2 teams work with 1 ball.
Split the area into 3 zones: The middle zone is a no-go zone (you can choose to put one player in this area).
There is team in each side of the no-go zone.
The aim of the game is to throw the ball over the player in the middle (can be the coach) to try and land the ball in the opposition's zone to score a point.
The opposition tries to catch the ball to prevent the other team from scoring a point.
The first team to land 10 balls wins.
If you have lots of players with limited space you could play 4 aside with a 3rd team being in the middle zone to try and also catch the low balls.
If the team in the middle catches the ball they swap with the team that threw the ball.
Game-based training and match simulation prepare players for real competition more effectively than isolated drills. Modern coaching integrates pressure scenarios, decision-making, and competitive situations into every training session.
Catches win matches remains cricket's truest saying. From high balls under lights to sharp slip catches, the ability to hold chances consistently separates winning teams from those that let matches slip away.
Elite running between wickets adds significant runs without risk. Quick singles, converted twos, and intelligent strike rotation separate the best batting partnerships from average ones across all formats.