MPL Tournament Format
Round-Robin Stage
- 1.0: Each of the
sixfiveseven teams will play a total of 8 OR 10 matches in the round-robin stage. - 1.1: Each team will play once against each of the other six teams – this makes up six matches for each team.
- 1.2: Each team will then play two//four of the other six teams a second time which will be randomly chosen.
- 1.3:
We are making certain assumptions about the ground permits for Ashland Field, and Sargent Field – that we will have it for the days that matches are scheduled. - 1.3.1:
If changes are required to the schedule, after we receive the field permit, we will update the schedule accordingly, which in turn could impact i.e. reduce the number of matches played by each team in the round-robin stage and/or change the dates and venue of matches. 1.3.2: We expect to publish the entire schedule for MPL XI by June 10th.- 1.4: All stakeholders in MPL will be notified of any changes on this subject as soon as possible.
- 1.5: We will do our best to ensure all teams get as close to equal number of matches at
Ashland Field andYMCA-MathWorks Field. - 1.6:
There will be a total of 25 matches in the round-robin stage and two matches in the Playoffs, for a total of 27 matches. - 1.7: All matches that are washed-out during the round-robin stages will result in the teams splitting points.
- 1.8.1: Each win is worth six points.
- 1.8.2: A wash out is worth three points for each team.
- 1.8.3: A match ending in tie at the end of regulation earns four points for each team.
Playoff’s
- 1.0: With six or more teams, MPL will have the top four teams entering the Playoff’s, with the teams ranked on Points, then Wins, then Net Run Rate to identify each team’s position in the standings.
- 1.1.0: With four teams entering the Playoffs, the “IPL Playoff Format” will be followed.
- 1.1.1: Team Ranked #2 will host Team Ranked #1 in ‘Qualifier #1’.
- 1.1.2: Team Ranked #4 will host Team Ranked #3 in ‘Only Eliminator’.
- 1.1.3: Winner of ‘Only Eliminator’ will host the team that loses ‘Qualifier #1’ in ‘Qualifier #2’.
- 1.1.4: Winner of ‘Qualifier #2’ will host the winner of ‘Qualifier #1’.
- 2.0: All Playoff matches will have a coin-toss.
- 2.0.1: The lower ranked team, as described above will be the designate home team and will toss the coin.
- 2.0.2: The higher ranked team, as described above will be the designate away team and will call either heads or tails.
- 3.0: During Playoffs, it will be the responsibility of both MPL teams to setup and clear out the field, to be coordinated by the two Captain’s for the day’s match.
Playing Conditions
- 1.0: All MPL matches will start with the number of overs specified beforehand.
- 1.0.1: By default all MPL matches will be 14-overs a side.
- 1.0.2: Captains have the prerogative to curtail/adjust the number of overs prior to the game beginning.
- 1.0.3: Once a match starts, there will be no curtailing of overs.
- 1.0.4: Two bowlers are allowed a maximum of three overs while four other bowlers are allowed a maximum of two overs each. Thus a minimum of six bowlers are required.
- 1.1: If rain prevents a match from being completed, then the match is considered a wash-out. The stats for the game will be counted for personal milestones, but not for Net Run Rate.
1.1.1: Owing to the increase in the number of matches, we will not be able to reschedule washed out matches during the round-robin stage.
- 1.2: All matches washed out during the round-robin stage will result in the two teams splitting points.
- 1.3: All Playoff matches that are washed out will be rescheduled – provided field availability
- 2.0: If a round-robin stage match ends with the scores tied at the end of the stipulated time, there will NOT be a Super Over.
- 2.0.1: The two teams will each earn four points.
- 2.0.2: A match ending in a tie is NOT equivalent to a match washed out.
- 2.1: All playoff matches will be deemed to have a winner.
- 2.2: If playoff match is tied at the end of the stipulated time, we will play a Super Over.
- 2.2.1: If at the end of the Super Over, the scores are still tied, then the team that lost fewer wickets in the actual match wins.
- 2.2.2: If that is also tied then the team played out the fewest dot balls in the actual match wins.
- 2.2.3: If 2.2.2 cannot break the tie, we will have a Super Toss to decide the winner. The designated away-team captain will call the toss. The captain who wins the toss will be awarded the points.
- 2.2.4: If the umpires deem that the Super Over cannot be held or finished owing to either safety (light/dampness/rain) or ground permit restrictions, then conditions 2.2.1, 2.2.2, and 2.2.3 will apply.
- 3.0: All matches will have power play overs as stipulated below.
- 3.0.1: For the standard 14 over game, overs 1-2 are the ‘mandatory power play’ overs.
- 3.0.2: There will be an additional ‘batting power play’ of three overs.
- 3.0.3: The batting team can take this power play anytime starting from the start of the fifth over to the start of the ninth over. If the batting power play is not taken, it will automatically commence and apply for the 10th, 11th and 12th overs of the inning.
- 3.0.4: The Super Over is not a power play over.
- 3.1: An inner-circle (oval) to be drawn as follows: 25-yards (75 feet) square of the middle stump at each end of the wicket and 20-yards (60 feet) straight behind the middle stump at each of the wicket.
- 3.1.1: The home-team will place the orange discs from the kit-bag, along the so-called inner circle.
- 3.2: The boundary will be an oval to be drawn as follows: 55-yards (165 feet) square of the middle-stumps at each end of the wicket and 42-yards (126 feet) straight behind the middle stump at each of the wicket.
- 3.2.1: The home-team will place the flags/cones from the kit-bag, to indicate the boundary.
- 3.3: Power Play condition 1: During the ‘mandatory power play’, a minimum of zero and maximum of two fielders can be placed outside the inner circle. The fielding team can place the fielders anywhere outside the circle, with no restrictions.
- 3.4: Power Play condition 2: During the ‘batting power play’, a minimum of zero and maximum of two fielders can be placed outside the inner circle. The fielding team can place the fielders anywhere outside the circle, with no restrictions.
- 3.5: Non-Power Play condition
- 3.5.1: During the non power play period of the game, a maximum of
sixfive fielders can be placed outside the inner circle. - 3.5.2: The fielding team can place these
sixfive fielders anywhere, with no restrictions. - 3.5.3: A maximum of five fielders are allowed on the leg-side
- 3.6: At any given point in the game, the fielding team can place all fielders within the inner circle.
- 4.0: There are no declared runs without batsmen crossing. 1-D still means that batsmen have to exchange strike.
- 5.0: Set up time penalties. There will be runs penalty for the home team for delays in setting up the match.
- 5.1: Team listed first on the schedule is the home team.
- 5.1.0: The home team is responsible for ground setup and this includes retrieving the kit, boundary lines, crease markings and stumps.
- 5.1.1: The home team wins the toss by default and can choose between either batting first or bowling first.
- 5.1.1.0: This will only apply during the round-robin stage.
- 5.1.1.1: The conventional coin toss returns during the Playoffs, with the lower seeded team as the designated home team.
- 5.1.1.0: Reasons: All teams play on the same fields. Thus in the absence of a true home-field advantage, the home field is taxed with setting up the field.
- 5.1.1.1: Thus winning the toss by default is to “try out something new that makes sense” and to provide aa strategic edge to the home team.
- 5.1.1.2: All teams subsequently are allocated the same number of home and away matches.
- 5.2: Bails are required on the stumps at both ends of the wicket, at the start of every match. Umpires may chose to remove the bails for a period of time during a match, if windy conditions result in the bails repeatedly falling off the stumps.
- 5.3: If the bails are removed for a period of time owing to windy conditions, they must be placed back on the stumps after the winds calm down.
- 5.4: Matches at Ashland Field, and YMCA-MathWorks Field must start at or by 6:05 PM, with the ground being ready by 6 PM.
- 5.5: Teams will be penalized two runs for every delay of four minutes after scheduled start time.
- 5.5.1: This decision will be made by the umpires, in consultation with MPL Committee.
- 6.0: Innings Delay Penalties. There will be penalties for both sides if they are delays in completion of the bowling quota.
- 6.1: For 14 over matches, each team is allotted one hour to complete their overs. Bowling team will be penalized two runs for every four minutes over the hour.
- 6.1.1: This decision will be made by the umpires, in consultation with MPL Committee.
- 7.0: Apart from LBWs and leg-byes, all rules of cricket (that have not been specified explicitly above) will be adhered to. This includes NBs, free hits etc.
- 7.1: For a ball to be called a no-ball owing to height, the batsman need not be within his crease.
- 7.1.1: In the event that a batsman is outside the crease at the point of making contact with the ball, the umpires must decide if the same delivery would have met the criteria for being deemed a no-ball, as if the batsman was within the crease at the point of making contact with the same delivery.
- 7.1.2: As always for a no-ball call owing to height, the ball must either be a full-toss above waist level or on the bounce over ear level.
- 8.0: All MPL matches will be 11 vs 11 players affair. In case of a team having less than 11 players for a match, they can field as many as they can.
8.1: Since all matches are 11 vs 11 in the books, there is no last man (no exceptions).(Done away in 2023)- (Re-done for 2023) 8.1: If a team is playing with less than 11 players, then last batter batting is allowed.
- 8.1.1: Ensure you select one of the absent players into your squad
- 8.1.2: The missing player will be the last batter in
- 8.1.3: Please ensure the absent batter does not face a single ball – swapping strikers on the MPL app as needed
- 8.2: There are no substitute runners in MPL (no exceptions).
- 8.3: Substitute fielders are allowed in MPL.
- 8.4: The batting team will provide the necessary fielders to the fielding team, to ensure that the fielding team has 11 players on the field.
- 8.5: This will apply while the fielding team is waiting for players to arrive.
- 8.6: This will also apply when the fielding team does not have a team of 11 players for a given match
- 8.6.1: For example, in the event of a nine or 10 players vs. 11 players, the team with 11 players will provide either two or one fielder(s), for the duration of the inning.
- 8.6.2: For example, in the event of a nine players vs. nine players, the batting team during each inning will provide two fielders, for the duration of the inning.
- 9.0: All batting teams are responsible for scoring with the MPL App. Failure to score with the App will result in points penalty (at the discretion of the MPL Committee).
- 10.0: Players arriving late, may participate in the game from the start of the following over.
- 10.1: A player who arrives after the match has started, and during a given over can start to field, bowl, and/or bat at the start of the following over.
- 10.2: A player who arrives late, will thus only be required to wait out till the end of the over – a minimum of one, and a maximum of six balls.
- 10.3: The only situation where a player arriving late may participate immediately, is if his team is batting, and he is the last batsman to join the only other not-out batsman.
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