STUDboards

STUDsports

Cricket Board

Batting games, bowling target windows, and fielding chases for nets, club nights, and social cricket nights.

STUD is the poker chip for IRL challenges. STUD use is optional. Groups should agree on rules and any STUD amount before play.

Open the interactive Cricket Board

30 Core Ideas / 11 STUD Sides

Net reps, club nights, and cricket groups that want clear scoring

Scene: Field Play. Group size: 4-12. Time: 15-30 min.

Categories

Core Ideas

Core Ideas are the main ways to play this board.

Core Idea 1

Boundary Gap Count

Category: Cricket

Batters score only clean attacking shots into the called gap or boundary rope zone. Highest clean total wins.

Best for: aggressive stroke play with a clear target board.

Core Idea 2

Quick Singles Pressure

Category: Cricket

Score only clean singles completed on the right call and turn. Most pressure singles wins the round.

Best for: pairs who want smarter running between wickets, not just big swings.

Core Idea 3

Powerplay Gap Push

Category: Cricket

Treat every over like a powerplay and score only controlled scoring shots into the open field lanes. Highest clean powerplay total wins.

Best for: positive batting without needing a full match block.

Core Idea 4

Called Shot Gap Game

Category: Cricket

Call the gap before the ball is delivered and score only when the shot actually lands through that lane. Highest called-shot total wins.

Best for: batters who want more intention and placement.

Core Idea 5

Sweep Zone Scorecard

Category: Cricket

Score only sweeps or controlled leg-side rotations that land in the agreed scoring zone. Best zone card wins.

Best for: spin-friendly rounds where one shot family needs focus.

Core Idea 6

Drive Window Count

Category: Cricket

Points only count on front-foot drives through the marked window with the right shape and timing. Highest clean total wins.

Best for: batters chasing cleaner orthodox contact.

Core Idea 7

Gap-Call Chase

Category: Cricket

Each ball has a called gap and the batter scores only by hitting that lane or running the required result from it. Highest gap-call total wins.

Best for: batters who want placement and decision-making together.

Core Idea 8

Rotating Strike Derby

Category: Cricket

Batter pairs score only if they rotate strike the correct number of times inside the over. Best derby card wins.

Best for: pairs who want tempo and smarter over management.

Core Idea 9

Last-Over Run Hunt

Category: Cricket

Play a final-over chase where every ball carries extra pressure and only clean run targets count. Best finish wins.

Best for: death-over batting decisions in one short game.

Core Idea 10

Batting Pair Relay

Category: Cricket

Pairs rotate through a batting relay and score only the completed run sequences and safe turns. Fastest winning pair wins.

Best for: social cricket groups that still want a team score.

Core Idea 11

Yorker Blockhole Race

Category: Cricket

Bowlers score only when the yorker lands in the called blockhole target. First player to the target wins.

Best for: death-over control with a simple visible target.

Core Idea 12

Good-Length Grid

Category: Cricket

Score only balls that hit the agreed good-length strip and keep the batter guessing. Highest grid score wins.

Best for: seamers and captains who want better repeat length.

Core Idea 13

Slower-Ball Surprise Count

Category: Cricket

Change pace on command and score only deliveries that still land in the called line-and-length window. Best surprise count wins.

Best for: bowlers working on disguise without spraying the ball.

Core Idea 14

Off-Stump Chase

Category: Cricket

Points count only when the line threatens off stump or the batter's leave decision. Highest chase total wins.

Best for: disciplined seam bowling and sharper channel control.

Core Idea 15

Two-Over Economy Race

Category: Cricket

Run two-over spells and score by economy plus clean line-and-length bonus points. Lowest total wins.

Best for: match-like control with a short scoreboard.

Core Idea 16

Wide-Yorker Pressure

Category: Cricket

Hit the wide yorker box on command and score only when the ball lands both wide enough and full enough. Highest total wins.

Best for: late-over plans and left-right angle control.

Core Idea 17

Death-Over Dot-Ball Count

Category: Cricket

Each dot ball in the death-over zone counts double if it also lands in the called target. Best dot-ball total wins.

Best for: bowlers who want pressure scoring with real purpose.

Core Idea 18

Spin Landing Strip

Category: Cricket

Spinners score only deliveries that land in the short strip and turn or dip into the called zone. Highest strip total wins.

Best for: spin rounds where shape and landing point both matter.

Core Idea 19

Top-of-Off Count

Category: Cricket

Score only balls that clip or threaten the top of off on the right length. First bowler to the target wins.

Best for: bowlers who want a simple wicket-hunting game.

Core Idea 20

Powerplay Line-and-Length Race

Category: Cricket

Bowl a powerplay plan and score only good line-and-length balls that would force a low-risk start. Best race total wins.

Best for: opening bowlers and captains shaping the first overs.

Core Idea 21

Boundary Save Relay

Category: Cricket

Teams race to save along the rope and return the ball through the relay lane before the extra run window closes. Fastest clean team wins.

Best for: deep fielders and relay groups who need live urgency.

Core Idea 22

Direct-Hit Stump Sprint

Category: Cricket

Fielders score only direct hits on the marked stump target after a live gather. Highest sprint total wins.

Best for: sharper run-out pressure without a full match setup.

Core Idea 23

High Catch Pressure

Category: Cricket

Track high catches under a running scoreboard and count only those gathered cleanly in the called lane. Highest total wins.

Best for: skiers, swirling balls, and louder communication.

Core Idea 24

Relay Throw Chase

Category: Cricket

Complete outfield relay chains into the keeper's target box and score only clean catches, transfers, and release timing. Best chase total wins.

Best for: team defense that wants structure and pace.

Core Idea 25

Pick-and-Release Count

Category: Cricket

Score only ground-ball pickups that move from gather to release inside the touch limit. Highest clean total wins.

Best for: inner-ring fielders and faster first actions.

Core Idea 26

Run-Out Window Game

Category: Cricket

Every rep creates a run-out chance, but points only count on the right throw to the right end at the right time. Best decision total wins.

Best for: smarter fielding choices, not just louder throwing.

Core Idea 27

Inner Ring Stop Count

Category: Cricket

Score only clean stops inside the ring that keep the ball in front and cut off the next run. Highest total wins.

Best for: fielders who need better angles and body position in tight space.

Core Idea 28

Deep Catch Judgment

Category: Cricket

Track balls over the shoulder or toward the rope and score only the catch or smartest save. Best judgment score wins.

Best for: boundary players working on route plus decision.

Core Idea 29

Backing-Up Bonus Count

Category: Cricket

Fielders earn bonus points only for backing up correctly and turning a likely extra run into a dead stop. Highest bonus total wins.

Best for: teams that want the invisible fielding jobs to matter.

Core Idea 30

Chase-and-Cutoff Chain

Category: Cricket

Start every rep in the deep field and score only the chase, gather, and cutoff choice that keeps the batting side honest. Best chain score wins.

Best for: large-group fielding blocks with a clear competitive angle.

STUD Sides

STUD Sides are optional side-point challenges. Earned side points count for you, side points against you count against you, and any STUD amount should be agreed before play.

STUD Side 1

Clean Bowled Tax

Category: Side Challenge

Get clean bowled and add 1 side point against you unless the batter called a power shot first.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 2

Boundary Bonus

Category: Side Challenge

A four or six banks 1 side point. A dot ball next delivery gives that side point back.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 3

Dot Ball Bank

Category: Side Challenge

Three dot balls in a row earn the bowler 1 side point from the batter.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 4

Dropped Catch Tax

Category: Side Challenge

Drop a catchable ball and add 1 side point against the fielding side.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 5

Yorker Bounty

Category: Side Challenge

Call yorker before the ball. Hit the blockhole and earn 1 side point from the batter.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 6

Edge Escape

Category: Side Challenge

Edge a ball and survive without being caught to erase 1 earlier side point against you.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 7

Run-Out Bonus

Category: Side Challenge

A direct-hit run out earns 1 side point for the fielder.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 8

No-Ball Toll

Category: Side Challenge

A no-ball adds 1 side point against the bowler immediately.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.

STUD Side 9

Boundary Call

Category: Side Challenge

Call the scoring zone before the ball. Hit it there to earn 1 side point.

The batter calls an agreed zone, such as off-side gap, leg-side gap, or straight. A clean shot into that zone earns 1 side point.

STUD Side 10

Dot Ball Chain

Category: Side Challenge

Three dot balls in a row earns the bowler or fielding side 1 side point.

The fielding side earns 1 side point when the batter scores zero runs on three consecutive legal deliveries.

STUD Side 11

Dot Ball Run

Category: Side Challenge

Bowl three dot balls in a row to earn 1 side point.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.