Two teams with the coach bowling.
All batters have 4 balls. Each wicket that falls means that team loses four runs.
Catch after 1 bounce = out.
Players bat until they are out but must retire at 20 runs (optional). Runs are only awarded if the ball is played through the cones. If the ball is wide, or left, then the batter may have another ball.
To make sure your fielders don't bunch inside the point scoring coned area you can widen the cones, making it easier for the batsman.
When the batsman (1) calls Yes the coach rolls the ball towards the fielder stood by the stumps.
Fielder (1) runs across, picks up the ball and then tries to run out the batsmen.
Repeat with the next fielder and batsman.
Each batting team has a certain number of wickets (eg. 3 wickets). The teams change over once the batting side have lost all their wickets.
Running between the wickets
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.
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
Three players form a triangle with one player in the middle.
The first player throws the ball and the middle player tries to catch it, if they do then they can move on to the next person. If they drop it they have to throw the ball back to the same person and repeat this until they do catch it.
Wicket - keeping
(.) Coaching points A. For batsmen (running between the wickets) 1. Loud, quick positive calling. 2. Changing hands always looking at the ball. Never turning blind. 3. Non-striker backing up. 4. Run the first run fast. 5. Do not run past the crease after one run (because you might have to run again.) 6. Run with bat arm stretched out in front of you. 7. Hold the bat handle at the end. 8. Run your bat in over the line. B. For fielders (creating pressure, stopping singles) 1. Walking in, Threatening 2. Pace to the ball. 3. Watch the ball into your hands under pressure. 4. Always back up other fielders and the wicket keeper. 5. Get to the bowlers end to take an incoming throw. 6. Know when not to throw. 7. Know when to throw over the top of the stumps and when to hit them. 8. Remain focused when under pressure. Think! I must stop the single and build pressure for the batting side. Then I will force them into losing a wicket - and maybe the match!
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