LAKESHORE CRICKET LEAGUE - WINTER SEASON RULEBOOK 2025-26
SECTION 1: REGISTRATION & ELIGIBILITY
All club members/players must be registered with the League before participating in any match. Umpires don't have to but reserve the right to verify a player's registration status by checking their ID at any time during or after a match if there are doubts about eligibility.
Unregistered Player Penalty: If a team plays an unregistered player taking part in the game in either batting, bowling or fielding, then the match will be forfeited, and the opposing team will be awarded a victory with a bonus point. The team captain is solely responsible for ensuring that only registered players participate. Any proven violation—whether discovered during the match or reported afterwards—will result in disqualification for the offending team, with the opposition receiving a bonus-point win. This also may lead to disciplinary action, including potential bans for the team, individual player(s), or captain from the League.
Captains must exercise due diligence to prevent unregistered players from participating at any point in the match.
Age Requirement: All players registered should be 16+
SECTION 2: TEAM COMPOSITION & ROSTER
Team Roster:
- Teams may carry a maximum of 35 players on their team roster
- The team roster must be declared prior to the start of the season
- Teams may dress a maximum of Twelve (12) players in a match with Nine (9) on the field at a time
- There is no minimum game requirement for Playoffs in Lakeshore Cricket League
Roster Changes:
- A team may add/remove/replace a player in their squad before October 22, 2025 without any fees by sending an email to the League
- Teams must notify the League 48 hours before a new player will be eligible to play
- After October 22, teams will pay $25 per player added/removed/replaced/transferred in the team roster
- After March 3, 2025, no changes can be made by any team in any roster
- A player can only be transferred once to another Club/Same team of the same Club in the same division during the season
- Transfer deadline: January 10th
Player Representation:
Within the Same Format (12-Over OR 15-Over): A player can only represent One Club in different divisions within the same format at Lakeshore Cricket League (e.g., if Riders Cricket Club have 2 teams - one in T12 Diamond and one in T12 Aura - only then can a player represent Riders CC for 2 different divisions within the 12-over format). A player is not allowed to play for any other club in another division within the same format under any other circumstance. A player cannot play in 2 different teams for the same/different club at the same time in the same division either.
Between Different Formats (12-Over AND 15-Over): A player is allowed to represent different clubs across different formats. For example, a player can play for Club A in the 12-over format (T12 divisions) and Club B in the 15-over format (T15 divisions). However, within each format, the player must remain with the same club across all divisions.
Violation Penalty: If a player violates these representation rules, the games will be disqualified for that particular team. Captains must be careful and let players know, or the team/player/captain can be banned from participating further.
Shortage of Players:
- A team shall be allowed to start a game with a minimum of 5 players on the field
- 2 players can still field behind the inner fielding line in cases of player shortage
SECTION 3: GAME FORMAT & STRUCTURE
3A: 12-OVER FORMAT (T12 Divisions: Diamond, Aura, Maple)
Game Duration:
- Games will be 12 overs each innings
- 90 minutes per game: 42 minutes per innings with a 5-minute break between innings
- Toss happens 15 minutes before the start of a match. Toss time is mentioned on the App and & Website
Powerplay:
- First 4 overs of each innings are powerplay overs
Bowling Restrictions:
- 2 bowlers are allowed to bowl a maximum of three overs each in an innings
- Over distribution: 3-3-2-2-2
- Minimum 5 bowlers must be used per team in an innings
Umpire Fees:
- Umpires must be paid $45 at toss time
- In the scenario where a match gets called off before one ball is bowled due to external factors and umpire reaches the ground: $20 per umpire ($40 total)
- In case of match default, the team present shall get the win with bonus point and pay $40 ($20 to each umpire)
3B: 15-OVER FORMAT (T15 Divisions: Gold, Silver)
Game Duration:
- Games will be 15 overs each innings
- 105 minutes per game: 52.5 minutes per innings
- Toss time is mentioned on the App and & Website. The game starts 15 minutes after.
Powerplay:
- First 5 overs of each innings are powerplay overs
Bowling Restrictions:
- 5 bowlers must each bowl a maximum of three overs in an innings
- Over distribution: 3-3-3-3-3
- Minimum 5 bowlers must be used per team in an innings
Umpire Fees:
- Umpires must be paid $55 at toss time
- In the scenario where a match gets called off before one ball is bowled due to external factors and umpire reaches the ground: $20 per umpire
- In case of match default, the team present shall get the win with bonus point and pay $40 ($20 to each umpire)
SECTION 4: DRESS CODE & CONDUCT
- Upper jerseys should be the same colour for all players on the field (or same club jerseys)
- Yellow jerseys and yellow pads are not allowed (same colour as the ball)
- Players should be in proper sports attire
- Shorts and shoes with metal spikes are not allowed
- Food and chewing gum is prohibited within the dome
- All garbage and plastic must be disposed of in bins before leaving the dome
- Alcohol is strictly prohibited inside the dome. Teams are responsible for all their players. Any player caught with alcohol or found under substance influence will result in an automatic ban from the league for that respective team
SECTION 5: SCORING SYSTEM
Match Points:
- Win: 6 points
- Tie: 3 points each
- Abandoned (due to weather or factors outside control of League/Dome Management/both teams): 3 points each (similar to a rainout in summer season - these games won't be rescheduled)
- Forfeit/Cancellation by any team: 6 points awarded to the team present
- Bonus Point: Awarded to winning team if they achieve victory with a run rate 1.25 times that of the opposition (runs scored ÷ overs faced). Bonus point also given to the winning team in case of game forfeit
SECTION 6: SCORING RULES
Note: Lakeshore Cricket League will keep track of stats and upload scores via CricClubs on the website.
Run Scoring:
- Wide & No Ball = 1 run awarded
- 1 run if batters complete a run successfully
- 1 extra run given to the batsman if the batsman connects a shot off the bat and the ball hits the dome/nets
- Example: The batsman plays a shot which hits the dome (automatic 1 run) and the batsman rotates strike by running between the wickets. In this case, the batsman gets 2 runs in total
- 4 runs = boundary at front of field
- 6 runs = directly over the boundary at front of field
- 4 or 6 will be based on the bounce of the ball. It would be considered a 6 if the ball hits the dome and still goes beyond the boundary line directly
Ball Going to Adjacent Field:
- If the ball goes to the other field from above the nets: maximum 1 run and the strike cannot be changed
- If the ball goes to the other field from beneath the metal rope of nets or from the sides: automatic 1 run plus the batsman can run a maximum of 1 run (max total for the ball is 2 runs)
- If the ball hits the goal post holding the net, staff desk, or the metal entrance area: same rule applies as above (automatic 1 run + batsman can run max 1 run = 2 runs total)
- Ball is considered dead when it goes to other part of field
- If the ball goes to the adjacent side below the metal rope, the striker can rotate strike
- If the ball goes to the adjacent side above the metal rope, it is declared as 1 run
- Regardless of whether the ball hit the metal rope or not, it's dependent on whether the ball passed to the other side below or above the rope (even upon deflection)
Overthrows:
- Overthrows are part of the game
- If the fielder throws the ball and it goes above/beneath the nets, the batsman can run a maximum of 1 run for overthrow after it crossed the nets
- Overthrows that hit the dome / side nets are not counted as an automatic 1 run
Other Runs:
- Byes runs are allowed
- Leg byes are allowed
No Ball & Free Hit:
- All No Balls result in a Free Hit
- Batsman cannot get out in free hits except: Run out, Handled the ball, Obstruction, and Hit the ball twice
SECTION 7: FIELDING RULES
Teams may dress a maximum of Twelve (12) players in a match with only Nine (9) on the field at any given time. Unlimited substitutions are permitted at the end of each over as all 12 players are permitted to bat and bowl.
Inner Field Line: The inner field line will be marked by cone set up before the match across the field.
7A: Fielding Restrictions - 12-Over Format
During Powerplay (Overs 1-4):
- Maximum 1 fielder allowed behind the inner field line (towards the boundary)
- All other 7 fielders must remain in front of the inner field line
After Powerplay (Overs 5-12):
- Maximum 2 fielders are permitted behind the inner field line
- The remaining 7 fielders must remain in front of the inner field line
7B: Fielding Restrictions - 15-Over Format
During Powerplay (Overs 1-5):
- Maximum 1 fielder allowed behind the inner field line (towards the boundary)
- All other 7 fielders must remain in front of the inner field line
After Powerplay (Overs 6-15):
- Maximum 2 fielders are permitted behind the inner field line
- The remaining 7 fielders must remain in front of the inner field line
SECTION 8: DISMISSALS & WICKETS
Getting Out: Batsman can be out under all applicable cricket laws of ICC/MCC. In addition:
Catching Off The Dome:
- Dome Rule: If a fielder catches the ball after it hits the white part of the dome directly (Above the Blue Part of the Dome), then the batsman is given out and no run will be counted
- Any ball hit off objects within the field or not part of dome area will be counted as ball in play and will not be given caught out
- Catching off the nets is NOT OUT
Other Dismissal Rules:
- No runner will be allowed for injured batsmen
- Any part of the stumps including the base metal is out for both bowled and run out
- Total 10 Wickets
Run Out - Direct Hit with Changed Direction: Example: Bowler, keeper, or fielder trying for run out and disturbing the stumps with stumps moving to a different direction with a direct hit or direction changed by any body part of the player. If the stump has moved from the original position/stumps fell down, the player must collect the ball and remove the stumps to get the batsman run out. A direct hit will not be counted in this scenario.
SECTION 9: OVER TIMINGS & TIME PENALTIES
Over Rate:
- 3.5 minutes per over (both formats)
Time Delays: In case of a time delay in the start of the game (due to weather or factors outside the control of the teams), 3.5 minutes per over shall be reduced for the amount of lost time. The on-field umpire shall be the best judge of this action and their decision shall be final.
Penalty for Late Start: Team responsible for late start shall lose overs as per the 3.5 minute per over rule.
Penalty for Missing Cut-Off:
First Innings:
If a team fielding first fails to bowl the allocated overs in the specified time, they shall continue to bowl until they have done so. However, they shall only bat the amount of overs bowled at the scheduled cut-off time (i.e., if 11 overs bowled at cut-off, the team shall only bat 11 overs). The over in progress at time of the cut-off shall be counted as complete.
If in the opinion of an umpire, delay was caused by a batting side, then the innings would close at the scheduled cut-off time and the batting team in default would lose that many overs. Over in progress will be allowed to be completed.
Umpire's decision will be final and binding.
Second Innings:
If a team fielding second fails to bowl the allocated overs in the specified time, they shall continue to bowl until they have done so (if time/field of play available). The over in progress at time of the cut-off shall be counted as complete.
In addition to this, 8 runs per over penalty will be added to the batting side total for number of overs bowled short by a fielding side at cut-off time. If by adding penalty runs, the result is achieved, then the match would close at that point.
If in the opinion of an umpire, delay was caused by a batting side, then the innings would close at the scheduled cut-off time and the batting team by default would lose that many overs. Over in progress will be allowed to be completed.
If delay is not caused by any team and in the unlikely event of extended time being reached and if the field is no longer available for play or if the match is called off by the on-field official, then at the end of the over in progress, innings and match would end. D/L will be applied to decide the result.
If in the opinion of an umpire, delay was caused by a batting side, then the innings would close at the scheduled cut-off time and the batting team in default would lose that many overs. Over in progress will be allowed to be completed.
In addition, if the time exceeds for play, the team which could not finish the overs in time/a team deliberately tries to waste time, the on-field umpire can decide to declare a loss for that particular team. The on-field umpire shall be the best judge of this action and their decision shall be final and binding.
Minimum Overs for Result: Minimum 5 overs to be played each side for the result to be concluded. D/L shall be used to calculate final result whenever required.
SECTION 10: HOME TEAM RESPONSIBILITIES
It is the responsibility of the Home Team to set up the ground before the start of the first innings. If they fail to set up in time, they will lose overs depending on the delay and the main umpire makes the final decision.
Home Team Setup Requirements:
- Place cones on the boundary line and inner field line
- Move all goal posts and benches outside the playing field boundary
- Bring both wickets from storage area (end of field 4) to the pitch
- After the match is finished:
- Move all goal posts and benches back to their original places
- Keep the wickets back in the storage area
Failure to comply: Teams not fulfilling these responsibilities will incur a $150 fine payable immediately as a penalty as the Dome will penalize us.
Toss happens 15 minutes before the start of a match.
SECTION 11: UMPIRES & VERBAL ABUSE
Level 1 Offence:
Includes showing dissent at an umpire's decision by word or action, using obscene/offensive/insulting language, appealing excessively, advancing towards an umpire in an aggressive manner when appealing.
Penalty: Player will receive a warning; another Level 1 offence will result in 5 penalty runs.
Level 2 Offence:
Includes showing serious dissent at an umpire's decision by word or action, making inappropriate and deliberate physical contact with another player, throwing the ball at a player/umpire/another person in an inappropriate and dangerous manner, using inappropriate language or gesture.
Penalty: Player will receive a warning and 5 penalty runs awarded to the opposition.
Level 3 Offence:
Includes intimidating an umpire by language or gesture, threatening to assault a player or any other person except an umpire.
Penalty: Player will be removed from the field of play for the rest of the innings and 5 penalty runs awarded to the opposition. Player must pay a $100 fine and will be banned for the next game at Lakeshore Cricket League.
Level 4 Offence:
Includes threatening to assault an umpire, making inappropriate and deliberate physical contact with an umpire, physically assaulting a player or any other person, committing any other act of violence.
Penalty: Player will be removed from the field of play for the entire match and 5 penalty runs awarded to the opposition. Player must pay a $100 fine and will be banned for the next game at Lakeshore Cricket League. The league reserves the right to ban this player from participating in the league permanently.
SECTION 12: MATCH DEFAULT
Teams defaulting one game will automatically incur a fine of $150 to be paid within 2 days of the default. The team present will be awarded full points along with a bonus point.
The second defaulted game in the same season will incur a fine of $250, payable within 4 days of default.
Definition of Default: "Default" is applicable when a game does not take place due to non-availability of players (5 players dressed and ready to take the field) from the defaulting club/team and/or refusal of the club/team to take the field when instructed to do so (by the match official, or in the absence of one, refusal to cooperate with the rival team to get the game underway by assigning umpires from the players). The on-field official shall wait 25 minutes before a game can be considered as "default."
Non-Payment Penalty: When a game is defaulted and the fine is not paid within 2 days, the team will be disqualified from participating further in the tournament and there will be no refund.
Advance Notice: The team must inform the League 3 days in advance to avoid the default if the team cannot field a team for a game. In that case, winning points shall be awarded to the other team along with the bonus point and the team won't incur a fine if the League is informed 3 days prior to the league match.
SECTION 13: SCOREKEEPING
Teams are responsible to get scoresheets in the rare case of CricClubs app crash.
END OF RULEBOOK
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