ARCL Men’s League Game Format - Rules and Regulations

Teams are required to print out these rules and keep a copy with them. These rules can be used in case of a controversy. In the absence of these rules or if the particular situation is not covered in the rules, neutral umpire’s decision will be final. If a rule is missing please email arclorg@arcl.org explaining the situation and we can update the rules as needed.

Rules were last updated on 2/08/2017. The changes are highlighted in yellow and will take into effect from Spring 2017 season onwards.

Pattern/Format for ARCL

Format of ARCL

Please review Appendix C for league format.

Below are guidelines ARCL will follow:

·         League will finish within 4 months

·         One day tape ball tournament will be held around Mid Feb - Mid March

·         Champions League will run from Mid-March to End of March

·         Spring league will run from 1st week of April to end of June

·         We will have a break in July which will most likely be used for tape ball tournament

·         Summer league will run from 1st week of August to end of October

·         Winter recreational league (tape ball) MAY be played for 1 month in November. This will not impact rankings. The format will be decided based on number of teams registered

Gloves for Fielders

As the weather in Seattle can get pretty cold at times, ARCL now allows fielders to wear thin leather/cloth gloves.

Division Allocations

League is divided into divisions – A, B, C….

·         Each division will have 24 teams with 3 pools of 8 teams each.

·         The last division will have more or less number of teams and hence might have a different format than other divisions. This will be communicated to the teams in last division separately

·         Each pool (except last division) will have round robin (total 7 matches); 

·         Top 8 teams in the division (out of 24 ranked based on average) will play quarter finals (rank 1 vs. rank 8; rank 2 vs. rank 7 and so on) followed by semi-finals and then finals.

                    Quarter 1 à Rank 1 vs Rank 8

                    Quarter 2 à Rank 2 vs Rank 7

                    Quarter 3 à Rank 3 vs Rank 6

                    Quarter 4 à Rank 4 vs Rank 5

                    Semi 1 à Winners of Quarter 1 vs Winners of Quarter 4

                    Semi 2 à Winners of Quarter 2 vs Winners of Quarter 3

                    Finals à Winners of semi 1 vs Winners of semi 2

·         Top 8 teams in division will qualify for quarter finals based on average points.

                    If there is a tie than we’ll resolve it by looking at head to head results we’ll follow process of elimination (see Appendix A for more details).

                    If the teams are still tied then Net run rate will be used (see Appendix B for more details).

·         At the end of the league, 5 top teams will move up one division and bottom 5 teams will move down one division. The top 5 teams will be determined as follows:

                    The 4 teams that play the semi finals

                    The last team moving up will be the one with highest average during the regular season.

·         When a team decides to take a break then we’ll move teams up the order to make sure that the division has 24 teams. First the shuffling (5 teams move up and down) will be done and then the teams will move up to make the 24. (Teams which have moved down will be the top teams in their division.) An example is given in Appendix C.

·         All new teams will enter the last division. Rankings among the new teams will be based on date and time of registration.

·         If an existing team does not play a season then they will join the last division when they re-join.

·         If the team splits and there is a contention among players for the original team: In such case a team which has more than 5 league players will retain the original team’s position in the league. League players are those players who have played 4 or more matches in the previous league for that team.

Innings

·         Each inning will have a maximum of 16 overs a side, a bowler can bowl maximum of 4 overs.

·         Boundaries will be determined based on the ground the teams play in with the consent of the umpire and the team captains. Once the boundaries are determined they cannot be changed for the duration of the game.

·         Minimum 4 players are required in order to start a game

o   In case a team has less than 4 players the other team can wait upto 12 minutes before starting the game and allowing 4 or more players to come. The offending team will play 1 over less for every 4 minutes of play lost for a maximum of 3 overs (12 minutes)

o   If the team does not have 4 or more players within the timeframe then the other team gets a walkover with 30 points and offending team gets 0 points and penalties for no-show (see penalty section for more details)

o   Players can join anytime during the game and can bowl/bat as soon as they join the game.  Team can play in substitutes or play with less players (minimum 4 players is required to start the game). The captain needs to explicitly let the umpire and opponent’s captain know that he is expecting players who will be replaced by the substitutes. 

·         Game should be conducted in the following time frame

o   1 over should be completed in 4 minutes

o   2:25 minutes -  Total Game time

o   5 minutes break between innings

o   1:10 minutes for 1st innings

o   1:10 minutes for 2nd innings

o   5 minutes buffer so teams playing next match can set up the field as needed

Players

·         Each team will play the game with at most 8 players.

·         No player can play for more than one team in the season. They may field as substitutes for any team.

o   They can change teams for the next league (quarter, semi and finals are considered part of the league).

o   Teams and players will get penalized if players are playing in more than 1 team for a given season (see penalty section for more details)

·         ARCL maintains a list of suspended teams and players. This can be viewed by log-in to the website. Suspended players cannot be part of any teams unless and until they clear their fines. If teams play suspended players in their matches then the penalties for “Playing for Multiple teams” will apply.

·         Waiver forms for all possible players should be sent to ARCL before the league commences.

·         Every participant needs to sign the disclaimer document, relieving ARCL of any responsibility and acknowledging that ARCL reserves the right to change the rules and impose penalties as they seem necessary. The disclaimer form can be downloaded from here. Each captain must get this waiver form signed by every player in the team and send it to ARCL Management. Failure to do so will result in automatic signing of disclaimer form by the team and players as part of their registration process.

·         Each player needs to complete the ARCL Waiver form BEFORE the game they play in. This form needs to be submitted by the captain or team contact at least 3 days before the game. Just one form is required for one player. It will be valid until the player plays for the same team.

·         If the player changes team at the end of the season, he will need to fill a new waiver form. It is Captain or team co4ntacts responsibility to keep track and submit the waiver form in time.

·         The team needs to submit the names of at least 8 players with their ARCL waiver forms.

·         The team needs to register their players on the website for every season. (Login and click on register players)

·         Players are free to practice with any team they want.

·         Female players are not allowed to play in Men’s Competitive Division.

·         Men cannot play in Women’s league

Rules for Umpires

·         Umpiring and game for a team will only be on the same day if the umpiring and game is back to back

·         ARCL reserves the right to assign umpiring assignments based on penalties any day/time they want

·         A team can have an umpiring when they do not have a game any weekend though so teams need to check the schedule

Leg Umpire

·         Leg umpire during league games will be from the batting team.

·         For Quarter/Semis/Finals, ARCL will try to arrange two neutral umpires. In case ARCL cannot manage that, the leg umpire will be from the batting team.

Neutral Umpire                                                               

·         Neutral umpires should be on the ground 12 minutes before the game starts. After 12 minutes it will be regarded as no-show by the umpire and penalties will be applied (see penalty section for more details)

·         Each game will have a neutral umpire. The neutral umpiring is mostly done by another team randomly selected by ARCL.

·         Neutral umpire’s decision is FINAL.

·         Neutral umpire needs to warn the teams/players on the very first account of bad conduct which includes -- direct sledging, excessive appealing, excessive shouting/yelling, abusive language and bad gestures. The warning has to be given in front of both captains, leg umpire and offending player(s). If the team/players continue to play the game in misconduct way, the umpire has the authority to send the player(s) off the field or stop the match and award the match to other team. If both the teams are found guilty of misconduct, the umpire can stop the game and walk off. The offending teams/players will get penalized (see penalty section for more details)

·         Neutral umpire can override leg umpire’s decision.

·         It is the responsibility of neutral umpire to ensure the game starts and ends on time.

·         The neutral umpire should deduct 1 over for every 4 minutes the game is delayed.

·         It is NOT the responsibility of the neutral umpire to set up the field for the game. The playing teams should set that up. The neutral umpire should however ensure the teams set up the field in a timely manner so the game can start on time.

·         Unless there is an emergency, the neutral umpire should umpire the game for the entire time.

·         Neutral umpire can also consult the leg umpire in case of any issues on the field (e.g. whether the ball touched the batsman body to help in judging wide or was there a sound of bat edge etc.)

·         Neutral umpire can allow a batsman to have a runner even if the opposing captain is not willing to make such accommodation.

·         Neutral umpire needs to be aware of all incidents during the game for the week the game was played in. In case of disputes ARCL will reach out to the neutral umpire and the expectation is that neutral umpire should be aware of final score (total runs/wickets/over played) for both teams. Neutral umpire is not expected to remember individual player scores etc but overall stats are required. Also in case of disputes neutral umpire needs to be crisp on his stance.

·         Before leaving the fields, Umpire must ensure that the scorecard (at least the overs, wickets and runs for both innings) is agreeable to both the captains. (He can take a photo of the scorecard.)

Pattern Format for Champions League

 

·         Winners and runners up from spring and summer qualify for champions league.

·         Overall Ranking is based on season & division. (Latter seasons are always ranked higher than earlier seasons. Higher divisions are ranked higher. )

·         It will be a knock-out tournament format – Pre-qtr, Qtr, Semi, Finals (format is attached for reference). In case of uneven number of teams, higher ranked teams will get byes. •

·         Each game duration will be 2 hours & 12 over match

·         Teams have to deposit $200 via PayPal, which can be applied towards future season registration fees.

·         Players who have played 1 or more matches during regular season the team was winner or runner up will be allowed to play in the Champions League. Failure to do so will result in team losing that game and the other team moving ahead. Defaulting team will be charged with $250.00 and 3 additional umpiring for ARCL. Teams can approach each other for allowing exceptions. Let ARCL know if teams have reached an agreement.

·         You can only pick players who participated in the regular season during which the team was winner or runner up. For example, if a team won in Spring season and came in 3rd in Summer season, they can only use players who were part of Spring season. If your team do not have enough players etc. please do not register.

·         If a team wins or is runner up in both seasons, they can choose to play any player who played in either of those two seasons.

·         “No-Show” by teams for match or umpiring will result in loss of $200 deposit and regular season penalties for no-show will also apply. applied (see penalty section for more details)

·         All regular rules of ARCL will apply. Refer to website for rules

·         Prizes – Team Trophies & Gift certificates will be awarded ($250 for Champions of Champions, $150 for runners-up).

Throwing/Chucking action

o   Fair delivery with respect to the arm: A ball is fairly delivered in respect of the arm if, once the bowler's arm has reached the level of the shoulder in the delivery swing, the elbow joint is not straightened partially or completely from that point until the ball has left the hand. This definition shall not debar a bowler from flexing or rotating the wrist in the delivery swing. 101 on chucking: https://www.youtube.com/watch?v=GmXEtV6e2Nk https://www.youtube.com/watch?v=q2shrhaOWlQ

o   Current regulations of the International Cricket Council (ICC) set the legal limit of 15 degrees of permissible straightening of the elbow joint for all bowlers in international cricket. This law applies between the point at which the bowling arm passes above shoulder height and the point at which the ball is released. The limit is to allow some natural flexing of the elbow joint which happens during the course of legal delivery. 

o    Below are images where the arm is bent and then it straightens out. It’s difficult to say whether it is within 15 degrees of variance with naked in real time or in a video.

o    When the batsman appeals for chucking action, the neutral umpire will take the position of leg umpire for few deliveries. The umpire will not be able to see the 15 degrees variation with naked eye or in a video. The only thing the umpire can see is a bigger variation like throw action similar to when a fielder throws the ball or like a baseball throw, something which is much greater than 15 degrees variation. If the umpire sees such a big variance then he can give a warning and from the second occurrence onwards he can call no-ball. The umpire can choose to stand at the leg umpire position for as long as he wants to monitor the chucking.  

 

Penalties

Failure to Reduce Overs

·         It is the neutral umpire’s and team’s responsibility to ensure 2 overs are deducted for every 8 minutes (1 over per team) the game is delayed. IF only 1 team is late then only deduct overs for that team. Failure to do so will result in the following penalty:

o   For first time offenders

§  Up to 2 additional umpiring assignments

§  Up to $50 fine

o   For second time and onwards in the same season

§  10 points deducted from umpiring team

§  Up to 4 additional umpiring assignments

§  Up to $100 fine

·         The neutral umpire also needs to make sure the game is being conducted in a timely manner. This includes but is not limited to resolving issues between teams in a timely manner to ensure unnecessary time is not lost during arguments.

·         Neutral umpire has the authority to forfeit the game if one of both teams object to reduced overs game

o   If both teams object and are not willing to play with reduced overs they will both get 0 points

o   If one team objects and is not willing to play that team will get 0 points and the other team will get 30 points

·         The neutral umpire will not be responsible if the game is delayed due to unforeseen circumstances when he did everything in his control to ensure the game went on as expected

·         There should be one neutral umpire for the entire game. Teams should not substitute an umpire unless mutually agreed by both teams. This is to ensure the umpiring decisions are consistent across the game

·         Once the number of overs is decided the game will continue with the same number of overs. Only exceptions to this rule are:

o   The rain scenario. If the inning is impacted due to rain then the bad weather rule will take effect and the game will end on time. What this means is that if a game is impacted due to rain it will end at the allocated time and the result will be determined based on bad weather rule.

o   Safety is first priority and neutral umpire will make the call to stop the game

o   If either team is deliberately trying to delay the game, the neutral umpire is allowed to take necessary steps to ensure the game ends within the allocated time. This can include reducing overs for the culprit team if needed.

·         If the previous game is delayed beyond the scheduled time regardless of the reason then it is mandatory for the neutral umpire of the next game to start the game with reduced overs. Failing to do so, ARCL will investigate the cause and then penalize the umpiring team involved

Umpire No-Show

·         Umpire is considered as ‘no-show’ if the umpiring team fails to send an umpire for their allocated game or forfeits the umpiring or if the umpire is more than 12 minutes late for the allocated umpire

·         If there is a “no-show” then one of the teams will have to login to the website and mark the umpiring as no-show. Below penalties will be immediately reflected on the website. .

o   $50 monetary fine

o   10 points deducted from overall points

o   3 additional umpiring at ARCL’s discretion.

·         The deadline to mark the umpiring no-show is same as the scorecard deadline. Failure to do so within the deadline would mean that teams have agreed to not penalize the defaulting team

·         Teams will be placed under probation for a complete season. Any such incident within probation period will result in following penalties:

o   $200 monetary fine

o   20 points deducted from overall points

o   5 additional umpiring distributed as follows:

§  1 umpiring each for the teams that did not have neutral umpire for their game.

§  3 umpiring at ARCL’s discretion.

·         We would also like to remind teams to send umpires who are aware of ARCL rules and regulations and should be able to control situation if it goes out of hand. If a team needs more information on this feel free to contact the ARCL.

·         Teams are encouraged to provide feedback on the quality of umpiring (both good and bad). This will help ARCL keep track of individual umpires and can follow up with teams if needed.

·         Teams should send a neutral umpire who can control the game.

·         Teams could be penalized $150 and 3 additional umpiring for ARCL if the umpire consistently fails to keep the game under control and keep track of time.

·         In the event, teams retract their complaints (as a goodwill gesture or teams feel that it was a genuine mistake) then no penalties will be applied.

Team No-Show

·         Team is considered as ‘no-show’ if the team fails to show up for their allocated game or forfeits the match or if the team is more than 12 minutes late for the allocated game.

·         The umpire has to wait 12 minutes for the other team to show after the scheduled time. The team who is not on the field will lose 1 over for every 4 minutes. This starts from the time the game is scheduled. If a team does not show up within those 12 minutes the other team will get a walk over and ‘no show’ rule will be applied for the team which is late. Teams are encouraged to be at the field at least 15 minutes prior to the scheduled time and set up the field so all games start and end on time. The umpire and the opposing team wait for 12 minutes before calling off the match.

·         If there is a “no-show” then the team will have to login to the website and mark the game as no-show. Below penalties will be immediately reflected on the website.

o   $250 monetary fine

o   10 points to be deducted from overall points

o   3 additional umpiring at ARCL’s discretion.

o   The team will be demoted to the last division.

·         The deadline to mark the game as no-show is same as the scorecard deadline. Failure to do so within the deadline would mean that the team has agreed to not penalize the defaulting team

Playing for Multiple Teams

·         No player can play for more than one team in the league. They may field however, as substitutes. They can change teams for the next league (quarter, semi and finals are considered part of the league). Failure to do will result in penalties:

o   Points for all the matches in which this player has played will be affected. The defaulting team will lose all points (winning/bonus points).

o   Matches in which defaulting team wins, the 20 points will be made zero; opponents points will be made zero and the match will be counted as not played. (Rankings/Positions are calculated based on average). See Appendix D for more details.

o   Matches in which defaulting team loses, the bonus points will be made zero; opponents points won’t change.

o   Defaulting team will be fined $500.00 and will have to do 5 additional umpiring for ARCL

o   A player can field as substitute. There is no upper limit to substitute fielders

o   The substitute fielder can also act as the wicket keeper

Misconduct

·         If the team and/or player are guilty then team can lose all the points it accumulated in the game in which the incident occurred

·         Teams and/or players will be fined – min $500.00 to max $2000.00

·         Teams and/or players will have to do additional umpiring assignments – min 5 to max 15

·         Teams and/or players will be placed under probation for a complete season. Any such incident within probation period will result in suspension of players and/or teams for min 1 season to max 5 seasons, $2000.00 fine and 15 additional umpiring.

·         If the problem occurs more than once or is too serious (such as something that can cause problems to the operation of the league like losing ground privileges) team and/or players can lose all their points and/or possible suspension from current and/or future leagues.

Ground Ethics/Leaving Garbage in the Field

·         Teams cannot play/practice without reservations

·         Teams must rotate the pitch to limit wear and tear by batting and bowling on the pitch area. Teams must shift the pitches by moving few steps left/right or by swapping the batting/bowling ends.

·         Teams cannot leave garbage (soda cans, wrappers etc.) behind.

·         Teams cannot bring sawdust/mulch to the ground.

·         Teams cannot apply permanent markers on the pitch or tape the crease. Teams can only use cones.

·         Players cannot smoke or drink alcohol or eat sunflower seeds or throw chewing gum.

·         Team found guilty of above offenses will be charged $300 and 5 additional umpiring for ARCL.

·         Teams will be placed under probation for a complete season. Any such incident within probation period will result in suspension of teams for min 1 season to max 5 seasons, $2000.00 fine and 15 additional umpiring or ARCL.

·         It is umpire’s responsibility to remind the teams to clean the ground after the game ends and the team’s responsibility to ensure the ground is clean BEFORE they leave.

Playing in Quarter Finals/Semi Finals/Finals

Players who have played 1 or more matches during REGULAR season (quarter finals, semis and finals are not regular season) will be allowed to play in the quarter finals, Semis and finals. Failure to do so will result in team losing that game and the other team moving ahead. Defaulting team will be charged with $250.00 and 3 additional umpiring for ARCL. Teams can approach each other for allowing exceptions. Let ARCL know if teams have reached an agreement.

In Case of a Tie in Playoffs ( Quarter Finals, Semis or Finals)

In case of a tie in playoffs game the winner of that game will be determined as follows:

·         Look at average points during the league phase

·         If they are same then head to head results during league phase

·         If that was a tie then we will compare net run rate for the league phase

Schedule/Scorecard

·         The schedule (games and umpiring) will be uploaded by 5pm Friday for the following week. Once the schedule is uploaded, any changes to it will be specifically notified by ARCL members via email and phone.

·         For Playoff matches, we have to wait for scorecard upload (deadline is Tuesday 11pm) to finalize the playoff teams and umpirings. Hence the teams for matches and umpirings will be updated by Wednesday 5pm of the playoff week.

·         ARCL will not change the schedule, once it is uploaded on the site, if the teams want to change it by talking to other teams (both opponent and umpiring teams) they can do so but ARCL will bear no responsibility if there are any concerns/issues later on. The teams would have to bear the ground responsibility as well. If for some reason (miss-communication, no-show by either team, no-show by umpire etc.) the match was abandoned then both the teams will get zero points for that match and they will be penalized with 20 points each. If the match was abandoned due to bad weather then the bad weather rule will apply.

·         The only exception to a schedule being changed after Wednesday 5 pm is when there is a scheduling error by ARCL. In that case ARCL will take appropriate actions to fix the schedule and notify the teams involved about this change.

·         Teams can request for games not to be scheduled BEFORE schedule is out and ARCL will try its best to accommodate them if possible. However, ARCL cannot provide any guarantees if it will be able to accommodate such requests.

·         If all teams are playing on a given weekend no exceptions will be made.

·         There will be no games scheduled on thanksgiving weekend, long weekend and Christmas weekend.

o   No exception will be made for any religious event other than the ones mentioned above.

·         Scorecard needs to be uploaded on the website by TUESDAY @11pm through ARCL Website.

o   If any team has concerns around scorecard inconsistency they need to bring it to ARCL’s notice by Friday 11pm for the same week the game was played otherwise the scorecard will be considered final and no changes will be made.

o   If a team is found guilty of manipulating the scorecard intentionally we will penalize them strictly including points penalty, additional umpiring and monetary fine.

·         Failure to do so will result in both teams losing all their points. NO EXCEPTIONS!

o   It is the responsibility of BOTH teams to keep a copy of scorecard and make sure it is submitted in a timely manner.

o   We recommend taking a picture of the scorecard after the game via smartphone and keep it for your records.

o   Any issues on uploading the scorecard need to be brought up BEFORE the deadline.

·         You can be asked to umpire for any team in any division to check the Schedule page on the ARCL website, click on your division and on Left side Click on Schedule to see all the umpiring assignments and schedule fixtures.

·         Each team can be asked to umpire up to 5 games in a season.

4th of July Weekend Rule

In case of 4th of July holiday (since it can fall on week day), we will pick the nearest weekend to 4th of July. If 4th of July falls on Monday and Tuesday no games will be played on Saturday and Sunday before but if it falls on Wed, Thu and Friday then no games will be played on the following week.

Scheduling Rules

For transparency we are publishing how the games are scheduled and what considerations we take into account when scheduling games:

·         Every team has 7 league matches (except for last division where matches are based on number of teams)

·         Every team has 3-4 umpirings in the league phase. We will carry forward the umpirings if the teams have less than 3 umpirings

·         Every team has only 1 match per week

·         Every team has only 1 umpiring per week

·         Every team has umpiring before or after the match unless those are penalized umpirings

·         At any given week, total number of matches scheduled for every team is +/-2

Re-scheduling Options:

There are two options given below. The team must obey the following rules irrespective of the option chosen:

Option 1: Find another team/match for a swap from any division or play on some other day

·         ARCL need confirmation from all impacted teams (including umpiring team) and booking confirmation

·          Game should finish within one week of original schedule.

·          Game shouldn’t impact any other schedule

·         Once game is confirmed, it can’t be reschedule due to unforeseen reasons (like rain, snow, storm, etc.). Otherwise it will be unfair with other teams who had match abandoned due to same reasons.

Option 2:  ARCL will try to adjust to team’s schedule request if below criteria are met:

·         The request has to be sent to schedule@arcl.org before the registration deadline for that season.

·         It has to be an unavoidable situation like company events, one off events etc. where 4 or more players are unavailable. You have supply proof. It cannot be player unavailability due to injury, vacation, other league participation etc.

·         Upon verification ARCL will try to adjust the request in the schedule but it doesn’t guarantee that it will be met. There are times when all teams are playing every weekend or your match is a long pole in the schedule moving it would entail delaying entire league’s schedule or ground unavailability, ground shortage etc.

·         For every request fulfilled, teams will have to do 2 additional umpirings

NWCL Exception

·         We will NOT provide any NWCL exceptions. Teams need to make appropriate arrangements on their own.

Scoring

Scoring could be done via palm or manually. Reminder to the teams that once the deadline for submitting scorecard is over, teams cannot make any changes to the scorecard including any stats and/or player names. Teams are strongly encouraged to check for consistency before the deadline.

Palm/Mobile apps

·         Palm/mobile apps are recommended but not required for scoring.

·         Umpire will NOT be scoring via palm during the game. This will be responsibility of the batting team. It is recommended that umpire should however, note down all the player names, final scores and wickets for both teams and any other information he thinks might be important to have. The umpire should keep this information available for one week at least. ARCL might request for this information if needed within one week of the game.

·         Instructions for using the palm are provided here.

·         Teams should beam the scorecard to both palms at the end of first inning and at the end of the match so if one palm crashes, they have a backup.

Manual Scoring

·         Since Palm is not readily available, teams will have to manually keep track of the score.

·         Teams are recommended to use the ARCL Scoring template provided here for scoring.

·         Sample xls sheet is provided here.

Starting Game On-Time

ARCL will enforce this rule strictly. Games have to start on time and if they are delayed for whatever reason, appropriate number of overs needs to be deducted to ensure the rest of the games are not impacted. It is neutral umpire’s responsibility to ensure this is enforced since in case of controversies ARCL will penalize the neutral umpire first.

·         The game must start on-time. It is the responsibility of the neutral umpire to ensure the game starts on time.

·         For every 4 minutes the game is delayed 1 over must be deducted. The neutral umpire must enforce this rule. Failure to enforce this rule will result in ARCL taking action against the teams and the umpire.

·         If a previous game ran over, the following game must be played with reduced overs. The teams can file a complaint with ARCL to investigate why the previous game took longer.

Equipment

·         One new ball per inning will be provided by the league. If the ball is lost or punctured then an old ball will be used instead.

·         ARCL will provide 3 additional balls which should be used in case the team reaches quarter, semis and/or finals otherwise the teams can use those balls for practice.

·         Teams can buy additional balls at $20 per dozen.

·         Additionally ARCL will provide all teams with stumps, flags, measuring tape and kit bag to keep these supplies in.

·         The captains should bring these rules with them for all the games so in case of a dispute the umpire can consult the rules and make informed decision.

·         The pitch will be measured using a measuring tape by the umpire. Official Pitch length is 22 yards/66 ft.

·         All measurements are from the edge of the base of the stumps.

Bad Weather

·         Games WILL go on if there is a typical Seattle drizzle.

o   Only the neutral umpire can call the games off.

·         In case of a dispute on whether the game should be called off or not, the decision of neutral umpire will be considered final.

·         Safety is first priority and neutral umpire will make the call to stop the game

·         If the match is stopped due to bad weather and it’s below 3/4 (e.g. in case of 16 overs match, 3/4th match means 16 overs of first innings and 8 overs of the second innings) then it will be considered as “not played”, both teams will get zero points (Rankings/Positions are calculated based on average).

o   If it’s a playoff match then the team with the highest average points during league phase will win. The match won’t be re-scheduled.

·         If the match (league or playoff match – quarter, semis, finals ) is stopped due to bad weather and it’s beyond 3/4 (e.g. in case of 16 overs match, 3/4th match means 16 overs of first innings and 8 overs of the second innings) then the team with higher run rate wins the match.

·         Games that are affected due to WEATHER or circumstances that are not in ARCL’s control will NOT be rescheduled. The game with either is considered abandoned or if more than 3/4th of the game was played then the rule above applies.

·         When there has been a mistake on part of ARCL (e.g. scheduling conflict, ground not reserved etc.), ARCL will reschedule that game.

·         ARCL reserves the right to investigate and propose alternate solution in case of extreme situations. In this case ARCL will communicate its stance to the affected teams.

Abandoned Games

·         If a game is abandoned both teams will get 0 points. This should not impact team’s ranking since the final ranking is based on average points instead of total points.

·         If the match is abandon then the team will have to login to the website and mark the game as abandon.

·         The deadline to mark the game as abandon is same as the scorecard deadline. Failure to do so within the deadline would mean the “failure to upload the scorecard” penalty will kick in automatically and both teams will get zero points and the match will be counted as played and it will impact the average. 

Points

·         There will be 30 points awarded per game. Appendix F has more details.

·         Losing team can get a maximum of 10 bonus points.

·         If team plays with less than 8 people and the other team get them all out and lose, they will get maximum points for bowling regardless of wickets they took since ALL OUT will be considered a special case.

·         Winning team gets 20 points plus the leftover bonus points from losing team. For example if the losing teams gets 4 points, the winning team will get 20 + (10-4) = 26 points.

·         In case of a Tie both teams will get 15 points and no bonus points

Rewards/Trophies

At the end of the season, the awardees will be displayed on the website under your division.

·         1st Place Team Trophy + Individual Trophies

·         2nd Place Team Trophy + Individual Trophies

·         3rd Place Team Trophy + Individual Trophies

·         League champions Team Trophy + Individual Trophies (If they are not 1st, 2nd, or 3rd Place team)

·         Best Batsman – top 3 batsman based on points. 1 point is awarded for 1 run. A player needs to have a minimum 125 runs to be eligible for this award.

·         Best Bowler – top 3 bowlers based on points. 10 points are awarded for 1 wicket. A player needs to have a minimum 12 wickets to be eligible for this award.

·         Best Allrounder – top 3 allrounders based on points. 1 point is awarded for 1 run. 10 points are awarded for 1 wicket. A player needs to have a minimum 75 runs and 7 wickets to be eligible for this award.

 

Note: The awards will be given to only 3 players in each category. If there are multiple players with same points then the following ranked players won't get the award. See appendix I for examples

Prize Ceremony

·         Teams would have to confirm their attendance at the ceremony for the trophies to be ordered.

·         If there is a no-show by a team at the ceremony then their trophies will be returned and the teams will be penalized $50.

·         Teams can pay can their penalties and collect their awards in the next ceremony. 

Complaint Process

Moving forward, any issues/concerns needs to be addressed using the ARCL Complaint procedure. Following is how teams will submit the complaints, what to expect and actions ARCL will do to act on it.

The complaint can only be submitted in the same week the game was played. ARCL will close down on the complaint within the same week for most part. In case of delay, ARCL will communicate to all involved.

Actions teams need to take

·         Teams will need to fill out ARCL Complaint Form by logging onto the website with their username or send an email to arclorg@arcl.org

·         The team complaining needs to fill this form within 1 week of the incident

·         Only team contacts, umpire or ARCL board member can fill such form.

What will happen in the background

·         ARCL will nominate 3 people for handling complaints. Whenever possible, the nominated people will not be part of the same division.

·         The nominated people will contact umpires and team contacts and hear their side of the story and submit their report

·         There will also be a silent reviewer who will be CCed in all interaction related to the complaint. He will also add his feedback if needed.

·         The majority of decision committee needs to agree before the decision is sent out

·         Only decision sent out via ARCL official email account will be considered valid.

ARCL Cricket Rules

 

Changes to ICC Rules and ARCL Stance

-          ICC does not allow a runner anymore. ARCL will allow the runner for their games if the neutral umpire allows it

-          ICC allows a bowler to run out a non-striker backing up unfairly. ARCL does not allow it. Non-striker cannot be run out before the bowl has been bowled. If an umpire notices non-striker backing up unfairly, he should warn him about it. Non-striker needs to be given three warnings. On third warning, non-striker batsman is ruled retired hurt and he cannot continue batting. He can bat again if all batsmen who have not been warned-retired-hurt by this rule have already batted and got out or are batting. If non-striker is still backing up unfairly, he again needs to be warned three times. On third warning this time, he is ruled retired hurt and cannot bat again. If a batsman in last wicket pair has got three warnings, he is ruled retired hurt and game is over.

 

Free Hit

All no balls will result in a free hit

We will follow the ICC guidelines here. If a bowler bowls a no-ball, the next ball is considered a free hit and the batsmen can only be run-out.

Exact rule from ICC’s site:

For any free hit, the striker can be dismissed only under the circumstances that apply for a no ball, even if the delivery for the free hit is called wide ball.

Field changes are not permitted for free hit deliveries unless there is a change of striker (the provisions of clause 41.2 shall apply).

The umpires will signal a free hit by (after the normal No Ball signal) extending one arm straight upwards and moving it in a circular motion.

1-D/2-D

In some scenarios, teams might choose to pre decide that the other team will be awarded runs if the ball goes in certain areas of the ground. This is very common for our games in soccer fields. This rule is generally referred to as 1D (1 declared) or 2D (2 declared) rule. If a ball crosses the 1D or 2D line then it is assumed the runs are given and the player cannot be caught out or run out. This is similar to a player hitting a boundary for 4 or 6. Once the boundary is hit the runs are granted and the bowler bowls the next delivery.

The players have to rotate the strike in case of 1-D

LBW

If the ball hits the legs of the batsman first (doesn’t matter if it hits the bat later), it is called LBW and the batsman is not out. He cannot take any runs. But he can get out either by stumping or if the ball (after it hits the leg/body) rolls onto the stumps. It is ok for the batsman to kick or move the ball using the bat in such a case but not use his hands.

Byes

·         If the batsman misses a ball and the wicket-keeper fails to gather it, the batsman may take runs. These runs are called Byes.

·         Run out or stumping on a bye run is valid.

·         However if the ball hits the leg or any part of body (except the gloves or hands up to wrist, if the player is wearing it) no runs can be taken but the ball will be counted as a valid ball.

Wide

·         A white line or a marker (35 inches from the middle stump) on the offside will be drawn to help the umpires in giving wide.

·         It’s a wide ball if the ball is on or away from the wide line

·         It’s a wide ball if the ball passes above the striker’s head standing upright at the popping crease

·         Anything on the leg side outside the leg stump is a wide. If it’s on the leg stump then it’s not a wide.

·         A ball is a wide ball if it passes over the wide line where the batsman is standing. In other words, if the ball pitches outside the wide line and spins inside the wide line near the batsman, so as to be within the reach of the batsman, the ball is not wide. On the other hand, if the ball pitches inside the wide line but spins outside the wide line and is so out of the reach of the batsman, it is a wide ball.

No-ball

·         It is a no-ball if the bowler oversteps the crease line while bowling (it is ok to step after the ball has left the hands of the bowler). If the heel of the bowler’s leg crosses the crease before delivering the ball it is a no-ball.

·         A ball is a No-ball if it is a full toss above the waist. If the batsman is out of the crease then it’s the umpire’s call.

·         A bowler shall be limited to one fast short-pitched deliveries per over. Consequent short pitched deliveries will be called a no-ball.

o   A fast short-pitched delivery is defined as a ball that passes or would have passed above the shoulder height of the striker standing upright at the popping crease

o   Regardless of the contact of the ball with the batsman’s body/bat, a fast short-pitched delivery won’t be a no-ball on first attempt. Consequent short pitched deliveries will be called a no-ball.

·         It is a no-ball if the bowler bowls from outside the sides of the crease boundaries.

·         If a bowler puts wicket down at his end during delivery, and he delivers the ball, it will be signaled as NO BALL by the bowler's end umpire. If bowler does not deliver the ball, it will be signaled as DEAD BALL by the bowler's end umpire.

·         It is a no-ball if the bowler bowls without the umpire indicating that the field was ready for play.

·         The umpire should ask the bowling action from the bowler. It’s not a No-ball if the player doesn’t call his action. If the bowler fails to notify of a change in his mode of delivery the umpire will signal no-ball.

·         Umpire can call a no-ball if the fielders move latterly after the bowler takes the start.

·         Umpires will signal no-ball for a full pitched delivery and caution the bowler and inform the other umpire, batsmen and the captain of the fielding side. If the same bowler bowls a second full pitched delivery in the innings the umpire will signal a no-ball and will give a final warning to the bowler. After a third incident, the umpire will signal no-ball and suspend the bowler from bowling in that innings.

o   Full pitched delivery definition -- (i)Any delivery, other than a slow paced one, which passes or would have passed on the full above waist height of the striker standing upright at the popping crease is (ii) A slow delivery which passes or would have passed on the full above shoulder height of the striker standing upright at the popping crease

·         No-ball is based on where the foot lands finally and not where it landed first

·         One run will be granted for no ball and the ball will be repeated. The run will be added to whatever is scored by the batsman. Umpire’s call is FINAL.

·         The only way to get out on a no-ball is a run-out. Hit-wicket or being caught on such a ball will not get the player out.

·         If a ball is both wide and no-ball, it is counted as a no-ball.

·         All the “no-ball” decisions will be called out by the neutral umpire. Leg umpire can suggest or request or provide more data about waist height full toss or above shoulder no-ball but the Main is the final decision maker.

·         If the full toss ball hits the stumps/bails it is out, umpire cannot call it is as a no-ball.

·         Either umpire will signal no-ball if the keeper fails to inform the umpires about significantly changing his position (close to the stumps or far away from the stumps )

Dead-Ball

·         If a ball bounces twice in front of the batsman, the ball will be called a dead-ball and will need to be replayed.

·         There will be no runs granted on a dead-ball.

·         If a wide ball is also dead, it will be declared a dead-ball.

·         If a ball is dead, the ball is considered no longer in play.

·         If a dead ball rolls and hits the wicket, it is not out.

Hit Wicket

·         If, in attempting to hit a ball or taking off for a first run, the batsman touches and breaks the wicket (with the bat or some other piece of equipment), this is called hit wicket and the batsman is declared out.

·         Hit wicket is valid on a normal ball as well as on a wide ball. However in case of a dead-ball or a no-ball, it is invalid.

·         If the batsman touches or breaks the wickets while completing the run is not out.

Overthrows

·         If no fielder near the pitch gathers the ball and it continues into the field again, the batsman may take more runs.

·         If the ball reaches the boundary on an overthrow, four runs are scored in addition to the runs taken before the overthrow occurred.

Stumped

·         If a batsman misses the ball and in attempting to play it, steps outside the 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 the crease.

·         If a player is out of the crease and the ball hits its legs, the keeper can still get the player stumped. However, the keeper cannot get the player run out. Umpire needs to be careful when determining this.

·         On the line is out

Run-outs

·         A run-out is when 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.

·         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/fielder 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.

·         Batsman cannot be run out while the ball is not in play - so they may confer in the middle of the pitch between deliveries if they desire.

·         For a run-out, the fielder has to break the wicket with the ball directly or with the hand that holds the ball. The fielder cannot hold the ball in one hand and touch the wicket with the other hand.

·         In case of a run-out, the batsman nearest to the side of the wickets that are broken is out.

·         The batsman must have some part of his body or his bat (provided he is holding it) grounded behind (not on) the crease.

·         When the wicket keeper or the fielders break the stumps before collecting the ball then to run-out they have to hold the stumps (even one stump is fine) and the ball in their hands, touching each other.

·         The ball is not dead if the fielder collects the ball and throws it towards the bowler or the fields and they miss to collect it, in that case the batsman can take run(s).

·         The base of the stumps is to be treated as the wicket in case of run-outs, bowled, etc.

·         On the line is out

·         After the over is complete batsman or non-striker has to be in the crease till the umpire calls it over, if they are out of the crease fielders/wicket keeper can breaks the stumps and it is considered as run out/stump.

·         If a batsman have a bi-runner, both of them has to be in the crease, either of them is outside the crease fielders/wicket keeper can breaks the stumps and it is considered as run out/stump.

o   Neutral umpire makes the call if a player can have a runner

o   In the spirit of the game we recommend teams to be considerate when a player asks for a runner

Caught Out

·         No runs are scored on a caught out even if the batsman cross each other before the ball is caught.

·         If the batsman and runner run to the other crease before the ball is caught, the runner maintains his position.

Runs

·         A run is scored by the batsman when they both reach the opposite creases.

·         If the batsman and runner cross each other before getting catch or made run-out, for the next ball, the batsman position themselves near the wickets they were running towards.

·         No run is awarded if a catch or a run-out was made after the run commenced.

·         If, while running multiple runs, a batsman does not touch the ground beyond the crease before he returns for the next run, then the umpire at that end will signal one short, and that run will not be counted.

·         One 1-D, the players need to rotate strike.

 

Definition of fair delivery - the arm
A ball is fairly delivered in respect of the arm if, once the bowler’s arm has reached the level of the shoulder in the delivery swing, the elbow joint is not straightened partially or completely from that point until the ball has left the hand. This definition shall not debar a bowler from flexing or rotating the wrist in the delivery swing.

Appendix A (Process of Tie Breaker)

Tie breaker rule

1.       Head to head

2.       Higher Number of wins

3.       Higher Number of ties

4.       Lesser number of losses

5.       Net run rate

Appendix B (Net Run-Rate)

Net Run Rate = (Runs Scored / Overs Played) - (Runs Conceded / Overs Bowled)

HOW NET RUN-RATE IS CALCULATED: Net run-rate is calculated by deducting from the average runs per over scored by that a team throughout the competition, the average runs per over scored against that team throughout the competition. For example: India's net run-rate in the super six is calculated as follows: calculated as follows:

 

R1

R2

R3

R4

R5

B1

B2

B3

B4

B5

Total Runs

Total Overs

R/r

Net R/r

For India

253

249

205

227

251

300

276

300

300

300

1185

246

4.82

-0.153

Against India

254

252

282

180

253

284

300

300

300

290

1221

245.4

4.97

 

 

R = runs scored in each match

B = balls faced in each match

R/r = India's run-rate is calculated as 1185 / 246 = 4.817 (4.82)

R/r = India's opponents run-rate is calculated as 1221 / 245.4 = 4.970 (4.97)

Note: In the event of a team being all out in less than its full quota of overs, the calculation of its net run-rate shall be 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. (For example: refer table R3 and B3 above. India against Australia were all out for 205, so B3 is 300 balls and not 290 (48.2 overs) - the actual balls required for India to make these runs)

Appendix C (Format & Shuffling teams across divisions each season)

 

Format

·         Every division has 24 teams

·         Every division has 3 sub-divisions

·         Each sub-division has 8 teams

·         At the end of the league, top 5 teams move up the division & bottom 5 move down the divisions

·         Existing teams will be ranked based on their average league points. Team qualified to playoffs will always be ranked higher. Rankings will be done after quarter finals are completed.

·         Resolve the ties using the criteria in Appendix  A

·         Sub-divisions will be assigned in the following manner -- rank1 in A1, rank2 in A2, rank3 in A3, rank4 in A3, rank5 in A2, rank6 in A3 and so on

·         New teams are added in last the last division and are ranked in the order of their registration datetime.

·         The last division will always have un-even distribution of sub-division & teams.

Ranking Process:

 

Step 1: Do Rankings for previous season

1.       Rank the teams per division based on the average league points & quarter finals

2.       Resolve the ties using the criteria in Appendix  A

3.       Identify the drop outs

Ranking for Previous Season

Division A

 

Division B

Ranks

team

avg

Comment

 

Ranks

team

avg

Comment

1

FatehCC-Wizards

24

won qtr

 

1

TryCatchThrowFinally

19.44

won qtr

2

Bouncers

23.5

won qtr

 

2

Cross Street Hooligans

19.14

won qtr

3

BellevueBoyz

21.33

won qtr

 

3

Daredevils CC

18.71

won qtr

4

Strykers

20.83

won qtr

 

4

Fatehcc-Mavericks

18.14

won qtr

5

Victorious Secret

21.14

lost qtr

 

5

FatehCC-Warriors

22.86

lost qtr

6

Turbos

20.67

lost qtr

 

6

The Dark Knights

21.86

lost qtr

7

Blazers

17.17

lost qtr, higher NRR

 

7

All-rounders

21

lost qtr

8

Sidewinders

17.17

lost qtr

 

8

Spartans

19.71

lost qtr

9

The Opposition

17

 

 

9

Fubar

17

 

10

Master Blasters

16.57

 

 

10

Chennai Warriors

16.67

 

11

FatehCC-Falconz

16.43

 

 

11

CerealKillers

16.14

 

12

Lastsamurais

16.29

 

 

12

Incrediblz

15.86

 

13

BLUES

15.71

 

 

13

The Dons

15.57

 

14

Coconut Thieves

14.86

 

 

14

Joot

14.86

 

15

SundayCricketClub

14.29

 

 

15

Redmond Indians

14

 

16

FatehCC-Challengers

13.43

head to head win

 

16

Sarfarosh

13.57

 

17

FatehCC-Bindaaz

13.43

 

 

17

Snipers

12.71

 

18

Champions

12.86

 

 

18

Xtremers

11.57

 

19

Torpedoes

11

 

 

19

Takbeer

10.86

 

20

Cricket Guns

10.71

 

 

20

BasantiKaBadla

10.14

 

21

Slammers

8

 

 

21

Scorpions

6.43

 

22

The Losers

5.57

 

 

22

Stealth

6.14

 

23

Yaaron

5

 

 

23

Kricketers

3.71

 

24

Gilly

4.17

 

 

24

Cheetahs

3.14

 


 

Legends

 

move up

 

move down

 

teams with same avg points

 

drop out teams

 

New teams

 

 

Step 2: Do Rankings for new season

1.       exclude the drop-out teams

2.       Include new teams in the last division and rank them in the order of their registration datetime.

3.       move 5 teams up & down

4.       assign sub-division

Ranking for New season

Division A

 

Division B

Ranks

team

Sub-Div

 

Ranks

team

Sub-Div

1

FatehCC-Wizards

A1

 

1

Cricket Guns

B1

2

Bouncers

A2

 

2

Slammers

B2

3

BellevueBoyz

A3

 

3

Yaaron

B3

4

Strykers

A3

 

4

Gilly

B3

5

Victorious Secret

A2

 

5

The Dark Knights

B2

6

Turbos

A1

 

6

All-rounders

B1

7

Blazers

A1

 

7

Spartans

B1

8

Sidewinders

A2

 

8

Fubar

B2

9

The Opposition

A3

 

9

Chennai Warriors

B3

10

Master Blasters

A3

 

10

CerealKillers

B3

11

FatehCC-Falconz

A2

 

11

Incrediblz

B2

12

Lastsamurais

A1

 

12

The Dons

B1

13

BLUES

A1

 

13

Joot

B1

14

Coconut Thieves

A2

 

14

Redmond Indians

B2

15

SundayCricketClub

A3

 

15

Sarfarosh

B3

16

FatehCC-Challengers

A3

 

16

Snipers

B3

17

FatehCC-Bindaaz

A2

 

17

Xtremers

B2

18

Champions

A1

 

18

Takbeer

B1

19

Torpedoes

A1

 

19

BasantiKaBadla

B1

20

TryCatchThrowFinally

A2

 

20

Avengers

B2

21

Cross Street Hooligans

A3

 

21

Believers

B3

22

Daredevils CC

A3

 

22

The Octavians

B3

23

Fatehcc-Mavericks

A2

 

23

Bing

B2

24

FatehCC-Warriors

A1

 

24

Crushers

B1

Appendix D (Penalty Calculation for Players playing in Multiple Teams)

Matches in which defaulting team wins, the 20 points will be made zero and the match will be counted as played; opponents points will be made zero and the match will be counted as not played. (Rankings/Positions are calculated based on average.)

1.       Match between Team-A and Team-B; Team-A won the match and got 20 points, Team-B got 7 points;

2.       After the match

a.       Team-A’s average is 16 (64 points from 4 matches)

b.      Team-B’s average is 12.11 (95 points from 7 matches)

3.       Team-A has used illegal player in Team-B’s match;  so they will lose 20 points; the match will be counted as played for Team-A so their average would be now 11 (44/4)

4.       Team-B’s 7 bonus points will be made zero; match will be counted as not played; so their average will be 14.66 (88/6)

5.       Essentially Team-A will lose on average but Team-B will gain on average

Appendix F (Match Points Calculation)

Losing Team Batting Second

Batting Points

Points

Formula based on team score

1

>50 % and <=60% of winning teams score

2

>60% and <=70% of winning teams score

3

>70% and <=80% of winning teams score

4

>80% and <=90% of winning teams score

5

>90% of winning teams score

 

Losing Team Batting First

Batting Points

Points

Formula based on run rate

1

>50 % and <=60% of winning teams run rate

2

>60% and <=70% of winning teams run rate

3

>70% and <=80% of winning teams run rate

4

>80% and <=90% of winning teams run rate

5

>90% of winning teams run rate

 

Bowling Points

Points

Formula

1

1 Wicket

2

3 Wicket

3

5 Wicket

4

6 Wicket

5

7 Wicket

 

Note: In the event of a team being all out in less than its full quota of overs, the calculation of its net run-rate shall be 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. (For example: refer table R3 and B3 above. India against Australia were all out for 205, so B3 is 300 balls and not 290 (48.2 overs) - the actual balls required for India to make these runs)

Appendix H (Kit Cost)

·         $125 for entire kit

o    $20 for tape

o    $10 for cones

o    $40 for stumps

o    $55 for bag

·         Kids Bat $30

·         Hard tennis Balls $20 per dozen

·         Tape balls $20 per dozen

Appendix I (Awards for top 3 only)

The awards will be given to only 3 players in each category. If there are multiple players with same points then the following ranked players won't get the award. See various scenarios below

Scenario 1: Best batsman trophy will be awarded to only 3 players --  Rahul, Suresh and Amit.
Batsman – runs
Rahul - 159 runs
Suresh -159 runs
Amit - 137 runs
Jaggi -129 runs.

Scenario 2: Best batsman trophy will be awarded to only 3 players -- Rahul, Suresh and Amit.
Batsman – runs
Rahul - 159 runs
Suresh -159 runs
Amit - 159 runs
Jaggi -140 runs.
Arun -130 runs.

Scenario 3: Best batsman trophy will be awarded to 4 players --  Rahul, Suresh, Amit and Jaggi
Batsman – runs
Rahul - 145 runs
Suresh -130 runs
Amit - 130 runs
Jaggi -130 runs.
Arun -126 runs.

Appendix J (Adding and Registering players)

Steps to register existing players in your team:

1.            log-in

2.            Click on “Register Players”

3.            All your players from last season will appear in the left box.

4.            From the left box, select only those players who are going to play for this season and move it to the right box

5.            Click “Save Registration Details”

 

Steps to register new players in your team  

1.            log-in

2.            Click on “Register Players”

3.            Enter the player name in the search box and click “Search”. Results will appear in the left box.

4.            Click on your player in the left box and move it to right box

5.            Click “Save Registration Details”

 

 

Steps to add and register players who are playing ARCL for the first time: 

1.            log-in

2.            Click on “Add Players”

3.            Add player details and click “Confirm changes”

4.            Click on “Goto Registration Page”

5.            Enter the player name which you just added in the search box and click “Search”. Results will appear in the left box.

6.            Click on your player in the left box and move it to right box

7.            Click “Save Registration Details”

 

 

 

 

 

 

 

TERMS AND CONDITIONS: By playing in ARCL, the team agree to above rules and regulations and any decisions made by ARCL. The decision by ARCL members for any issues will be final and teams will have to abide by them.