The game is fast, fun and exciting game which follows the rules, tactics and strategy of Test Cricket. Play by yourself, or make a match for two or four players.
Keep track of runs and wickets with pen and paper or you can download a scoresheet at pocketsportsgames.com. The use of an 'over' system is optional - just keep bowling until all ten wickets are lost.
HOW TO PLAY:
There are 8 dice to represent different actions/players in the game.
The bowling side controls:
The batting side controls:
To get started, follow the order of play for a regular game of cricket.
– The bowler chooses the bowling style - Pace or Spin. (The player must roll the same bowling die for the full over.) The player rolls the die and checks the delivery.
– The batsman (if required) chooses how to play the shot (aggressively or conservatively) - and rolls the appropriate die.
– Runs may be scored, a fielding chance may occur, a wicket may be dismissed or an Umpire's decision may be called upon. Roll the die to see...
BOWLING
Use the RED die for a PACE attack
Good length / Yorker/ Short ball / Reverse Swing – are all good pace deliveries - the batsman must play.
Beaten! - Edged? - Bowled? – the first time this appears against a new batsman, the delivery has beaten the bat, but it serves as a warning.
On the second time Beaten! - Edged? - Bowled? – the bowler uses the GREEN fielding die to determine if the ball has been caught (Super Catch! or What a catch!). If not, use the BROWN runs die to determine the runs scored.
On the third and subsequent times Beaten! - Edged? - Bowled? – the bowler uses the BLACK DRS die to determine if the batsman has been bowled (indicated by the stumps being knocked apart).
Wide - too wide to be played. An extra run - add 1 run to the batting team's score and bowl again.
Use the ORANGE die for a SPIN attack
Off spin / Leg spin / Arm ball / Flipper – are all good spin deliveries which the batsman must play.
Stumped?- Edged? - Bowled? – the first time this appears against a new batsman, the bowler rolls the BLACK die for a 1 in 6 chance of being stumped (shown by the word 'Stumped').
The second, third and subsequent times will be played just like the PACE attack above.
Full Toss (no ball) – can only be dismissed on a RUN OUT (BROWN die, then the BLACK die – see RUNS below) after the batsman plays. Add 1 run to the batting team score as well as any other runs scored on the shot.
BATTING
The YELLOW die is for conservative batting (which avoids the GREEN fielding die). This style is safer; however, you will never score a 4 or 6.
Blocked dot ball – a defensive shot. No runs are scored.
Easy runs / Nice stroke / Well played / Flicked away – are all good shots. Roll the BROWN runs die to see how many runs you've scored (1, 2 or 3).
HOWZAT? – means there is an appeal, so the bowling team rolls the WHITE umpire die to determine if a wicket has been taken.
The BLUE die is for aggressive batting. (This style may earn a '4' or '6' but risks bringing in the fielders for a possible catch.)
4 Runs / Super shot 4 / Big Hit 6 – means a boundary (4 runs) or maximum (6 runs) have been scored. Add to your total and face the bowler's next delivery.
In the Air? / Man in the deep? – means there's a fielding chance, so the bowling team rolls the GREEN fielding die to determine the result of the shot.
HOWZAT? – means there is an appeal. The bowling team roll the WHITE umpire die to determine if a wicket has been taken, or if any runs are scored.
RUNS
The BROWN die determines how many runs to add to the batting team's score.
Add the number of runs scored (1, 2 or 3) to the batting side's total.
Run out? – there is a run-out chance, roll the BLACK die to see if a wicket has been taken (indicated by the stumps being knocked apart). If not, 1 run is scored.
FIELDING
The GREEN die is called upon when the batsman is playing aggressively (using the BLUE die).
Thru the Gap / Over the Top / Dropped Catch – poor fielding means that the batsman rolls the BROWN runs die to see how many runs are scored (1, 2 or 3).
Fielded – means there is no run.
Super Catch! / What a catch! – the batsman is out, and another wicket has fallen.
UMPIRE
The WHITE die is called on when a HOWZAT? appeal is made.
Not Out means the batsman survives. No runs.
No Ball means the bowler has stepped over the bowling crease. 1 run is added to the total.
LBW / Caught Behind / Played on! / Slips catch mean the batsman is out, and another wicket has fallen.
PLAYING A TEST MATCH (BEST BATSMEN IN FIRST)
For a longer version of the game, play two innings. Playing with 4 people makes this a serious game! Simply take turns batting until someone is dismissed and alternate the bowling. You can also incorporate these additional rules.
Test Match rules cater for top order batsman to be given the best time at the crease to score big. Applying the Beaten!/Stumped? - Edged? - Bowled? rule helps (or tries) to give batsmen life at the crease.
1. Top order – Batsmen number 1 - 4 may all follow the Beaten!/Stumped?- Edged? - Bowled? rule*
2. Middle order – Batsmen number 5 - 7 may follow the Edged? - Bowled? rule*
3. Tail – Batsmen 8 - 10 may follow the Bowled? rule*
DRS**
Each team is allowed 3 challenges per innings to reverse an OUT decision. The BLACK die is used:
1. Beaten!/Stumped? - Edged? - Bowled? – roll to challenge (e.g., no ball, etc.) a bowled dismissal. The batsman survives if the ball misses the stumps.
2. HOWZAT? followed by LBW – can be challenged. The batsman survives if the ball misses the stumps.
3. Beaten!/Stumped? - Edged? - Bowled? or Caught behind – can be challenged using 'ULTRA EDGE'. The batsman may challenge when caught on this type of dismissal to determine if an edge sound has been registered on 'ultra edge'.
No Ball
Anytime a wicket is taken (except for a run out) the batsman can ask for the 'No Ball' to be checked. On this request, the batsman will roll the WHITE umpire die for a 1 in 6 chance of achieving a 'No Ball'. Although this is considered 'unsportsman like' this is not considered an official review challenge.
* - see BOWLING ** - Decision Review System
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