The Toss and Match Start
Understand team nomination, the toss, the choice to bat or field and how umpires get a match under way fairly and on time.
- Discipline
- Laws & Rules
- Level
- Beginner
- Duration
- About 25 minutes
- Assessment
- 12-question test · 80% to pass
- Certification
- Certificate awarded on a pass
- Your status
- Not yet started
Required first: you must complete Introduction to the Laws of Cricket before the test unlocks.
WFA203 – The Toss and Match Start covers everything that happens before the first ball is bowled. You will learn how captains nominate their teams under Law 1, how and when the toss is made under Law 13, what the winning captain must decide, and how the umpires prepare the match under Laws 2 and 12. The module also explains practice on the field, starting on time and how pre-match checks help a fixture begin safely and fairly.
This module suits captains, vice-captains, team managers and anyone who helps organise matchday. It follows WFA201 Introduction to the Laws of Cricket and links naturally to the captaincy and matchday administration modules. Where league arrangements could differ from the Laws, such as team sheets or start times, you will be pointed to the WFA competition regulations.
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Lessons
1Nominating the Team✓ Done
In this lesson you will learn what Law 1 says about selecting and nominating a team. A match is played between two sides, normally of eleven players, one of whom is captain. Each captain must nominate their players in writing to one of the umpires before the toss. After nomination, a player cannot be changed without the consent of the opposing captain, although the Laws and competition conditions may allow replacements in certain circumstances, such as concussion. Substitutes may field for injured or ill players but, under the Laws, may not bat or bowl. Because amateur competitions often set their own team sheet and replacement arrangements, check the WFA competition regulations for exactly how nomination works in league matches.
- Captains nominate players in writing before the toss
- Changes after nomination need the opposing captain's consent
- Substitutes may field but may not bat or bowl
- Check the WFA competition regulations for team sheet rules
2The Toss✓ Done
In this lesson you will look at the toss under Law 13. The captains, or their nominees, toss for the choice of innings on the field of play, in the presence of one or both umpires. Under the Laws the toss takes place not earlier than 30 minutes, nor later than 15 minutes, before the scheduled start of play. The captain of the home side usually tosses the coin and the visiting captain calls, although this is custom rather than Law. The captain who wins the toss decides whether to bat or field first and must notify the opposing captain and the umpires straight away. Once that decision has been notified it cannot be changed, so the choice should be made thoughtfully.
- The toss takes place on the field of play
- Between 30 and 15 minutes before the scheduled start
- The winner chooses to bat or field first
- The decision must be notified immediately and cannot be changed
3Choosing to Bat or Field✓ Done
In this lesson you will consider the decision the winning captain must make. In Twenty20 cricket many captains prefer to field first, because chasing a known target makes it easier to plan the innings. Others prefer to bat first and put pressure on the opposition with a big total. The right choice depends on the pitch, the weather, the strength of your batting and bowling, and how conditions may change during the match. For example, a damp morning may help bowlers early on, while a pitch that wears may favour the side batting first. There is no single right answer, which is why the toss decision is one of the first important calls a captain makes. You will explore this further in the captaincy series.
- Chasing gives a known target to plan around
- Batting first lets you set a challenging total
- Consider pitch, weather and your team's strengths
- Conditions may change during the match
4The Umpires' Pre-Match Duties✓ Done
In this lesson you will learn what the umpires do before play under Law 2. They arrive in good time, inspect the ground, and agree the boundaries, the hours of play and the intervals with the captains. They check the balls, the wickets and the creases, agree which clock or watch will be used, and make sure the scorers know the arrangements. The umpires are also the final judges of whether the ground, weather and light are fit for play, putting safety first. Captains can help by arriving promptly, introducing themselves and raising any questions about local ground features before the toss. A good pre-match conversation prevents many misunderstandings later in the day.
- Umpires inspect the ground, wickets and creases
- Boundaries, hours of play and intervals are agreed
- Umpires judge whether conditions are fit and safe
- Captains should raise ground queries before the toss
5Practice on the Field✓ Done
In this lesson you will look at practice on the field under Law 26. Players warm up before a match, but the Laws protect the pitch so that it stays fair for both sides. There must be no practice on the match pitch on the day of the match, and practice on the rest of the square should only take place with the umpires' agreement. During the match, players must not practise in a way that wastes time or damages the playing area. Once play has started, any practice on the field is restricted and must never hold up the game. A sensible warm-up area away from the square keeps players safe and protects the surface for everyone. Ask the groundsperson or umpires where practice is allowed at the ground.
- No practice on the match pitch on match day
- Practice on the square only with umpires' agreement
- Practice must not waste time or damage the field
- Use a warm-up area away from the square
6Starting Play✓ Done
In this lesson you will learn how play actually begins under Law 12. When the fielding side has taken the field and the batters are ready, the bowler's end umpire calls Play. From that moment the match is under way and the ball comes into play when the bowler starts the run-up. Starting on time matters, because Twenty20 matches are built around a set number of overs, and delays can affect the whole fixture. If the start is delayed, for example by rain, the umpires decide when play can begin and any reduction in overs follows the competition's playing conditions. Check the WFA competition regulations for how reduced matches are handled in league games.
- The bowler's end umpire calls Play to begin
- Fielders on the field and batters ready first
- Starting on time protects the full 20 overs
- Delayed starts follow the competition's conditions
7Fairness and Good Conduct at the Start✓ Done
In this final lesson you will bring everything together. The start of a match sets the tone for the whole day. Shake hands, introduce yourself to the opposing captain and the umpires, and agree any local arrangements clearly. Make sure your scorer has your team list in batting order and knows who is captain and wicketkeeper. Accept the result of the toss with good grace, whatever happens. These small acts are part of the Spirit of Cricket and help make every fixture in the Winn Family T-20 League enjoyable. If you are ever unsure about a pre-match procedure, ask the umpires or your league administrators rather than guessing.
- Greet the opposition and umpires before the toss
- Give the scorer a clear team list and roles
- Accept the toss result with good grace
- Ask umpires or administrators if unsure
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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