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CricE Last Man Stands T20 - Rules of Play

In General Last Man Stands Is Played Under The Same Rules As Icc T20. However There Are Extra Rules That Are Unique To Lms As Listed Below. Players And Umpires, Play And Officiate At Their Own Risk

Rule Number 1 Last Man Stands Rule
All 8 Wickets Are Needed To Bowl A Team Out. When The Seventh Wicket Falls, The Last Man Stands (on His Own) The Last Man Can Only Score 2, 4 Or 6 Off Any Ball. The Ball Is Only Dead When The Batsman Is Behind The Batting Crease At The Strikers End Of Pitch. When The Last Man Stands, He/she Can Only Be Run Out At The Batting Crease (keepers End). If A Batsman Is Run Out Under This Rule He/she Will Not Get Any Runs For Completing The First Run (in Other Words It's Two If He Completes The Two And Zero If He Does Not)

Rule Number 2 - Home Run
If A Player Clears The Ropes (i. E. Hits A Six) Off The Last Available Ball Of The Innings It Is Worth 12 Runs. This Rule Applies To Both The First And Second Innings. If A Bowler Bowls A No Ball Off The 5th Ball Of The Last Over, And Is Hit For 6 It Is A Home Run, I. E. 12 Runs + 1 Run. If The Batsmen Then Hits A Six Off The 6th Ball Of The Last Over It Is Also A Home Run, I. E 12 Runs. However, If A Bowler Bowls A No Ball Or Wide Before The 5th Ball Is Bowled (balls 1-4) A Home Run Can Only Be Hit Off The Last Ball Of The Over. Eg If A Bowler Bowls 2 Wides And 2 No Balls, The Batsmen Can Then Only Hit A Home Run On The 9th Ball Of The Over As That Is The Last Ball Of The Innings. If The Side Batting Second Needs 4 To Win, In The 18th Over And The Batsmen Hits A Six, Again It Is Not A Home Run. 

Rule Number 3 - The Steal
The Non-striker Can Steal Two Runs If The Striker Is Out Caught. If The The Non-striker Is Able To Run A Two (i. E. He/she Runs To The Strikers End Of The Pitch, Grounds His Bat Behind The Batting Crease And Returns To The Non-striker's End And Grounds His Bat Behind The Popping Crease) And This Is Completed Before The Fielding Side Is Able To Break The Stumps With The Ball At The Non-striker's End, Then A Total Of Two Runs Will Be Added To The Batting Score As Extras. The Maximum Number Of Runs A Player Can Steal Is Two Runs I. E. There Will Be No Additional Runs For Overthrows Whether The Ball Goes Over The Boundary Or Not. 

3. 1) No Steal For Final Ball
Thes Steal Rule Will Not Be In Play For The Final Ball Of An Innings. For Example, On The Last Ball Of The Innings I. E. When The Batsman Has An Opportunity To Hit A Home Run, The Non Striker Will Not Be Able Gain Two Runs By Touching Down At Both Ends, But He Can Still Be Out On The Double Play. 

Rule Number 4 - Double Play
Two Players Can Be Dismissed Off One Delivery. Caught Out And Run Out: When The Striker Is Out Caught, The Fielding Team May Run Out The Non-striker, But Only At The Bowler's End. The Non-striker Batsman Is Only Safe Once He Has Grounded His Bat At The Bowler's End Of The Pitch (popping Crease), Only Once He Does This, Is The Ball Dead. A Double Play Can Only Be Affected By A Catch. (the Bowler Is Awarded The Caught Wicket And The Team Is Awarded The Run Out Wicket. )
Rule Number 5 - Eight Players Per Team
Last Man Stands Is Played With 8 Players Per Team, So There Is Time And Space For Every Player To Stay Involved. A Minimum Of 5 Players Per Team Is Required To Start A Match. 

Rule Number 6 - Batsmen Retire @ 50
Once A Batsman Has 50 Runs To His Name, He Must Retire. He Can Return To Bat Should All Other Wickets Fall Or If Only Retired Batsmen Are To Come In After The Current Batsman Reaches His 50 Runs (then The Current Batsman Will Proceed To Retire And The Previously Retired Batsman Waiting Will Resume His Innings). When Returning To The Crease He Must Take Up The Crease Position Of The Leaving Batsman. If There Are Multiple Retired Batsman, Then They Must Return To The Crease In The Order That They Retired. The Last Man Stands Play Rule Only Comes Into Play Once 7 Wickets Have Been Taken. 
6. 1) Batsman May Not Retire Before 50
Players Are Not Allowed To Retire Before They Reach 50 Runs Unless Otherwise Agreed By The Opposition Captain. If It Is Obvious A Player Has A Serious Injury Then The Opposing Captain And Umpire May Consult And Permit The Player To Retire. (we Hope Common Sense From Both Teams Will Prevail. )
6. 2) Batsman Deliberately Hit’s Wicket
If A Player Hits His Wicket Or Stands On His Wicket, The Fielding Captain Has The Right To Challenge The Fall Of The Wicket If He/she Deems The Incident Was Deliberate Action By The Batsmen To Get Out. In The Event Of A Challenge The Umpire Has The Discretion To Reverse The Decision. The Ball Counts As A Legal Delivery And A Dot Ball And The Player Concerned Must Continue Batting. (this Rule Is In Place To Ensure That Players Do Not Purposely Hit The Wicket To Get A Retired Batsman Back At The Crease. )

Rule Number 7 - Five Balls Per Over
Overs 1-19 - 5 Balls Per Over For Overs Unless A Penalty Ball Has Been Bowled. In This Instance There Will Be A Maximum Of 6 Balls Per Over. 
Over 20 - There Is No Limit To Balls Bowled And Only One Run Is Added To All Penalty Balls. 

Rule Number 8 - Penalty Balls
A Penalty Ball Is A Wide Or A No Ball. The 1st Penalty Ball Results In One Extra Run For The Batsman, And One Extra Ball For The Bowler. The Second Penalty Ball Results In Three Extra Runs For The Batsman, But No Extra Balls For The Bowler. Any Ball That The Umpire Deems To Be Too Wide For The Batsman To Play, Shall Be Called A Wide. Any Ball That Passes Wide Of Leg Stump, Shall Be Deemed A Wide, Unless Batman Has Stepped To Leg Side And The Ball Passes Between The Stumps And The Batsman. No Balls May Only Be Called By The Official Last Man Stands Umpire
8. 1) Penalty Balls Last Over
In The Last Over Of An Innings All Penalty Balls Will Result In 1 Extra Ball And Only 1 Run, I. E. There Is No Limit To Balls Bowled And Only One Run Is Added To All Penalty Balls. Example 1: If A Wide Is Bowled On The 5th Ball The Batsmen Gets 1 Run, The Bowler Then Bowls Another Ball, Which Is Also A Wide, The Bowler Bowls Another Ball And The Batsmen Gets 1 Run. If A Penalty Ball Is Bowled At The End Of The Over, The 1st Ball Of The Very Next Over Is A Free Hit. For The Purpose Of A Batsman's Strike Rate, All Balls Faced Count Against The Batsman. 

Rule Number 9 - Ten Over Changeover
When Permitted, Each Innings Will Have 10 Overs Bowled From One End Before Swapping And Bowling The Remaining 10 Overs From The Other End. The Fielding Team Will Decide Which End They Want To Start The Innings And Must In-form The Umpire During The Walk Out To The Middle To Start The Innings. The Umpire/match Official Must Inform Both Teams Prior To The Toss If All Overs Are Going To Be Bowled From One End. The Umpire/match Official Decision Regarding If The 10 Over Changeover Will Happen Is Final. 

Rule Number 10 - Bowling Restrictions
Each Team Must Make Use Of A Minimum Of 5 Bowlers. A Maximum Of 4 Overs Per Bowler. 
10. 1) A Bowlers Run Up Is Restricted To 12 Metres From Stumps. 
The Umpire May Limit The Run Up To 10 Metres Or Less If He Feels The Light Is Not Good Enough. No Walking In Is Permitted I. E. Walking And Running Must Start From On Or Before The Mark. The Umpire At Square Leg May Gently Point This Out To The Lms Official, Once The Ball Is Dead. 

Rule Number 11 - Fielding Restrictions
A Maximum Of Three Fielders On Each Side Of The Pitch At All Times (ie. 3 Fielders On Offside And Three On Onside) Except During The Fielding Power Play (see Below). The Wicket Keeper Has To Be Within 15 Metres Of The Stumps (i. E. Keeper Not Long Stop). It Is The Responsibility Of The Fielding Captain To Ensure That Fielding Restrictions Are Adhered To. In The Event Of A Delivery Being Bowled With An Illegal Field, The Umpire Will Signal A No-ball, And A Free-hit Will Be Awarded On The Following Ball. There Are No Inner Fielding Restrictions Or Inner Circle In Lms Cricket. 
11. 1) Fielding Power Play
The Fielding Power Play Allows Captains To Set A 4-2 Field For Power Play Overs. In Other Words, The Fielding Team Is Allowed A Maximum Of Four Players On One Side Of The Wicket During The Power Play Overs. It Is Optional For The Captain To Have A 4-2 Field Or A 3-3 Setting During The Power Play Overs. The Fielding Power Play Automatically Starts In The 1st 4 Overs And The Last 2 Overs Of An Innings. 

Rule Number 12 - Time Restrictions
A Team Has 60 Minutes To Bowl Their 20 Overs (3 Minutes Per Over). With A 5 Minute Changeover Between Innings. The Umpires' Will Be Strict On This. Due To This Rule, No Queries (except Wicket Appeals) Will Be Taken During An Over - The Umpire/scorer Will Announce The Score At The End Of Each Over. Keep Queries With The Umpire To A Minimum And Only At The End Of An Over. The Coin Toss Must Be Done 10 Minutes Before The Start Time Of The Game. Any Deductions Made By An Umpire Must Be Clearly Communicated To Both Teams. 

Rule Number 13 -  penalties For Not Bowling Overs In Time
When Fielding First - Every Over Bowled After 60 Min, The Umpire May Deduct The Same Amount Of Overs (or Less) From Your Batting Innings Eg. If 2 Overs Are Bowled After 60 Min, Your Team May Be Deducted Two Overs When Batting, And Only Receive 18 Overs To Bat. 
When Fielding Second - For Each  over You Do Not Bowl The Opposition Will Receive 20 Runs. The Umpire Will Consider Valid Time Delays In The Equation. 

Rule Number 14 - Teams Arriving Late
For Every Three Minutes That A Game Starts Late Due A Team Arriving Late, The Umpire May, At His Discretion (based On Circumstances, Logistical Knock On Effects And Amount Of Light Left In Day Etc. ), Deduct One Over From The Game. In This Situation Should The Umpire Feel It Necessary To Deduct Overs, He Must Clearly Inform Both Team's At The Start Of Play. Deductions Will Be Made From The Late Teams Batting Innings. For Example :team A Arrives 6 Minutes Late, They May Have 2 Overs Deducted From Their Batting Innings. 

Rule Number 15 - Square Leg Umpire
In The Majority Of Lms Games, The Square Leg Umpire Is The Responsibility Of The Next Batsmen Into Bat. Only One Person May Stand As Square Leg Umpire At Any One Time. The Square Leg Umpire Only Decides Run Outs & Stumpings. The Official Lms Umpire Will Call All No Balls And Has The Power To Overrule The Square Leg. 

Rule Number 16 - Tied Games In Knockout Rounds = Lms Eliminator Over
    16. 1 Each Team Fields With All 8 Players. 
    16. 2 The Wicket Keeper Who Starts Keeping Must Be The Wicket Keeper For All Seven Balls. 
    16. 3 Seven Players Bowl One Ball And Seven Batsmen Face One Ball Each In The Lms Eliminator Over. 
    16. 4 The Umpire Must Be Made Aware Of The Nominated Player Who Will Not Bat From Each Team Before The Start Of Each Innings. 
    16. 5 In Other Words Both Teams Face A Seven Ball Over. Each Ball Is Played Under The Lastmanstands Rule So Each Batsman Bats On His Own And Can Only Score 2,4 Or 6. Batsmen Can Only Be Run Out At The Wicket Keepers End As Per The Last Man Stands Rule. 
    16. 6 If The Last Batsman Hits The 7th Ball For A 6 It’s Worth 12. 
    16. 7 The Next Batsman Must Stand At Square Leg (or Be Ready To Come Into Bat Straight Away)
    16. 8 The Next Batsman And Next Bowler Must Make Haste So As Not To Draw Out The Match Any Longer Than Necessary, As There May Be Other Matches Waiting To Take Place. Each Eliminator Should Not Last More Than 5 Minutes. 
    16. 9 If A Wide Or No Ball Is Bowled It Must Be Bowled Again By The Same Bowler To The Same Batsman. A Wide Is One Run + Extra Ball. . A No Ball Is Extra Run + Runs Scored Off Ball + Extra Ball. 
    16. 10 There Is No Free Hit Under The Lms Eliminator. 
    16. 12 If The Bowler Balls A Second Penalty Ball It Needs To Be Bowled Again As Well. (in Other Words There Is No Penalty Of 3 Runs For A Second Penalty Ball. The Bowler Will Need To Bowl A Legal Delivery Before Passing The Ball On To The Next Bowler. )
    16. 13 The Team With The Highest Score Wins. 
    16. 14 If Scores Are Still Tied After 7 Balls The Team Who Lost Less Wickets In The Eliminator Over Wins. 
    16. 15 If Teams Have Lost The Same Amount Of Wickets The Team With The Most Boundaries During The Eliminator Over Wins. 
    16. 17 If The Total Number Of Boundaries Are Equal In The Eliminator Over As Well, Then The Team With The Highest Boundaries Scored During The Game Wins. 
    16. 18 If The Teams Are Still Tied Then The Team With The Highest World Ranking Goes Through To The Next Round. 

Rule Number 17 - Equipment
Each Team Is To Provide Their Own Equipment. Each Team Must Have: Three Sets Of Batting Pads, Three Sets Of Batting Gloves, Three Thigh Guards, Three Boxes, Two Bats, One Pair Of Keeping Gloves Are The Bare Minimum Required. Players Are Responsible For Their Own Safety On The Field. British Standard Bs7928:2013 Compliant Helmets Should Be Worn At All Times When Batting, Wicket Keeping Up To The Stumps And Fielding In Close (within 7 Metres Of The Batsman). A List Of Helmets Suitable For Men’s, Women’s And Junior Cricket Is Maintained And Regularly Updated At

Rule Number 18 - Risk
All Games Are Played At Your Own Risk. Last Man Stands Will Not Be Held Liable For Any Damage Property Or Injury Caused During A Game To Oneself Or A Third Party. It’s Every Players’ Responsibility To Ensure That They Are Wearing Appropriate Protective Equipment At All Times.