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Running between the wickets remains one of cricket's most undervalued skills. Teams that run well can add 15-20 runs per innings without taking additional risks. Good running also puts pressure on fielding teams and creates more boundary opportunities by rotating strike effectively.

Calling and Communication

Clear partnerships:

First call: The striker calls for shots in front of the wicket.

Non-striker's role: Calling for shots behind the wicket where they have the better view.

Decisive calls: Yes, no, or wait - clear and immediate.

Changing calls: Only the person running to the danger end can change a call.

Running Technique

Low bat carry: Running with bat horizontal for faster turns.

Turning efficiency: Planting the outside foot and driving off it.

Ground cover: Maximum speed while maintaining control.

Slide technique: When and how to slide the bat safely.

Judgement and Awareness

Field assessment: Knowing fielder positions and arm strengths.

Reading the ball: Judging how hard the ball was hit.

Backing up: Non-striker moving with the bowler's delivery.

Risk calculation: Understanding when twos are on and when they're risky.

Partnership Building

Strike rotation: Keeping both batters involved and comfortable.

Protecting partners: Taking singles to shield weaker batters from dangerous bowlers.

Momentum building: Using quick running to lift scoring rates.

Energy management: Balancing running intensity with stamina over long innings.

Key Coaching Points

  • Communication between partners must be immediate and clear
  • The first run is always the easiest - look for the second
  • Running technique can be practised without batting
  • Know opposition fielders' strengths and weaknesses
  • Good running adds runs and creates pressure on fielding teams

Drills for Running Practice

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DESCRIPTION

Purpose: To develop chase, pick up and throw skills in a realistic game situation where decision making is important. Also develops the batting skill of running between the wickets. Description: The coach serves the ball (using a throw, a bowling machine or a sidearm) to the batsman who hits it into the off side and looks to score a run. The batsmen use proper calling and decision making to judge if they can run or not. Fielders must work together to field the ball and decide which end to throw for a run out. If the throw is wild and goes into the leg side the batting team score 5 extra runs. Each batting pair gets 10-20 balls to score as many runs as possible. The team with the most runs wins. Variations A captain of the fielders can be appointed to set the field. 3 runs can be taken off the score when a batter is run out or caught by a fielder The game can be played with fielders on the leg side (but never both sides If alot of players arrive then form 2 seperate games each with a coach in charge.

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MORE COMMUNITY Ground fielding-and-throwing DRILLS

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