Cricket
is a team sport for two teams of eleven players each.
A formal game of cricket can last anything from an afternoon
to several days.
Although the game play
and rules are very different, the basic concept of cricket
is similar to that of baseball. Teams bat in successive
innings and attempt to score runs, while the opposing
team fields and attempts to bring an end to the batting
team's innings. After each team has batted an equal
number of innings (either one or two, depending on conditions
chosen before the game), the team with the most runs
wins.
(Note: In cricket-speak,
the word ``innings'' is used for both the plural and
the singular. ``Inning'' is a term used only in baseball.)
Equipment
Cricket Ball:
Hard, cork and string ball, covered with leather. A
bit like a baseball (in size and hardness), but the
leather covering is thicker and joined in two hemispheres,
not in a tennis ball pattern. The seam is thus like
an equator, and the stitching is raised slightly. The
circumference is between 224 and 229 millimetres (8.81
to 9.00 inches), and the ball weighs between 156 and
163 grams (5.5 to 5.75 ounces). Traditionally the ball
is dyed red, with the stitching left white. Nowadays
white balls are also used, for visibility in games played
at night under artificial lighting.
Cricket Bat:
Blade made of willow, flat on one side, humped on the
other for strength, attached to a sturdy cane handle.
The blade has a maximum width of 108 millimetres (4.25
inches) and the whole bat has a maximum length of 965
millimetres (38 inches).
Wickets:
There are two wickets - wooden structures made up of
a set of three stumps topped by a pair of bails. These
are described below.
Stumps:
Three wooden posts, 25 millimetres (1 inch) in diameter
and 813 millimetres (32 inches) high. They have have
spikes extending from their bottom end and are hammered
into the ground in an evenly spaced row, with the outside
edges of the outermost stumps 228 millimetres (9 inches)
apart. This means they are just close enough together
that a cricket ball cannot pass between them.
Bails:
Two wooden crosspieces which sit in grooves atop the
adjacent pairs of stumps.
A complete wicket looks like this:
Protective Gear:
Pads, gloves, helmet, etc for batsmen to wear to prevent
injury when struck by the ball.
Shoes:
Leather, usually with spiked soles for grip on the grass.
Clothing:
Long pants, shirt (long or short sleeved depending on
the weather), possibly a sleeveless or long-sleeved
woollen pullover in cold weather. For games played with
a red ball, the clothing must be white or cream. With
a white ball, players usually wear uniforms in solid
team colours. Add a hat or cap to keep the sun off.
There are no regulations regarding identifying marks
or numbers on clothing.
The Field
A cricket field is a roughly elliptical field of flat
grass, ranging in size from about 90 to 150 metres (100-160
yards) across, bounded by an obvious fence or other
marker. There is no fixed size or shape for the field,
although large deviations from a low-eccentricity ellipse
are discouraged. In the centre of the field, and usually
aligned along the long axis of the ellipse, is the pitch
, a carefully prepared rectangle of closely mown and
rolled grass over hard packed earth. It is marked with
white lines, called creases.
The dimensions are in
centimetres (divide by 2.54 for inches).
The Play
The order in which the teams bat is determined by a
coin toss. The captain of the side winning the toss
may elect to bat or field first.
All eleven players of
the fielding team go out to field, two players of the
batting team go out to bat. The remainder of the batting
team wait off the field for their turn to bat. Each
batsman wears protective gear and carries a cricket
bat.
The game progresses by
the bowling of balls. The sequence of events which constitutes
a ball follows:
The fielding team disperses
around the field, to positions designed to stop runs
being scored or to get batsmen out. One fielder is the
bowler. He takes the ball and stands some distance behind
one of the wickets (i.e. away from the pitch). Another
fielder is the wicket-keeper, who wears a pair of webbed
gloves designed for catching the ball and protective
pads covering the shins. He squats behind the opposite
wicket. The rest of the fielders have no special equipment
- gloves to assist catching the ball are not allowed
to anyone but the wicket-keeper.
One batsman stands behind
each popping crease, near a wicket. The batsman farthest
from the bowler is the striker, the other is the non-striker.
The striker stands before his wicket, on or near the
popping crease, in the batting stance. For a right-handed
batsman, the feet are positioned like this:
The batsman stands with
his bat held down in front of the wicket, ready to hit
the ball, which will be bowled from the other end of
the pitch. The batsman usually rests the lower end of
the bat on the pitch and then taps the bat on the pitch
a few times as ``warm-up'' backswings.
The non-striker simply
stands behind the other popping crease, waiting to run
if necessary. The bowler takes a run-up from behind
the non-striker's wicket. He passes to one side of the
wicket, and when he reaches the non-striker's popping
crease he bowls the ball towards the striker, usually
bouncing the ball once on the pitch before it reaches
the striker. (The bowling action will be described in
detail later.)
The striker may then
attempt to hit the ball with his bat. If he misses it,
the wicket-keeper will catch it and the ball is completed.
If he hits it, the two batsmen may score runs (described
later). When the runs are completed, the ball is also
considered completed. The ball is considered to be in
play from the moment the bowler begins his run-up. It
remains in play until any of several conditions occur
(two common ones were just described), after which it
is called dead. The ball is also dead if it lodges in
the striker's clothing or equipment. Once the ball is
dead, it is returned to the bowler for the next delivery
(another name for the bowling of a ball). Between deliveries,
the batsmen may leave their creases and confer with
each other.
When one bowler has completed
six balls, that constitutes an over. A different member
of the fielding team is given the ball and bowls the
next over - from the opposite end of the pitch. The
batsmen do not change ends, so the roles of striker
and non-striker swap after each over. Any member of
the fielding team may bowl, so long as no bowler delivers
two consecutive overs. Once a bowler begins an over,
he must complete it, unless injured or suspended during
the over.
Another possibility during
a ball is that a batsman may get out. There are ten
different methods of being out - these will be described
in detail later. If a batsman gets out, the ball is
dead immediately, so it is impossible to get the other
batsman out during the same ball. The out batsman leaves
the field, and the next batsman in the team comes in
to bat. The not out batsman remains on the field. The
order in which batsmen come in to bat in an innings
is not fixed. The batting order may be changed by the
team captain at any time, and the order does not have
to be the same in each innings.
When ten batsmen are
out, no new batsmen remain to come in, and the innings
is completed with one batsman remaining not out. The
roles of the teams then swap, and the team which fielded
first gets to bat through an innings. When both teams
have completed the agreed number of innings, the team
which has scored the most runs wins.
Scoring Runs
Whenever a batsman hits the ball during a delivery,
he may score runs. A run is scored by the batsmen running
between the popping creases, crossing over midway between
them. When they both reach the opposite crease, one
run is scored, and they may return for another run immediately.
The fielding side attempts to prevent runs being scored
by threatening to run out one of the batsmen.
If the batsmen are attempting
to take runs, and a fielder gathers the ball and hits
a wicket with it, dislodging one or both bails, while
no batsman is behind that wicket's popping crease, then
the nearest batsman is run out. Specifically, the batsman
must have some part of his body or his bat (provided
he is holding it) grounded behind (not on) the crease.
The batsmen carry their
bats as they run, and turning for another run is accomplished
by touching the ground beyond the crease with an outstretched
bat. The batsmen do not have to run at any time they
think it is unsafe - it is common to hit the ball and
elect not to run.
If the batsmen run one
or three (or five! rare, but possible), then they have
swapped ends and their striker/non-striker roles are
reversed for the next ball (unless the ball just completed
is the end of an over).
In addition to scoring
runs like this, if a batsman hits the ball so that it
reaches the boundary fence, he scores four runs, without
needing to actually run them. If a batsman hits the
ball over the boundary on the full, he scores six runs.
If a four or six is scored, the ball is completed and
the batsmen cannot be run out. If a spectator encroaches
on to the field and touches the ball, it is considered
to have reached the boundary. If a fielder gathers the
ball, but then steps outside or touches the boundary
while still holding the ball, four runs are scored.
If a fielder catches the ball on the full and, either
during or immediately after the catch, steps outside
or touches the boundary, six runs are scored.
The batsmen usually stop
taking runs when a fielder is throwing the ball back
towards the pitch area. If no fielder near the pitch
gathers the ball and it continues into the outfield
again, the batsmen may take more runs. Such runs are
called overthrows. If the ball reaches the boundary
on an overthrow, four runs are scored in addition to
the runs taken before the overthrow occurred.
Runs scored by a batsman,
including all overthrows, are credited to him by the
scorer. The number of runs scored by each batsman is
an important statistic.
If, while running multiple
runs, a batsman does not touch the ground beyond the
popping crease before he returns for the next run, then
the umpire at that end will signal one short, and the
number of runs scored is reduced by one.
Ways of Getting Out
Here is a full list of the ten different ways of getting
out. But first, a few necessary definitions:
The wicket is said to
be broken if one or both of the bails have been dislodged
and fallen to the ground. If the bails have fallen off
for any reason and the ball is still in play, then breaking
the wicket must be accomplished by pulling a stump completely
out of the ground. If the wicket needs to be broken
like this with the ball, the uprooting of the stump
must be done with the ball in contact with the stump.
The field is notionally
split into two halves, along a line down the centre
of the pitch. The half of the field in front of the
striker is called the off side, the half behind is called
the leg side, or sometimes the on side. Thus, standing
at the bowler's wicket and looking towards a right-handed
striker's wicket, the off side is to the left and the
leg side to the right (and vice-versa for a left-handed
striker). The stumps of the striker's wicket are called
off stump, middle stump, and leg stump, depending on
which side they are on.
When a batsman gets out,
no matter by what method, his wicket is said to have
fallen, and the fielding team are said to have taken
a wicket.
Now, the ways of getting
out:
Caught:
If a fielder catches the ball on the full after the
batsman has hit it with his bat. However, if the fielder
catches the ball, but either during the catch or immediately
afterwards touches or steps over the boundary, then
the batsman scores six runs and is not out.
Bowled:
If the batsman misses the ball and it hits and breaks
the wicket directly from the bowler's delivery. The
batsman is out whether or not he is behind his popping
crease. He is also out bowled if the ball breaks the
wicket after deflecting from his bat or body. The batsman
is not out if the wicket does not break.
Leg Before Wicket:
If the batsman misses the ball with his bat, but intercepts
it with part of his body when it would otherwise have
hit the wicket, and provided several other conditions
(described below) are satisfied. An umpire must adjudicate
such a decision, and will only do so if the fielding
team appeal the decision. This is a question asked of
the umpire, usually of the form ``How's that?'' (or
``Howzat?''), and usually quite enthusiastic and loud.
If the ball bounces outside an imaginary line drawn
straight down the pitch from the outside edge of leg
stump, then the batsman cannot be out LBW, no matter
whether or not the ball would have hit the stumps. If
the batsman attempts to play a shot at the ball with
his bat (and misses) he may only be given out LBW if
the ball strikes the batsman between imaginary lines
drawn down the pitch from the outside edges of leg and
off stumps (ie. directly in line with the wicket). If
the batsman does not attempt to play the ball with his
bat, then he may be given out LBW without satisfying
this condition, as long as the umpire is convinced the
ball would have hit the wicket. If the ball has hit
the bat before the hitting the batsman, then he cannot
be given out LBW.
Stumped:
If a batsman misses the ball and in attempting to play
it steps outside his crease, he is out stumped if the
wicket-keeper gathers the ball and breaks the wicket
with it before the batsman can ground part of his body
or his bat behind his crease.
Run Out:
If a batsman is attempting to take a run, or to return
to his crease after an aborted run, and a fielder breaks
that batsman's wicket with the ball while he is out
of the crease. The fielder may either break the wicket
with a hand which holds the ball, or with the ball directly.
It is possible for the non-striker to be run out if
the striker hits the ball straight down the pitch towards
the non-striker's wicket, and the bowler deflects the
ball on to the wicket while the non-striker is out of
his crease. If the ball is hit directly on to the non-striker's
wicket, without being touched by a fielder, then the
non-striker is not out. If the non-striker leaves his
crease (in preparation to run) while the bowler is running
up, the bowler may run him out without bowling the ball.
Batsmen cannot be run out while the ball is dead - so
they may confer in the middle of the pitch between deliveries
if they desire.
Hit Wicket:
If, in attempting to hit a ball or taking off for a
first run, the batsman touches and breaks the wicket.
This includes with the bat or dislodged pieces of the
batsman's equipment - even a helmet or spectacles!
Handle The Ball:
If a batsman touches the ball with a hand not currently
holding the bat, without the permission of the fielding
side. This does not include being hit on the hand by
a delivery, or any other non-deliberate action.
Obstructing The Field:
If a batsman deliberately interferes with the efforts
of fielders to gather the ball or effect a run out.
This does not include running a path between the fielder
and the wicket so that the fielder cannot throw the
stumps down with the ball, which is quite legal, but
does include any deliberate attempt to swat the ball
away.
Hit The Ball Twice:
If a batsman hits a delivery with his bat and then deliberately
hits the ball again for any reason other than to defend
his wicket from being broken by the ball. If the ball
is bouncing or rolling around near the stumps, the batsman
is entitled to knock it away so as to avoid being bowled,
but not to score runs.
Timed Out:
If a new batsman takes longer than two minutes, from
the time the previous wicket falls, to appear on the
field.
These methods of getting out are listed in approximate
order of how commonly they occur. The first five are
reasonably common, the last five quite rare. The last
three methods are almost never invoked.
If a batsman is out caught,
bowled, LBW, stumped, or hit wicket, then the bowler
is credited with taking the wicket. No single person
is credited with taking a wicket if it falls by any
other method.
Officials
The game is adjudicated by two umpires, who make all
decisions on the field and whose word is absolutely
final. One umpire stands behind the non-striker's wicket,
ready to make judgements on LBWs and other events requiring
a decision. The other umpire stands in line with the
striker's popping crease, about 20 metres (20 yards)
to one side (usually the leg side, but not always),
ready to judge stumpings and run-outs at his end. The
umpires remain at their respective ends of the pitch,
thus swapping roles every over.
If the technology is
available for a given match, a third umpire is sometimes
used. He sits off the field, with a television replay
monitor. If an on-field umpire is unsure of a decision
concerning either a run out or a stumping attempt, he
may signal for the third umpire to view a television
replay. The third umpire views a replay, in slow motion
if necessary, until he either reaches a decision or
decides that he cannot make a clear decision. He signals
the result to the on-field umpire, who must then abide
by it. If the equipment fails, the replay umpire signals
no decision. The replay umpire cannot be used for any
decisions other than run outs and stumpings.
Whenever any decision
is in doubt, the umpire must rule in favour of the batsman.
If the ball hits an umpire,
it is still live and play continues. If it lodges in
an umpire's clothing, then it is dead.
The game is also presided
over by a match referee, who watches from outside the
field. The referee makes no decisions of relevance to
the outcome of the game, but determines penalties for
breaches of various rules and misconduct. In professional
games, these penalties are monetary fines.
Arguing with an umpire's
decision is simply not tolerated. Anything more than
a polite question to the umpires is heavily frowned
upon and could attract a penalty from the referee. The
most serious misconduct in a cricket match is of the
order of a rude gesture to an opponent or throwing the
ball into the ground in disgust. Such gross misbehaviour
would attract large fines and possibly match suspensions.
Penalties for physical violence can only be guessed
at, but would possibly be a career suspension.
Extras
Extras are runs scored by means other than when the
ball is hit by a batsman. Extras are not credited to
any batsman, and are recorded by the scorer separately.
The total number of runs for the innings is equal to
the sums of the individual batsmen's scores and the
extras. There are four types of extras: no balls, wides,
byes, and leg byes.
The bowler must bowl
each ball with part of his frontmost foot behind the
popping crease. If he oversteps this mark, he has bowled
a no ball. The umpire at that end calls ``no ball''
immediately in a loud voice. The batsman may play and
score runs as usual, and may not be out by any means
except run out, handle the ball, hit the ball twice,
or obstructing the field. Further, if the batsman does
not score any runs from the ball, one run is added to
the batting team's score. Also, the bowler must bowl
an extra ball in his over to compensate. A no ball is
also called if any part of the bowler's back foot is
not within the area between the return creases.
If the bowler bowls the
ball far to one side or over the head of the batsman,
so making it impossible to score, the umpire will signal
the ball as a wide . This gives the batting team one
run and the bowler must rebowl the ball. The striker
may not be out hit wicket off a wide ball.
If the striker misses
a ball and the wicket-keeper fails to gather it cleanly,
the batsmen may take runs. These runs are called byes
and are scored as extras.
If the striker, in attempting
to play a shot, deflects the ball with part of his body,
the batsmen may attempt to take a run. Such runs are
called leg byes . If the striker did not attempt to
play a shot with his bat, leg byes may not be taken.
The umpire adjudicates by signalling a dead ball if
the batsmen attempt to run when, in his opinion, no
attempt was made to play a shot.
Batsmen may be run out
as usual while running byes and leg-byes. If, while
running either form of bye, the ball reaches the boundary,
four byes (of the appropriate type) are scored.
The Bowling Action
The bowling action itself has to conform to several
restrictions. The bowler's arm must be straight when
the ball is bowled (so no ``throwing'' is allowed).
The ball must be bowled overarm, not underarm.
The difference between
`bowling' and `throwing': When you throw the ball, the
elbow is cocked and used to impart energy to the ball
by straightening. When a ball is bowled, the elbow joint
is held extended throughout. All the energy is imparted
by rotation of the arm about the shoulder, and possibly
a little by wrist motion. For a right-handed bowler,
the action goes roughly as follows:
After the run-up, the
right foot is planted on the ground with the instep
facing the batsman. The right arm is extended backwards
and down at this stage. The left foot comes down on
the popping crease as the bowler's momentum carries
him forward - he is standing essentially left-side on
to the batsman. As the weight transfers to the left
foot, the right arm is brought over the shoulder in
a vertical arc. The ball is released near the top of
the arc, and the follow-through brings the arm down
and the right shoulder forward rapidly.
Bouncing the ball on
the pitch is not mandatory. It's usually done because
the movement of the ball off the pitch makes it much
harder to hit. Unbounced deliveries, or full tosses
are almost always much easier to hit, and mostly they
are bowled accidentally. A full toss above hip height
is no ball, and an umpire who suspects that such a ball
was deliberate will give the bowler an official warning.
A warning is also given if the umpire believes the bowler
is bowling at the body of a batsman in a deliberate
attempt to injure the batsman. After two warnings a
bowler is barred from bowling for the rest of the innings.
If any rule governing
the bowling action is violated, a no ball results.
Bowlers are allowed to
polish the ball by rubbing it with cloth (usually on
their trouser legs) and applying saliva or sweat to
it. Any other substance is illegal, as is rubbing the
ball on the ground. Usually one side of the ball is
polished smooth, while the other wears, so that the
bowler can achieve swing (curving the ball through the
air). It is also illegal to roughen the ball by any
means, including scraping it with the fingernails or
lifting the seam. A bowler who illegaly tampers with
the ball is immediately suspended from bowling for the
rest of that innings.
The bowler may bowl from
either side of the wicket, but must inform the umpire
and the batsmen if he wishes to change sides. Bowling
with the bowling arm closest to the wicket is called
over the wicket, and is most common. Bowling with the
non-bowling are closest to the wicket is called around
the wicket.
The bowler may abort
his run-up or not let go of the ball if he loses his
footing or timing for any reason. The umpire will signal
dead ball and the ball must be bowled again. If a bowler
loses his grip on the ball during the delivery action,
it is considered to be a live ball only if it is propelled
forward of the bowler. If such a ball comes to rest
in front of the striker, but any distance to the side,
the striker is entitled to walk up to the ball and attempt
to hit it with his bat. The fielding team must not touch
the ball until the striker either hits it or declines
to do so.
A delivery may also be
aborted by the striker stepping away from his stumps,
if distracted by an insect or dust in the eye, for example.
Fielding
Field placements in cricket are not standardised. There
are several named field positions, and the fielding
captain uses different combinations of them for tactical
reasons. There are also further descriptive words to
specify variations on the positions labelled by simple
names, so that any position in which a fielder stands
can be described.
The following diagram
shows the rough positions of all of the simply named
field positions. In this diagram, the pitch is indicated
by three '#' marks; the striker's end is at the top.
The bowler is not shown, but would be running upwards
towards the bottom end of the pitch. The approximate
field positions are marked with numbers or letters,
according to the key on the right of the diagram. The
three marks: '+', '*', and '~' indicate that the adjective
shown at the bottom of the list can be used to describe
a modification of that position, as shown in the example.
---------------------------------
1 wicket keeper
/ \ 2 first slip
/ e h \ 3 second slip
/ \ 4 third slip
/ \ 5 gully +
/ \ 6 point +*~
/ \ 7 cover +
/ 2 j \ 8 extra cover +
| 43 1 d | 9 mid-off +*
| 5 | a mid-on +*
| 6 # i c | b mid-wicket +
| # | c square leg +~
| 7 # b | d leg slip
| 8 | e third man
| | f long off
\ 9 a / g long on
\ / h fine leg
\ / i bat-pad
\ / + deep (near boundary)
\ / * silly (near batsman)
\ f g / ~ backward (more 'up')
\ / eg.
--------------------------------- j deep backward square
leg
(This picture will be
replaced with an inline image when I have time.)
Other modifiers used
to qualify positions:
square: close to a line perpendicular to the pitch,
through the batsman;
fine: close to a line straight along the pitch;
short: close to the batsman.
The only restriction
on field placements is that, at the time the ball is
delivered, there must be no more than two fielders in
the quadrant of the field backward of square leg. (This
rule exists mainly for historical reasons - see the
Bodyline section below.)
Sometimes fielders close
to the bat wear helmets for safety. When not in use,
the helmet (or any other loose equipment) may be placed
on the field (usually behind the wicket-keeper, where
it is unlikely to be hit by the ball). If any such loose
fielding equipment is hit with the ball, five runs are
scored, either to the batsman who hit the ball or as
the appropriate form of byes. The ball is then considered
dead and no further runs can be taken, nor can a batsman
be run out.
If a fielder is wearing
a protective helmet, and the striker hits the ball so
that it bounces off the helmet, he may not be out caught
off the rebound. If a ball rebounds from any other part
of the body of a fielder, he may be out caught if another
fielder (or the same one) then catches the ball before
it hits the ground.
Injuries and Substitutions
In case of injury, substitutes may replace any number
of fielders. A substitute may only field - he may not
bowl, nor bat. A substitute may not keep wicket. A substituted
player must return to the field as soon as he is able
to resume playing without danger.
If a batsman is injured,
he may retire and resume his innings when fit again,
so long as his team's innings is not over. If a batsman
is too injured to bat when no other batsmen remain to
come in after a wicket falls, his innings must be forfeited
and his team's innings ends. If a batsman is able to
bat, but not run, then another player may run for him.
The runner must wear the same equipment as the batter,
and performs all his running. The injured non-runner
must remain behind his crease at all times when the
ball is in play or risk being run out, even if his runner
is safely behind a crease.
If a bowler is injured
during an over and cannot complete it, another bowler
must bowl the remaining deliveries in that over. The
bowler chosen to finish the over must not be the bowler
who bowled the previous over, and must not bowl the
over immediately following either.
A player may not leave
the field for injury unless the injury is sustained
on the field. An injured player who takes the field
may not leave because of his pre-existing injury, unless
it is clearly aggravated further on the field.
Adverse Weather Conditions
Play is suspended at the umpires' discretion for rain.
Light rain is usually tolerated, though nothing heavier,
because of the possibility of damage to the pitch. If
the players are off the field, they must remain off
until the rain has stopped completely. During rain the
pitch is covered with waterproof material to protect
it. Often the bowlers' run-ups and an area around the
pitch are also covered.
During very windy conditions,
sometimes the bails will tend to blow off the top of
the stumps. If this becomes a problem, the umpires can
decide to play without bails. In this case, the wicket
does not need to be broken by uprooting a stump, and
the umpires must take full responsibility for deciding,
in a reasonable manner, whether the wicket is broken
or not.
Umpires Signals
The umpires signal various events with gestures, as
follows:
Out:
When a batsman is out, the umpire making the decision
raises one hand above his head, with the index finger
extended.
Not Out:
There is no formal signal to indicate that a batsman
is not out. The umpire can either shake his head `no'
or not signal at all.
Four:
A four scored by the ball reaching the boundary is signalled
by an arm extended horizontally and waved briefly back
and forth in a horizontal arc.
Six:
A six is signalled by raising both arms straight over
the head.
No Ball:
A no ball is signalled by holding an arm out horizontally.
Wide:
A wide is signalled by holding both arms out horizontally.
Byes:
Runs scored as byes are signalled by raising one arm
over the head, palm open.
Leg Byes:
Leg byes are signalled by raising one leg and tapping
the knee with one hand.
Dead Ball:
If the umpire has to signal dead ball to prevent the
players from assuming that the ball is still alive,
he waves both arms across each other in front of his
abdomen.
One Short:
One short is signalled by touching the tip of one hand
to the same shoulder.
TV Replay:
If an umpire wishes the third umpire to make a decision
based on a TV replay, he signals by drawing a large
square shape in the air with both hands, spreading them
out high in the air in front of him, bringing them down,
and then together again.
The Two Forms of Cricket
Cricket is played in two very distinct forms. The first
is limited duration, in which a specific number of hours
of playing time are allocated and each team plays two
innings.
The second is limited
overs, in which each team plays one innings of a pre-determined
number of overs.
First Class Cricket
First class cricket matches are the most prestigious
games, played at a professional level. The top level
games are international Test matches, played betwen
countries. There are also domestic first class cricket
competitions. First class matches are of limited duration.
Test matches will be described first, then any differences
for other first class matches will be described.
Test matches are played
over five days, with six hours play each day. Each day's
play is divided into three sessions of two hours each,
with a 40 minute break between the first two session
for lunch, and a 20 minute tea break between the last
two sessions. A short drinks break is taken once an
hour, or more often in very hot weather. Play usually
goes from 11:00 local time to 18:00, although this may
be varied if sunset occurs early. The scheduled close
of play time is called stumps. Test matches are never
played under artificial lighting.
Each team has two innings,
usually played in alternating order. Each innings is
over when either ten batsmen are out, or the captain
of the batting side declares the innings closed (for
strategic reasons, more later). When all the innings
are completed, the team with the most runs wins. If
there is a tie, the result stands (this is rare - it
has only ever happened twice).
If by the end of the
final day's play all the innings are not completed,
the game is a draw, no matter who appeared to be ``winning''.
Thus the strategic importance of sometimes declaring
an innings closed, in order to have enough time to dismiss
the other team and so win the game.
The order of the innings
alternates except when the follow-on is enforced. This
can occur if the second team to bat in the first innings
scores 200 or more runs fewer than the first team. The
captain of the first team may then ask the second team
to follow on, i.e. to bat its second innings immediately,
and defer his own team's second innings until afterwards.
Whenever a change of
innings occurs during a session, a ten minute break
is taken. If the end of an innings occurs within ten
minutes of the end of the first or second sessions,
the ten minute break is lost and the scheduled interval
is shifted to begin immediately. If the end of an innings
occurs within ten minutes of stumps, the day's play
ends early.
Test matches are played
with a red cricket ball. A new ball is used for the
beginning of each innings. The same ball must be used
throughout the innings, being replaced only in the following
cases:
The captain of the bowling
team may elect to take a new ball at any time after
80 overs have been bowled with the previous ball.
If the ball is lost, it is replaced.
If the ball is damaged, either by the stitching coming
undone or the ball becoming clearly non-spherical, it
is replaced.
In cases 2 and 3, the ball must be replaced by a previously
used ball of similarly worn condition to the old ball,
as chosen by the umpires. If the ball is ever hit so
that a spectator gathers it, the spectator must return
it so that play can continue.
On each day of play in
a Test match, a minimum of 90 overs must be bowled.
If the bowling team has not bowled the required minimum
by the scheduled stumps time, play is extended until
the required number of overs have been bowled. Whenever
an innings ends, the number of overs to be bowled is
recalculated, disregarding the number of overs bowled
so far during the same day. The required minimum is
calculated to be the number of minutes of play remaining,
divided by 4 and rounded up. On the last day of play,
this formula is used up until one hour before stumps,
then fifteen overs are added to the result. If extra
overs are bowled before the time one hour before stumps
on the final day, then there still must be a minimum
of fifteen overs bowled after the time one hour before
stumps. All of these conditions are recalculated for
time lost due to poor weather, at a rate of one over
per 4 minutes of lost time. If a day's play ends early
because of poor weather conditions, all calculations
are reset for the next day.
If there is heavy cloud
cover, the umpires may decide that the ambient light
level is too low and that the batsmen may be in danger
because of difficulty in sighting the ball. If so, they
offer the light to the batsmen, who may agree to leave
the field or may decide to play on. If the light deteriorates
further, the umpires will offer again. If the batsmen
decide to leave the field and the light improves, the
umpires make the decision to resume play.
If a fielder leave the
field for any reason and then returns during the same
innings, he may not bowl until he has been on the field
again for as much time as he spent off the field.
Test matches are played
in Series between two of the official Test nations.
A Test Series consists of a set number of matches, from
one to six, all of which are played to completion, even
if one team gains an unassailable lead in the Series.
Series of three or five matches are most common. Some
pairs of nations compete against one another for a perpetual
trophy. If a Series between two such nations is drawn,
the holder of the trophy retains it.
Non-Test first class
cricket differs from Test cricket in only a few respects.
A non-Test first class match is usually four days long,
not five. In a four-day game, the cut-off figure for
enforcing the follow-on is 150 or more runs behind the
first team. The formula used to determine the minimum
number of overs bowled in a non-Test first class match
may be different to that used for a Test match; there
is no standard regulation.
Non-Test first class
competitions are usually round-robins amongst several
domestic teams. Other first class matches include single
games between visiting international sides and domestic
first class teams.
One-Day Cricket
One-day cricket differs significantly from first class
cricket. A one- day match is played on a single day.
Either a red or a white cricket ball may be used, and
play under artificial lighting is allowed.
Each team gets only one
innings, and that innings is restricted to a maximum
number of overs. Usual choices for the number of overs
are 50, 55, or 60. Each innings is complete at the end
of the stipulated number of overs, no matter how many
batsmen are out. If ten batsmen are out before the full
number of overs are bowled, the innings is also over.
If the first team's innings ends in this manner, the
second team still has its full number of overs to score
the required runs. The timing of the innings and the
break between them are not regulated.
Whichever team scores
the most runs wins. A tied score stands. There is no
draw result. If the match is washed out, so that the
innings are not played, the game is declared a no-result.
In each innings, each
bowler is restricted to bowling a maximum number of
overs equal to one fifth of the total number of overs
in the innings. Either a single new ball is used for
each innings, or two new balls which are alternated
between overs. (This is often done with white balls
because they wear much faster than red balls.) New balls
are never taken during an innings, but replacements
for lost or damaged balls are taken as in first class
matches.
In case of rain interruption
to the first innings, the number of overs for each innings
is recalculated so that they will be the same. If rain
interrupts the second innings, making it impossible
for an equal number of overs to be bowled, the number
of runs scored by the first team is adjusted to compensate.
There is no standard adjustment formula - one is decided
beforehand for any given competition. There is also
a predetermined number of overs which must be bowled
in each innings for any result to be considered valid;
if this limit is not reached the game is a no-result.
Because of the emphasis
on scoring runs quickly, wide balls are enforced much
more strictly in one-day cricket.
One-day competitions
are played either as Series between pairs of international
teams, round-robin competitions between groups of international
teams, or round-robins between domestic teams. A World
Cup one-day competition is played between all the Test
nations each four years.
Strategies, Tactics,
and Trivia
All of the rules of cricket have been described above,
as well as some other information which is not ``rules'',
such as names of fielding positions. The rest of this
file is concerned with other information which is useful
to know, but not actually ``rules''.
Bowling Styles
There are two basic approaches to bowling: fast and
spin. A fast bowler bowls the ball as fast as practicable,
attempting to defeat the batsman with its pace. If the
ball also swings in the air, or seams (moves sideways)
off the pitch because of bouncing on the seam, it can
be very difficult to play. A spin bowler has a more
ambling run-up and uses wrist or finger motion to impart
a spin to the ball. The ball then spins to one side
when it bounces on the pitch, thus also hopefully causing
it to be hard to hit. Fast bowlers are generally used
with a new ball, while spin bowlers get more spin with
a worn ball. There is also medium pace bowling, which
concentrates more on swing and seam than pace.
A swing bowler will hold
the seam of the ball at a certain angle and attempt
to release the ball so that it spins with the seam at
a constant angle. With one side of the ball polished
and the other rough, differential air pressure will
cause it to swing in the air.
A seam bowler attempts
to keep the seam vertical, so that the ball hits the
seam when it bounces on the pitch and deflects in its
path either to the right or left.
A fast bowler can also
pull his fingers down one side of the ball as he lets
it go, imparting a small amount of sideways spin to
the ball. This can cause the ball to move sideways off
the pitch. Such a delivery is called a leg-cutter if
the ball moves from the leg side to the off side of
a right-handed batsman, or an off-cutter if moves from
the off to the leg. A specialist spin bowler can get
a lot more spin that a fast bowler bowling cutters,
however.
There are two types of
spin bowling: off-spin, and leg-spin. Imagine holding
a ball in your right hand and, for simplicity's sake,
throwing it. If you twist your hand in a clockwise direction
on release, then the spin on the ball will be such that
when it bounces it will spin to your right. This is
essentially off-spin bowling (so called because, to
a right-handed batsman, the ball spins from the off
side to the leg side). The off-spin delivery itself
is called either an off-spinner or an off-break. An
off-spin bowler will sometimes not spin the ball so
much, putting more pace on the delivery. Such a delivery
is called an arm-ball.
Now imagine twisting
the ball anticlockwise and releasing it from the palm
so that it `rolls' over the base of the little finger.
This gives the ball spin in the opposite direction,
so it spins left when it bounces. This is basic leg-spin
(because to a right-handed batsman it spins from leg
to off). The basic leg-spin delivery is called a leg-spinner
or leg-break.
The interesting thing
about leg-spin is that if you cock your wrist at various
angles you can in fact, with the same basic bowling
action, produce spin in different directions. With the
wrist cocked a little towards the inside of the arm,
you can produce top-spinners. Go further and you actually
end up producing spin in the same direction as an off-spinner.
A ball bowled in this way by a leg-spin bowler is called
a wrong 'un, or sometimes a googly . Probably trickiest
of all is a ball bowled with the hand in the same position
as a top-spinner, but released from under the hand,
thereby gaining back-spin. This ball is called a flipper.
(Mike Whitaker tells
me that a flipper is actually bowled from the back of
the hand like a normal leg-spinner, but with the forearm
twisted outwards, so the ball spins about a vertical
axis. I'm not sure which of these is correct, so I'm
mentioning both here!)
Mike has also kindly
supplied a graphic which attempts to show the arm and
wrist action of the different leg-spin deliveries. Sorry
for those with only ASCII browsers, but this is too
difficult to show in ASCII! For those of you with graphical
browsers, the following diagram shows a view of a (right-handed)
leg-spinner's arm, from in front (i.e. batsman's point
of view). The rotation of the ball out of the hand is
the same in each case, with the ball spinning with the
seam as an ``equator''
So right handed spinners fall into two classes: off-spinners,
with their simple off-spin and arm-ball deliveries;
and leg-spinners, with their leg-spinners, top-spinners,
wrong 'uns, and flippers. Leg-spinners are naturally
much more difficult to bat against, because of the great
variety of balls they can produce, but they are actually
rarer than off-spinners because it is so much more difficult
to bowl reasonably accurately with the leg-spin hand
action.
For left-handed spin
bowlers there is a whole different system of nomenclature!
A left-handed bowler
who uses the same action as an off-spinner is called
an orthodox spinner. Such bowlers are not uncommon.
A left-hander who bowls with the same action as a leg-spinner
is called an unorthodox spinner - and these are the
rarest bowlers in cricket. The left-handed analogue
of the leg-spin delivery (which spins the opposite way,
of course) is called an unorthodox spinner. The top-spinner
and flipper retain their names. And the left-handed
analogue of the wrong 'un is called a Chinaman .
Typical bowling speeds
are:
Fast bowler:
130-140 km/h (80-90 mph)
Medium pace bowler:
100-130 km/h (60-80 mph)
Spin bowler:
70-90 km/h (45-55 mph)
Bowlers also make use of the state of the pitch, which
is quite crucial to the game, and is one of the things
the commentators look at in great detail before the
game begins. Because it's a natural surface, there are
usually small inconsistencies in its flatness, hardness
and elasticity. Over a multi-day game, or even over
a single day, these become more pronounced, so it often
gets more difficult to bat as the game progresses. Spin
bowlers in particular often find that they get much
more spin from an old pitch than a freshly prepared
one.
Some of the different
types of balls bowled have special names:
Bouncer:
A ball bounced short so that it bounces high, usually
chest height or higher as it passes the batsman.
Yorker:
A ball bounced very close to the batsman's crease. This
is difficult to score from and often gets batsmen out,
but is difficult to bowl without accidentally bowling
a full toss.
Batsman's Shots
The different types of shots a batsman can play are
described by names:
Block:
A defensive shot played with the bat vertical and angled
down at the front, intended to stop the ball and drop
it down quickly on to the pitch in front of the batsman.
Drive:
An offensive shot played with the bat sweeping down
through the vertical. The ball travels swiftly along
the ground in front of the striker. A drive can be an
on drive, straight drive, off drive, or cover drive,
depending in which direction it goes.
Cut:
A shot played with the bat close to horizontal, which
hits the ball somewhere in the arc between cover and
gully.
Edge, or Glance:
A shot played off the bat at a glancing angle, through
the slips area.
Leg Glance:
A shot played at a glancing angle behind the legs, so
that it goes in the direction of fine leg.
Pull:
A horizontal bat shot which pulls the ball around the
batsman into the square leg area.
Sweep:
Like a pull shot, except played with the backmost knee
on the ground, so as to hit balls which bounce low.
Hook:
Like a pull shot, but played to a bouncer and intended
to hit the ball high in the air over square leg - hopefully
for six runs.
French Cut:
An attempt at a cut shot which hits the bottom edge
of the bat and goes into the area behind square leg.
Reverse Sweep:
A sweep with the bat reversed, into the point area.
Most of these shots can also be lofted, in an attempt
to hit the ball over the close fielders (or the boundary).
The batting strokes can be divided into two categories:
Straight bat and cross bat. The straight bat shots are
played with the bat held close to the vertical, and
are the blocks, drives and glances. Cross bat shots
are played with the bat held more horizontally, like
a baseball bat. These include cuts, pulls, sweeps and
hooks.
The following terms are
used more informally and are not standard:
Hoik:
A wild swing intended only to hit the ball as hard and
as far as possible, usually with little or no control.
Agricultural Shot:
Any shot played with very little skill.
More Weird Names
If a bowler completes an over without any runs being
scored from it, it is termed a maiden.
If a batsman gets out
without scoring any runs, he is said to be out for a
duck . The origin of this term is unclear, but commonly
rumoured to be because the '0' next to his name on the
scorecard resembles a duck egg. A batsman out for a
duck while facing his first delivery of the innings
is out for a golden duck.
The runs scored while
two batsmen bat together are called their partnership.
There are ten partnerships per completed innings, labelled
from first-wicket partnership to tenth-wicket partnership,
in order.
A nightwatchman is a
batsman who comes in to bat out of order towards the
end of a day's play in a multi-day game, in order to
'protect' better batsmen. To elucidate, the batting
order in an innings is usually arranged with two specialists
openers who begin the innings, then the rest of the
batsmen in order of skill, best to worst. The job of
the openers is to bat for a while against the new ball.
A brand new ball is very hard and bouncy, and fast bowlers
can use this to great advantage and can often get batsmen
out. So it is harder to bat against a new ball. It is
also somewhat difficult to begin batting. A new batsman
is more likely to get out than one who has been on the
field and scoring runs for a while.
Now, in a multi-day game,
it sometimes happens that a team's innings will have
only a few men out towards the end of the day's play.
If a batsman gets out with about half an hour or less
until stumps, the batting captain will sometimes send
in a poor batsman next instead of a good one. The idea
is that the poor batsman (the nightwatchman) will last
20 minutes and so protect the good batsman from having
to make a fresh start that evening and again the next
morning. It is essentially a sacrifice ploy. Of course,
it can backfire dangerously if the nightwatchman does
get out before stumps. The nightwatchman is a tactic
which is used about 50% of the time when the appropriate
situation arises (which itself occurs perhaps once every
4 or 5 games). It just depends on how the captain feels
at the time.
A sightscreen is a large
screen positioned on the boundary so that it forms a
backdrop behind the bowler, so that the striker can
see the ball clearly. Sightscreens are white when a
red ball is used, and black for a white ball.
A rabbit is a player
(almost invariably a bowler, but sometimes a wicket-keeper)
who is a very poor batsman. A ferret is an extremely
poor batsman (so called because he ``goes in after the
rabbits'').
Statistics and Good Performances
The following statistics are recorded:
Batsmen:
number of runs scored, time spent batting, number of
balls faced, how out (and by which bowler and catcher
if appropriate).
Bowlers:
number of overs bowled, number of maidens bowled, number
of wickets taken, number of runs conceded (i.e. scored
off his bowling).
Team:
extras, total runs, wickets fallen, overs bowled, total
at each fall of wicket.
The team score is usually given as ``(number of wickets)
for (number of runs)'' in Australia. In England, New
Zealand, and some other countries it is given as ``(number
of runs) for (number of wickets)''. Bowling figures
are sometimes printed in shortened form, for example:
Donald 40-5-106-2, de Villiers 37-7-85-5, etc.
The partnership scores
can be seen from the differences between successive
fall of wicket scores.
Good performances are
considered to be:
A batsman scoring 50,
or 100, or multiples thereof.
A partnership adding 50, or 100, or multiples thereof.
A bowler taking five wickets in a single innings.
A bowler taking ten wickets in a two innings match.
(This is an excellent performance and a relatively rare
feat.)
A bowler taking a hat trick, i.e. three wickets in three
successive balls (perhaps in different overs). This
is even more rare.
Each of these tasks is usually greeted with enthusiastic
applause from the spectators. The crowd also usually
applauds significant events such as: Any wicket falling,
a six, a four, a good over from a bowler (one which
the batsmen have great difficulty playing safely), a
good athletic effort from a fielder to gather the ball,
the innings total reaching a multiple of 50.
The number of runs scored
in an innings average about 3 per over for a first class
match, and 4 per over in a one-day match. The variation
on these numbers can be quite large, differences of
up to one run per over being not uncommon. In a first
class match, a captain makes his decision on declaring
the innings closed based on the remaining time in the
match and the size of his team's lead. He will try to
allow as much time as possible to bowl the opposition
out, while ensuring they do not have enough time to
score enough runs to win.
Over a single player's
career, the two most important statistics are:
Batting Average:
The aggregate number of runs scored divided by the number
of times the batsman has been out. The higher, the better.
Bowling Average:
The aggregate runs scored against a bowler divided by
the number of wickets taken. The lower, the better.
Each of these averages is kept separately for Test cricket,
first class cricket in general, and one-day cricket.
A batting average above 30 is very good, 40 excellent,
and 50 is legendary. Mention must be made of the Australian
batsman Sir Donald Bradman, whose career average was
a record 99.94, far and away the greatest batsman ever
to play the game. A bowling average below 25 is considered
excellent. |