Important Umpire Signals Every Fantasy Cricket Fan Should Keep in Mind

In India, cricket fans are everywhere, and this love for cricket has brought many fans onto the gaming platforms to play fantasy cricket. You can create a team with real players. Your winning depends on your performance in the actual game. These fantasy cricket games allow the fans to get involved in this game at a closer level. You can try free fantasy cricket games if you are a cricket fan and a fantasy cricket player.

Knowing the game and its rules is an advantage if you are a fantasy cricket player. Knowing the umpire signals becomes a help when you are monitoring the game. Here are some umpire signals every cricket fan should know –

  1. Out: When a fielding team dismisses a batsman, they are declared ‘out.’ The umpire raises their index finger in the air, thus, signaling the batsman to leave the crease. 
  2. Not-Out: If the third-umpire overturns an ‘out’ decision, the umpire declares ‘not-out.’ He makes a sweeping motion out in front of their chest. However, this is not a signal used to deny the on-field appeal. 
  3. No Ball: The umpire shows a no-ball signal if a bowler steps out of the crease while delivering. For a no-ball, the batting team gets one extra run. The umpire vertically raises one arm on the side To show a no-ball. 
  4. Free Hit: When there is a no-ball delivery in the T20 games or ODI, the umpire signals a free hit by rotating their hand above their head in a circular motion. In a Free Hit, the batter can hit the ball freely without worrying about being out (the exception is a Run Out).
  5. Wide Ball: When a bowler delivers the ball outside the reach of the batter, then it is called a wide ball. A Wide Ball is considered illegal, and the batting team receives one run. The umpire raises their hands horizontally on the sides to show a wide ball.
  6. Four: When a batter hits the ball to cross the boundary, and the ball gets to the ground at least once, they score four runs. The umpire waves one hand back and forth at chest or waist level to indicate four runs.
  7. Six: The batting team gets six scores when the batsman sends the ball flying over the boundary without hitting the ground. The umpire signals a six score by raising both hands above their head.
  8. Dead Ball: There are several circumstances when the Dead Ball happens. When a batter moves away from the ball after it is delivered, it can be called a dead ball. The umpire cross and uncross both hands below their waist level to signal a Dead Ball.
  9. New Ball: You can have new balls after 80 overs In first-class cricket games. The umpire lifts and holds the new ball above their head to show the scorers. After this signal, the fielding team takes the new ball.
  10. Byes and Leg Byes: The batter can start running if the ball passes the batter without touching the bat during the delivery. It is known as a bye, and the umpire gestures it by extending their arm above their head. The batter can start running if the ball hits their body or leg. However, not the gloves. Then the umpire shows a leg-bye by raising a knee and tapping it with their hand.
  11. Bouncer: When a ball passes the shoulder level of the batter, then it is counted as a bouncer. For an ODI and test, there can be two bouncers in an over, while in T20, you can give one bouncer in each over. When the bowler crosses the restricted limit, the umpire shows a warning while tapping their right shoulder and lifting their fingers to indicate the number of bouncers. The bouncer is counted as a no-ball.
  12. Third Umpire: The third umpire review ensures fair play. After the on-field umpire feels doubtful about their decision on run-outs, catches, or boundaries, they ask for the third umpire to review. The third-umpire replays the monitor to check the situation precisely and give their decision. The field umpires show a box with their arms when they want the third umpire to review.
  13. Powerplay: Powerplay is applied to some short cricket formats where the number of overs is pretty less. It came into existence to allow the battling team to score high during the first ten overs of the game. The umpire rotates their arm in a windmill gesture to indicate the Powerplay. During the first ten overs of the Powerplay, two fields stay outside the 30-yard circle of the field. Then for the next 30 overs, there are four fielders outside the 30-yard circle, and for the last ten overs, there are five fielders outside the 30-yard circle.
  14. Revoke Decision: When the third umpire overturns the field umpire’s decision or reviews it, it shows the revoked decision. The field umpire crosses their hands and places them on their shoulder to signal a revoke decision.
  15. Short-run: The umpire taps the shoulder with his fingers with an extended arm to indicate a short run. When a batter cannot complete the first run and goes for a second one while keeping their bat ahead of the crease for their first turn, the umpire can call it a short run if the batter fails to place their bat beyond the crease. It means the incomplete run will not get added to the batting team’s score.
  16. Last Hour: The umpire uses this signal to inform the fielding team that it is the last hour of the day. They stretch their hand above their hand and tap on the wrist of their stretched hand with their other hand showing the watch.

Cricket is a complex sport and has multiple rules and gestures. As your winning in the fantasy cricket game depends on the player’s performance on the field, knowing the umpire’s hand signals will help you understand the things going on in the game. It will also allow you to be more involved and enjoy it as a cricket fan.