Jack Cox Memorial Trophy
Information for Team Captains
There is an entry fee for the Jack Cox Memorial Trophy which covers expenses such as providing balls and replacing kit as well as building up a fund for the regular replacement of the matting. For this year the entry fee is £100 per team. It can be paid either by direct bank transfer into the OUCCC account
Sort Code : 40-35-34
Account No : 42807777
referencing 'Jack Cox' and your team name in the transaction
Or by sending a cheque for £100 payable to Oxford University Club Cricket Club by internal mail to:
Devendra Meena, Treasurer OUCCC
Green Templeton College
Please also drop Dev (firstname.lastname@example.org) an email to confirm the payment, the team which this payment covers and whether you need a receipt (in case you can claim back from your department).
The absolute deadline for payment is the end of the 1st June, and teams may be excluded for the later stages if payment is not received.
The Jack Cox cricket competition is an evening social Twenty20-style cricket competition with limits of 30 runs per batsman before retirement and 3 overs per bowler. The ground is booked for each game from 4pm onwards which includes the use of one net by the teams involved for practise. (Teams wanting to book nets for other times may do so at the Club reception, the cost is £8 per net per hour.) Games should start promptly at 5:30pm so that they can finish before the light fades. The full rules are covered in Jack Cox Rules.
New balls can be found in the Jack Cox cricket cupboard. Please use a new ball for each innings (maximum of two new balls per game). Please also return used balls to the cupboard so that they can be used in case of lost or damaged balls etc. With the agreement of both teams, you are welcome to use your own balls for matches. 5:30 start.
Checklist for game captains
Before the competition starts: Read the "Code of Conduct" of the Oxford University Club Cricket Section (available on the web) which outlines the responsibilities of captains as activity leaders.
Day before the game: Confirm with the opposition captain that the game is on and teams have been selected. Remind everyone that, to protect the matting, spiked shoes are strictly forbidden both on the artificial wicket and in the practice nets. Email contacts for each team have been sent in a separate document/email.
Day of the game: Check the weather and state of the ground. It is not usually necessary to contact the groundsman (Dick Sula; email@example.com), since the matting is weatherproof. The biggest concerns are the safety of the bowlers’ run-ups and not damaging the grass strips prepared for weekend games. If the game cannot be played then please let me (firstname.lastname@example.org) know and we can try to reschedule the fixture as soon as possible.
When you arrive at the ground: Collect the key for the Jack Cox cricket cabinet from Reception so that you can get the kit, balls, boundary markers, scoreboard and numbers. Remove the covers from the grass strip (remember which strip so that you can return the covers to the right place!). Move the sight-screens (if necessary), put out the boundary markers and hang up the scoreboard.
Games start at 5:30pm: Make sure that you start promptly so that there is plenty of light left at the end to finish the game safely. If the game cannot be completed (team batting second has not received at least 15 overs; see Rules) then let me know and I will reschedule the fixture.
At the end of the game: Collect the boundary markers and put them along with the kit, scoreboard, numbers and used balls back in the Jack Cox cricket cabinet. Return the covers to the correct grass strip. Lock the cabinet and return the key.
After the game: Email the result of the game to Alistair James (email@example.com). Also return a copy of the Scoresheets (a photocopy or, preferably, a scan) to the same email addresses or by internal mail. The result email should look something like (i.e. remember to include the number of complete or partial overs faced by each team):
Thursday 19 June: Physics v. Pharmacology
Pharmacology won toss
Pharmacology 134 for 7 wickets in 20 overs
Physics 136 for 5 in 17 overs
Physics won by 5 wickets