Two teams have 3 shots each (moving out to drive) which they must play as a drive shot. If they don't they will out.
Fielders (3), (4) and (5) must collect the rebounds (or direct hits if there are no walls for you to use) and try to run out the batman.
Players 1 and 2 are to back up incoming throws.
If the ball hits the side wall 4 runs are awarded.
If the ball is hit along the ground past the fielders 4 runs are awarded.
If the ball is hit over head, six runs are awarded.
Batsmen must complete 2 runs if they hit the ball and do not hit a boundary.
Teams get a certain number of lives which are lost when out, they keep batting until all their lives are used.
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.