The small print

Playing conditions

The rules every captain agrees to at registration.

The toss and starting on time

1. If a team is not ready within 15 minutes of the scheduled toss time, the toss will be awarded to the team that is present and ready. 6. A team must have at least seven players present in complete white kit at the toss, otherwise the toss will be awarded to the opposing team if they have seven eligible players ready. 9. If a match is delayed due to insufficient players, the team responsible for the delay will have one over deducted for every seven minutes of delay from its innings.

Kit, the ball and equipment

2. The same standard match ball will be used by both teams and will be provided by the tournament management. 3. A complete white cricket kit is compulsory, and any player without a white kit will not be allowed to bat, bowl, or field. If it is allowed two overs or 10 runs penalty will be given to the opponent team. 10. If a team or its captain does not present the official league ball for the match, that team will be allowed a maximum of 11 players to bat.

Squads on match day

7. Each team will have a total squad of 18 players and must nominate 15 players for the match day; the remaining three players will not be allowed to bat, bowl, or field. 8. Players under 14 or over 50 may participate even if they are not on the submitted list, but only with the mutual consent of both captains.

The umpire and conduct

4. The umpire’s decision will be final, and all players and teams must respect it. 5. If a team withdraws from or refuses to continue a match for any reason, the match points will be awarded to the opposing team.

Matches that do not finish

11. If a match is cancelled due to ground unavailability, it will be rescheduled and no points will be awarded until the match is completed. 12. If a match is abandoned due to an unpleasant incident, it will be rescheduled and the additional match cost will be shared equally among all eight teams.

Out in the middle

13. In a 35-over match, seven consecutive overs will be bowled from one end before play switches to the other end. 14. Runners will not be allowed during the tournament unless a player has a genuine health issue or injury, in which case a runner may be permitted with the approval of the umpires and both team captains.

Match format

Every league match is 35 overs an innings, which is 210 legal balls. A bowler may send down a maximum of 7 overs. Overs are always recorded in cricket notation, so 4.3 means four overs and three balls.

Squads

A team may register up to 18 players for the season. Only players approved by the league office are eligible for an official match. A player may be registered with one team only in a season.

Entering a result

Either captain enters the full scorecard on their dashboard within three days of the match, by typing it in or by uploading the league spreadsheet for that match. Players are picked from the approved squad, and the site checks that the innings adds up before it is accepted, whichever way it arrives. A late result may cost the team a league point; the league office applies any deduction by hand and tells the captain why.

Confirming a result

Whichever captain enters the result, the other captain checks it and either confirms it or raises a dispute. A confirmed result is published at once. A disputed result goes to the league office. Silence never approves a result: if a captain does not respond, the league office decides.

Points and standings

Two points for a win, one for a tie or a no result, none for a loss. Teams level on points are separated by net run rate, then by wins. Point deductions change league points only and never affect runs, wickets, overs or net run rate. Every point, award and deduction is a line in the points ledger, and a mistake is undone with a reversal that stays on the record.

Photos and club artwork

Captains add player photos, the club crest, a club picture and the club gallery from their dashboard. Pictures are re-encoded when they are uploaded, which removes camera and location data. ID documents are stored privately and are only ever visible to the league office and to that player’s own captain.