MPL X: Player’s Auction, Tournament Format, Playing Conditions

The 2018 season of the MathWorks Premier League (MPL), will be it’s 10th edition. We also have a ‘special announcement’ this season. Hence the 2018 season of the MPL will be referred to as ‘MPL X’.

Player’s Auction

  • 1.0: Each of the six teams in MPL X will get a purse of $101 to start with.
  • 1.1: The ‘Average Stock Price’ (from MPL 2017) of the captain of each of the six teams, and the player retained by the captains of the six teams is deducted from the purse of each team.
  • 1.2: With current enrollments at 81 players, three of the six teams will be able to form a squad of 14 players, while the other three teams will form a squad of 13 players.
  • 1.3: At the start of the Player’s Auction, the team to nominate the first player will be chosen randomly.
  • 1.4: The player nominated will be auctioned off via open-bidding.
    • 1.4.1: Each of the six teams will bid and counter-bid each other, until one team emerges with a bid than no other team raises.
    • 1.4.2: Thus, the team that bids the highest will receive the services of the player who was auctioned.
  • 1.5: The team to the immediate left of the team that nominated the first player, will then nominate a player for open-bidding.
    • 1.5.1: 1.4.1 and 1.4.2 will then apply.
  • 1.6: Do note, that the next player nominated for open-bidding is by the team to the immediate left of the team that nominated the previous player, and not by the team that the player joined.
  • 1.7: The pattern of the team to the left nominating a player for open-bidding will continue until each team has had a chance to nominate a player on three different occasions.
    • 1.7.1: Thus 18 player’s will be part of the open-bidding process.
  • 1.8: After the open-bidding auction format for the first 18 players, we will move to a silent bidding format for the remaining players in the general auction.
  • 1.9: Starting with the 19th player in the general auction, through to the end of the auction, a player will be nominated randomly by the Auctioneer.
    • 1.9.1: Silent bidding will ensue.
    • 1.9.1: Once all the six bids are in, the Auctioneer will reveal the individual bids.
    • 1.9.3: If multiple teams submit the same bid for a player, these teams alone will enter an open-bidding auction for the services of the nominated player.
      • 1.9.3.1: The team to submit their bid first, gets the opening bid at that price, while the other team(s) will be required to raise their bid to stay in the auction for the player.
  • 1.10: If all teams pass on a player – by bidding $0 for the player – the player will move to the end of the auction. This player will be held from the auction till all the other players have been nominated at least once.
  • 1.11: All the players need to be bought at a min. price of $1.  This means that if a team has 7 players in the squad and $20 left in its pool, then the maximum it can bid for the 8th player is [$20 – (min players – current players + 1) => 20 – (14 – 7) + 1 => $14].

MPL X Tournament Format

Round-Robin Stage

  • 1.0: Each of the six teams will play a total of 11 10 matches in the round-robin stage.
  • 1.1: Each team will play twice against each of the other five teams – this makes up 10 matches for each team.
    • 1.2: Each team will play one of the other five teams a third time  which will be randomly chosen using the following pairings of teams have been pre-generated.
  • 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 have clarity on this subject by no later than June 15th.
  • 1.4: Team 1 and Team 4 will play each other once more.
  • 1.4: Team 2 and Team 5 will play each other once more.
  • 1.6: Team 3 and Team 6 will play each other once more.
  • 1.7: The captains of the six teams in MPL X will, prior to commencing the Player’s Auction, draw a chit with the number, to determine their ‘team number’, and thus to determine the other teams they will play a third time.
  • 1.8: The entire schedule for MPL X will be announced on or prior to Sunday, June 3rd, 2018.
  • 1.9: MPL X starts on Monday, June 4th 2018, at Ashland Field, with Justice League hosting X-Men.
  • 1.10: Transformers will host Avengers on Tuesday, June 5th 2018, at Ashland Field.
  • 1.11: Starting with the week of June 11th and through to the end of the round-robin stage, there will be a total of four matches a week – at Ashland Field, and Sargent Field. Teams will be scheduled to play a minimum of one, and a maximum of two matches a week.
  • 1.11.1: This is again based on field permit date assumptions.
  • 1.11.2: All stakeholders in MPL X will be notified of any changes on this subject as soon as possible.
  • 1.12: We will do our best to ensure all teams get as close to equal number of matches at Ashland Field and Sargent Field.
  • 1.13: There will be a total of 33 30 matches in the round-robin stage (assuming 11 10 matches per team), and four matches in the Playoffs, for a total of 37 34 matches in MPL X.
  • 1.14: All matches that are washed-out during the round-robin stages will result in the teams splitting points.
  • 1.15: Each win is worth two points. A wash out earns each team, one point.

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  Qualifier-1, with the second ranked team hosting the first ranked team.
  • 2.2: The team that wins Qualifier-1 will proceed to the MPL X Final.
  • 2.3 The team that loses Qualifier-1, will proceed to Qualifier-2
  • 2.4: Teams ranked third and fourth will face-off in the only Eliminator, with team ranked fourth hosting team ranked third.
  • 2.5: The winner of the Eliminator will advance to Qualifier-2.
  • 2.6: The winner of the Eliminator will host Qualifier-2.
  • 2.7: The winner of Qualifier-2 will advance to the MPL X Final, to host the team that won Qualifier-1.
  • The MPL X Final will be a one-off match to determine the MPL X 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 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.
    • 1.1.2: All matches washed out during the round-robin stage will result in the two teams splitting points.
    • 1.2: All Playoff matches that are washed out will be rescheduled.
  • 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 that is also tied then the team played out the fewest dot balls in the actual match wins.
    • 2.5: If 2.4 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, 2.4, and 2.5 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 and apply for the 11th and 12th overs of the inning.
    • 3.3: An inner-circle (oval) of 30-yards (90 feet) 25-yards (75 feet) must be created by the home team, with the two middle-stumps at either end of the pitch, being the points around which the oval is drawn.
      • 3.3.1: The home-team will place the orange discs from the kit-bag, along the so-called 30-yard 25-yard circle.
    • 3.4: The boundary will be an oval of 53 yards, with the two middle-stumps at either end of the pitch, being the points around which the oval is drawn. Boundaries: The boundary will be an oval of 45-yards (135 feet), with the two middle-stumps at either end of the pitch, being the points around which the oval is drawn.
      • 3.4.1 The square boundaries will be a further 28-yards from the edge of the inner-circle, from the base of middle-stump in each direction, at each end. Thus the square boundaries will be 25 yards + 28 yards = 53 yards from the middle stump, at each end of the pitch.
      • 3.4.2: The straight boundary in front of the batsman will be a further 18 yards from the edge of the inner circle and behind the the middle stump at the non-striker’s end. Thus the straight boundary in front of the batsman will be 22 yards + 25 yards + 18 yards = 53 yards from the middle stump at the striker’s end.
      • 3.4.3: The straight boundary behind  the batsman will be a further 18 yards from the edge of the inner circle and behind the the middle stump at the striker’s end. Thus the straight boundary behind the batsman will be 25 yards + 18 yards = 43 yards from the middle stump at the striker’s end.
      • 3.4.4: Ganesh and Raghuvir will pre-mark the inner circle and boundaries at Ashland Field and YMCA-MathWorks Cricket Field.
      • 3.4.5: The home-team will place the flags/cones from the kit-bag, to indicate the boundary.
    • 3.5: 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.
    • 3.6: 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.
    • 3.7: Non-Power Play condition: During the non power play period of the game, a maximum of six fielders can be placed outside the inner circle. The fielding team can place these six fielders anywhere, with no restrictions.
    • 3.8: 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. 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.
    • 5.5: Matches at Ashland Field must start at or by 6:05 PM, with the ground being ready by 6 PM.
    • 5.4: Matches at Sargent Field Games must start at 5:55 PM. Home team is responsible for having the ground ready by 5:50 PM.
    • 5.6: Teams will be penalized two runs for every delay of four minutes after scheduled start time. 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.
    • 6.2: Umpires will decide the timings and the penalties.
  • 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.
    • 7.2: 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: 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 MPLBuzz 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 un-dismissed batsman.

(2364)

Leave a Reply

Your email address will not be published. Required fields are marked *