Twilight 12s

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Twilight 12s Competition and Game Rules

Teams

  1. Teams are to notify the Competition Co-ordinators of their name and colours.
  2. Teams may register up to 9 players.
  3.  Six players are to take the field per team per game.
  4. Teams can elect to use a 7th player but these players are not able to bat but can must share the bowling allotment of the player they replaced.
  5. The Team Captain/Coordinator must inform the Umpire of their team at the commencement of each Match.

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A Match 

  1. A match comprises 24 overs (each team bats for 12 overs).
  2. Games are to commence at 6:15pm.
  3. Teams are required to have a minimum of 5 players to commence the game. Should their opposition have all six players then the opposition team shall field first. If the batting side does not gain the sixth player by the commencement of the third batting pair then the fifth batter may bat with a team-mate but only to act as runner they can not bat or score themselves but they can be run out.
  4. A team can take the field with only 5 fielders but the overs must be shared between the five players.
  5. There is a 5 minute change over at the conclusion of the first innings.

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Bowling

  1. All players must bowl one over, with 2 players to bowl a max of 3 overs and 2 players to bowl a max of 2 overs.
  2. Players may bowl underarm, but it cannot bounce more than once otherwise it is called a no-ball.
  3. A legal overarm delivery can bounce a maximum of two times otherwise it is called a no-ball.
  4.  Each over will be a maximum of 6 deliveries no matter how many wides or no-balls, except for the last over which has to be 6 legitimate balls.
  5. All overs are bowled from one end of the wicket and batters are to change ends at the conclusion of each over.

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Scoring and Dismissals

  1. Wide – a delivery out of reach of the batter – 2 runs are awarded to the batting team AND the batters cannot run as it is a dead-ball.
  2. No Ball – a delivery reaching the batter either over the waist on the full OR above the shoulder after bouncing OR as explained above – 2 runs are awarded to the batting team AND the batters can score additional runs from this delivery (unlike a wide).
  3. Byes – runs completed after the ball is missed by the wicketkeeper
  4. Leg Byes – runs scored off the legs or body
  5. There are only 4 methods of dismissal which result in a deduction of 5 runs from the teams’ total:      
                    Bowled           Run Out          Caught           Hit-wicket

  1. LWB and stumpings are not permitted, however batters who advance down the wicket may be run out.
  2. A ball reaching the boundary is 4 runs.
  3. A ball reaching the boundary on the full is 6 runs.
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Batting

  1. Teams will be required to use a rotating batting order, to insure all players in the side get a bat during the competition
  2. Batters will bat in pairs with each pair facing 4 overs each. If a batter gets out during the course of the 4 overs the batters will swap ends and the scorers will deduct 5 runs from the team’s total.

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Fielding

  1. A maximum of 2 players can field on either side of the wicket.

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Winning the Match

  1. The Team with the highest score is the winner (if scores are equal the team losing the least number of wickets is the winner).

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Competition points

  1. Each team will receive 2 points for a win and a bye and 1 point for a loss and no points for a forfeit. Two points will be awarded to any team who wins by forfeit.
  2. Each team’s winning (or losing) margin will also be recorded, this will be known as their For and Against margin.

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Competition Winner

  1. The Grand Final will be played between the two teams with the most competition points.
  2. Should there be more than two teams equal on points then the two teams with the best For and Against margin will go through to the Grand Final.

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26 September 2006