the delivery action. If the elbow remains bent throughout the delivery, it may be a fair delivery).
       

    2. Any part of the bowler's front foot is not grounded inside the return crease and behind the popping crease at the moment of delivery.  (Note: Any part of the front foot on the line is a 'No Ball').
       

    3. If any part of the ball, when bowled underarm, pitches on or before the underarm line it will be a 'No Ball'.
       

    4. There are more than 4 fielders in either half of the court at the commencement of the bowler's run up. - see Rule 9a – Field Placement.
       

    5. A Wicket Keeper moves outside their designated are before the ball leaves the bowler’s hand or takes the ball in front of or from the side of the stumps. - see Rule 9d(iv) and Rule 9d(viii).
       

    6. A fielder, other than the Wicket Keeper, has any part of their body in the Wicket Keeper's area or exclusion zone until the ball is played at by the striker or passes the striker's wickets - Rule 9d(i) and Rule 9c – Field Placement.
       

    7. A bowler changes style of bowling (ie over arm to underarm, left arm to right arm or vice versa) or changes sides of the wickets (ie from over to around the wicket or vice versa) without first informing the Umpire - see Rule 14.
       

    8. The bowler depresses the net and/or the net protection in Zones C and D with any part of their body during the course of their run up.
       

    9. The ball, when bowled, passes over or would have passed over the striker's front shoulder, either on the full or bounce, when the striker is in a normal stationary batting stance at the time of the bowler's delivery stride. This is regardless of the ball hitting the striker's bat or person. A striker must have part of their back foot behind the batting crease when the ball passes, or would have passed the batting crease to be entitled to the call of 'No Ball' under this rule. The back foot need not necessarily be grounded behind the batting crease. Note: The Umpire may regard an exaggerated batting stance in the crouched position as unfair play.
       

    10. Any part of the ball, when bowled, initially lands off the pitch before reaching the line of the batting crease.
       

    11. A 'Mankad' is illegally attempted.  The Umpire will call 'No Ball, Dead Ball'. The ball will not count as part of the over and 2 runs will be credited to the team's score - see Rule 17f(iii).
       

    12. When a bowler makes more than two unsuccessful 'Mankad' attempts in any one over, the third unsuccessful attempt shall be called 'No Ball, Dead Ball'. The ball will not be counted as part of the over and 2 runs will be credited to the batting team's score - see Rule 17f(iv).
       

    13. The ball, after being bowled, hits the top or side net before reaching the batter. The Umpire shall call 'No Ball, Dead Ball'.  The ball will not be rebowled and 2 runs credited to the batting team's score.
       

    14. A fielder, or part of a fielder (with the exception of the bowler moves onto or extends over the pitch from the commencement of the bowler's run up until the ball is played at by the striker or passes the striker's wickets - see Rule 9b.
       

  2. A batter can be given 'Out' off a 'No Ball' in any of the four following ways:

    1. If the ball is hit twice other than to protect the wickets - see Rule 17g(iii).

    2. If either batter deliberately interferes with the fielding team - see Rule 17g(ii).

    3. If in attempting a run, either batter is run out - see Rule 17c(ii).

    4. If the striker is run out by the Wicket Keeper - see Rule 17c(i)c.
       

  3. Any batter dismissed off a 'No Ball' will be penalised 5 runs.  The 2 run bonus for the 'No Ball' is negated by the dismissal.

    1. A 'No Ball' is included as part of an over except in the last over of the innings.
       

    2. Any 'No Ball' bowled in the last over of an innings may be rebowled at the batter's discretion. The Umpire must ask the batter's immediately if the ball is to be rebowled. The batters must decide before the next ball is bowled. Any penalties, runs or wickets resulting from the 'No Ball' delivery will count regardless of whether the ball is rebowled or not.
       

    3. A 'No Ball' incurs a penalty of 2 runs, which is added to the batting pair's score.  Runs scored by hitting any net zone and/or physical runs are also added to the score.

 Rule 13. Wide and Leg side Wide Balls

  1. A 'Wide' will be called when any part of the ball passes on the striker's off side, outside the intersection of the batting crease and the edge of the pitch, without being touched by the striker's person or equipment. Any part of the ball passing on the line will be deemed 'Wide'.
     

  2. A 'Leg side' wide will be called when any part of the ball passes outside the intersection of the batting crease and leg side line without being touched by the batter's person or equipment. A ball passing between the batter and the stumps is not a leg side wide. Any part of the ball passing on the line will be deemed 'Leg side'.
     

  3. For the purpose of identification, the edge of the pitch will be taken as the offside line, and the point 45 cm (17.7") from centre stump will be taken as the leg side line.
     

  4. Batters may be dismissed by all forms of dismissal when a 'Wide' is bowled, bearing in mind that if a ball is struck by the striker's person or equipment, is no longer a 'Wide'.
     

  5. A batter dismissed off a 'Wide' will be penalised 5 runs. The 2 run bonus for the wide is negated by the dismissal.
     

  6. A 'Wide' counts as part of the over, except in the last over of either innings.
     

  7. All 'Wides' bowled in the last over of an innings may be rebowled at the batter's discretion. The Umpire must ask the batter's immediately if the ball is to be rebowled. The batters must decide before the next ball is bowled. Any penalties, runs or wickets resulting from the 'No Ball' delivery will count regardless of whether the ball is rebowled or not.
     

  8. The penalty for a 'Wide' is 2 runs, which will be added to the batting pair's score, plus any additional physical runs scored.

 Rule 14. Bowler Changing Direction/Style

  1. A bowler must advise the Umpire if they intend to change their bowling style (ie over arm to underarm, left arm to right arm or vice versa) or sides of the wicket (Over the wicket to around the wicket or vice versa).
     

  2. The Umpire must use the correct hand signal to indicate to the bowler that their change of bowling style has been noticed. The onus is on the fielding team to ensure that the Umpire is aware of the bowling change.
     

  3. When a bowler changes direction or style, the change is to both batters unless a difference is advised.
     

  4. The Umpire must advise both batters of the change and only one advice need be given unless there is a further change.
     

  5. 'No Ball' will be called if a bowler contravenes this rule.
     

  6. If the batters believe the Umpire has overlooked a change they may appeal for a 'No Ball', however the Umpire’s decision is final.

 Rule 15. Ball Leaving the Playing Area

  1. Any ball, when bowled, that leaves the playing area or lodges in the net or corner conduit as a result of being hit by the striker, will be called 'Dead Ball' by the Umpire and will be rebowled.  This includes balls coming off the striker's bat onto the non-striker or fielders prior to leaving the playing area.  No runs will count and the original striker must have the ball again.
     

  2. Any ball, when bowled, that leaves the playing area without being touched by the batter or the fielding side will be called 'Dead Ball' by the Umpire and rebowled.
     

  3. Any ball that leaves the playing area as a result of an attempted run out by a fielder will be called 'Dead Ball' by the Umpire. All runs made off the ball, prior to leaving the court, will count. Batters must have crossed to be eligible to score a physical run. Under these circumstances the ball will not be rebowled.

 Rule 16. Appeals for Dismissals

  1. The Umpire will not give a batter out unless appealed to by the opposing team. An appeal must be made prior to the next ball being bowled.
     

  2. An appeal will cover all forms of dismissal.
     

  3. The Umpire will have the final jurisdiction on all appeals and retains the right to alter their decision provided it is done promptly.

 Rule 17. Dismissals

The striking batter will retain the strike, after being dismissed, unless the batters have crossed prior to the dismissal. A batter who is dismissed 'Bowled' or 'Leg Before Wicket' will retain the strike irrespective of the batters crossing. A batter can be given 'Out' for any of the following dismissals:

  1. BOWLED. If the wickets are struck by the ball, including coming from the striker's person or equipment, and at least on of the bails is completely and permanently removed.  Note: The base plate of the stumps is considered to be part of the wickets.
     

  2. CAUGHT. If a ball, coming from the striker’s bat or their hand(s) holding the bat, is caught before it touches the ground. The striker will be out 'Caught' should the ball pass from the striker’s bat onto the striker’s body, or vice versa, before being caught.

    1. A catch may be taken off all boundary netting except a direct hit on the full to the 6 net (Zone D). A ball passing from a fielder's hand or body directly onto the 6 net, on the full and then caught, will result in the striker being not out and the bonus runs will count. The striker will be out 'Caught' if a ball is hit into the side netting (Zones B or C) before passing onto the back net (Zone D) and is caught without touching the ground.
       

    2. Should a ball hit the non-striker and then be caught before touching the ground, the striker will be out.
       

    3. The striker will be given out if the ball is caught after it has come from their hand(s) holding the bat and then deflected onto their protective equipment.
       

    4. A batter will not be 'Caught Out' if the ball came from the supporting wire supporting the net.
       

  3. STUMPED and RUN OUT.  The difference between 'Run Out' and 'Stumped' is that in the former the batter is attempting to make a run.  Whilst in the latter, the batter is stranded out of their crease after playing a shot and is attempting to regain their batting crease.

    1. STUMPED. A batter is stumped when the Wicket Keeper legally removes the bail(s) before the striker (who has advanced down the pitch) is able to get any part of their bat or body grounded inside their crease. The Wicket Keeper may use the had(s), or the forearm of the hand(s) holding the ball or as a result of the ball rebounding directly from the Keeper’s body onto the stumps.

      1. If the Wicket Keeper attempts to take the ball either in front of, or from the side of the stumps, with the exception of the ball striking the batter's person or equipment, the Umpire will call 'No Ball' - See Rule 9d(v).
         

      2. A batter cannot be stumped off a no ball.
         

      3. The striker can be given 'Run Out' off a no ball, by the Wicket Keeper, if in the opinion of the Umpire, the striker did not make an immediate and deliberate attempt to regain their crease.
         

      4. On the line is out.
         

      5. Only a Wicket Keeper can 'Stump' a batter.
         

    2. RUN OUT:

      1. A batter is run out when either batter has left their crease, while the ball is 'live', and the bail(s) are dislodged by the ball held by or coming directly from a fielder, before any part of the batter's person or equipment is grounded behind the line of the appropriate crease.  Once a batter is safely behind the crease they cannot be given out.
         

      2. A fielder is able to 'Run Out' a batter with either their hand(s) or the forearm of their hand(s) holding the ball, provided the ball is retained in the hand when they completely remove the bail(s) from the top of the wickets.
         

      3. Either batter can be run out off a No Ball as per the conditions described in Rule 17c(ii)(a).
         

      4. If a batter is attempting to regain the crease and the bail(s) are not completely removed until after the batter makes good their ground, the batter is not out.
         

      5. No batter may be out if the ball breaks the wicket after coming directly from a net. Conversely, a batter will be out should the ball, having come from a net, be touched by a member of the fielding side before breaking the wicket.
         

      6. The stumps, when standing, are always live irrespective of the bail(s) having been removed during play. If the wickets, whilst standing, have had the bail(s) removed but the ball is 'live', the fielding side need only hit an upright stump again with the ball or the hand(s) holding the ball to constitute an appeal for run out.
         

      7. The stumps, when standing, must have some part of their base in the normal position to enable a wicket to be taken.
         

      8. If the stumps are lying off their base on the ground, the fielding side must restand the stumps upright with some part of the base in the normal position. The fielder need only hit an upright stump with the ball or their hand(s) holding the ball to constitute an appeal for a run out.
         

      9. On the line is out.
         

      10. The base plate is considered to be part of the stumps. A batter will be adjudged out if the bail(s) is/are dislodged as a result of the ball hitting the base plate.
         

  4. LBW.  If the ball hits the striker's body and the striker has made no attempt to hit the ball, the batter will be adjudged LBW if, in the opinion of the Umpire, the ball would have struck the stumps.
     

  5. HIT WICKET. The striker will be out 'Hit Wicket' if their person or equipment breaks the stumps whilst either playing the ball or immediately setting off for the first run after playing at the ball. The base plate of the stumps is considered to be part of the stumps. A batter is not out should they break the stumps trying to regain their crease or complete a run.
     

  6. MANKAD.  If the non-striker leaves the crease prior to the delivery of the ball and the bowler completes a delivery action then breaks the stumps with the hand holding the ball, the non-striker will be out 'Mankad'. A 'Mankad' attempt does not have to be in one continuous motion but the ball must remain in the bowler’s delivery hand throughout the 'Mankad' attempt.

    1. The bowler must have had the ball at the commencement of the delivery stride.
       

    2. A legitimate 'Mankad' dismissal or attempt does not count as part of an over.
       

    3. If a bowler whilst attempting a 'Mankad', releases the ball during the delivery action and breaks the stumps at the non-striker’s end, the Umpire will call 'No Ball, Dead Ball'. This delivery will not count as part of the over and incurs the 'No Ball' penalty. The Umpire must call 'Play' to re-commence the game.
       

    4. When a bowler makes more than 2 unsuccessful 'Mankad' attempts in any one over, the third unsuccessful attempt (without releasing the ball) will be called 'No Ball, Dead Ball'. The ball will not be counted as part of the over and 2 runs will be credited to the batting team's score.
       

    5. Any 'Mankad' attempt where the bail(s) are not removed is still considered an unsuccessful 'Mankad' attempt.
       

    6. Where an Umpire considers the bowler is wasting time rather than attempting a legitimate 'Mankad', the bowler may be warned for time wasting and subsequently penalised 5 runs for misconduct if the action is repeated.
       

    7. If the 'Mankad' attempt is successful, the ball does not count as part of the over and does not affect the score of the previous or next delivery.
       

  7. INTERFERENCE.  A batter can be given out interference:

    1. If either batter deliberately interferes with the ball whilst it is in play.
       

    2. If either batter deliberately obstructs or interferes with any member of the fielding team, bearing in mind that the fielder has the right of way provided they are legitimately fielding the ball. Note: Even if they are running in a 'straight line' between the batting creases, it is the batter's responsibility to avoid fielders.
       

    3. If the ball is struck or stopped by the striker more than once except when preventing the ball from hitting the stumps. This may only be done with the bat or body but not with the hands. No runs may be scored as a direct result of such an action. Any attempt to do so would be interference. The non-striker can not impede the line of delivery of a bowler. This will be deemed interference and the Umpire will warn the non-striker to move. Refusal to heed the warning will result in a 5 run penalty.

      Note: Should any player deliberately endanger an opponent, irrespective of the right of way provisions, they will be dealt with under the misconduct rule - See Rule 19.
       

  8. THIRD BALL.

    1. Should the score remain unchanged after 2 deliveries, the Umpire will call 'Third Ball'. This call must be made prior to the commencement of the next delivery. On the next delivery, the score must change or a dismissal will be recorded against the striker. Should the score be advanced in anyway, or a dismissal occurs (including a Mankad), the 'Third Ball' count will restart from the commencement of the next delivery.
       

    2. In the event an Umpire fails to call 'Third Ball', it will be the responsibility of the Captain of the fielding side to clarify the situation prior to the commencement of the next delivery. Should both the Umpire and the fielding team fail to recognise the 'Third Ball', the following ball (ie the fourth ball) will then be called 'Third Ball' if the score did not change from the delivery just completed.
       

    3. Regardless of when they occur in a batting partnership (of 4 overs), if 2 consecutively delivered are scoreless, the ‘Third Ball' rule will apply to the next delivery. However, the 'Third Ball' rule is not carried over from one partnership to the next.
       

    4. After a call of 'Third Ball', once the non-striker leaves their crease, unless a leg side, wide or no ball is bowled, or the striker is dismissed, they must continue to the batter’s crease.  Note: The non-striker is not required to run at the instant the ball is release by the bowler.
       

    5. If the non-striker stops and/or attempts to return to their original crease, the Umpire will give the striker out 'Third Ball'.
       

    6. If the non-striker makes no clear attempt to make a physical run, the Umpire will give the striker out 'Third Ball'.
       

    7. If the non-striker does not hesitate and completes a physical run, the onus will be on the fielding team to affect a run out.

      Notes:
       

    8. Once the 'Third Ball' dismissal is given, the ball is dead.
       

    9. The dismissal is recorded against the striker.
       

    10. A striker can not be given out on a 'Third Ball' dismissal is the Umpire does not call 'Third Ball' prior to the delivery.

 Rule 18. Interference

  1. Batters must not have their running path unfairly impeded.  If in the Umpire’s opinion this constitutes unfair play, the batters are not to be given out and all runs will count. The fielding team will be issued with a warning. A 5 run penalty will be issued to the fielding team for a second occurrence. Note: A player may not be guilty of obstruction if they do not move.
     

  2. The fielder has right of way provided they are legitimately fielding the ball.
     

  3. If the ball is bowled, the deliberately fielded prior to the batter having the opportunity to hit the ball, the fielding team will be penalised 5 runs for unfair play and the ball will be rebowled.

 Rule 19. Misconduct

  1. Any misconduct may incur a run penalty at the discretion of the Umpire.  No warning may precede the application of this penalty. Any act of misconduct may result in the player(s) being ordered off the court may the Umpire - see Rule 20.
     

  2. The maximum penalty for any single rule violation is 5 runs.  In the case of misconduct related violations, the penalties can range in multiples of 5 to a maximum of 20, depending on the severity of the violation.
     

  3. Umpires must use their discretion when determining if run penalties are warranted for misconduct. Players may be warned prior to being penalised, but this is not a pre-requisite.
     

  4. Any of the following may constitute misconduct:

    1. Dangerous or undue rough play
       

    2. Swearing or making obscene gestures
       

    3. Deliberate physical contact or fighting
       

    4. Unfair play - See Rule 19f
       

    5. Spitting
       

    6. Sledging, eg Any baiting, harassment, gestures, words or actions which may interrupt the concentration of an opponent
       

    7. Mistreatment of equipment, eg bats, nets carpets, stumps or balls

    8. Deliberate time wasting

       

    9. Any player deliberately stepping on the nets
       

    10. Disputing or arguing with the Umpire. Note: The Captain of the fielding side or the batter at the wicket may query an Umpire's decision. Once the Umpire has replied, any further talking to, at or about the Umpire, or their decision, may be penalised.
       

  5. Any person or team found substituting or deliberately scuffing, gouging or attempting to reshape the ball will be penalised 10 runs for ball tampering.
     

  6. Unfair play can be defined as actions taken outside the spirit of the rules of the game to create unfair advantage over an opponent. Any of the following would be considered unfair play:

    1. A fielder pretending to have the ball in order for the Wicket Keeper to run out a batter who may stray outside their crease.
       

    2. A Wicket Keeper clicking their fingers to simulate a ball striking the edge of the bat.
       

    3. Undue noise and movement during the bowler's delivery.
       

    4. Unnecessarily slowing down play.
       

    5. After missing a delivery, the batter lifting the bat in front of the Wicket Keeper to prevent the ball being thrown to the receiver.
       

    6. Ball tampering.
       

  7. Any game may be stopped and awarded to the opposition, or cancelled, should infringements of the above nature escalate to the point where the Captains have lost control of their players. No game may be called off without consultation with the Duty Manager or Tournament Director.
     

  8. Any player incurring 2 misconduct penalties for any reason must be ordered off for the rest of the game by the Umpire.

 Rule 20. Ordering Off

  1. Umpires must order off:

    1. Any player whose conduct is extreme (eg striking or threatening behaviour).
       

    2. Any player who has been the cause of 2 separate penalties for misconduct being awarded against their team.
       

  2. The Umpire is the sole judge of what constitutes extreme misconduct.
     

  3. A player ordered off the court will take no further part in the game.
     

  4. A player ordered off will not be replaced. Teams are to revert to the player short rule (Rule 8) for the batting and bowling.

 Rule 21. Illegal Court Entry/Exit

  1. Illegal Court Entry:  Any player, other than the 2 batters and the 8 fielders on court, who enters the court during a game without the consent of the Umpire, can be ordered off and refused further participation in the game.  They may be subject to further disciplinary action by the Duty manager or Tournament Director if there is additional misconduct.
     

  2. Illegal Court Exit.  Any player who leaves the court during a game must request permission from the Umpire and provide a legitimate reason before being allowed to leave.  Any player leaving the court without permission will be refused any further participation in the game. Note: If sufficient players violate this rule, the game may be forfeited.

 Rule 22. Runners

  1. Runners are not permitted except for persons with a permanent disability, and only with the consent and at the discretion of the Duty Manager or Tournament Director.
     

  2. Where a runner has been permitted, they must:

    1. Wear 2 gloves and carry a bat.
       

    2. Stand behind the batting crease until the striker has either played at the ball or the ball has passed the batting crease.
       

    3. If this rule is infringed, no runs will be scored and the batter will be penalised 5 runs for unfair play. This violation is not subject to an order off rule - Rule 20.
       

  3. The 'disabled batter' should where possible:

    1. Stand near Zone A to the leg side of the facing batter when not on strike.
       

    2. Having struck the ball, make a reasonable effort to get out of the line of play of the fielders.
       

  4. The disabled batter will be given out 'Stumped' or 'Run Out' if either they or their runner are out of their crease.

 Rule 23. End of Over/Game

  1. An over is complete when off the last delivery:

    1. The ball is fielded and held over the stumps at either end whilst at least 1 batter is in their crease and the Umpire calls 'Over'.
       

    2. All players on the court regard the ball as being 'Dead' (ie no further play is possible).
       

    3. A wicket falls, excluding a Mankad (subject to it being a legal delivery) and the Umpire calls 'Over'.
       

  2. The Umpire will end the match by calling 'Game' after all the prescribed overs have been bowled.
     

  3. No run penalties may be imposed after the Umpire calls 'Game'.
     

  4. Any misconduct occurring after 'Game' has been called should be referred to the Duty Manager or Tournament Director for possible further action.

 Rule 24. Mixed Games

All rules apply to Mixed Games except where they conflict with the following By-Rules.  These rules should be read in conjunction with the previous Rule descriptions.

By-Rule 1 – Fielding a team (Rule 1)

There can be no more than 4 males in any one team. A team must consist of at lease 6 players in the team to start the game. Where a team has more than 5 women in the side, 1 woman shall be nominated to play as a male, where there are 6 women, 2 shall be nominated to play as males and so on.

By-Rule 2 – The Game (Rule 2)

  1. Bowling sequence: The Captain must bowl male and female players alternatively. The fielding Captain will determine whether a male or a female commences the first over.
     

  2. Batting pairs: A male and a female must bat together.

By-Rule 3 – Player short (Rule 8)

  1. If a team is a player(s) short, they can only be replaced by other player(s) of the same sex.  Females are not permitted to fill in for males and vice versa.
     

  2. When a team plays short, the male/female batting pairs and bowling sequence must be maintained.

    1. If a team is 1 player short, a player of the missing sex must be selected by the opposition Captain after the 12th over to bat for the remaining 4 overs, or bowl 2 of the remaining 4 overs.
       

    2. If a team is both a male and a female short, the opposition Captain must select a male and female player after the 12th over to bat the last 4 overs, or bowl 2 overs each of the last 4 overs.
       

    3. If a team is 2 players short of the same sex, the remaining pair of the same sex must alternate their respective batting and bowling overs.

By-Rule 4 – Field placement/intimidating play (Rule 9)

  1. Fielding:

    1. Excessively close in fielding and rushing tactics that, in the Umpire's opinion, intimidate the female striker, will be penalised by the call of 'No Ball'. No warning is required.
       

    2. There must be a maximum of 2 males and 2 females in any half of the court.
       

  2. Bowling: Males are not permitted to bowl in a manner that intimidates the female striker. This includes fast and/or short pitched bowling and any excessive spinning, and which, in the Umpire's opinion, is beyond the capabilities of the female striker.
     

  3. Batting:  The Umpire is to call 'No Score', at the completion of any play on that delivery, against strikers who hit the ball excessively hard thereby endangering the safety of the fielder. The delivery will not be rebowled. All forms of dismissal will still count.

By-Rule 5

Either batter (Male or Female) will be given 'Out' if they are caught from a direct hit (on the full) to the '6' net (Zone D).

By-Rule 6 – Substitutes (Rule 8)

When a team utilises the substitute rule or player short rule during a mixed game, the replacement player must be of the same sex.

By-Rule 7 – Equipment

All mixed games will be played using Indoor Cricket bats approved by the ECB INDOOR CRICKET.

Section 2 – ECB INDOOR CRICKET Standards

  1.  Court Layout and Dimensions

    1. The pitch is the area between both sets of stumps, the bowling return creases and the offside lines at the strikers end.
       

    2. The stumps will be of equal and sufficient size to prevent the ball from passing through them. Their tops will be 71.1 cm (28") above the floor.
       

    3. A wicket line will be marked in line with the stumps at each end and will be 1.83 metres (72") in width at the batting end and 2.47 Metres (97.25") at the bowling end, with the stumps in the centre, and the middle stumps will be 20 metres (22 yds) apart.
       

    4. The popping crease will be in front of, and parallel with, the wicket lines at both ends. It will have its back edge 1.22 metres (48") from the centre of the stumps. At the strikers end, it will extend from one side of the court to the other and will be called the batting crease. At the bowler’s end, it will be the line extending between the return creases and will be called the bowler’s crease or the front foot line.
       

    5. The return creases at the bowler's end will be lines at right angles to the bowling crease to the line of the wickets. The return creases will be marked 1.22 metres (48") from the middle stump on the line of the wicket. The return creases may be considered to extend back from the line of the stumps indefinitely for the purpose of adjudication.
       

    6. The running crease (or non-striking batter's crease), which is the edge of the crease marking nearest the bowling end, will be parallel to the popping crease and will extend from one side of the court to the other. The distance between the running crease and the batting crease will be 11 metres (36').
       

    7. The court must be no less than 28 metres (91' 10") and no more than 30 metres (98' 5") in length, and no less than 10.5 metres (34' 5") and no more than 12 metres (39' 4") in width, with the height being no less than 4 metres (13' 1") and no more than 4.5 metres (14' 9").
       

    8. The leg side lines are to be positioned with the inside edge 45 cms (17.7") from the middle stump. The leg side lines should extend a minimum of 15 cms (5.9") at right angles to the batting crease. The off side lines are to be positioned with the inside edge 90 cms (35.4") from the centre stumps.
       

    9. A fielding exclusion Zone will be marked in an arc from the centre of the batting crease and a radius of 3 metres (9' 10"); See diagram.
       

    10. The underarm line is marked across the pitch 7 metres (23') from the striker's stumps.
       

    11. All lines will be marked at a thickness of 55 mm (0.22").
       

  2.  Equipment

    1. Two sets of stumps, each 22.86cm (9") wide, and consisting of 3 stumps with 2 bails upon the top, will be pitched opposite and parallel to each other at a distance of 20 metres (22 yds). Wickets will be 'Wilkins' style either free standing or with their bases bolted to the court.
       

    2. The bails will be 11.1 cm (4.37") in length, and when position will not extend more than 1.3 cm (0.5") above the stumps. Bails may be wooden or plastic.


    DIAGRAM OF COURT LAYOUT

Section 3 - Management procedures

  1.  Game Fee

    1. No game will commence until full game fees have been paid by both teams, unless previously approved by the Duty Manager or Tournament Director.
       

    2. Full game fees must be paid, even if a team is short of players. Team penalties for non-payment of game fees may apply at the discretion of the Duty Manager or Tournament Director.
       

  2.  Late Starts

    1. Generally, the start of the game will only be delayed by a period of time set by the Duty Manager or Tournament Director.  Failure to arrive by this time may result in a forfeit.
       

    2. Team penalties for late starts may apply at the discretion of the Duty Manager or Tournament Director.
       

  3.  Points

    1. Win = 3 points, Tie = 1 points, Loss = 0 points
       

    2. Bonus points

      The corresponding batting pairs in each team (that is: partnership 1v1; 2v2; 3v3; 4v4) will compete for an additional point (known as a skin point) which will be given to the pair making the highest partnership. One skin is offered for each corresponding pair, making a total of 4 skins points per game. A tied batting pair will carry the skin point forward to the next pair or backwards in the case of the last pair.
       

    3. Ineligible player/Forfeit/Team out of competition:

      1. The points awarded for a forfeit will be 6 points to the wronged side.
         

      2. Should a side pull out of the competition prior to the half way stage, then all points gained against that side shall be null and void. Should a side pull out after the halfway stage of the competition then (providing everyone has played that side once) all points gained from the second match against them shall be null and void.
         

  4.  Ladder position

    1. In the event that 2 or more sides finish on equal points, the higher position will go to the side with the most skins points.
       

    2. If sides are still deadlocked, the final position will be determined by run difference (total runs scored less total runs conceded).
       

  5.  Qualification

    A player must not be registered or qualify for more than 1 team in any grade of the same competition unless a player is selected for their representative National side (England Masters/England Ladies development). No player is entitled to play for the representative National side unless they are eligible at that grade (for example, no player under the age of 35 would be entitled to play for the England Masters representative side and no men entitled to play for the England Ladies Development side).

Section 4 – Variations

This section has been included to offer rule variations from some of the rules in Section 1. These variations introduce alternative forms of Indoor Cricket competition.  Some of these rule variations have been successfully used in ECB INDOOR CRICKET National League and local centre competitions.  There is no compulsion to use any of these rule variations.

  1.  Varying over length of competition

    1. Indoor Cricket Centres and organised competitions may vary the number of balls required to be bowled in each over.  Over lengths may be of 6 or 7 ball duration.
       

    2. Dismissals in 6 or 7 ball over games may be penalised from –3 to –5 at the discretion of the Duty Manager or Tournament Director.
       

    3. In 6 or 7 ball over games, it is recommended that all misconduct penalties should range in multiples of 5 to a maximum of 20. However, misconduct penalties in multiples of 3 to a maximum of 12 could also be used.
       

    4. Other team penalties, such as for uniforms, could be either in multiples of 3 or 5.
       

  2.  Traditional scoring system

    1. The traditional scoring system for Indoor Cricket is: 4 points for a win, 2 for a draw, 0 for a defeat.
       

    2. Bonus points: each team to receive 1 bonus point for every 25 runs scored by their team.  Plus 1 point for every 5 wickets taken as a team.

Section 5 – Umpiring Signals

 Umpiring Signals

 Out – Arm raised above the head, finger pointing skyward. Call 'Out'.

 Dead Ball – Fist clenched, arms crossed over body. Call 'Dead Ball'

 Six Hit – Both arms raised above the head, fingers pointing up. Call 'Six runs'

 Four Hit – Arm bent at the elbow moved to and fro across chest. Call 'Four runs'

 Stop Signal – Hand out, palm facing players. Call 'Stop'

 Play Signal – Hand out, palm facing Umpire. Call 'Play'

 Wide and Leg side Wide – Arm extended straight out from the shoulder. Call 'Wide'

 No Ball – Arm raised bent at right angles at the elbow with fist clenched. Call 'No Ball'

 Change bowling Style – Arm straight out, finger pointing down. Call 'Over the Wicket', 'Underarm' etc.

 Third Ball – Three fingers held out. Call 'Third Ball'

 Over – Both hands held together in front of body and then moved outwards in opposite directions. Call 'Over'.