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Gully Cricket Rules Explained

The document outlines the rules for Gully Cricket, including scoring runs, bowling regulations, overs and dismissals, fielding regulations, and other guidelines. Key points include how runs are scored based on ball interactions with walls, specific bowling actions to avoid no balls, and the structure of overs and dismissals. Additionally, it emphasizes the authority of umpires and the consequences of rule violations.

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0% found this document useful (0 votes)
138 views3 pages

Gully Cricket Rules Explained

The document outlines the rules for Gully Cricket, including scoring runs, bowling regulations, overs and dismissals, fielding regulations, and other guidelines. Key points include how runs are scored based on ball interactions with walls, specific bowling actions to avoid no balls, and the structure of overs and dismissals. Additionally, it emphasizes the authority of umpires and the consequences of rule violations.

Uploaded by

tmcreatorspalace
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Gully Cricket Rules

1 Scoring Runs
1. If a hit ball strikes the front wall, 4 runs are awarded.
2. If the ball passes through the line between the two black bars and then hits any
side wall, 4 runs are awarded.
3. If the ball hits any side wall without passing through the aforementioned line, 2
runs are awarded. However, if in this case the ball hits the Mess side wall above the
cement line or the North Wing side wall above the Balcony line, without touching
any fielder, then 0 runs are awarded.
4. If both batsmen complete one or more runs without being run out, the team is
awarded the number of runs completed.
5. If the ball enters the T.T. room before a run is completed, that run does not count.
6. Wides and No-balls add 1 run to the batting team.
7. Runs are not counted for hits on the hind wall, 4 posts, or byes. However, if the
ball touches the hind wall or the 4 posts and then later hits any side wall, the runs
are awarded accordingly.
8. The batsman’s fist holding the bat is considered part of the bat.

2 Bowling Regulations
1. Delivery requirements. The bowler must:
• bowl without touching the crease,
• take no more than 2 steps before bowling,
• use an over-the-shoulder action without a full hand rotation.
Any violation results in a No Ball.
2. High deliveries. Bowling above the shoulder or delivering a full toss above the
batsman’s waist (according to the batsman’s original stance) is a No Ball. There
are no bouncer warnings.
3. Speed limit. If the batsman appeals for a “fast” ball and the leg umpire agrees,
the ball is canceled. A maximum of 2 fast balls are allowed per over. Any additional
fast balls in the same over are No Balls.
4. Free Hit. No Free Hits are awarded for a No Ball.
5. Wide rules.

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• A ball passing more than one bat length from the middle stump on the off side
without contact is a wide.
• A ball passing the leg side without contact is a wide.
• For reverse batting, the threshold is one bat length from the middle stump on
both sides.
• If the ball passes between any part of the batsman (or their bat) and the
stumps, it is not a wide.

3 Overs and Dismissals


1. An over consists of 6 balls. Each innings has 10 overs.
2. Each bowler can bowl a maximum of 3 overs, with only 2 bowlers allowed to bowl
3 overs each.
3. Wickets can fall by: bowled, caught, stumped, run out, boundary out, or hit wicket
during a legal delivery.
4. For a bowled dismissal, the ball must clearly touch the wicket, and the bails must
fall.
5. A catch requires the ball to be held convincingly for 2 seconds.
6. There is no LBW dismissal.
7. Boundary out: if the ball directly hits any side wall or the front wall after leaving
the bat without touching the ground, hind wall, fielder, bar, umpire, or non-striker,
it results in a wicket.
8. Stumpings and run outs are legal even on No Balls and Wides.
9. Each team has 7 wickets. There is no single batting.

4 Fielding Regulations
1. The first over is a mandatory powerplay with 6 fielders (including the bowler and
the wicket-keeper).
2. One batting powerplay is allowed between overs 2–10, with 7 fielders. The batting
team chooses the over, and the bowling team chooses which fielder is removed.
3. Otherwise, a maximum of 8 fielders (including bowler and wicket-keeper) are al-
lowed.
4. No fielder (except those behind the black posts) may have both legs inside the larger
Volleyball court.
5. Only the wicket-keeper may stand directly behind the stumps.
6. At most 3 fielders, including the bowler, must be placed behind the black posts on
the bowler’s side, and at most 2 fielders on each side in the front. Slip fielders are
allowed, provided all other rules are followed.
7. Fielders cannot obstruct a running batsman unless fielding the ball in the batsman’s
path.
8. Breaches of fielding rules result in a No Ball.

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9. Fielding substitutions are allowed. However, a substituted-out player must be on
the field for at least 1 over before bowling (except for the first over).

5 Overthrow Regulations
Any overthrow hitting the front or the side walls adds 2 runs to the batting team’s score.

6 Other Guidelines
1. Umpires’ decisions are final; players cannot argue.
2. Physical violence leads to player disqualification and possibly team disqualification.
3. Deliberate property destruction is penalized.
4. Teams failing to be ready within 15 minutes of the start forfeit the match.
5. The Sports Committee may modify, add, or remove rules.

Common questions

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Runs are allocated based on which wall the hit ball contacts and under what conditions. If a hit ball strikes the front wall or passes through the line between the two black bars and then hits any side wall, 4 runs are awarded. However, if the ball hits any side wall without passing through this line, only 2 runs are awarded unless it hits the Mess side or North Wing side walls above the cement or balcony line without touching a fielder, resulting in 0 runs. Hits on the hind wall, 4 posts, or byes do not count, unless the ball touches the hind wall or 4 posts then hits a side wall, in which case runs are counted accordingly .

Wickets in gully cricket are secured through several methods: bowled, caught (holding convincingly for 2 seconds), stumped, run out, boundary out, or hit wicket. Unlike traditional cricket, there's no LBW dismissal. Legal deliveries must be achieved for a wicket, emphasizing direct, unobstructed contacts for boundary outs, and bails must fall for bowled dismissals. Stumpings and run outs on Wides or No Balls are valid, giving additional emphasis on precision from fielders and bowlers in securing wickets .

During the mandatory powerplay in the first over, only 6 fielders, including the bowler and wicket-keeper, are allowed, compelling teams to position them strategically for optimal coverage within the limited constraints. Furthermore, during the batting powerplay between overs 2–10, chosen by the batting team, they can dictate fielding positions to exploit weaknesses, while the bowling team has the strategic choice of removing a fielder. These dynamics force both teams to adapt and optimize field placement based on the game's conduct and specific regulations .

Unlike traditional cricket where runs can be scored from byes, in gully cricket runs are not counted for byes. This distinction enforces a different batting and running strategy where runs can only be accumulated through direct ball contact effectively, enhancing the prioritization of hitting precision and tactical footwork for scoring, while eliminating incidental runs gained through wicket-keeping or fielding errors which count in conventional cricket .

A boundary out occurs if the ball directly hits any side wall or the front wall after leaving the bat without touching the ground, hind wall, fielder, bar, umpire, or non-striker, resulting in a wicket. This requires the ball to contact these specified boundaries directly after the bat, classifying it as a dismissal similar to bowled or caught outs but under stricter conditions related to the ball's path .

The overthrow rules, where contact with the front or side walls results in 2 additional runs, impact team strategies significantly. For batting teams, encouraging aggressive running and pressure on fielders can result in beneficial overthrows. Conversely, fielding strategies must emphasize accurate throws to avoid unintentional run bonuses, which increases a need for precision and anticipation, especially when the ball is directed towards the walls under pressure situations .

A No Ball can be called if fielders breach specified placements, such as fielders (except those behind black posts) having both legs inside the volleyball court, and exceeding the maximum 8 (including bowler and wicket-keeper) allowed on the field, except during powerplays. Corrective actions include ensuring compliance with regulations like deploying a legal number of fielders appropriately, especially maintaining the maximum of 3 behind black posts, and upholding appropriate line-spacing and positioning defined by specific match conditions .

A No Ball is determined by multiple factors: the bowler touching the crease, taking more than 2 steps before delivery, failing to use an over-the-shoulder action without full hand rotation, delivering above the shoulder or waist of the batsman's original stance, and any extra fast balls beyond the allowed two per over. Additionally, if the batsman appeals for a 'fast' ball and the leg umpire agrees, the ball is canceled .

Players cannot argue with umpires' decisions in gully cricket, as stipulated for maintaining game integrity. Non-adherence can lead to severe consequences including potential player or team disqualification for physical violence or protests, thus putting a premium on respecting adjudications and focus on the sport rather than disputes or disruptive behavior .

The completion of runs faces strict verification; if a ball enters the T.T. room before a run is completed, it does not count, mandating strategic adjustments. Teams must ensure clarified pathways for unimpeded running, and batsmen must coordinate efficiently to maximize potential runs within these conditions. Hence, this feature accentuates teamwork and game sense appreciation for capitalizing on legal run opportunities without unforeseen barriers .

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