Keep students in pairs, as this will be their team.
Each team will have two overs (12 balls) batting, and two overs bowling (1 bowling, and 1 as wicket keeping)
Set up wickets in a central area close to a wall that allows for maximum area to hit into (See Diagram)
Batting team (Blue) must run for every ball that makes contact with the bat, and will score one run for every run between the wickets they make.
Batting team will lose 5 runs for each wicket they lose, but continue to bat out their two overs
Hitting the ball into the side wall is 4 runs on the full, and 2 runs if it bounces. Back wall is 6 runs on the full, 4 on the bounce.
No extra runs for hitting the back wall or roof.
If students can hit the basketball rings, an extra 5 runs is given, or 20 if it goes in the ring.
The bowling team (red) gets 5 runs for every wicket they take, with 10 if the bowler gets the batter out through a caught and bowled ball.
Fielding team (white) gets an extra 5 runs for any catches or run outs they are involved in.
The winning pair is the pair who gets the most runs through batting, bowling and feilding.
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.