LMS T20 Rules

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 Last Man Stands T20 - Rules of Play

Over and above the laws and rules of cricket, we implore captains, players and umpires of their responsibility in respecting and upholding the Spirit of Cricket & to always play the game in a sportsmanlike manner.  

Last Man Stands™ is a trademark of LMS Global and the Rules of Play are copyright of LMS Global since 2005.

Players and umpires, play and officiate at their own risk (https://www.lastmanstands.com/terms

In general, Last Man Stands is played under the same rules as ICC T20. However, there are a number of rules unique to LMS, as listed below.

 

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 their own. 

The Last Man can only score 2, 4 or 6 off any ball, but may score 12 runs off the last ball of an innings (specified under Rule 2). 

When the Last Man Stands, he/she can only be run out at the popping crease by the striker's end (or keeper’s end). 

If a batter 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/she completes the first & second run and zero if he/she completes the first. 

The ball is only dead when the batter attempting to score runs returns behind the batting crease at the striker’s end of pitch.

 

RULE NUMBER 2 - HOME RUN  

A batter clearing the boundary (i.e. hits a six) off the last ball of either the 1st or 2nd innings will score 12 runs. 

With reference to rule 7 below, a Home Run may only be hit in what is scheduled to be the final legitimate ball of the over. For example, if a bowler bowls 2 Wides and 2 No Balls, the batter can then only hit a Home Run on the 9th ball of the over, as that is the Last ball of the innings.

However, If a batsman clears the boundary off the Last ball of the innings and this ball is called a No Ball, both the Home Run & No Ball count (i.e. 12 runs + 1 run + the final ball is bowled again). If the batter then hits a six off the following ball it is also a Home Run (i.e. 12 runs).

If the side batting second needs 4 to win in the 18th over and the batsmen hits a six, it is not a Home Run.

RULE NUMBER 3 - THE STEAL 

The non-striker can STEAL two runs IF the striker is out caught. The TWO runs will be added to the batting score as extras.

To attain a STEAL, the non-striker must run a TWO i.e. he/she runs to the striker’s end of the pitch, grounds his/her bat behind the crease and returns to the non-striker's end and grounds his/her bat behind the crease, before the fielding team is able to break the stumps at the non-striker's end.

The non-striker may only be run out at the non-striker's end (or the bowler's end).

The maximum number of runs a player can steal is two. There will be no additional runs for overthrows should the ball go over the boundary nor extra runs should the non striker attempt to run four.

3.1) NO STEAL FOR FINAL BALL

The Steal Rule will not apply for the final ball of an innings. 

For example, on the last ball of the innings (i.e. when the batter has an opportunity to hit a Home Run), the non-striker will not be able to gain two runs by touching down at both ends, but they can still be run out in a DOUBLE PLAY.

RULE NUMBER 4 - DOUBLE PLAY 

Two players can be dismissed off one delivery. A DOUBLE PLAY can only be affected by a Catch 

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 is only safe once he/she has grounded his/her bat at the bowler's end of the pitch (i.e. behind the popping  crease), only once he/she does this, is the ball dead.  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. 

A minimum of 5 players per team are required to start a match.


RULE NUMBER 6 - BATSMEN RETIRE @ 50 

Once a batter has scored 50 runs, they must retire. 

They can return to bat should all other wickets fall. If only retired batters are left to bat, after the current batter reaches 50 runs or is dismissed, the previously retired batter waiting will resume his/her innings. 

When returning to the crease he/she must take up the crease position of the batter they replace. 

If there are multiple retired batters, they must return to the crease in the order they retired. 

The Last Man Stands rule only comes into play when 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 agreed by the opposition captain. If it is obvious a batter has a serious injury the opposing captain and LMS umpire may consult and permit the player to retire. (We hope common sense from both teams will prevail & the spirit of cricket is upheld.)

6.2) Timed Out Batsmen


If a batter is timed out by an umpire, all retired batters will also be timed out

 

RULE NUMBER 7 - FIVE BALLS PER OVER

  • Overs 1-19: 5 balls per over unless a Penalty Ball has been bowled. In this instance there will be a maximum of 6 balls per over.

  • Over 20: 5 balls per over unless a Penalty Ball has been bowled. There is no limit to balls bowled and only one run is added for each Penalty Ball bowled in the final over. This will also apply to the final over, if the overs have been reduced in a match.

 

RULE NUMBER 8 - PENALTY BALLS 

A Penalty Ball is a Wide or a No Ball

For the purpose of a batter's strike rate, all balls faced (including Penalty Balls) count against the batter.


8.1 WIDES

Any ball the LMS umpire deems too wide for the batter to play, shall be called a Wide.

Any ball that passes wide of leg stump, shall be called a Wide, unless the batter has stepped to leg side and the ball passes between the stumps and the batter.


8.2 NO BALLS

No Balls may only be called by an LMS umpire. 

All No balls will result in a FREE HIT the following ball.

If a No Ball is bowled on the 6th ball of an over, during the overs 1-19, the Free Hit is carried over to the 1st ball of the following over.


8.3 FREE HITS

If a Penalty Ball is bowled during a FREE HIT, the FREE HIT is carried over to the following ball. 

If a Penalty Ball is bowled  during a FREE HIT on the 6th ball of an over, during the overs 1-19, the Free Hit is carried over to the 1st ball of the following over.

 

8.4 PENALTY BALLS OVER 1-19

For overs 1–19, the first Penalty Ball results in one extra run for the batter, and one extra ball for the bowler. The second Penalty Ball results in three extra runs for the batter, but no extra balls for the bowler. 


8.5 PENALTY BALLS LAST OVER

For over 20 (or the final over in a reduced overs match) all Penalty Balls will result in 1 extra ball and only 1 run (i.e. in the Last Over there is no limit to the number of balls bowled and only one run is added for each Penalty Ball).

8.6 SHORT PITCHED DELIVERIES

8.6.1 Bowlers are allowed to bowl ONE short-pitched delivery above shoulder height of the batsman in their normal batting stance.

8.6.2 This should be signalled as 'one for the over' by the umpire

8.6.3 Any short-pitched delivery above head height should be signalled wide and also called as 'one for the over'

8.6.4 Subsequent short-pitched deliveries in the over should be signalled as 'no-balls' and result in a free hit

 

RULE NUMBER 9 - LMS DEAD BALL RULES

It's the discretion of the LMS Umpire at bowler's end to determine when a ball is dead and no longer in play.

9.1 - If the batter breaks their own stumps while on strike, the fielding captain can challenge the dismissal if it appears to be deliberate. The LMS umpire has the discretion to call the ball dead. When the ball is called dead it will count as legal delivery and as a dot ball. The batter will continue batting. 

9.2 If the fielding team does not want to run a batsman out, they can make the ball dead once the ball is settled in the bowlers/keepers/fielders hands above the stumps, the ball only becomes dead when the run is completed. 

9.2.1 The batsman are not allowed to start another run once the ball is settled in the bowlers/keepers/fielders hands as the ball is now ‘dead’.

9.2.2 If the fielding team does not want to sacrifice one run they must take the run out opportunity before the run is completed.

9.3  If the fielding team does not want to stump a batsman, the wicket keeper needs to catch the ball and hold the ball above the stumps before both batsmen set off to run. 

9.3.1 If one of the two batsmen have not left their crease before the ball is deemed by the umpire to be ‘dead’ the batsman are not allowed to complete a run and the ball will go down as a dot ball.

9.3.2  If both batsmen had already set off to run before the ball is deemed ‘dead’ by the umpire the batsmen will be allowed to complete the run and the ball will only become dead at the completion of the run.

9.3.3 In a scenario where both batsmen are out of their ground or at the same end, but not wanting to complete a run, or return to their crease, the umpire will call the ball ‘dead’ and it will be recorded as a dot ball.

 

RULE NUMBER 10 - TEN OVER CHANGEOVER 

The LMS umpire/Match Official must inform both teams prior to the toss if all overs are going to be bowled from one end only. The LMS umpire’s or Match Official’s decision is final.

 

RULE NUMBER 11 - BOWLING RESTRICTIONS 

Each team must use a minimum of 5 bowlers. A Maximum of 4 overs per bowler is permitted.

 

11.1) A BOWLERS RUN UP IS RESTRICTED TO 12 METRES FROM STUMPS.

Bowler run ups will be no longer than 12 metres from the stumps. 

The LMS umpire may limit run ups to 10 metres or less if he/she 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). Once the ball is dead,  the square leg umpire shall inform the LMS umpire of any breach by the bowler not seen by the official umpire.

 

RULE NUMBER 12 - FIELDING RESTRICTIONS 

A maximum of three fielders on each side of the pitch at all times (i.e. 3 fielders on the offside and 3 on the onside) except during the Fielding Power Play (see 11.1 below). 

The wicket keeper has to be within 15 metres of the stumps (i.e. a wicket keeper position and not a long stop position). 

It is the responsibility of the fielding captain to ensure fielding restrictions are adhered to. In the event of a delivery being bowled with an illegal field, the LMS umpire will signal a No Ball and a free-hit will be awarded on the following ball. 

There are no inner fielding restrictions in LMS Cricket.

 

12.1) FIELDING POWER PLAY 

The Fielding Power Play allows captains to set a 4-2 field for Power Play overs. 

The Fielding Power Play automatically starts in the first 4 overs and the last 2 overs of an innings. 

The fielding Power Play is optional for the fielding team.

During the Fielding Power Play the fielding team is allowed a maximum of four players on one side of the wicket.

RULE NUMBER 13 - TIME RESTRICTIONS 

A team has 60 minutes to bowl their 20 overs (3 minutes per over). There is a 5 minute changeover between innings. LMS umpires will be strict on this. 

Due to this Rule, no queries (except wicket appeals) will be taken during an over – the LMS umpire/scorer will announce the score at the end of each over. Captains and players will keep queries with the LMS 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 14 -  PENALTIES FOR NOT BOWLING OVERS IN TIME

When Fielding First – for every over bowled after 60 min, the LMS umpire may deduct the same amount of overs (or fewer) from your batting innings (eg. if 2 overs are bowled after 60 min, your team may be deducted two overs when batting, and so only receive 18 overs to bat).  

When Fielding Second – for every over you do not bowl the opposition will receive 20 runs.

The LMS umpire will however consider valid time delays when making these calculations.

 

RULE NUMBER 15 - TEAMS ARRIVING LATE 

For every three minutes that a game starts late due a team arriving late, the LMS umpire may, at his/her 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/she must clearly inform both teams at the start of play. 

Deductions will be made from the late team’s batting innings (e.g. if Team A arrives 6 minutes late, they may have 2 overs deducted from their batting innings).

 

RULE NUMBER 16 - SQUARE LEG UMPIRE 

In the majority of LMS games, the square leg umpire is the responsibility of the next batter in to bat. Only one person may stand as square leg umpire at any one time. The square leg umpire only decides run outs and stumpings. The official LMS umpire will call all No Balls and has the power to overrule the square leg umpire in all matters.

 

RULE NUMBER 17 - TIED GAMES in KNOCKOUT ROUNDS = LMS Eliminator Over

Each ball in the Eliminator Over is played under the Last Man Stands rule.

  • Seven balls are bowled by each team.

  • Seven different players each bowl one ball and seven different batters each face one ball in the LMS Eliminator Over.

  • The wicket keeper who starts keeping must be the wicket keeper for all seven balls.

  • Each ball is played under the Last Man Stands rule so each batter bats on his/her own and can only score 2, 4 or 6. Batters can only be run out at the wicket keeper’s end as per the Last Man Stands rule.

  •  If the last batter hits the 7th ball over the boundary, it will count as a HOME RUN (12 runs)..

  • If a Wide or No Ball is bowled it must be bowled again by the same bowler to the same batter. Every Wide is one run + one extra ball. Every No Ball is an extra run + runs scored off ball + an extra ball.

  • If the bowler balls a second Penalty Ball it needs to be bowled again as well (i.e. there is no 3 run penalty for a second Penalty Ball). The bowler will need to bowl a legal delivery before passing the ball on to the next bowler.

  • The LMS umpire must be made aware of the nominated player who will not bat from each team before the start of each Eliminator Over.

  • The next batter must stand at square leg & be ready to come in to bat immediately.

  • The next batter and 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 Over should take no longer than 5 minutes.

 

 The team with the highest score wins. If scores are still tied after 7 balls, then:

  •  The team that lost fewer wickets in the Eliminator Over wins.

  •  If teams have lost the same number of wickets in the Eliminator Over, the team with the most boundaries during the Eliminator Over wins. 

  • If the total number of boundaries are equal in the Eliminator Over, then the team with the most boundaries scored during the game wins.

  •   If the teams are still tied, the team with the highest World Ranking goes through to the next round.

 

RULE NUMBER 18 - EQUIPMENT 

Each team is to provide their own equipment, comprising, as a minimum: three sets of batting pads; three sets of batting gloves; three thigh guards; three boxes; two bats; one pair of wicket keeping gloves. 

 

RULE NUMBER 19 - RISK 

All games are played at your own risk. 

LMS Global will not be held liable for any damage to property or injury of any player, official, or a third party however caused. It’s every participant’s responsibility to ensure they are wearing appropriate protective equipment at all times and are adequately insured.

 

RULE NUMBER 20 - WEATHER 

Please assume all games are ON until you hear from your LMS league manager. 

Your league manager’s details can be found on the venue page of your region (see https://www.lastmanstands.com/venues/).

 

RULE NUMBER 21 - Running out the Non-Striker

Before a bowler can run out the non striker for leaving his/her crease, the bowler must give a minimum of one official  warning to the battter that has left his/her crease (in the Spirit of Amateur Cricket).

A bowler may only give a warning after a batsman has been seen to leave their crease, before a ball is bowled.

However, anytime during the last two overs of an innings, a bowler may give a pre-emptive warning to both batsman.

 

 

Reduced Overs

New targets are calculated based on the net run rate multiplied by the new amount of overs available i.e. The Duckworth-Lewis-Stern system is not applicable.

The overs can be reduced to a minimum of 8 overs for both teams.

If the team batting second, is ahead of the new target based on 8 overs of play and the match is called off due to rain, before the end of the 8th over the team batting second is awarded the win. If they are not ahead the match is tied.


Every 3 minutes off the field will result in an over being lost in the game.

 

  1. Games affected by Rain before the start of play

Every 6 minutes off the field will result in an over being lost in each innings of the game. 

The table below shows that for every 6 minutes, the amount of time lost from each innings. 

Time off the field

Overs lost

6 Minutes

2 (1 over each innings)

12 Minutes

4 (2 overs each innings)

18 Minutes

6 (3 overs each innings

24 Minutes

8  (4 overs each innings)

30 Minutes

10 (5 overs each innings)

36 Minutes

12  (6 overs each innings)

42 Minutes

14 (7 overs each innings)

48 Minutes

16 (8 overs each innings)

54 Minutes

18 (9 overs each innings)

60 Minutes

20  (10 overs each innings)

66 Minutes

22  (11 overs each innings)

72 Minutes

24  (12 overs each innings)

   

PowerPlay Overs will be calculated as per the table below:

Overs in Innings

LMS Power Play

8

1st Over  Last Over

9-11

1st 2 Overs  Last Over

12-14

1st 3 Overs  Last Over

15-18

1st 3 Overs  Last 2 Overs

19-20

1st 4 Overs  Last 2 Overs

 

  1. Games Affected by Weather, during 1st innings

Every 3 minutes off the field will result in an over being lost in the game.

Revised totals will be calculated on a runs per over basis.

Wickets are not factored into the equation.

Once the 1st innings has no available remaining overs to lose, the 2nd innings will be reduced by an over for every 3 minutes off the field

For example, if Team A has batted for 15 overs and the score is 150 (10 an over) when the game is delayed.

Following the delay, it's worked out that Team B only has 10 overs to bat.

The revised total would be 101 to win.

If they scored 100 the game would be tie.

99 or less would mean Team A wins the game.

 

The table below shows that for every 6 minutes, the amount of time lost from each innings.

Time off the field

Overs lost

6 Minutes

2 (1 over each innings)

12 Minutes

4 (2 overs each innings)

18 Minutes

6 (3 overs each innings

24 Minutes

8  (4 overs each innings)

30 Minutes

10 (5 overs each innings)

36 Minutes

12  (6 overs each innings)

42 Minutes

14 (7 overs each innings)

48 Minutes

16 (8 overs each innings)

54 Minutes

18 (9 overs each innings)

60 Minutes

20  (10 overs each innings)

66 Minutes

22  (11 overs each innings)

72 Minutes

24  (12 overs each innings)

 

3. Games Affected by Weather, during 2nd innings

The table below shows that for every 3 minutes, the amount of time lost from the 2nd innings. 

Time off the field

Overs lost

3 Minutes

1 over 2nd innings

6 Minutes

2 overs 2nd innings

9  Minutes

3 overs 2nd innings

12 Minutes

4  overs 2nd innings

etc.

 

Home Run Rule in Rain affected games

Each team needs to have an equal opportunity to hit a Home Run off the last ball of their batting  innings, if this is not possible due to an interruption (for example rain or an injury interruption) any Home Run scored will be reduced to 6 runs.

Scenario 1 - If during the 1st innings, the innings is delayed due to weather prior to the team reaching the 20th over (and they are unable to continue their innings), the home run rule will not apply for the 2nd innings. 

Scenario 2 - If a team batting first, has the opportunity to hit a home run on the last ball of their innings (whether their innings has been reduced or not). The team batting second will also have an opportunity to hit a home run off the last ball of their innings. 

For example, the game is reduced to 16 overs aside. The last ball of the 16th over for Team A is an opportunity for them to hit a home run. It then rains during the interval, and Team B only has 12 overs to bat. The last ball of the 12th over will be the opportunity for Team B to hit a home run if required.

Scenario 3 -  If a team batting first hits a home run at the end of their innings but the team batting 2nd is rained off before the completion of their innings (meaning they did not have the opportunity to hit a home run), the team batting 2nd will have 6 runs added to their total. If the team batting first does not hit a home run, there will be no amendment. 

For example: 

Team A bats first. 

Team A scores 200 off 20 overs with a home run off the last ball. 

Team B batting 2nd is on 98 for the loss of 1 wicket after 10 overs. 

It then rains heavily and no further play is possible. 

Team B did not get the opportunity to hit a home run and Team A did hit a home run. 

Team B revised score would be adjusted by an extra 6 runs to 104. 

Team A run rate 10. 

Team B run rate = 10.4. 

So Team B is awarded the game.
 

Overs per bowler in rain reduced games

No bowler shall bowl more than 4 overs in an innings. 

In a delayed or interrupted match where the overs are reduced for both teams or for the team bowling second;  for innings of rescheduled length of at least 10 overs, no bowler may bowl more than one-fifth of the total overs allowed.
 
Where the total overs is not divisible by 5, one additional over shall be allowed to the maximum number per bowler necessary to make up the balance.

for innings of rescheduled length of between 5 and 9 overs, no bowler may bowl more than two overs. 

In the event of a bowler breaking down and being unable to complete an over, the remaining balls will be allowed by another bowler. Such part of an over will count as a full over only insofar as each bowler’s limit is concerned. 


To summarise;

20 overs: No bowler shall bowl more than 4 overs in an innings. 

16-19 overs: No bowler may bowl more than 4 overs and a minimum of 5 bowlers must be used in an innings. 

11-15 overs: No bowler may bowl more than 3 overs and a minimum of 5 bowlers must be used in an innings. 

8-10 overs: No bowler may bowl more than 2 overs  and a minimum of 5 bowlers must be used in an innings. 

 

Player Qualification Rules

All players must be registered on LastManStands.com by the team organiser prior to playing a game of LastManStands. If this is not possible, the umpire is able to add a player via Live Scoring before, during or after the game. The player must present the umpire with their full name and a valid email address.

Players must play under their own identity and may not play under another players name.

The Last Man Stands website is the only and final indication of a player's number of games for a specific team. 

Players must be 16 years or older to play in LastManStands senior leagues if permission from the parent has been sought and gained then a player under the age of 16 can play provided guardians and officials agrees he is up to the standard and able to take a full part in the game and enforce that he wears a helmet, box, gloves and batting pads in line with standards for junior players.

Local Leagues 

Local League managers will enforce any specific rules regarding player eligibility for local leagues.

Local League Finals

Local League managers will enforce any specific rules regarding player eligibility for local league finals. League Managers will send out the eligibility criteria for Local League Finals to teams well in advance.

Regional & National Events

The qualification criteria for each Regional and National Champs event will be determined by Last Man Stands Tournament Directors before each event.  Prior to the events, the onus is on the team organiser to ensure the team fully understands the player qualification rules!

World Champs Events

The qualification criteria for each World Championship event will be determined by Last Man Stands Tournament Directors before each event. Prior to the events, the onus is on the team organiser to ensure the team fully understands the player qualification rules!

Tours Events including WCQ Events

The specific qualification criteria for each LMS Tour event will be announced on the launch of each event. Unless mentioned otherwise, there are however no player restrictions for LMS Tour Events and WCQ Events.

 

 

Points System

A.) League Table points:

Winning the match: 6 Points for the winning team 

Match Tied in Score: 4 points for both teams  PLUS applicable clothing points  

Match Abandoned before start of play: 4 points for both teams (No clothing points)

Match Abandoned during course of play: 4 points PLUS applicable clothing points  

20% Bonus Point: 2 Points  

Team in full matching LMS Shirts: 1 Point 

Team in matching coloured Trousers: 1 Point

*only applicable if team has Full LMS Shirts 

Team Forfeits match:  10 points for the Opposition and -1 for the team that forfeits

If teams are tied on points, the amount of WINS is used as a differentiator, if teams are still tied on points the NRR is used as a differentiator.

 

B.) Bonus Points 20% Rule:

Only one team can win the bonus points on offer. 

To receive these bonus points when your team wins the match, you need to win by greater than 20%. To receive these bonus points when your team loses the match, you need to lose by 20% or less.

How does the system calculate this?

If the winning team bats first and restricts the opposition's score to at least 20% less than their score, the winning team will be awarded the bonus points.For Example - Team A Bats first and scores 100 and they restrict Team B to 79 in their innings. Team A will receive the bonus points. If Team B scores 80 runs or more they will be awarded the bonus points. 

or

If the winning team bats second and chases down the target with more than 20% of the innings remaining they will be awarded the bonus points. In a traditional LMS game the target will need to be achieved on or before 15.4 overs.

C.) Clothing Bonus Points:

There will be two clothing bonus points available, one for the entire team wearing matching official Last Man Stands shirts, and one for wearing the matching trousers or shorts.

The colour of the trousers/shorts do not need to match the shirt's colour.

If a team does not have the official matching LMS shirts, then they do not qualify for the trousers points. 

The umpire's & management decision is final.

Only shirts purchased from shop.lastmanstands.com will qualify for the Shirt point.

 

Forfeits

All games are assumed ON, regardless of the weather until LastManStands calls the game off. Teams not arriving will forfeit the match for failure to arrive, and it will be viewed as a No Show.

At the start of the season, the league manager will set out fixtures for the upcoming season. 

There may be a time during the season, where a team needs to request a game to be rescheduled. This request needs to be made to the League Manger with a minimum of 10 days notice to the game. 

Where possible the League Manager will work with the team to move the game to a new date. If this is not possible, the team that forfeits will be liable for their own full match fees for that game and the opposition will be awarded the points.

If a team pulls out of the fixture on the day of the game they will be required to pay match fees for both teams.

Teams that forfeit will have -1 point taken from them on the league table. The opposition will receive a full 10 points for the game.

This will reflect as 50-0. The Team who do not forfeit will be entered as batting 1st,will be awarded 50 runs after 20 overs without loss and be given LMS Shirt & Trouser points.The team that forfeits will be awarded 0 after 1 over for 8 wickets and no LMS Shirt & Trouser points will be awarded. 

C.) NO SHOW

1st & 2nd Offence - Match fees x two paid, a 50-0 loss & -1 point

3rd Offence - Match fees x two teams paid & team gets replaced in league and gets sent an invoice to settle the balance on the team statement for the scheduled league games.

 

Feedback

Players are able to provide feedback on their overall experience of Last Man Stands by the Player satisifation rating.

Team Organisers are also able to provide feedback on each game they play of Last Man Stands by visiting the “Fixture Feedback” form which is available on their player dashboard. 

If you wish to escalate a matter further please contact your local league manager via email. If you are not satisfied with the outcome or the response from them, you are welcome to email LMS Global via [email protected] and provide as much information as possible. 

Please note only a Captain/Team Organiser may escalate any issues to LMS Global. Therefore, please could all players with grievances please refer to their team organiser.

  

The Spirit of Cricket and LMS Player Code of Conduct

LMS seeks to foster a friendly atmosphere of fun and competition between all teams, officials and spectators/supporters. Every player, official and supporter is responsible for ensuring that the atmosphere both on and off the field is one that promotes fun and fair play. Last Man Stands Cricket is a team sport and each individual is an important component in the success of their team and the tournament. 

Spirit of Cricket

Cricket is known as the Gentleman's Game and we at LMS feel that it is important that the game be played in the right manner that embodies the Spirit of Cricket. LMS is a game of cricket that owes much of its unique appeal to the fact that it should be played not only within its Rules, but also within the Spirit of the Game. 

Any action which is seen to abuse this spirit causes injury to LMS itself. The major responsibility for ensuring the spirit of fair play rests with the Team Organiser but all players are expected to take ownership of their actions before, during and after the game.

The object of LMS FairPlay Standards is to promote fair play, discipline and a sense of sportsmanship to ensure that all involved can compete and enjoy the game of Last Man Stands. 

Treat all players and property as you would like to be treated. Encourage your teammates to keep verbal attacks out of the game and avoid foul language. Vitally, remember without the opposition or umpire there is no game.


LMS Code of Conduct and Fair Play Standards


LMS is committed to maintaining the highest standards of behaviour and conduct. This Code of Conduct incorporates the Spirit of Cricket, as set out below. It applies to all games. While all players carry responsibility, it is the Team Organiser who is responsible at all times for ensuring that play is conducted within the Spirit of Cricket, as well as within the LMS Rules.

Players must at all times accept the umpire’s decision. Players must not show dissent at the umpire’s decision or react in a provocative or disapproving manner towards another player or a spectator. This applies equally to dismissals and unsuccessful appeals as to the judgment of calls on no-balls, wides etc. 

Players shall not intimidate, assault or attempt to intimidate or assault an umpire, another player or a spectator.

Players shall not use crude and/or abusive language nor make offensive gestures or hand signals nor deliberately distract an opponent. The use of offensive language toward an Umpire shall also not be used.

Players shall not make racially abusive comments nor indulge in racially abusive actions (or any act that is reasonably likely to threaten, disparage, vilify, offend, insult, humiliate or intimidate another person or group based on skills, race, sexual orientation, religion, descent, colour or national or ethnic origin) against fellow players, officials and supporters/spectators. 

Team Organisers and Players must take a collective responsibility for ensuring there is no fraudulent activity within their team. This includes altering playing records, changing players names or playing someone under an incorrect name.

Please note that the points listed above are not exhaustive and merely serve as a guideline in terms of what can be deemed to be inappropriate conduct.

By participating in LMS all players and officials are deemed to have read and understood the LMS Rules and LMS FairPlay Standards and are expected to adhere to them.


Breaches of LMS Fair Play Standards

According to the Rules, the umpires are the sole judges of fair and unfair play during the game. The umpires may intervene at any time, when deemed appropriate. Team Organisers are expected to support umpires and LMS administrators by reminding players of the fair play standards during, before and after LMS games.

Breaches in fair play standards are unacceptable and may incur penalties including the suspension of players and disqualification of teams. The length of player suspensions and team disqualifications will be determined by the severity of the incident. LMS administrators have the right to enforce any length of ban which they see fit. LMS administrators will handle all matters fairly and on an objective basis and will consult all those concerned in the event of any issues relating to the FairPlay Standards. 

Teams that have players continually breaching the FairPlay standards, may also be asked to leave the league permanently.

 

 

Payment of Match Fees

Game fees must be paid prior to any match being played.

Any team that commits to playing in a Last Man Stands league is liable in full for all the matches scheduled for that league.

If you are unsure of how many match fees you are liable for, the onus is on the team organiser to find out from Last Man Stands.

Rain Affected Games

In the event of a Rained Out game, league managers will, where possible, reschedule the game.
 
However, if the game is washed out after the 8th over in the 2nd innings, this will constitute a result. 
 
Please consult your league manager if the game was washed out midway through a match. As a rule of thumb we recommend:

- If the match had not yet started, a full credit of game fees.

- If the game was washed out during the 1st innings, a 50% credit of game fees.

- If the game was washed out during the 2nd innings BEFORE the start of the 9th over, no credit of the game fees.
 

*Please bear in mind the cost of the balls, umpires, league managers and the fields. 

For further information please see our Terms and Conditions

 

Covid 19 Rules

If you observe that you have any respiratory illness symptoms possibly related to Covid-19 as described by your local health authority, please stay home. By turning up to play, you are confirming that you have self screened at home and are not displaying symptoms.

 

All local government rules and regulations, must be adhered to at all times. 

 

Pre -select your Match Day Team: 

The match day team players must be pres-elected a minimum of one hour before the game start time, by the team organiser.

Players must only make themselves available if they have self screened for symptoms.

We trust that you see these precautions in a positive light and that being proactive is probably the best form of defence in a situation like this. Should a vaccine or treatment be found and the tide has turned in the fight against the virus, we will review the above rules.

 

Covid 19 Guidance

The below do not form part of LMS rules and are here for guidance purposes only, however all local government rules and regulations, must be adhered to at all times.

Please wash hands before and after each match. Please could all players carry their own sanitizer in their kit bag for cricket.

Please do not share water bottles or any form of juice/cold drinks/beers.

 

More information & guidance  from WHO

https://www.who.int/emergencies/diseases/novel-coronavirus-2019/advice-for-public

 

These  Last Man Stands rules ©, are subject to copyright since 2005, are the official rules for Last Man Stands ® ™ as developed by
LMS Global and may be changed at LMS Global's discretion.
 
Over and above this Last Man Stands ® ™   is a registered trademark of LMS Global &
any reproduction of the words or the logo without permission is illegal and punishable by law.

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