Entry fees & Game Rules

Game Duration

Get ready for non-stop action with Speed Cricket! Each match features a thrilling 32 overs, ensuring an exciting contest that keeps you on the edge of your seat. With one innings comprising 16 overs, every ball counts as teams battle it out to secure victory under the African sun.

Batting Pairs

Experience the unique strategy of Speed Cricket’s batting format! Teams are divided into four pairs of batsmen, with each pair facing four overs. This dynamic setup not only tests the skills of individual players but also emphasizes teamwork and coordination as batsmen strive to maximize their team’s total score.

Wickets

In Speed Cricket, the game doesn’t end when a batsman is bowled out! Instead, points are deducted from the total score, and the batting pair continues their innings. This innovative rule adds an extra layer of excitement to the game, encouraging players to balance aggressive batting with strategic gameplay for maximum points.

ENTRY FEE

PER TEAM, PER SEASON

R400

Includes a FREE Team Logo Design

Includes a FREE Team Kit Design*

GAME FEE

PER PLAYER, PER GAME

R110

Guaranteed batting / bowling time for every player

Trophy for MVP every game

Game Rules

General Rules
  1. Two teams, each with a maximum of eight players, compete in a game.
  2. Every player participates in both batting and bowling.
  3. Batting innings are organized into 4 partnerships (skins), with two batsmen in each partnership.
  4. Each batting pair faces 4 overs.
  5. Each bowler bowls 2 overs.
  6. Each over comprises 6 balls.
  7. A wicket results in a deduction of 5 runs, but the batsman remains at the crease.
  8. The team with the highest total runs at the game’s conclusion is declared the winner.
  9. Utilize the +1 Scoring System outlined in rules below
  10. Each team has one captain.
  11.  A game cannot commence if either team has fewer than 6 players.
  12. With a minimum of 6 players per team, the game must proceed as scheduled
  13. Rain delays of 50% or less result in an 8-over super match. 16. Complete rain stoppage leads to shared points, unless it’s a semi-final or final, which will be rescheduled.
  14. If rain stops play before 75% of the game is completed, money will be credited to the next game.
  15. The game comprises one batting and one bowling innings per team.
  16. Each innings consists of sixteen six-ball overs.
  17. The umpire must be informed of the bowler’s name before the first ball of each over.
  18. No bowler may bowl two consecutive overs.
  19. Delivery begins once the bowler starts the run-up with the ball in hand.
  20. Batsmen must inform the umpire of their names before the first delivery.
  21. Batsmen continue for the full four overs, facing batsman changing sides after each over.
  22. Bowling side switches ends after every 4 overs.
  23. No batsman may bat more than once, except in the last 4 overs if a team is a player short.
  24. Teams cannot declare.
The Decider
  1. The captains will engage in a coin or bat flip with the umpire present to decide the team that bowls and bats first. The umpire will specify which team is entitled to make the call.
  2. Teams or captains have the option to pre-determine the batting and bowling order, provided it is communicated to the umpire in advance.
  3. A super skin determines the winner in drawn games.
  4. Both teams select 2 batsmen and each bowling side chooses 4 different bowlers to bowl 1 over each.
  5. The batting pair with the highest run total between them wins.
Equipment
  1. Only wooden bats are permitted for use.
  2. Batting Gloves & Helmet: Batting gloves must be worn on both hands by each batsman, wearing a helmet is also strongly advised as not wearing one could lead to serious injury or even death.
  3. Batting Pads: Pads are optional, but it is recommended to wear them for protection against the hard ball, which could cause injury if legs are left exposed.
  4. Wicket Keeper’s Gloves:
    • Gloves are optional for wicketkeepers.
    • Wicketkeeping or batting gloves may be used by the wicketkeeper.
    • Baseball-style gloves, etc., are not allowed.
    • Gloves may only be worn by the wicketkeeper.
  5. Fielders’ Equipment: Players (fielders) are allowed to wear protective equipment in the field, including:
    • Cricket helmets
    • Mouth guards
    • Gloves (keeper only) – Groin protectors
    • Chest guard
    • Umpires will approve or decline equipment on-site.
  6. Balls:
    • Two outdoor cricket balls supplied by SCL will be used for each game.
    • Only SCL-supplied balls are allowed.
    • Tampering with the ball will result in penalties at the umpire’s discretion.
  7. Unused Equipment:
    • Equipment not in use (e.g., gloves, pads, helmets, and groin protectors) must be removed from the field until required.
    • If a ball hits unused equipment lying around, 5 runs will be added to the non-offending team’s score.
The Judge & Jury
  1. Before each game, two umpires will be appointed.
  2. Teams have no authority to choose the appointed umpires.
  3. The umpire’s decision during the game is conclusive. No dispute can alter the result or outcome of the decision or game.
  4. Captains of each team may question the umpire’s decision once. After the umpire has responded, any additional discussion, talking to or chirps, directed at or about the umpire or the decision made, may result in penalties (three runs for each further comment).
Arriving Teams & Players
  1. Both teams must be available and ready 10 minutes before the scheduled game start.
  2. A team arriving late forfeits the toss; the on-time team may choose to bat or bowl first. A minimum of 6 players must be present to be considered “on time.”
  3. If both teams are late, the first team with six players has the right to choose their bowling innings. Overs may be shortened to 4 or 3-ball overs based on lateness, or skins will be reduced to 3 overs.
  4. Individual players arriving late can still participate if they are present and ready before the 13th over of the first innings.
  5. If a captain is aware of a player’s late arrival, it must be communicated to both the umpires and the opposing team’s captain.
  6. Any player arriving late to field must wait until the end of the over before entering the field.
Injuries & Subs
  1. Player Short: 
    1. If a team is short of 1 player:
      • When batting after the twelfth over, the opposing team’s captain must choose one previous batsman to bat again in the last four overs with the remaining batsman.
      • When fielding after the fourteenth over, the opposing team’s captain must choose two previous bowlers to bowl the last 2 overs. A bowler may not bowl 2 consecutive overs.
    2. If a team is short of 2 players:
      • When batting after the twelfth over, the opposing team’s captain must choose 2 previous batsmen to bat again in the last four overs.
      • When fielding after the fourteenth over, the opposing team’s captain must choose two previous bowlers to bowl the last 4 overs. A bowler may not bowl 2 consecutive overs.
    3. If a team ends up with fewer than 6 players due to injury or any other reason, they will forfeit the game.
  2. Substitutes:
    • Only fielding team players may be substituted; batsmen will be nominated by the opposing captain if the team is a player short.
    • A substitute may not bowl, bat, or keep wickets.
    • If a sub doesn’t have a team shirt on, the team will forfeit their bonus point.
    • If a player is substituted, they may not further partake in the match.
  3. Injured Players:
    1. Blood-Related Injuries:
      • If bleeding cannot be stopped on the field, the player must leave the field to attend to the injury within 2 minutes.
      • Before re-joining the game, the injured player must wash all blood off the body and clothing.
      • A bleeding player may have a temporary substitute take their place until the injury is taken care of, within the time limit.
      • If the player cannot return, the sub may finish the game in their place, adhering to substitute rules.
      • Any player returning after a blood-related injury must wait until the over is finished before returning.
      • The umpire must clear the player before they can come back onto the field.
      • When batting, at the time of the injury, the opposing captain will nominate one batsman from the injured player’s team to bat with the remaining batsman.
      • When fielding, if the bowler is injured, the captain of the opposing side will nominate one bowler from the injured player’s team to finish the over. A bowler may not bowl 2 consecutive overs.
    2. Non-Blood Related Injuries:
      • A player suffering a non-blood-related injury has two minutes to attend to it.
      • A limited time will be given for on-field recovery; if it exceeds, the umpire will instruct the player to recover off the field.
      • If not substituted, the injured player may return after recovery.
      • Any injured player must wait for the over to finish before returning to play.
      • A substitute may not bat, bowl, or keep wickets.
      • If a batsman is injured, the opposing team’s captain will choose one batsman from the batting team to complete the injured batsman’s remaining overs.
      • If a bowler is injured during their first over, one player is to be chosen to complete the over. The injured player’s second over will be bowled after the twelfth over by a player chosen by the opposing captain. A bowler may not bowl 2 consecutive overs.
Play Ball
  1. Play Ball/Live Ball:
    • The game commences when players are ready, and the umpire calls “Play-ball.”
    • The ball is inactive only during the umpire’s declaration of “dead ball,” completion of an over, or after the fall of a wicket.
    • Resumption of play requires the umpire to call “play-ball” following any event mentioned in rule b above.
    • After a reasonable time, it is the batsman’s responsibility to take strike once the bowler is ready to start their run-up.
  2. Immediate Dead Balls:
    • Ball must be re-bowled.
    • If any of the bails are off once the bowler starts their run- up.
    • Not enough time was given to the batsman to take strike (Umpire’s discretion).
    • If the batsman accidentally loses grip of the bat while playing a shot (Umpire’s discretion).
Fielding
  1. Fielding Restrictions:
    • A maximum of three fielders on each side of the pitch at all times (i.e., three fielders on the offside and three on the onside).
  2. Wicket Keeper Swap:
    • Wicket keepers may be swapped during the game, but no time allowance will be granted; hence, it is advisable to make changes after 10 overs.
  3. No Ball for Pitch Invasion:
    • If any player moves over the pitch while the bowler has started their run-up, a No Ball will be called, and 2 runs will be added to the batsman’s score.
  4. Mandatory Wicket Keeper:
    • A wicket keeper is mandatory.
Runs
  1. Physical Runs:
    • A physical run is when both batsmen cross and make their ground to the opposite crease.
  2. Runs from Bat or Gloves:
    1. If a ball comes off the batsman’s bat or gloves holding the bat, intentionally or accidentally, the following runs will be scored:
      • Directly over the boundary: 7 Runs
      • Over the line, along the ground: 5 Runs
    2. If a 7 is hit off the last ball of each skin/partnership, runs will be doubled, and 14 runs will be awarded.
      • Any run scored off the bat counts as 1 plus any physical runs.
    3. Runs from Overthrows:
      • Runs “stolen” from overthrows will count towards the batsman that faced the last ball’s score.
    4. Runs Deduction for Dismissal:
      • If a batsman is dismissed or given “Out,” the batting team will lose five runs off their total, and all previous runs scored from that delivery will not count.
    5. Scoring Error Resolution:
      • If there is a scoreboard/scoring error, and the incorrect score is not challenged, the score on the scoreboard will be accepted as correct.
No Ball
  1. Instances of No Ball:
    • The bowler’s action is considered throwing and not a proper bowling action. A “No Ball” will be called on the spot if the umpire is not 100% satisfied with the delivery action.
    • If the bowler’s foot is over the crease line at the point of delivery (heel on the line is a no ball).
    • If the ball bounces more than twice, it is automatically deemed a “no-ball.”
    • If a ball bounces in-line or over the batsman’s front shoulder, provided the batsman has one foot behind the crease line. (Note: Umpire may deem an overly crouched batting position as unfair play.)
    • If a ball goes over the batsman’s hip height directly (full toss), provided the batsman has one foot behind the crease line. (Note: Umpire may deem an overly crouched batting position as unfair play.)
    • If the ball bounces directly off the pitch.
    • A batsman may be given out off a “no-ball” in specific instances (Stumped & Runout).
    • No extra ball will be bowled for “no balls” except in the last over of each skin or partnership.
    • The umpire must ask the batsmen immediately if they want the no ball re-bowled (in the last over of each skin only). The batsmen must decide immediately. Any runs scored off the no ball will count even if the ball is re-bowled.
Extras
  1. Wide Ball:
    • A “Wide” will be called when any part of the ball passes outside the wide line of the striker’s end batting crease without being touched by the batsman or their equipment. Any part of the ball passing on the line will be called a “good ball.”
    • “Leg-side” will be called when any part of the ball passes outside the wide line of the striker’s end batting crease, on the leg side, without being touched by the batsman or their equipment. Any ball passing between the batsman and the wickets is not a leg-side wide. Any part of the ball passing on the line will be called “Leg-side.”
    • Batsmen may be dismissed by any way of dismissal when a wide ball is bowled, keeping in mind that if a ball is touched by the batsmen or their equipment, it is no longer considered a “Wide ball.”
    • Any “Wide ball” counts as part of the over, except in the last over of each skin.
    • The umpire must ask the batsmen immediately if they want the wide ball re-bowled (in the last over of each skin only). The batsmen must decide immediately. Any runs, penalties, or wickets resulting from the “Wide Ball” delivery will still count even if the ball is re-bowled.
    • The penalty runs for a “Wide ball” are two runs, added to the batting partner’s score, and any additional physical runs scored will also be added.
The Bowler
  1. Bowler’s Changes:
    • A bowler must inform the umpire if they are changing their bowling style or position (e.g., spin to pace, left arm to right arm, or around the wicket to over the wicket).
    • The umpire must notify both batsmen of any changes.
    • A “No Ball” will be called if a bowler fails to notify the umpire. – The bowler’s run-up will be no longer than 8m but will be marked out by the umpire before the start of innings.
    • If the batsmen feel the umpire did not notify them of the change, they may appeal for a “No Ball.” The umpire’s decision is final, and once a decision is made, it stands.
Strike 3
  1. If no run is scored for 2 consecutive balls, the umpire will call “Strike 2” or “third ball.” On the 3rd ball, runs must be scored, or the facing batsman will be dismissed. If runs are scored or a wicket is taken, the 3rd ball will reset.
  2. If the umpire fails to call strike 3, the fielding team needs to make the batsman and umpire aware. If they fail to do so, and still no run is scored, only the 4th ball will count as 3rd ball play.
  3. 3rd ball play does not carry over from one batting pair to the next if the last 2 deliveries of a skin are scoreless. It does, however, carry over from one over to the next within a skin.
  4. Once the non-striker leaves his crease, the run to the striking end must be completed; he may not return.
  5. If the non-striker returns to his crease, the facing batsman will be given out – third ball.
  6. If the non-striker stays put in his crease and makes no attempt to run, the striker will be given out – third ball.
  7. If the non-striker makes the run, the fielding team has to make a run-out to get the wicket.
  8. If a wicket falls on the third ball via runout, it is always the striker that loses the runs.
  9. Wide, no ball, leg side cancels the 3rd ball.
  10. If the umpire fails to call 3rd ball, no wicket can be given out; the following ball (ball 4) will count as strike 3.
Wickets
  1. Strike After Dismissal:
    • The facing batsman must rotate the strike after being dismissed, unless dismissed by being caught and batsman crossed before the catch landed.
  2. Ways of Dismissal:
    • Bowled:
      • Bails must be off by the ball striking the wickets.
    • Caught: 
      • If the ball is caught before hitting the ground after coming off the batsman’s bat or hands/gloves holding the bat.
    • Run Out and Stumped:
      • Stumped: Keeper removes the bails with hands or forearm holding the ball while batsman is stranded outside the crease after playing a shot.
  3. Run Out:
    • Wickets are struck with the ball or hands of fielder holding the ball while batsman is out of the crease attempting to make a run.
    • A batsman cannot be stumped off a “No Ball.
    • A runout will count off a no ball. If a batsman doesn’t make an immediate and intentional effort to get back into crease, they may be run out.
    • The line belongs to the fielders, so on the line will be out.
    • Only the keeper can “Stump” a batsman.
    • A runout can occur, even on a “No Ball”.
    • If a batsman gets back into his crease before the bails are completely off, the batsman is not out. If bails are off at the time of the run out, the fielding team needs to pick up a stump holding the ball against the stump, for the wicket to stand.
  4. L.B.W:
    • If the batsman is hit in front of the wickets, and offered no shot, the umpire may give him/her out via LBW if the ball was going to hit the stumps.
  5. Own Wicket:
    • If the facing batsman steps on or bumps the wickets resulting in the bails coming off during the game, the batsman will be given out.
  6. Striker:
    • Batsman that was dismissed may not face the following delivery, and should move to the non strikers end.
  7. Interfering:
    • If the batsman deliberately interferes with the ball.
    • Fielder has the right of way; batsman’s responsibility is to move out of the way; failure to do so will be seen as interference.
    • If the batsman on strike hits the ball more than once, except when trying to stop the ball from hitting the wickets.
How's That
  1. Appeals and Challenges:
    • The bowling team must appeal for all wickets. If no appeal is made, the batsman may challenge the wicket.
    • The umpire will have the final call on all appeals and reserves the right to change their decision provided it is

before the next ball is bowled.

Interfearance
  1. If a batsman’s running path is intentionally interfered with, the runout will not stand.
  2. If a ball is legitimately fielded, the fielder always has the right of way.
Fowl Play
  1. Any foul play or misconduct may be penalized with 5 runs against the offending team’s score, at the umpire’s discretion.
  2. Acts of foul play, unfair play, and misconduct include:
    • Dangerous play that puts another player in physical danger.
    • Obscene gestures or swearing at another player or umpire.
    • Spitting at any player.
    • Interference with the batsman while the bowler has started the run-up (e.g., speaking, screaming, signs, sounds, or gestures).
    • Damaging equipment – Balls (includes ball tampering), Pitch, wickets, boundaries, etc.
    • Purposefully wasting time.
    • Arguing with the umpire/s.
Player Dismissal
  1. Umpires may order off any player that commits an extreme offense, such as starting a fight or any other act they deem “extreme misconduct.”
Runners
  1. Runners are only permitted if a batsman is disabled or injured, and must be approved by the umpire.
  2. If a runner is allowed, they must wear full kit, including pads, gloves, and a bat; remain behind the crease line until the ball has been struck and a run is made.
  3. If they run before the time, the runs scored will not count; a second offense of the same nature will result in the batsman losing 5 penalty runs.
  4. The injured or disabled batsman should do their best to get out of the way of the fielders after the ball is played.
  5. A batsman with a runner can be stumped or run out if the runner is outside the crease.
Game Over
  1. Umpire will call “over” after the last ball of each over has been bowled and play has come to a standstill.
  2. Umpire will call “Game” after the last ball of the innings has been bowled and play has come to a standstill.
Points
  1. Points System for League Log:
    • Win: 4 Points
    • Draw: 2 Points
    • Loss: 0 Points
    • Default Win: 8 Points – Default Loss: -8 Points
    • Additional 2 points for teams in matching Speed Cricket kits.
  2. Skin Competition:
    • Each skin competes for a “skin point.”
    • Example: Batting pair 1 from Team A sets up a partnership score; Pair 1 from Team B tries to beat their score. The pair with the highest score wins the “Skin point.”
  3. Skin Points Distribution:
    • One “skin point” per batting pair, totaling 4 “skins points” per game.
  4. Tie Resolution:
    • If batting pairs tie, the “skins point” carries over to the team winning the next skin. In case of the last skin, it goes to the team that won the previous skin.
Kits
  1. Points for Matching Kits:
    • Teams earn an additional 2 points on the log for every game played if the entire team wears matching Speed Cricket branded shirts.
  2. Uniform Dress Code:
    • Teams must wear branded Speed Cricket apparel (Shirts, shorts, full-length pants, caps), available for order on the website.
    • Teams can customize their kits, but the design and manufacturing must be done by Speed Cricket partners.
    • Teams are not allowed to create kits with the Speed Cricket logo elsewhere.
  3. Footwear:
    • Any tekkies or sport shoes are allowed, excluding soccer or rugby boots.
    • Players in socks or bare feet are not allowed on the field.
  4. Bowlers’ Attire:
    • Bowlers are allowed to bowl with caps on.
Fees & Finals
  1. Finals Eligibility:
    • To play in the final, a player must participate in a minimum of 50% of the league games.
  2. Match Fees
    • Commencement Conditions: No game will commence until full match fees are paid by both teams.
    • Team Liability: Teams are liable for full game fees even if they are player short.
  3. Payment Methods:
    • No cash is accepted; only EFT payments and card payments will be accepted.