General Rules and Tournament Rules for the Lawyers' Cricket World Cup.

1.    The Laws of Cricket apply, as published by the Marylebone Cricket Club and/or the International Cricket Council.  A copy of these rules can be found at

2.    In addition to the Laws of Cricket applying, the International Lawyers’ Cricket World Cup Rules also apply and to the extent that there is a conflict between the two, the International Lawyers’ Cricket World Cup Rules below shall prevail.

3.    A Tournament Director has been appointed to:

  1. Scrutinise team lists prior to each game;
  2. Explain rules, if needed;
  3. Decide whether and when a match is ready to start or to resume; and
  4. Resolve other minor matters, to make sure games are played smoothly and harmoniously.

4.    A Tribunal has been appointed to deal with any disputes that escalate .

5.    Team Rules

  1. No player with 1st class experience can play until they have had their 42nd birthday;
  2. No more than 5 persons under 32 years of age can play in any one game in a team;
  3. Each nation must submit the following information for each player by 1 November 2015  to the Australian Lawyers’ Cricket Council;
  4. A photocopy of the passport page that contains the photograph, full name and date of birth of each participant; and
  5. A photocopy of the document that evidences the license to practise law for each player;
  6. There is to be a maximum of 17 players in each country’s first squad;
  7. There is to be no transferring between teams except to make up the Commonwealth team and the West Indies team if required unless with the prior approval of the International Committee; and
  8. There is to be 11 players per side which will be named prior to the toss and signed by both captains and umpires on the team sheet.

6.    Playing Hours

  1. The innings of the team batting first will begin at 9:30am and extend for 35 overs unless the team is dismissed beforehand or three hours is reached;
  2. The innings of the team batting second will begin prior to lunch if the team batting first is dismissed up to 30 minutes prior to the scheduled finish.  The team batting second will bat until the scheduled lunch interval.  Lunch will then be taken with play resuming no later than 45 minutes after lunch commences;
  3. The day’s play will conclude after three hours of playing time after the commencement of the innings of the team batting second as long as it has received its 35 overs.  Should the team batting second not receive its entitlement of 35 overs in the allotted time, play will continue until the team batting second receives the entitlement, passes the score or is dismissed; and
  4. Drinks may be taken on the field after each one hour of play, or evenly split if less time is scheduled for the innings.

7.    Match Ball

  1. One Kookaburra 156g 4 piece ball (white) will be provided to each team for their bowling innings; and
  2. A replacement ball will only be allowed when deemed fit by the umpires and will be chosen by the umpires.

8.    No Ball

  1. The penalty for a ‘No Ball’ is one run, plus any runs scored from the delivery; and
  2. Furthermore, the umpire at the bowler’s end will call and signal ‘No Ball’ if the ball, which the umpire considers to have been delivered: 
    1. Bounced more than twice prior to reaching the striker in his normal stance; or
    2. Rolls along the ground; or
    3. Comes to rest before it reaches the striker or if not otherwise played by the striker.

9.    Short Pitched Deliveries

  1. A short pitched delivery is delivered as a ball that passes or would have passed, after having bounced on the pitch, over the shoulder height of the batsman standing upright at the crease; and
  2. A bowler is limited to one short pitched delivery per over.  Further short pitched deliveries will be called ‘No Ball’ and a warning  will be given to the bowler.

10.    Full Pitched Deliveries

A full pitched delivery by either a fast or slow bowler, is defined as a ball that passes or would have passed, on the full, above the waist height of a batsman standing upright at the crease.  Such a delivery is to be called ‘No Ball’, and if the ball is determined to be dangerous, a warning will be given to the bowler.

11.    Free Hit

  1. The delivery following a No Ball (any No Ball) is a free hit for whichever batsman is facing it.  If the delivery for the free hit is not a legitimate delivery (any kind of No Ball or a Wide ball), then the next delivery will become a free hit for whichever batsman is facing it; and
  2. For any free hit, the striker can only be dismissed under the circumstances that apply for a No Ball even if the delivery for the free hit is called a Wide.  Changes to fielding positions are only permitted if a different batsman is on strike for the free hit delivery. 

12.    Wides

  1. Any off side delivery that in the opinion of the umpire does not give the batsman a reasonable opportunity to score will be called a Wide;
  2. Any ball passing down the leg side will be called a Wide; and
  3. The penalty for a wide is one run, plus any runs scored from the delivery.

13.    Bowling Restrictions

A maximum of 7 overs per bowler per game.

14.    Fielding Restrictions

  1. At the instant of delivery there is to be no more than five fielders on the leg side;
  2. A 30m circle will be present on all playing fields;
  3. Overs 1 to 10 – No more than 2 fielders are allowed outside of the 30m circle when the ball is bowled;
  4. Overs 11 to 25 – No more than 4 fielders are allowed outside of the 30m circle when the ball is bowled;
  5. Overs 26 to 35 – No more than 5 fielders are allowed outside of the 30m circle when the ball is bowled; and
  6. If the fielding side does not adhere to the field restrictions listed above, ‘No Ball’ will be called by the umpire.

15.    Game Delays

If the start of play is delayed for any legitimate reason, the number of minutes lost will be divided by seven (7) to determine the number of overs that the game will be reduced for each team.  If the number of overs remaining included a fraction, then this is to be rounded up.

16.    Procedure for One1 Eliminator

  1. In matches in which the scores are equal at the end of the allotted or adjusted number of overs for the team batting second, the result will be determined through a tiebreaker based on the ICC One Over Per Side Eliminator “One1 Eliminator”.
  2. The “One1 Eliminator” occurs as follows: 
  1. Subject to weather conditions, the One1 Eliminator will commence 5 minutes after the conclusion of the match;
  2. The One1 Eliminator will take place on the pitch allocated for the match with the sides batting in the same order.  The umpires do not change ends.  The fielding side to choose from which end to bowl;
  3. Prior to the commencement of the One1 Eliminator each team selects three batsmen and one bowler;
  4. The selected players are given in writing to the umpires;
  5. Each team’s over is played with the same fielding restrictions as those that are in place for the last over of a match;
  6. The same ball (or a ball of a similar age if the original ball is out of shape) as used at the end of the team’s innings will be used for the “extra” over;
  7. The loss of two wickets in the over ends the team’s one over innings;
  8. The break between the first and second batting innings shall be 5 minutes; and
  9. In the event that the result is still a Tie after the One1 Eliminator above has been applied, the One1 Eliminator will be repeated until a winner is obtained. 

17.    Game Result

  1. The winning team for each match will be the team with the higher score at the completion of the fixture.  If the team batting second passes the score of the team batting first before the completion of its allotted overs, the game can continue with the agreement of both team captains.  However, no statistical calculations will apply from this time.
  2. For a result to be reached, at least 15 overs must be completed in each innings unless one or both teams are dismissed beforehand.  If this is not possible, then the game will be declared a draw;
  3. If the 35 overs are not completed for any reason (ie wet weather), the Duckworth Lewis Method will be used.  This program will be in operation at each ground on an iPad provided by the host country; and
  4. Scorebooks must show the batting team’s total score for each over.

18.    Net Run Rate

  1. Net run rate for each team will be calculated throughout the tournament.  This will help separate teams after pool matches who are on the same number of points; and
  2. A team’s net run rate is calculated by subtracting the average runs per over scored for, by the average runs per over scored against, throughout the competition.  An example is below:

    Team A – Scores 1200 runs in 200 overs (batting innings).  Concedes 800 runs in 200 overs (bowling innings (1200/200)   (800/200) = 6 4 = 2

    Therefore, Team A has a net run rate of +2 runs/over for the competition

  3. In the event of a team being all out in less than its full quota of overs, the calculation of its net run rate is based on the full quota of overs to which it would have been entitled and not on the number of overs in which the team was dismissed. 

19.    Points System

  1. 4 points for a win;
  2. 2 points for a tie/draw; and
  3. 0 points for loss.