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Introduction To Umpiring
Introduction To Umpiring
Introduction.
This booklet is intended for the many Mums and Dads who umpire their children's
cricket games, as well as those who wish to make a start at umpiring cricket. It does not
cover the Laws of the game in any detail, but rather is intended to give an introduction to
the basic techniques of how to prepare for a cricket match; what to do; and what not to do
on a cricket field from an umpire's perspective. The more frequent unusual incidents
where you might wonder what happens now, are described.
Ideally, all those interested in umpiring cricket should attend a course on the Laws of
Cricket run by an umpire's association. The New South Wales Cricket Umpires and
Scorers Association runs courses on the Laws and Technique of Umpiring twice a year
and can, by arrangement, offer local courses on request. Better still JOIN the local
umpires association! The contact details for NSWCU&SA are below.
Umpiring gives an exciting new perspective on the game of Cricket and at junior levels
allows a very real opportunity to encourage and foster good sportsmanship amongst those
playing the game. While the laws and local regulations of the competition should be
enforced with complete impartiality, it is just as important to provide an atmosphere of
enjoyment for all participants of the game.
Therefore, poor sportsmanship from anyone whether players, coaches, managers or
parents should not be tolerated. Sadly, some younger teams are "taught to sledge", for
example by throwing out phrases such as "he has more edges than a 50 cent piece",
"more swings than a playground" etc. While some may find this amusing it is in fact
teaching young kids that sledging is okay.
Chapter 1:
Getting started.
PREPARATION FOR THE START OF THE MATCH AND PARTICULARLY THE NEW SEASON
INVOLVES BECOMING FAMILIAR WITH THE LAWS OF CRICKET, AND JUST AS
IMPORTANT, YOUR LOCAL ASSOCIATIONS RULES.
These, in many cases, will override the Laws of Cricket, e.g. many competitions rule any
delivery landing off the pitch will be called a No Ball; the LBW Law may not apply in
competitions for children under the age of 12; restrictions on the number of overs a child
can bowl apply in many junior competitions, etc.
At junior level it is especially important that you keep the enjoyment and safety of the
players uppermost in your priorities. Be familiar with safety regulations regarding
protective gear, restrictions on bowlers and field placings. Be an example and a teacher
of the Spirit of the game. Encourage the coaches, managers and parents to do the
same.
Each association will generally run a "Rules Night" prior to the start of each season.
Certainly at the very least, each team manager and coach should attend these meetings. If
you plan to umpire on a regular basis you should also attend this meeting.
Practice.
If you take your kids to practice during the week, dont sit there and watch, why not get
some practice yourself? Stand at the stumps or, if there is centre-field practice, at square
leg. Get a feel for the routines that you will use during a game.
Working as a team.
The umpires and scorers together make up the control team for the match. When you go
to a cricket match, watch the umpires carefully for a couple of overs. You will be
surprised at how much they signal and communicate with each other. For example,
commonly used signals in Australia include: 2 to go in an over: when the 4th ball of the over is dead the umpires will look to
each other and signal with index and middle fingers extended that there are 2 balls
remaining in the over, this is a check against miscounts
one umpire may signal to his mate for help to decide if the wicket has been
broken fairly in a run out;
has the ball carried for the catch to the keeper;
did the ball go for a 4 or 6?
It is helpful to get together and discuss how you can help each other and what signals you
might use so the game runs more smoothly and everyone can enjoy the match even more.
Chapter 2:
Match day.
Arrive at the ground in plenty of time to prepare and relax before the game starts. Try
and find out who will be umpiring with you.
Find out who will be doing the scoring. It is a good idea to discuss with your fellow
umpire and scorers such things as signals and when drinks breaks may be etc. Let the
coaches know your attitudes to player behaviour.
Make sure the scorers are familiar with the signals you will use, and make sure they sit
together. Let them know that they should acknowledge each signal you and your partner
will give. See the section on signals later in the booklet.
Make sure the wickets are set up correctly and the area around the pitch is free of debris.
Check where the boundaries are and where the boundary markers are.
Ready to play.
A few minutes before play is due to begin take the field with your partner.
1. Make a final check that the stumps are set up correctly. You should have already
set them up earlier in the day.
2. Ensure there are no more than 11 members of the fielding side on the field.
3. If the game is to commence from your end, record who will bowl the first over,
and take his or her cap if need be. You will need to find out if they are bowling
right arm or left arm and whether they are bowling over or around the wicket.
Over the wicket means the bowler will deliver the ball from the side of the wicket
where the bowling arm is closest to the stumps
Around the wicket means the bowler will deliver the ball from the side of the
wicket where the bowling arm is furthest from the stumps.
You should tell the batsman who is about to face the delivery which side the bowler is
going to bowl from. If he is too young to understand Show Him!
4. Give the striker his guard.
This means you will tell the striker where he has placed his bat in relation to his
stumps. At junior level, most batsmen will want "middle stump", or centre
stump". These two mean the same thing. The batsmen will place their bat on the
popping crease, either edge on or face on to you at the bowler's end. You will
then tell him to move the bat towards or away from him until the centre stump is
covered when viewed from a line between the centre stump at your end and the
centre, or middle, stump at the batsmen's end. Occasionally older players will ask
for "middle and leg" or two legs". This means they want the bat positioned
between the middle stump and their leg stump when viewed on line from the
centre stump at your end.
The other main guard is "leg stump", which means the bat is directly in line with the
leg stump.
When giving guard do it standing up to the stumps at your end.
When the striker has his bat in the position he wants, tell him Thats centre stump
or whatever. Use the same words he did, so if he asked Middle stump please, when
he has the bat in the right position, say Thats middle.
5. Make sure everyone, batsman, fielders and fellow umpire, are ready to start.
6. Make sure the scorers are ready. Generally you should gesture to them and the
scorers will wave back.
7. Make sure you are comfortable with where you are standing. When at the bowlers
end begin by standing far enough back so that the top of the bails line up with the
popping crease. You can adjust this position according to your comfort but you
must be able to see where the bowlers feet land and then, without moving your
head, flick your eyes up to the striker and concentrate on what is happening at the
far end of the pitch. At square leg stand about 15 to 20 metres from the pitch.
8. Call Play and let the fun begin.
Chapter 3:
Good umpiring is all about enjoying what you are doing and good, relaxed concentration
on the ball being played right now. Dont worry about what has happened on previous
balls and certainly dont guess what might happen with future deliveries.
You will develop your own habits and routines, but here are some suggestions.
As the bowler is running in, take in a breath and be ready to call No Ball if need
be.
Whenever you need to make a call, No Ball, Wide, Dead Ball, Short
Run, make sure it is loud enough for your fellow umpire and all the players to
hear.
When the bowlers front foot has landed, try not to move your head but rather
flick your eyes up and follow the ball as it travels down the pitch to the striker
and through to the wicketkeeper or into the field if the striker hits it. Do this even
if you have called No Ball or Wide, dont miss the action, remember the ball
is not dead and things can happen!
Only when the ball is dead should you repeat the signals to the scorers.
When the ball is played into the field, you may need to move into position so that
you can judge a possible run out. Generally you will go to the same side to which
the ball has been hit. This allows you to see the ball go into the hands of the
fielder as they will usually stand behind the stumps to gather the return. This
should give you a clear view of the ball or the fielder breaking the
wicket.
Strikers end.
If the ball is played
into the light blue
shaded V, then
consider going to the
opposite side to the
ball so you dont get in
the way of the play.
Always keep your eye on the ball as you move away from behind the stumps. You
will however, need to take a quick glance as the batsmen approaches the crease so
that you can see him touchdown behind the crease with his bat or person and
complete the run.
Move into the field and finish in line with the crease about 10- 15 metres out from
it so that you have a clear overview of the stumps and batsmen as he approaches.
Focus on the crease; look for the bat / batsman to be grounded behind the crease;
(on the line is out) use peripheral vision to observe the breaking of the
wicket.
If the ball is hit into the field move quickly to the end of the popping crease marking
as shown, then keeping the ball in view back away for about 10 to 15 metres. Try and
be in position, head and eyes still and focused on the crease, as the ball approaches
the wicket. If the return is particularly quick be still in the best position you can
manage.
If you think you may get in the way of the play by moving to the same side as the
ball, then go to the opposite side to the ball. You may then have to rely on your
fellow umpire advising you as to whether or not the wicket has been broken
correctly when a run out occurs.
If the ball is returned to your partners end, you should observe whether or not the
wicket is broken correctly so that you may assist him if he requests.
After the fourth ball of over becomes dead, you may wish to check with your
partner using a prearranged signal that 2 balls remain in the over.
When the ball becomes dead after the sixth ball of the over, call "Over".
Give the bowler back his cap and move into position at square leg.
When the bowler delivers the ball you must ensure that his action is fair
(throwing).
You must ensure there are no more than two fieldsmen on the leg side behind the
line of the popping crease (Behind square leg) at your end at the point of
delivery. And this means any part of a third fielder.
You must also ensure that the striker does not break the wicket at his end as he
plays at the ball or sets off for his first run. (Out, Hit Wicket)
You must also be alert for the chance of a stumping, particularly if the wicketkeeper is standing up to the stumps.
Remember, if the striker moves forward, look for a stumping; if he moves back
look for hit wicket.
Make sure the batsman grounds his bat or person correctly behind the popping
crease to complete a run.
If there is a possibility of a catch being taken, you may need to assist your partner
in determining whether or not the ball has been fairly caught. However, your
prime responsibility, particularly if the batsmen are running, is to determine
whether or not the batsmen have crossed at the instant the catch is taken. If they
have crossed, the incoming batsmen will go to the non-strikers end. Remember,
under the Laws level is not crossed"
Likewise, always observe how the wicket is broken so you can help out your mate
if needed.
After the sixth ball of the over becomes Dead begin to walk towards the
bowlers end as a help to your mate. Look for the bowler and go and get his cap;
that will help keep the game moving.
Chapter 4:
Appeals: A batsman may walk if he knows he is out but an umpire cannot give a
batsman out unless there is an appeal. The fielding side may appeal up until the bowler
begins his run up for the next ball, or you call Time to start a scheduled break, e.g.
drinks or tea. The call of Over does not invalidate an appeal.
Breaking the wicket fairly: For a decision of Bowled, Run Out, or Stumped the
fielding side must put the wicket down fairly. This means at least one bail must be
completely and permanently removed from the top of the stumps, or a stump is
completely knocked out of the ground (not just leaning over). This can be done using the
ball or, by using the arm of the hand holding the ball.
For Hit Wicket, the strikers wicket is put down by his bat, his person (e.g. treading on
the stumps) or clothing becoming detached (e.g. his helmet falls onto the stumps).
If there are no bails being used, e.g. because they keep blowing off, then you only have to
be satisfied that the wicket has been hit by the ball, bat, person etc.
Batsman protecting himself from injury: In general, if a batsman is taking action to
prevent himself being injured he will not be given out. For example, if he puts a hand up
to stop a ball hitting him in the face he cannot be out Handled the Ball, but, in the case
of the striker if the hand is holding the bat he still risks being caught. If a batsman has
already gained his ground (is in his crease) and then leaves it to avoid being hit by an
incoming ball he cannot be Run Out.
Protective helmets worn by fielders: If a ball hit by a striker touches a helmet worn by
a fielder, the striker cannot be out caught. Play continues unless the ball has lodged in the
fieldsmans helmet in which case the ball is automatically dead.
In much the same way if the ball rebounds directly from a helmet worn by a fielder, the
batsmen cannot be run out unless the ball is touched by a fielder after it has hit the
helmet. If the ball rebounds from a helmet worn by the wicketkeeper the striker cannot be
stumped, but he may still be Run Out as above.
Substitutes:- A fieldsman may have a substitute if he is ill or injured during the match.
This is any time after the toss until the end of the game and includes time between days
play, e.g. during the week between a game played over two successive Saturdays.
A substitute cannot bat, bowl, nor act as wicketkeeper or Captain.
Runners: If a batsman is injured and needs a runner then the injured batsman must stay
at the wicketkeepers end. If he is not the striker, he is out of the game and can only be out
Obstructing the Field or Handled the Ball if he interferes with the fielding side. This
means he cannot be run out if he is not the striker.
If the injured batsman is the striker, he must stay behind the crease at the
wicketkeepers end. If the wicket at that end is put down, first look to see if the injured
striker is in his ground. If he is not, then he is out, regardless of where the other batsmen
are. If he is in his ground look to see if the runner or non striker, as the case may be, is in
or out of his ground.
LBW
ACCOUNT FOR ABOUT 60% OF ALL APPEALS!
TO DECIDE ON AN LBW APPEAL CONSIDER THE FOLLOWING.
A.
NO, NO BALL
YES
1.
YES
2.
NO
NOT
YES
3.
OUT
NO
YES
4.
NO
YES
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2.
If a full toss hits the striker, simply consider the ball has pitched on him rather
than the pitch and the same questions then apply. You must then assume the
path of the ball will be the same after impact as before. The behaviour of
previous balls is not considered, just what you see before you.
3.
The strikers stance at the moment the ball comes into play for that delivery
determines the off side.
4.
You cannot be out LBW if the ball pitches outside of leg stump.
Chapter 5:-
Umpires Signals
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