Powerplay Rules
Bowling powerplay covers the first 4 overs. The batting side gets a flexible 2-over batting powerplay anywhere in their innings.
Fielding restrictions apply to the first 4 overs of each innings. Only 2 fielders are permitted outside the 30-yard circle.
The batting team may take a 2-over batting powerplay at any point during the innings. During the batting powerplay, only 3 fielders are allowed outside the 30-yard circle.
Outside the powerplay overs, a maximum of 5 fielders are permitted outside the 30-yard circle at any time.
| Powerplay Type | Window | Max Fielders Outside |
|---|---|---|
| Bowling Powerplay | First 4 overs | 2 fielders |
| Batting Powerplay | 2 overs, anytime | 3 fielders |
| Standard (Non-Powerplay) | All other overs | 5 fielders |
Bowling Rules
Captains must use at least 7 different bowlers in every match. Even reduced-overs games stick to the rotation rule.
The captain must use at least 7 different bowlers in every match — including reduced-over games. This rule provides equal bowling opportunities for all players and cannot be waived.
| Max Overs | Bowlers Allowed |
|---|---|
| 4 overs | Maximum of 2 bowlers |
| 3 overs | Maximum of 3 bowlers |
| 2 overs each (6th & 7th bowlers) | To cover the remaining 3 overs |
In a standard 20-over match: 2×4 + 3×3 + 2×2 = 8 + 9 + 4 = 21 over-slots across 7 bowlers, but only 20 overs are used. The split lets captains plan distribution while staying within limits.
A substitute fielder for a late-arriving player may field for the first 4 overs only and cannot bowl. After 4 overs, the bowling team must play with 10 men.
The new batsman takes strike for ALL dismissals — except run-outs.
All No-balls result in a Free-Hit — no exceptions.
If a bowler bowls 2 over-the-shoulder beamers in a single over, they cannot complete that over — but may continue the next over.
If this happens twice in the same match (4 beamers across 2 overs), umpires take the final decision on whether the bowler is removed from the game.
Match Timing
Run-rate target: 6 overs every 30 minutes. Late starts cost overs — one per 5 minutes past the grace period (7:15 PM for 7:00 PM games · 6:45 PM for 6:30 PM games).
Each match follows this schedule. Run-rate target: 6 overs every 30 minutes.
Start
End · 1h 40m
Break · 5 min
Start
1h 40m
Each match follows this schedule. Run-rate target: 6 overs every 30 minutes.
Start
End · 1h 40m
Break · 5 min
Start
1h 40m
Every 5 minutes after the grace period, 1 over is lost from each side. Grace period is 7:15 PM for 7:00 PM games and 6:45 PM for 6:30 PM games. The 7-bowler mandate still applies in reduced-over matches.
Staircase shown for 7:00 PM start — shift all times back 30 minutes for 6:30 PM games.
If lights fail or the game stops for any external reason mid-innings, the Duckworth-Lewis-Stern (DLS) method will be applied.
Game Setup
Home team owns the field setup, away team handles streaming and refreshments. Toss is at T-15.
Toss is scheduled 15 minutes before match time.
- If a team does not have 8 players at toss time, the toss is awarded to the opposing team (if they have 8+).
- If both teams are short, the umpire proceeds with the toss regardless — both teams are at fault.
The respective captain must add any replacement player upfront on the CricHeroes team before play begins.
The home team sets up the field before the start of the game: stumps, crease, wide lines, inner circle, boundaries. Captain delegates these tasks to team members.
- Provide 1 volunteer for Live Streaming
- Provide drinks, snacks, and ice cubes on game day (especially in summer)
Specific Delivery Rules
Formal definitions for Wide Ball (Law 22) and No Ball, plus the ATB LBW catch rule.
A ball is a Wide if it passes wide of the striker's normal batting position or above their head height. It is not Wide if the striker can hit it with a normal cricket stroke. Umpires must apply a strict and consistent interpretation.
The umpire shall call and signal Wide Ball as soon as it passes the striker's wicket. The ball is considered Wide from the instant the bowler entered their delivery stride, even though it cannot be called Wide until it passes the striker's wicket.
The umpire shall call and signal No Ball if a delivered ball, without having previously touched the bat or person of the striker:
- Bounces more than once before it reaches the popping crease (Bouncer Rule)
- Rolls along the ground before it reaches the popping crease
A maximum of 2 bouncers (over-the-shoulder deliveries) are permitted per over. A third bouncer in the same over is called a No Ball.
If the ball hits the batsman's legs first (regardless of whether it then hits the bat) and is caught — the batsman is NOT OUT. It is a dead ball — no runs can be taken.
If both a No-ball and a Wide occur on the same delivery, No-ball always takes precedence over a Wide.
Replacements
Organizers run a random generator from each pool. Like-to-like is capped at 3 per season, then players downgrade.
A player is capped at a maximum of 3 like-to-like replacements per season.
Organizers use a random generator from each pool to allocate replacements. If no players are available from that pool, the generator runs for the downgraded pool — with no points deducted.
A player is eligible to receive a replacement from the same player pool for their first three (3) replacement games of the season, with the replacement selected using the approved random generator. Beginning with their fourth (4th) replacement game, all replacements must be selected from the downgraded pool.
A player from the like-to-like replacement pool can only reappear after all other players in that pool have been used.
Example: If players X, Y, Z are available to a team via the random generator and player X has already played as a replacement, X can only return after Y and Z have both played.
A replacement player cannot repeat until all other non-playing players in a pool have been used once. After that, the pool resets for recycling.
Captains must contact replacement players in the exact sequence provided by the organizing team (a list of 3 players).
Sequence Reset: If two players in the designated sequence have already participated and the third is unavailable, the first two players become eligible again. The player with the fewest replacement games played that season is selected first.
If two captains have a tie for the same player, a random allocation is decided by a toss. The captain losing the toss must run the random generator for the rest of the players in that pool.
If a team needs 2 or more replacements in the Eliminator or Final, only 1 can be like-to-like — all others must come from the downgraded pool.
To be eligible for knockout participation (Eliminator and Finals), a team member must have participated in at least 5 league games. Players who do not meet this minimum will be disqualified from playing in the knockouts.
Challenger Pool
Formerly the Opportunity Pool. The 1st Challenger player on the team must bat before the 6th wicket falls — or the penalty cliff kicks in.
The 1st Challenger player on the team must bat before the 6th wicket falls. The batting captain is solely responsible for sending that player out in time.
If the Challenger Player has not batted by the time the 6th wicket falls, a 7-run penalty is imposed for each subsequent wicket (6th, 7th, 8th, 9th, 10th).
The concerned batting team captain must send the Challenger player to bat before the 6th wicket falls. No exceptions.
Umpiring Rules
Main and leg umpires are assigned by organizers. Their decisions are final and cannot be overruled by each other.
Main umpire and leg umpire assignments are made by the organizers. Once assigned, it is the player's responsibility to umpire or swap with another player from their own team.
Mankading is OUT without any warning. However, if the bowler steps out of the crease before delivery, it is NOT OUT. The final call rests with the umpire.
At a conflict, both umpires must discuss and reach a common decision. The Main Umpire cannot overrule the Leg Umpire, and vice versa, once a decision has been given. Players must respect the umpire's call.
Umpires must rely entirely on their instinct for making decisions — video reviews are not permitted under any circumstances.
After the game, one umpire takes the kit bag and one takes the scorecard. Please charge the power bank if you take the kit home.
Injury & Substitutes
No by-runners for the entire Season 24. Bowler injuries trigger a 6-bowler split rule.
Substitutes are not allowed unless a player is injured or feels discomfort on the field during the game.
If a bowler is injured mid-game (specifically one of the 2 bowlers permitted to bowl 4 overs), special conditions apply for the affected team:
- The on-field replacement cannot bowl
- The team must adjust to use 6 bowlers to complete the remaining overs
Other Rules
Retired Out, Jerseys & Fair Play, and post-game Root Cause Analysis.
Challenger Players are not permitted to retire during an innings.
All other players may retire for any reason — however, they will be recorded as Retired Out and may only resume batting after the fall of the 9th wicket, provided the innings has not concluded.
Players must wear their team jersey based on home or away status. Captains are responsible for informing their players.
This rule plays a vital role in the Fair Play award calculation.
After the game, a Root Cause Analysis (RCA) will be done. A player can be limited from playing the next game for rule violations.
Abandonment, Super Over & Awards
How games end when weather, time, or ties interrupt — and how the night closes.
If a match is abandoned before it starts, or after it has begun but before 50% of the overs/target in the 2nd innings have been completed (due to weather, ground, or lighting), both teams are awarded 1 point each.
In any other interruption scenario, the Duckworth-Lewis-Stern (DLS) method will be applied. The match will not be rescheduled, and DLS will not be bypassed under any circumstances.
Umpires have final authority on abandonment decisions. They may consult organizers if additional guidance is needed.
Eliminators and Finals may be rescheduled based on ground availability — unlike league matches.
If a match ends in a tie and there are at least 25 minutes of ground time remaining (15 min game time + 10 min grace), both teams play a Super Over.
If there is insufficient time, 1 point is awarded to each team. Umpires take the final call in agreement with both captains.
A Player of the Match award is given at the end of each game. The winning captain selects the recipient. This award is independent of CricHeroes ratings.
- Live Streaming: 1 volunteer from the away team
- Scoring: 2 volunteers from each team
- Clean-up: Both teams share responsibility after the game
- Home team ground setup: Home team captain's responsibility to delegate
- Drinks, snacks, ice cubes: Away team members (ice purchased on game day in summer)
- Kits: Each club manages its own kit bag and refills missing pieces
- Scorecard & common bats: Umpires take them home post-game (charge the power bank if taking the kit)