Teams of 6-8 a side are split into two teams; batsmen and fielders.
Each batsman has 6 balls to score as many runs as possible within the coned area only. If they are out they lose their runs and score -4 runs. When all the batsmen have batted they switch to fielding.
If a batsman is not out they return to the back of the queue of the waiting batsman.
The batting team bats until all the batsman are out.
You can choose to give the last batsman unlimited balls.
If a batsman hits a 4 they can bring another batter 'back to life' and continue to bat.
August is when seasons are decided, and most club games are lost chasing rather than setting. Give your batters a framework for the chase and you win the close ones.
Green July pitches and a shiny Dukes mean the ball is talking. Here is how to coach your batters to survive the moving ball, trust their defence, and cash in once the shine has gone.
A bowling change can dismantle a partnership, halt a run surge, or hand the match back to the batting side. This article explores how modern captains use match phases, matchup data, and rhythm signals to time their changes, with a practical framework coaches can use to develop tactical thinking in young captains at club and age-group level.