What are my responsibilities as a square leg umpire in MJCC Stage 1 cricket (Year 4-5 boys, Year 4-7 girls)? How do I recognise and respond to on-field events?
You stand at the striker's end, out to the side on the leg side, and back up the main umpire, who stands behind the stumps at the bowler's end. In Stage 1 every over is bowled from the same end, so you stay at the same end all innings.
Your main calls are run outs at the striker's end, and no-balls for fielders in the wrong place (more than two behind square leg, or one within 15 metres of the striker). You also help with things the main umpire can't see well from their end, such as hit wicket, a batter turning for another run without grounding their bat ("one short"), and catches near you.
Wides, other no-balls and boundaries are the main umpire's calls, not yours. Stumpings are never given out in Stage 1. Keep the game safe and flowing, and remember it's about the kids learning and enjoying the game.
Stand level with the batter's popping crease (the line they ground their bat behind), out on the leg side. On a junior ground that's usually about 10 to 20 metres from the stumps.
Being square on to the crease is what lets you judge run outs, so don't drift in front of or behind it. If a fielder blocks your view, move. Stay clear of where the ball is likely to be hit, and never stand between a fielder and the stumps.
Always stand on the leg side of the batter on strike: the side behind their legs as they take guard. When a left-hander is on strike, move across to the other side of the pitch, then move back when a right-hander faces again.
In Stage 1 the batters change ends after every over (and the striker changes ends after most wickets), so check who's on strike before each ball. Move between balls, and make sure the main umpire can see where you've gone.
Yes. If a fielder is standing in your line of sight, or you can't see the crease properly, move to the off side, level with the crease at about the same distance. Let the main umpire know you've moved, and go back to square leg when the problem is gone.
This team plays the MJCC Stage 1 modified rules. The ones that matter most to you:
Yes, keep your own count so you can back up the main umpire. In Stage 1, wides and no-balls aren't re-bowled, so every ball bowled counts towards the six.
When there are two balls remaining in the over, the main umpire (at the bowler's end) will check with you, usually by holding up two fingers. Confirm by giving the same signal back if your count agrees. If your counts differ, sort it out with the main umpire before the next ball is bowled.
No. The scorers keep the score, and the main umpire signals boundaries and extras to them. You do need to count the balls in each over, though, so you can confirm the count with the main umpire when there are two balls left.
A batter is only given out if the fielding side appeals ("Howzat?"). For a run out at your end, if the batter is out, raise your index finger. If they're not out, you don't need to signal; just say "not out" if asked.
Before the game, agree with the main umpire how you'll check with each other on close calls, for example a hand on the chest for "not out". If they ask you about something you didn't see clearly, say so.
Run out: the batters are attempting a run and no part of the batter's bat or body is grounded behind the popping crease when a fielder breaks the stumps. A batter can be run out off a wide. This is your call at the striker's end, once the fielding side appeals.
Stumpings are never given out in Stage 1. If the keeper breaks the stumps while the batter is out of their crease and not running, it's not out.
In Stage 1 the batter isn't sent off: they keep batting and the dismissal is worth 4 runs to the bowling team. After a run out the batters stay where they are.
When the batters run more than one run, they must ground their bat or a foot behind the popping crease before turning for the next run. If a batter turns at your end without doing that, the run is "short" and doesn't count.
Tell the main umpire at the end of the play. They signal it to the scorers.
A batter is out hit wicket if they break their own stumps with their bat or body while playing a shot, or while setting off for their first run.
From square leg you often have a better view of this than the main umpire. If the fielding side appeals and the main umpire asks you, tell them what you saw.
Catches are the main umpire's decision, but they may ask you, especially for catches near you or ones taken close to the ground.
Only say what you clearly saw: whether the ball bounced before it was caught, and whether the fielder had control of it. If you didn't see it clearly, say so, and the batter gets the benefit of the doubt.
Mostly no: wides and no-balls are called by the main umpire at the bowler's end. In Stage 1 they're recorded but not re-bowled, and they count towards the batter's balls faced.
Wide: a ball that pitches on the wicket or passes the batter outside their reach in their normal batting position. It isn't a wide if the batter touches it with the bat. A batter can still be run out off a wide. Signal: both arms out horizontally.
No-ball is called if:
It may also be called if the bowler's front foot lands fully over the popping crease. Signal: one arm out horizontally.
You're best placed to spot too many fielders behind square leg, or a fielder too close to the striker. If you see either as the ball is bowled, call "no ball" and let the main umpire know.
Boundaries are signalled by the main umpire, not by you. A four is a hand waved side to side across the chest; a six is both arms raised straight above the head.
If the ball reaches the boundary near you and the main umpire may not have seen it clearly, such as whether it bounced first or a fielder touched the rope while holding it, tell them what you saw.
You don't need to signal overthrows. Runs and overthrows are counted by the scorers and signalled by the main umpire.
Your job at your end is to watch for a run out if the ball is thrown at your stumps, and to check the batters ground their bat or a foot behind the crease each time they turn. If a run wasn't completed properly ("one short"), tell the main umpire.
Nothing: there's no Leg Before Wicket (LBW) at this level. If the ball hits the batter's body or pads, play carries on and the batters can run. Nobody can be given out LBW, so ignore any appeals for it.
If a batter keeps deliberately using their pads to stop the ball hitting the stumps, have a quiet word (or ask the main umpire to). Umpires and coaches are expected to discourage it.
If you are genuinely unsure or did not have a clear view of an incident, it is best to consult with the main umpire. The spirit of modified cricket for this age group is participation and learning, so clarity over absolute strictness is often preferred. In these games, it's usually acceptable to give the benefit of the doubt to the batter.
If a player is hurt, call "dead ball" and stop play straight away, then get the coach. Don't wait for the end of the over. If a player is hit in the head, they come off, even if they say they're fine: if in doubt, sit them out. A batter who retires hurt can come back in after another batter retires.
Stop play and get everyone off the field if you see lightning or hear thunder. Talk to the main umpire if anything else looks unsafe, such as extreme heat, a wet or damaged pitch, or people on the field.
Helmets, pads and gloves are compulsory for batters and wicketkeepers; if one isn't wearing them, tell the main umpire before the next ball. And watch the fielding restrictions: no fielder other than the keeper within 15 metres of the striker.
Yes. Association umpires aren't guaranteed in Stage 1, so each team provides a volunteer parent umpire. Either each team's umpire does square leg for half the match, or each umpire does the main (bowler's end) role for one half and square leg for the other. Agree with the other team's umpire before the first ball which way you're doing it.
A hat is compulsory: No Hat No Play applies to umpires as well as players. Also bring comfortable shoes, sunscreen and water, as you'll be standing in the sun for a while.
Something to count balls with helps, such as six coins or pebbles you move from one pocket to the other, or a clicker.
Stay calm and polite. Your decision stands, and you don't need to argue or explain it during play. If a coach wants to raise something, they can talk to the main umpire at a break.
Abusing umpires breaches the club's code of conduct. If it happens, tell the coach or a club official.