Managing the Toss and Match Start
Run a professional matchday from arrival and pre-match checks to the toss, guard and the first call of play.
- Discipline
- Umpiring & Officiating
- Level
- Intermediate
- Duration
- About 35 minutes
- Assessment
- 12-question test · 80% to pass
- Certification
- Certificate awarded on a pass
- Your status
- Not yet started
Required first: you must complete Umpire Positioning and Movement before the test unlocks.
WFA908 – Managing the Toss and Match Start shows you how to run the build-up to a match in a calm, professional way. You will learn what to do on arrival, the pre-match checks of the ground, pitch, equipment and balls, meeting the captains and scorers, conducting the toss under Law 13, confirming nominated players, and the routine for starting play including guard, the bowler's mode of delivery and field placings.
It is for members who have completed WFA903. A strong start sets the tone for the whole match. Next comes WFA909 Managing Overs, Time and Interruptions. This is a WFA award, not an ECB umpire qualification; for recognised qualifications, take the ECB Umpiring Course through the ECB Association of Cricket Officials (ACO).
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Lessons
1Arriving at the ground✓ Done
In this lesson you will learn how to begin your matchday. Under Law 2 umpires should be at the ground well before the start; the Laws say at least forty-five minutes, and you should check the WFA competition regulations in case an earlier time applies. Arriving early gives you time to meet your colleague, inspect the ground, and deal with any problems calmly. On arrival, introduce yourself to the home team contact and find out where the scorers will sit. Check the weather forecast and the facilities, including first aid provision and the location of the defibrillator at Winnston Park or the host ground. A relaxed start helps you make good decisions from the first ball.
- Arrive at least forty-five minutes before
- Meet your colleague and the home contact
- Locate scorers, first aid and defibrillator
- Check the forecast and facilities
2Inspecting the ground and pitch✓ Done
In this lesson you will learn what to check on the field. Walk the pitch and confirm the creases are correctly marked, the stumps are upright and level, and the bails fit. Check the boundary is clearly marked all the way round and identify any obstacles, such as trees, sightscreens or rollers, so you can agree how they will be treated. Look for hazards such as holes, glass or wet patches and ask for them to be dealt with. For a T20 match, check whether fielding circles are marked as required by the playing conditions. Make sure there is a reliable way to know the time, and that you have spare bails.
- Creases, stumps and bails correct
- Boundary marked and obstacles identified
- Hazards reported and made safe
- Fielding circles marked if required
3Meeting captains and scorers✓ Done
In this lesson you will learn how to brief the captains and scorers. Meet both captains together if possible. Agree the hours of play and intervals, the boundary and any obstacles, which clock will be used, and any special playing conditions for the competition, whether a league match, the Winter Cup or the Pat McDonald Tournament. Confirm the match balls to be used and inspect them. Ask the captains to nominate their players and substitutes in writing before the toss, as Law 1 requires. Then speak to the scorers, agree how they will acknowledge signals, and arrange times to check the score. Writing these details down avoids disputes later.
- Agree hours, intervals and boundaries
- Confirm competition playing conditions
- Inspect and approve the match balls
- Players nominated in writing before the toss
4Conducting the toss✓ Done
In this lesson you will learn how to manage the toss under Law 13. The toss takes place on the field of play, in the presence of one or both umpires, not earlier than thirty minutes and not later than fifteen minutes before the scheduled start. Commonly one captain tosses and the other calls, often the home captain tossing and the visiting captain calling, but follow any WFA regulation that applies. The captain who wins chooses whether to bat or field and must tell the opposing captain and the umpires straight away. Once notified, the decision cannot be changed. Keep a note of who won and what they chose for your records and the scorers.
- On the field with an umpire present
- Between thirty and fifteen minutes before start
- Winner's decision notified immediately
- Once notified, it cannot be changed
5Final preparations✓ Done
In this lesson you will learn the last steps before play begins. Synchronise watches with your colleague and agree your discreet signals for the match. Remind yourselves of the T20 specific points, such as powerplay overs, the bowling limit of four overs each, and the free hit procedure. Check you have your counter, notebook, pencil, coin and spare bails. Take the match ball out with you. Walk out together a few minutes before the start, which shows players you are ready and in control. Before the first ball, check with the scorers that they are ready and that they can see you clearly from your position.
- Synchronise watches with your colleague
- Recap powerplay, bowling limits and free hits
- Walk out together before the start
- Confirm scorers are ready
6Guard, mode and the field✓ Done
In this lesson you will learn what happens as the batters arrive. The striker may ask for guard, such as middle, leg or two, meaning middle and leg. Give it from behind the stumps at the bowler's end, with a clear signal of the bat position. Ask the bowler for their mode of delivery, for example right arm over the wicket, and tell the striker. Check the field, in particular that no more than two fielders are behind the popping crease on the leg side and that the wicket-keeper is in a fair position. In powerplay overs, check the number of fielders outside the circle. Then confirm the striker is ready and that the scorers are ready.
- Give guard from the bowler's end
- Ask the bowler's mode and tell the striker
- Check leg-side and circle restrictions
- Confirm striker and scorers are ready
7Calling play✓ Done
In this lesson you will learn how to start the match. When everything is ready, the bowler's end umpire calls play clearly. Start your ball counter, note the time, and focus. The first over sets the tone, so concentrate fully on your routine of watching the front foot, then the ball. At the end of the sixth fair delivery, when the ball is dead, call over. If a late arrival, a delay or a problem affects the start time, record it and follow the WFA competition regulations on late starts and any reduction in overs. A smooth, punctual start reflects well on you, on the league, and on everyone who has worked to prepare the ground.
- Bowler's end umpire calls play
- Note the start time and start your counter
- Follow your watching routine from ball one
- Record and apply rules for late starts
Assessment
You need 80% to pass. You can retake it as often as you like. Pass and your certificate is issued automatically.
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