
This article will explain the rules of cricket. It includes boundaries, power play and how it is done. Also, you'll learn more about the signal used by an umpire. Finally, we'll look at the 12th man. This player is used when a batter is injured and is unable to bat or bowl.
Power-play
Power-play allows batting sides to have five extra overs to bat during a game. The International Cricket Council introduced this rule in 2005. It has been a source of confusion. The first ten runs of an innings must be completed. Following that are two five-over Powerplays. These powerplays will be arranged by the bowling club, but are generally taken at the beginning of the innings.

Runs per shot
It is very similar to the points system in baseball and table tennis. A team that scores more runs than the opposition wins the match. One batsman might score runs by hitting singles or bouncers, hitting sixes or four-over boundaries.
Boundary fence equals four runs for cricket
A boundary fence runs the length a cricket field. If a ball hits this line and does not touch it on its return, it is called a boundary. A batsman scoring four runs if he hits the ball above the boundary fence gets the run. A batsman who hits the ball over the boundary fence does not score any runs.
The signal from the Umpire
The umpire's signal is used for several different purposes in cricket. An umpire might signal a batsman or fielder to stop a beamer. An umpire may also signal a ball dead. A pre-signal may be given depending on the circumstances.
You can field outside the 30-yard radius
The playing area on the field's 30-yard line is called the "playing circle". Three types of fields are available in this area. All three are vital for batsmen. These include point, deep, and silly points. The point is at the border, while the deep position is just opposite. Both of these positions can be used to stop a straight-line drive by the batsman.

Test match
The rules for a test match dictate how a game is played. For example, each game begins with a new ball. If the umpire requires it, a team may change the ball to make it more suitable for their needs. Test matches typically last five days and each day is 90 overs. After 80 overs, either team may choose to play with a different ball. A No Ball is the third bouncer. If no team uses it, the match will end in a draw.