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#SWISSBOXCRICKETLEAGUE

Zürich Mavericks is extremely proud to launch the ‘Swiss Box Cricket League’ in Switzerland.

Turf field
Sphere on Spiral Stairs
Sphere on Spiral Stairs
Tournament Schedule Final Result V2.JPG
Tournament Result
#SBCL : Tournament rules and regulations 

Picture representation of the pitch and scoring areas 

Arena Details: 

 

The Yakin Arena is the facility where all the games of the tournament will be held. The arena features a visually natural-looking artificial turf and has 3 Fussball fields with dimensions of 15x30 meters each. During the tournament, games will be organized simultaneously in 2 or 3 fussball play areas.

More Details of the venue:  https://yakinarena.ch/

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Pitch and Ball for the tournament:

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These are the specifications of the pitch and the ball for #swissboxcricketleague SBCL
 

  • The pitch will be of 17m from wicket to wicket.

  • Crease will be box-cricket standard One bat length.

  • Bowlers’ run-up will be limited to few steps only (approx. 4 to 5 steps).

  • A white-Line Marking will be depicted which will be considered as the Bowlers run-up line.

  • During all the matches for the SBCL we will use Nivea cricket tennis balls, which are light 80-90gms weighing balls.

  • A new ball will be used for each match, with the team winning the toss deciding whether to bat or bowl first with the new ball

  • In case of ball lost or damaged then a replacement ball will be provided.

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Tournament Rules:

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  • A total of 12 teams will feature in this inaugural #swissboxcricketleague SBCL tournament

  • Teams will be divided into four groups of three teams each.

  • Two teams will qualify from each group to the knockout stage. Wherein Quarter-finals, Semi- finals and Finals will be played according to the fixture announced.

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Scoring, bowling and fielding Rules:

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  1. Batting will be from one end only. 

  2. Batsmen will change ends at the end of each over. 

  3. No single batsman batting is allowed. This means after the fall of 5 wickets the innings will come to an end.

  4. Only round-arm bowling is allowed. (Chucking, Throwdowns, Lower-Arm and other inappropriate actions are not allowed). In any such instances the Umpire will declare this as a no-ball.

  5. Batsmen can move aside and appeal to the umpire if he feels the bowler action is not legal as per the cricket rules.

  6. Umpire will take the decision based on the next ball bowled by the bowler.

  7. Bowler must start his run up only from the allowed marking (The white line depicted as Bowler’s run-up line).

  8. If the bowler starts the runup outside the white line depicted as Bowler’s run-up line. It will be declared as a no-ball. 

  9. Extras such as Wides and NO-balls are declared as 2 runs.

  10. Three markings (Yellow, Red and Sponsor/Logo) will be made in the field to highlight the specific scoring areas (Please refer to the Pitch-map image)

  11. Yellow Marked Zone- Two runs scoring area/criteria:

    • Scenario 1: If the ball touches the advertisement board (full toss or through the ground shot)

    • Scenario 2: If the ball touches the nets after pitching inside the playing area within the depicted yellow marking zone.

    • Scenario 3: If the ball pitches inside the field and goes outside the ground from the depicted yellow marking zone

    • In all such instances this will be declared as 2 runs

  12. Red Marked Zone- Four runs scoring area/criteria:

    • Scenario 1: If the ball touches the advertisement board (full toss or through the ground shot)

    • Scenario 2: If the ball touches the nets after pitching inside the playing area within the depicted red marking zone.

    • Scenario 3: If the ball pitches inside the field and goes outside the ground from the depicted red marking zone

    • Scenario 4:  if the ball goes outside the play-area after pitching inside the play-area or touching the advertising board on the straighter boundary

    • In all such instances this will be declared as 4 runs

  13. Sponsor/Logo Poster Zone- Six runs scoring area/criteria:

    • A poster/sponsor area will be made in the field to highlight the six runs scoring areas (Please refer to the pitch-map image).

    • If the ball touches the poster/sponsor area on the straighter boundary (full toss or through the ground shot, or by deflection of fielding side)

    • In such instances this will be declared as 6 runs 

  14. If the ball deflects from the yellow zone advertisement board or hits the yellow zone first and then deflect to red zone advertisement board in such instances the ball's last landing area will be considered. Hence in these cases the highest score which is either 4 or 6 runs based on the final destination of the ball will be rewarded.

  15. Apart from the coloured zone within the advertisement boards everywhere else within the playing-area the batsmen and non-striker will have to complete their run by running between the stumps.

  16. Apart from the Yellow and Red marked Zone in all other places within the ground, If the ball goes outside the play-area after pitching inside the play-area or touching the advertising board or the nets on both leg side and off side of the pitch then 1 run will be declared. In such a case of a declared one run Batsmen must cross/switch the ends.

  17. If the ball goes full toss outside the playing area or touches the nets full toss, then it will be declared as zero runs depicted as dot ball.

  18. If the ball touches the nets/roof in the ceiling area and stays inside the play area, then batsmen must run to score any runs. In case if the fielder catches the ball on a rebound after deflecting from the nets/roof above will not be considered as a catch out.

  19. Additionally, if the ball deflects and touches the yellow or red scoring zones after touching the nets/roof in the ceiling area then respective scores of 2 or 4 runs will be awarded accordingly.

  20. If the ball touches the nets/roof in the ceiling area and directly goes outside the playing area then it will be declared as zero runs depicted as dot ball.

  21. Byes, leg-byes and overthrows are applicable as per standard cricket rules and ball hitting the red/yellow zone due to overthrows then their respective scoring will be declared.

  22. LBW out is not applicable.

  23. In a six over match first two overs will be considered as power play where apart from the keeper and the bowler all other fielders should field within the Bowlers run-up line and batsman’s crease line.

  24. After the power-play of two overs for the remaining four overs (in a six over game) it is mandatory that maximum only one fielder stays behind the bowler’s run-up line and minimum one fielder (in addition to the keeper) must stay behind the batsman crease line, No ball will be called if this is not followed. 

  25. In a six over game only 2 bowlers are allowed to bowl a maximum of 2 overs each.

  26. Last two balls of the last over i.e., the fifth and the sixth ball of the sixth over will be considered as a jackpot ball. This will be announced by the umpire.

  27. Any runs scored by the batting team during the jack-pot balls, automatically will be doubled and added to the team score.

  28. Extras including wide or no-ball delivered during the jack-pot ball the runs will not be doubled but the ball must be re-bowled still under the jack-pot rules and regulations.

  29. Anytime during the game if a ball from the different ground falls into the current playing area the Umpire can call it a dead ball and that ball must be re-bowled.

  30. In an attempt during the run outs if the ball hits the batsman and deflects to the yellow/red marking zones, in such cases boundary or two runs will not be declared. Only the runs scored by batsmen running will be taken into the account.

  31. Additionally, in an attempt during the run outs if the ball hits the batsman and goes outside the playing area only one run which the batsman completed will be considered.

  32. If ball struck by batsman directly hits the umpire, bowling side stumps or non-striker and deflects to any scoring area, the runs will be counted according to yellow/red marking zones, or the number of runs completed.

  33. In case of any injury the decision to provide a runner or a substitution will be made with the concurrence of the Umpires and Zürich Mavericks

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Super Over:

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Any match resulting in a tie, a super over game will be conducted. Wherein, the second innings batting team will continue to bat first during the super over followed by the bowling team. No toss will be conducted for super over games.
The batting team should declare their designated three batsmen for the super over before the bowling has been started.

Normal super over rules will be applicable, such as only two wickets per team, six balls per over etc.

In case of a super over also resulting in a tie, the super over will continue until there is a result. The team batting second in super overs will continue the batting in subsequent super over.

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Team declaration:

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  • All the teams must declare their seven-member squad 15 minutes before the toss to the scorer/organizers and umpire. Immediately after the toss the captains from each team must declare who will be their 7th player aka the impact player to the scorer/organizers and umpire in a prescribed form.

  • All teams must report 20 minutes before the start of the match. If any team fails to report or be present by the time of match, the opponent team would get a walk-over and the opponent team will be declared as winners for that game.

  • The time between the innings will be of only two minutes. The team batting second or bowling second should be ready within two minutes after the first innings

  • Impact Player : A team can consist of seven players, but at any point of the game only six players are allowed to play. A team can substitute one of their current players with an impact  player during the game under these below mentioned circumstances,

    • The impact player substitution can be made at the end of an over for both the batting as well as fielding team.

    • The batting team can bring in the impact player when there is a fall of a wicket

    • Both the teams can bring in an impact player by substituting the current player at the end of first innings.

 

No other situation can be used for bringing in an impact player, for example a batsman getting injured should considered as retired hurt and a next batsman should come in.

 

The batting team can use the impact player option to fully replace the injured batsman end of an over or fall of next wicket.

 

The impact player can contribute with both batting and bowling. Once the substitution is made, there cannot be anymore re-swapping or re-substitution of an already substituted player.

 

The impact player change can be made only once during the course of the whole game.

 

Anytime during the game under the above mentioned restrictions when the team decides to swap/change the current player with an impact player, both the umpires and the scorer needs to be informed. After the concurrence from the umpires the teams can make this change accordingly.

 

Rules and Regulations mentioned above will be considered as final. In all games Umpire’s decisions will be considered final. Additionally, in case of any confusion/mishaps/technical faults happening during the tournament the final decision authority will be Zürich Mavericks and we request all the participating teams to consider this as the final decision. 

Any further structural changes and decisions taken by the Zürich Mavericks during the course of the tournament for the smooth conduct of the tournament will be considered as final.

All teams and the players are requested to abide by the rules and to uphold as well as respect the spirit of the game

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© 2022 Zurich Mavericks Adliswil

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