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.
STUDsports
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
Net reps, club nights, and cricket groups that want clear scoring
Scene: Field Play. Group size: 4-12. Time: 15-30 min.
Core Ideas are the main ways to play this board.
Core Idea 1
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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
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
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
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
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
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
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
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
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
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
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.