MPL 2016: Tournament Format and Playing Conditions

MPL 2016 Tournament Format

Round-Robin Stage

  • 1.0 : Each of the six teams will play a total of nine matches in the round-robin stage.
  • 1.1: For each team, the nine matches will constitute playing twice against four, randomly picked, out of the other five teams, and once against the remaining team.
  • 1.2: The entire schedule for MPL 2016 will be announced prior to the Player’s Auction.
  • 1.3: We are making certain assumptions about the ground permit for Sargent Field – that we will have it for the days that matches are scheduled at Sargent Field i.e. the schedule for all matches, including those at Sargent Field, will be published prior to the permit being received. 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.
  • 1.4: There will be a total of 27 matches in the round-robin stage, and four matches in the Playoffs, for a total of 31 matches.
  • 1.5: With the number of scheduled matches increasing from 22 (in MPL 2015) to 31 (in MPL 2016), matches washed-out during the round-robin stages will not be replayed. The points from these matches will be split by the two teams.

Playoff’s

  • 2.0 : Top four teams at the end of the round-robin stage will advance to the Playoff’s.
  • 2.1: Teams ranked first and second will face-off in the First Qualifier – Q1.
  • 2.2: The team that wins the First Qualifier will advance to the MPL Final.
  • 2.3: The team that loses the First Qualifier will advance to the Second Qualifier – Q2.
  • 2.4: Teams ranked third and fourth will face-off in the only Eliminator
  • 2.5: The winner of the Eliminator will advance to the Second Qualifier
  • 2.6: The winner of the Second Qualifier will advance to the MPL Final
  • 2.7: The MPL Final will be a one-off match to determine the Champions.

Playing Conditions

 

  • 1.0 : All MPL matches will start with the number of overs specified beforehand. There will be no curtailing of overs once the game begins. By default all MPL matches will be 14-overs a side.
    • 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 NRR.
    • 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.
    • 1.1.2: Only Playoff matches that are washed out will be get rescheduled.
    • 1.2 : In the event that a match is washed-out, the two teams involved will each receive one point.
  • 2.0 : All matches will be deemed to have a winner (unless condition 1.1 applies).
    • 2.1: If matches are tied at the end of the stipulated time, we will play a Super Over.
    • 2.2: If at the end of the Super Over, the scores are still tied, then the team that lost fewer wickets in the Super Over wins.
    • 2.3: If that is also tied then the team with the fewer wickets lost in the actual match wins.
    • 2.4: If 2.3 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.
    • 2.5: 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 2.3 and 2.4 will apply.
    • 2.6: The team that wins a match is awarded two points.
  • 3.0 : All matches will have power play overs as stipulated below. The Super Over is not a power play over.
    • 3.1: For the standard 14 over game, overs 1-3 are the mandatory power play overs.
    • 3.2: There will be an additional batting power play of two overs. The batting team can take this power play anytime starting from the start of the sixth over to the start of the 10th over. If the batting power play is not taken, it will automatically commence from the 11th over.
    • 3.3: Power Play condition: Power play stipulates that there can only be three fielders on the leg side. The fielding team can place these players anywhere on the leg side (no restrictions).
  • 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. The home team is responsible for ground setup and this includes retrieving the kit, boundary lines, crease markings and stumps.
    • 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: The Sargent Field Games will begin at 5:55 PM. Home team is responsible for having the ground ready by 5:50 PM.
    • 5.5 : For Ashland Field matches, teams will be given additional 10 minutes – i.e. matches must start at 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. This decision will be 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.
    • 6.2: Umpires will decide the timings and the penalties.
  • 7.0 : Apart from LBWs (none), 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.
    • 7.2 : 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.
  • 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).
    • 8.2 : There are no substitute runners in MPL (no exceptions).
    • 8.3 : There are no substitute fielders allowed in MPL. Only exception to the rule is to have substitutes to get the game underway on time while waiting for players to arrive.
  • 9.0 : All batting teams are responsible for scoring with the MPLBuzz App. Failure to score with the App will result in points penalty (at the discretion of the MPL Committee).

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