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.
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.