Set up two nets with 4-6 players assigned to each. Each net has a different type of bowler (spin, fast, leg etc.)
Each batsman gets 12-15 minutes in the nets, they must play the ball back towards the bowler.
On the 3rd ball they have to run up to a marked point on the net and then back to the crease again.
Depending on the length of play you can make it so that on every ball, every 2nd or every 3rd ball hit the players must run.
10-12 players are needed for singles cricket and players should pair up so that they can bat and bowl in pairs.
Each pair has 1-2 wickets, once these have been used those players are out.
The rules change depending on how many runs are scored. If the batsmen have scored between 0 and 15 runs they are allowed 3 good balls in which they must hit the ball and run, otherwise lose a wicket.
If they have scored between 15-30 runs the batsmen have 2 good balls in which they must hit the ball and run, otherwise lose a wicket.
Above 30 runs you must play hit and run, regardless of how the ball comes.
Above 40 runs the batsmen are awarded a bonus, if not out, of 10 runs and then they must retire.
The practice should be setup as shown. Have one player as a wicket keeper and another as fielder.
The bowlers take it in turns to bowl, with the fielder calling if the ball was a good line (pitched in the cones) or a good length (pitched level with the red hoop).
If the ball pitches in the hoop then the ball is both a good line and length.
Fast and spin bowling
This game can be played in teams (6-10 a-side) or in pairs (8-10 players).
Rules of the game:
There should be a batter at both ends.
If playing in pairs, give each pair two or three wickets. If playing in teams, when a wicket falls it is the turn of the next batsman. Tip and run, or two or three balls to make a run.
The coach throws either all front foot defence or all back foot defence bowls.
The fielders must stay on the cones or with one hand on the wall until the ball is thrown, otherwise batsmen automatically get a two run bonus.
Ways of getting out:
Bowled, caught, run out, stumped, playing an attacking shot, or failing to score off the limited number of deliveries.
The batsman can only score singles but the boundaries count for overthrows.
Overthrows: side walls = 2 runs, back wall behind wicket keeper = 1 run, front wall = 4 runs (Unless you hit a 4 you can run singles to add to the side and back wall scores.)
If a batsman leaves the ball it does not count and he does not have to run.
If the batsman plays and misses it counts as a delivery
In two nets you have one devoted to spin bowling and the other to seam. With 6 people in each net you will have two batsmen and 4 bowlers. Spend 12/15 mins in each net alternating between the two. For the batsmen after every 3rd ball struck they have to run and swap with their partner who is at the other end. For shorter periods of time, make it either every shot swap or every other shot, or give a time period to bat.
Organisation: Organise the group as shown. Batsman plays the ball defensively only when it is going to hit the stumps. 1 point is given for every successful call of leave. 5 points are deducted if ball hits the stumps. 2 points are deducted if batsman plays the ball so softly that it does not roll beyond the line drawn 4 metres from the wicket. Groups rotate after 5 attempts each. Winner is the one with the most points. Safety: No attacking shots. Aim to defend the ball back between the cones and if you leave the ball you can have another ball. N.B. An overarm throw will be necessary for this practice. Equipment: 1 bat and 1 tennis ball per group. 1 set of stumps. Chalk markings / Cones
3 teams 1 ball 3 zones 2 teams in the outside zones throw the ball over the team in the middle zone to try and land the ball on the ground in the opposite end zone. If the they are successful they score a point but if the team in the middle intercept the ball the teams swap.
When the drill is started both teams roll the ball to each other in the same direction (can be clockwise or anti-clockwise). The aim of the game is for the ball from one team to overtake the ball from the other team.
This is a practice for more advanced players. The feeder throws the ball from a minimum of 10 metres in front of the batter, allowing the ball to bounce several times before it reaches them, before moving out of the way. The batter strikes the ball between the cones against the wall and the other players attempt to field the rebound.
Two teams of players, fielders vs batters. Playing with four bases batters must try and get around without being bowled, caught or run out by the fielding side. Every time they succeed and pass the forth base they score a point for their team.
Scatter some cones (divots) across the area, some the right way up, and some upside down. Split the group into two teams - 'Hackers and Greenkeepers' - and spread them out across the area. On the word 'Go' the Hackers run round turning the divots upside down and the Greenkeepers must turn them the right way up.
11 fielders (including 1 bowler and wicket keeper), with 2 players batting and two padded up, waiting to bat. The 2 batters have one over to chase the target score successfully. If the players lose one wicket, they have 5 runs added to the required total. If they lose two wickets, they are both out. Their first over target score is 6 runs, then if successful, this increases by 1 every over. (6, 7, 8 and so on...) If players are unsuccessful in the run chase, they are out, and the next two batters come in. Bowlers rotate ends they are bowling from and fielders should be encouraged to get between the overs quickly.
Coach delivers bobble feed to the batters. Each player has 3-4 feeds each to try to hit the ball through the fielders along the ground. If the ball is left by batter they may have another feed. The teams change if 4 people are out. If the ball is hit into the air over fieders no score is rewarded.
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.
Each batter gets 6 balls each and then rotates. The thrower delivers the ball on one knee making the ball bounce once to the knee height of the batter. If the ball is wide or the ball is left then another ball is bowled. The aim is for the batsmen to defend the ball and aim to hit the ball through the cones. For safety reasons no attacking shots are permitted.
Setup the practice as shown. Each player has 8-10 balls, then all rotate clockwise. In the first round of 8-10 players must play every other shot with the top hand only. Make the last round competitive: try to survive all 8-10 balls without getting out. If you are out, change round. On the practice round, players get another ball if one goes wide. On the competitive round, have 8-10 balls whether players leave the ball or play and miss. If a player deliberately plays an attacking shot he loses that round of 8-10 balls. (Be strict on this point).
Set up the practice as shown in the diagram. Make sure that the bowler feeds the ball in over arm and gets the ball to bounce to waist height. The Batsman then plays a back foot drive and tries to aim to hit the ball through the cones.
Set up the practice as shown in the diagram. Target area: 10 metres away from the batsman (10-15 metres wide). Fielders stand between markers. Mark out parallel lines on the floor to show line and length of feed. The Feeder kneels on one knee, 10-12 paces from the batsman. Feeder says \"Bat up!\", then feeds a dart feed which bounces between the batsmans knee and waist height. (Throw from head height downwards, one bounce.
(see c50031 & c50031b for more info) HOOK For this shot wear a helmet for safety and realism. (A) Feed a one-bounce dart feed from standing up (throw the feed with pace so it bounces between chest and head height); or (B) field from one knee, underarm throw upwards, around shoulder height (no bounce). In a small sports hall Hit into a wall and fielders will get the rebound or catch. Important - no fielders within the target area. Batsman stands at least 8 metres from the wall. Outside or in a large sports hall Fielders stand within the target area. At least 15 metres from the batsman.
(.) SWEEP Feed a one-bounce underarm from (A) standing up or (B) bobble feed. Throw a length ball slowly on leg stump which bounces around knee height. In a small sports hall Hit into a wall and fielders will get the rebound or catch. Important - no fielders within the target area. Batsman stands at least 8 metres from the wall. Outside or in a large sports hall Fielders stand within the target area. At least 15 metres from the batsman.
(see c50016 & c50016b for more info) Rules of the practice 1. Each player has 8-10 feeds, then all rotate clockwise. 2. Give groups 2-3 coaching points to work on. 3. Have about 3-4 rounds each (depending on time limit). 4. For the first round of 8-10 play every other shot with the top hand only (to show the importance of the top hand). 5. Make the last round competitive: try to survive all 8-10 feeds without getting out. If you're out, change round. 6. On the practice round, players get another feed if one goes wide. On the competitive round, have 8-10 feeds whether players leave the ball or play and miss. 7. If a player deliberately plays an attacking shot he loses that round of 8-10 feeds. (Be strict on this point - safety .) Don't set up groups too close to one another - think safety! Coach positions himself where he can monitor all groups safely.
Set the practice up as shown. Each player has 8-10 balls, then all rotate clockwise. The coach calls bat up before feeding the ball for the batsman to drive the ball through the v shaped cones. If the batsman leaves the ball they get another ball. If they play and miss they do not. If players deliberately play cross-batted shots on leg side they lose that round. (Be strict on this point). If players hit the ball into the air, over the fielders, it does not count and they lose that ball. Make the last round competitive: who can hit all balls through target area along the ground? Fielders must stop the ball. On the competitive round, if a player gets out, all change round.
Create a V-Shaped area out in front of the batter. Working in groups of 6 players take it in turns to bowl, field and bat. The batsman aims to strike the ball beyond the fielders using a front foot drive. The fielders must prevent the ball from getting past them. Every time the batsman gets the ball beyond the fielders, within the coned are, they score a point.
Divide players into two teams and then pair up all your players. Each pair should get to bat for two overs each. Each pair starts with 20 runs and can be out if they are bowled, caught, stumped, run out or if you hit your own wicket. Every time a batter is out 5 points are knocked off their total and batters swap places. The winning pair is the one which finishes with the most runs.
FEEDING PROGRESSION Try to feed the ball on off stump line or just outside. (a) Bobble feed - front foot drives (b) Underarm, One Bounce - Front foot drive and defence (c) Dart Feed (throw from ear downwards, one bounce) - (i) back foot defence and drive. (ii) Front or back foot (d) Underarm Leg Spin - Front of back foot (e) Dart Feed Off Break (give the ball air) - front or back foot Use any of these feeding progressions, starting with the easier ones.
"It is not only useful for staff who are experienced but a valuable tool for those subject staff who have to take teams."
The variety of sessions across sports - sometimes we steal session ideas from one sport and use them with another.
As we enter the business end of the competition, we take a look at the remaining eight teams and the key talking points surrounding each side.
Give it a try - it's better in the app