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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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Ben Holderness Coach, England

DESCRIPTION

Damond cricket game. 4 batters, 4 wicket keepers rest fielding, coach is the bwoler in the middle of the diamond. the coach can throw the ball at any wicket they want, batters must try and keep the ball out, obviously the game is to score runs so if they want a run then all 4 batters must run anti clockwise (if they get to the next stump its 1 run. anyone can run the batters out at any wicket if they arent in the area shown by cones. Red `A`s = batters Blue `D`s = fielders Blue F = feeder/coach

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