UMPIRES GUIDE
UMPIRES GUIDE

                                                                CHECKLIST for Local Umpires 2014

 

                                        (League Umpires must also follow Code & guidelines per training)

 

DRESS CODE:

  1. White Ball – Use Light Blue Shirt with Collar (If none, umpires should agree on a  coloured & collared Sleeved shirt, Dark long Dress Pants & Closed Shoes.  Any jackets for cold or rainy weather must be Dark coloured, if practical, agree to a colour.
  2. Red Ball – Use Light Blue Shirt with Collar (If none, use White, Collared & Sleeved shirt.  Dark long Dress Pants & Closed Shoes.  Any jackets for cold or rainy weather must be White or very light coloured.

(Show respect for the game and you'll be more likely to get respect from the players).

NO JEANS, NO SWEAT PANTS, NO OPEN SHOES!!!!

 

EQUIPMENT: (Essentials)

  1.   Any Counting device (not fingers), (Coin for toss)
  2.   Pen & pencil,
  3.   Watch, (Start & End times are important – write them down). 
  4.   Bowler’s Marker, (Extra bails)
    1.   Chalk (Artificial turf pitch)
    2.   Notebook for Bowler’s Name & list of overs he/she bowled = 1, 3, 5, 24, 26, 28.

             (You now have a record of the exact total of overs bowled & the number of overs bowled by each bowler). Max. = 10 for 50 over & 4 for 20 over matches.  Or 1/5th of overs – if shortened match.  (These notebooks are normally set up for 50 overs).

  1. Copy of Local League Playing Rules
  2. Drying cloth, if needed.

 

YOUR ARRIVAL TIME:

  1. Umpires appointed by an umpires’ association - 45 minutes before scheduled start time.  Umpires sent by a club must be there for the toss. (The toss may be done 30 to15 minutes before start time on the field and you must be there).  (See TOSS – below – if you are late the captains can nominate a sub to witness the toss, start the match & report you.) On days where weather is poor, don’t go earlier than 45 minutes.  Your game may be cancelled by the Clubs & you won’t be paid – check with assigner.

 

FIELD MARKINGS (For Divisions using ODI & T20 circles – See current ICC handbook)             

  1. 50 Overs - 2 – 15 yard circles – centre is mid-point of batting crease. 
  2. 30 yd circle – from centre stump.  
  3. 20 Overs (T20 matches) – Use 30 yard circle only. 
  4. Boundary Line markers – mark any special things ex – if tree is at edge of field, use boundary marks so it is outside the field of play*.  
  5. Sight Screens?  (If used – the boundary must be marked so that they are outside*)
  6. Check Stumps – 9” wide & 28” above surface. 
  7. Protected area marks - 5 feet from batting crease at edge of pitch & 1 foot on either side of centre stump.  Check local rules if used.

MEET CAPTAIN OR DEPUTY, COLLEAGUE & SCORER/S  (VIP; Who is scorer?)


You may have a qualified Scorer. (If sent by a club & not experienced, remind scorer that each signal must be acknowledged separately).

 

Get Match ball from both captains.  Mark package of each ball with team name & keep safe for start of play.

  1. Tell captains that all players must wear approved clothes per League rules or they must be sent off the field by the captain.  (Be friendly, but firm).
  2. Check for proper Scorebook. (At least the Home team must have one).
  3. League Stat Sheet?  Even if not there at start, must be available at end of the game.
  4. First-Aid Kit? – Ask if captains have one.  Having some band-aids is a good practice.
  5. See Local Rules for unprepared field & equipment delays – batting overs reduced?

 

TEAM LIST - (Both Captains or deputies):


Get Team List Before toss – 11 first & last names, ID Numbers? (If there are 12 names, who is the 12th man?).   

Ask 2 questions:


Has any player not yet arrived?  Note names & ensure arrival before start of play.  If fielder is late or off field (8 mins. or more in all divisions) he cannot bowl for an equal amount of time – per local rules.  Note time of arrival etc. (See Local Rules for details & on injury types & eligibility for batting). Note: MCC time of delay/off field is 15 minutes – if so followed in your League.


Is any player under 19 yrs old? (Birthday after start of scheduled season)  Juniors must wear helmets when batting or fielding close or keeping up to the stumps.

 

  1. Show the list to the other captain.  (This makes it official – Any captain can challenge ID as unregistered or unfair player).  Once the team list has been shown to the other captain by you, replacements may be obtained only with the permission of the opposing captain.  This must happen before the match starts. (Check Local rules). 
  2. 2. Note: Don't confuse these players with substitutes.  Substitutes may be allowed by you for players who cannot play since they have been injured, cramps, ill or other valid reason (but not for washroom breaks), at any time after the lists have been seen by the captains.
  3. From 2012 on, a batsman will not be permitted a runner – if following ICC Playing Conditions.  He may retire and come back later if he can do so.

 

THE TOSS:

  1. Between 30 – 15 mins. before scheduled or rescheduled start.  The captain who wins the toss must decide immediately whether batting or fielding. (DELAY TOSS - If raining or one team does not have 8* players in front of you). (Minimum players needed to start a match will always follow Local Rules. BCMCL = 8 players *).
  2. At 15 minutes before start time, if one team has a minimum of 8* players, but the other team does not, the toss is awarded to the team with 8* or more players. 
  3. You must witness Toss & Decision to bat or field.  (See Arrival time above).
  4. Captains may toss & start with stand-in umpires if scheduled umpires (Club or League) are late.  Captains will report the late umpire/s & scorers on the stat sheet.

    Tell Fielding Captain of expected START time & END time.  50 overs = 3 hours 30 minutes from start,  45 overs = 3 hours 10 minutes from start.  Injury time, lost ball, & any time you & partner decide is added to the scheduled end time.

 

 

UMPIRE’S ON-FIELD GUIDE

THE START OF PLAY:

 

  1. Walk out with partner 5 mins before scheduled start.
  1. Find out bowler’s mode of delivery – ‘Over or Round the wicket.’
  2. Give batsman a ‘Guard’ location if required.
  3. Check if ‘Scorer’ is ready.  Check if ‘leg umpire’ is ready.
  4. When batsmen & fielding captain are ready, call ‘PLAY’ if it is the start time or later.

 

CALLS & SIGNALS:

 

  1. You must know when the ball is ‘dead’.  (No further play can happen, but appeals are allowed).
  2. Make all your calls loud enough for the other umpire to hear them.  Especially ‘Over’ and ‘Time’ when play is over for any break.  This makes the ball ‘DEAD’ & no further play can happen. (Calling ‘over’ does not stop an appeal).
    1. Errors are frequently made when your partner and players can’t hear you.

 

  1. Know the correct signals: for OUT, Boundary 4, Boundary 6, Bye, Leg Bye, Change a call just made, 5 Penalty runs.  (If ICC Regulations – ICC Foot Fault & Free Hit, Power-plays - Mandatory & Batting.  Know Fielding restrictions).

Know calls & signals for Dead ball, No ball, Wide, Short run.

 

  1. Calls & signals must be made twice.  1) to players 2) signal to scorer – scorer must wave back before you allow the next ball.

 

  1. Don’t turn & signal to the scorer till you are sure the ball is dead - Byes, Leg byes, No ball, Wide, Short run.  You may miss a run-out or illegal play.

 

OTHER HINTS:

 

  1. Bowler’s end Umpire must walk quickly to the non-striker’s crease at his end after a ball has been hit into the field.  You must see the running batsman or runner complete his run properly behind crease.  If ball is hit directly to your end – don’t move, just watch ball & non-striker.  (But don’t be caught behind the wicket when ball is returned from the outfield to either wicket).  You should be in line with the non-striker’s crease.

Know the LBW rule thoroughly.  Know what is an ICC ‘foot fault’ & other forms of No ball.  Many decisions are judgment calls.  Just do your best!

 

  1. Before you go to umpire - Read LEAGUE Pre – Match Rules, Playing Rules & before season read Governing Rules that apply to a game.  You cannot predict what can happen in a match.  Take published Local Rules to the game on paper or electronic form.

 

  1. MAKE YOUR DECISIONS CONFIDENTLY, BUT DON’T RUSH OR APPEAR UNCERTAIN.  THE BENEFIT OF ANY DOUBT MUST GO IN FAVOUR OF THE BATSMAN.  YOU MAY ASK YOUR PARTNER ABOUT ANYTHING YOU DID NOT SEE, BEFORE YOU GIVE YOUR DECISION.   ONCE DONE, DON’T TRY EXPLAINING OR GET DRAWN INTO ARGUMENTS, (a very short friendly answer like ‘pitched just outside leg stump’ may be ok).  Read your Local Code of conduct for umpires. NEVER LOOK UPSET OR LOSE YOUR COOL!

 

LIMITED OVER CRICKET HAS STRICT TIME CONTROL

 

Know: Time Innings started, 1st Hour - # of overs, 2nd Hour - # of overs, 3rd Hour - # of overs.  Keep the game moving!  In a firm but friendly manner, warn captain if he is behind over rate at any time.  Normally the allowed time for 50 overs is 3.5 hours & time for 45 overs is 3 hours & 10 minutes.  (Read local rules for penalties). Make sure batsman is ready when bowler is ready.  You may have to remind him that he is required to be ready.

 

DRINKS:

Try your best to have captains get drinks to the field or edge of field, so that the players don’t wander off.  5 min breaks tend to become 10 minutes.  At 4 minutes request fielding captain to get players back.  Once informed, a delay caused by the fielding team, goes against their playing time.  (The umpire must never be the cause of any extended break.  If emergency – add time & inform all.)  
 
AT THE INNINGS BREAK:

Tell both Captains when 2nd Innings is scheduled to start.

 

  1. Make sure you get 1st innings score & enter it in your booklet.  If captain of the team to bat has any problems with score, they must be worked out before you & partner go out again.  It’s your job!  (Add time, if needed).

 

  1. Note time when you & partner walk out.  Inform Fielding Captain.  Warn re time as before, if slow over rate.  Award penalty runs on the field as soon as the allowed time has run out.  (For every full 4 minutes over time taken by bowling team, 6 runs are added to batting team’s score - read your local playing rules).

 

THE END OF PLAY: (Note the time)

  1. Don’t leave until you are certain that the result of the match is not in doubt. 
  2. If 2 Score books are used, make sure that they agree and the result is written there.  Then write your first & last name in the scorebook. 
  3. If there are no complaints from the Fielding Captain, enter the 2nd Innings score & result in your booklet. 
  4. Have winning captain enter both team scores, & Match Result onto the Official League STAT Sheet & have him get other Captain to sign it.

    Only then do you & your partner sign it. 

1.  Make sure your name & League or Club name is clearly readable in the official ‘STAT SHEET’ and in the  scorebooks.

2. ENJOY YOUR UMPIRING!  Keep a friendly yet business-like environment during the game.  Read Umpire’s  Code in your Local League Handbook.