Sports
Cricket games
Batting games, bowling target windows, and fielding chases for nets, club nights, and social cricket nights.
All Cricket games (30)
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Boundary Gap Count
Batters score only clean attacking shots into the called gap or boundary rope zone. Highest clean total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Quick Singles Pressure
Score only clean singles completed on the right call and turn. Most pressure singles wins the round.
Players: 4-12Time: 15-30 minEnergy: High
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Powerplay Gap Push
House gap-hitting drill: call one of two marked ground gates against a fixed field map; it is not an official powerplay.
Players: 4-12Time: 15-30 minEnergy: High
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Called Shot Gap Game
Call the gap before the ball is delivered and score only when the shot actually lands through that lane. Highest called-shot total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Sweep Zone Scorecard
Score only sweeps or controlled leg-side rotations that land in the agreed scoring zone. Best zone card wins.
Players: 4-12Time: 15-30 minEnergy: High
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Drive Window Count
Points only count on front-foot drives through the marked window with the right shape and timing. Highest clean total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Gap-Call Chase
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.
Players: 4-12Time: 15-30 minEnergy: High
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Rotating Strike Derby
Batter pairs score only if they rotate strike the correct number of times inside the over. Best derby card wins.
Players: 4-12Time: 15-30 minEnergy: High
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Last-Over Run Hunt
Play a final-over chase where every ball carries extra pressure and only clean run targets count. Best finish wins.
Players: 4-12Time: 15-30 minEnergy: High
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Batting Pair Relay
Pairs rotate through a batting relay and score only the completed run sequences and safe turns. Fastest winning pair wins.
Players: 4-12Time: 15-30 minEnergy: High
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Yorker Blockhole Race
Bowlers score only when the yorker lands in the called blockhole target. First player to the target wins.
Players: 4-12Time: 15-30 minEnergy: High
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Good-Length Grid
Score only balls that hit the agreed good-length strip and keep the batter guessing. Highest grid score wins.
Players: 4-12Time: 15-30 minEnergy: High
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Slower-Ball Surprise Count
Change pace on command and score only deliveries that still land in the called line-and-length window. Best surprise count wins.
Players: 4-12Time: 15-30 minEnergy: High
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Off-Stump Chase
Points count only when the line threatens off stump or the batter's leave decision. Highest chase total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Two-Over Economy Race
Run two-over spells and score by economy plus clean line-and-length bonus points. Lowest total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Wide-Yorker Pressure
Hit the wide yorker box on command and score only when the ball lands both wide enough and full enough. Highest total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Death-Over Dot-Ball Count
Each dot ball in the death-over zone counts double if it also lands in the called target. Best dot-ball total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Spin Landing Strip
Spinners score only deliveries that land in the short strip and turn or dip into the called zone. Highest strip total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Top-of-Off Count
Score only balls that clip or threaten the top of off on the right length. First bowler to the target wins.
Players: 4-12Time: 15-30 minEnergy: High
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Powerplay Line-and-Length Race
Bowl a powerplay plan and score only good line-and-length balls that would force a low-risk start. Best race total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Boundary Save Relay
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.
Players: 4-12Time: 15-30 minEnergy: High
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Direct-Hit Stump Sprint
Fielders score only direct hits on the marked stump target after a live gather. Highest sprint total wins.
Players: 4-12Time: 15-30 minEnergy: High
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High Catch Pressure
Track high catches under a running scoreboard and count only those gathered cleanly in the called lane. Highest total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Relay Throw Chase
Complete outfield relay chains into the keeper's target box and score only clean catches, transfers, and release timing. Best chase total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Pick-and-Release Count
Score only ground-ball pickups that move from gather to release inside the touch limit. Highest clean total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Run-Out Window Game
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.
Players: 4-12Time: 15-30 minEnergy: High
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Inner Ring Stop Count
Score only clean stops inside the ring that keep the ball in front and cut off the next run. Highest total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Deep Catch Judgment
Track balls over the shoulder or toward the rope and score only the catch or smartest save. Best judgment score wins.
Players: 4-12Time: 15-30 minEnergy: High
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Backing-Up Bonus Count
Fielders earn bonus points only for backing up correctly and turning a likely extra run into a dead stop. Highest bonus total wins.
Players: 4-12Time: 15-30 minEnergy: High
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Chase-and-Cutoff Chain
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.
Players: 4-12Time: 15-30 minEnergy: High
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Cricket Twists (30)
Optional one-rule scoring twists for a game your group already plays.
Clean Bowled Tax
Get clean bowled and add 1 penalty point against you unless the batter called a power shot first.
- Get clean bowled and add 1 penalty point against you unless the batter called a power shot first.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Clean Bowled Tax as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Clean Bowled Tax; stop at the agreed finish condition.
Boundary Bonus
A four or six banks 1 challenge point. A dot ball next delivery gives that challenge point back.
- A four or six banks 1 challenge point. A dot ball next delivery gives that challenge point back.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Boundary Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Boundary Bonus; stop at the agreed finish condition.
Dot Ball Bank
Three dot balls in a row earn the bowler 1 challenge point.
- Three dot balls in a row earn the bowler 1 challenge point.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Dot Ball Bank as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Dot Ball Bank; stop at the agreed finish condition.
Dropped Catch Tax
A house drop mark applies only when a fielder touches an objective routine chance but does not control it before the ball reaches the ground.
- Setup: Mark feeder and fielding spots 5 m apart in a clear practice area. A neutral judge gives every participant six valid gentle underarm chances at waist-to-chest height within one stationary step; an invalid feed replays.
- A valid routine chance is waist-to-chest height, within one stationary step, with no dive, collision, wall, or boundary risk.
- The catch is complete only when the fielder controls the ball until the judge calls caught; hands contact without control before ground adds 1 drop mark.
- A catch, safe refusal, or no-contact chance scores 0; after six valid chances, call dead, retrieve, and rotate feeder, fielder, and judge.
Yorker Bounty
Call yorker before the ball. Hit the blockhole and earn 1 challenge point.
- Call yorker before the ball. Hit the blockhole and earn 1 challenge point.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Yorker Bounty as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yorker Bounty; stop at the agreed finish condition.
Edge Escape
Edge a ball and survive without being caught to erase 1 earlier penalty point against you.
- Edge a ball and survive without being caught to erase 1 earlier penalty point against you.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Edge Escape as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Edge Escape; stop at the agreed finish condition.
Run-Out Bonus
A direct-hit run out earns 1 challenge point for the fielder.
- A direct-hit run out earns 1 challenge point for the fielder.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Run-Out Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Run-Out Bonus; stop at the agreed finish condition.
No-Ball Toll
A no-ball adds 1 penalty point against the bowler immediately.
- A no-ball adds 1 penalty point against the bowler immediately.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score No-Ball Toll as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No-Ball Toll; stop at the agreed finish condition.
Boundary Call
Call the scoring zone before the ball. Hit it there to earn 1 challenge point.
- Call the scoring zone before the ball. Hit it there to earn 1 challenge 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 challenge point.
- Score Boundary Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Boundary Call; stop at the agreed finish condition.
Dot Ball Chain
Three dot balls in a row earns the bowler or fielding side 1 challenge point.
- Three dot balls in a row earns the bowler or fielding side 1 challenge point.
- The fielding side earns 1 challenge point when the batter scores zero runs on three consecutive legal deliveries.
- Score Dot Ball Chain as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Dot Ball Chain; stop at the agreed finish condition.
Dot Ball Run
Bowl three dot balls in a row to earn 1 challenge point.
- Bowl three dot balls in a row to earn 1 challenge point.
- Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
- Score Dot Ball Run as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Dot Ball Run; stop at the agreed finish condition.
Gap Finder
Call a scoring gap before the ball. Find it cleanly to earn 1 challenge point.
- Call a scoring gap before the ball. Find it cleanly to earn 1 challenge point.
- Before the delivery, the batter calls a realistic scoring gap. If the shot reaches that gap cleanly, the batter earns 1 challenge point. A mis-hit straight to a fielder in the called gap adds 1 penalty point against the batter.
- Score Gap Finder as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Gap Finder; stop at the agreed finish condition.
Soft Hands Save
Control an edge or awkward bounce safely to earn 1 challenge point.
- Control an edge or awkward bounce safely to earn 1 challenge point.
- A fielder earns 1 challenge point when they safely control a difficult edge, short hop, or awkward bounce without bobbling it into space. A clear drop on an easy chance adds 1 penalty point against that fielder.
- Score Soft Hands Save as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Soft Hands Save; stop at the agreed finish condition.
Gap-Finder Single
Call a gap, place the ball there, and run safely to earn 1 challenge point.
- Call a gap, place the ball there, and run safely to earn 1 challenge point.
- Before the delivery, the batter may call a safe scoring gap. If the shot lands or rolls through that gap and the batter completes a clean single, they earn 1 challenge point. A reckless run-out attempt adds 1 penalty point against the batting side.
- Score Gap-Finder Single as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Gap-Finder Single; stop at the agreed finish condition.
Quick Single Call
Call and complete a safe quick single to earn 1 challenge point.
- Call and complete a safe quick single to earn 1 challenge point.
- A batting pair earns 1 challenge point when the striker calls a quick single early, both batters run safely, and the ball was placed into a fair gap. A late or unclear call that creates a near collision or easy run-out adds 1 penalty point against the pair.
- Score Quick Single Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Quick Single Call; stop at the agreed finish condition.
Leave Judgment
Correctly leave a tempting ball outside off to earn 1 challenge point.
- Correctly leave a tempting ball outside off to earn 1 challenge point.
- A batter earns 1 challenge point when they intentionally leave a ball outside the agreed scoring line and the ball is not called wide or hitting the wicket. Chasing a similar ball and edging, missing, or popping it up adds 1 penalty point against the batter.
- Score Leave Judgment as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Leave Judgment; stop at the agreed finish condition.
Cover Drive Window
Call the cover gap and score through it for 1 challenge point.
- Call the cover gap and score through it for 1 challenge point.
- A batter earns 1 challenge point when they call the cover window before the ball, keep the shot along a safe line, and score a run or boundary through the agreed cover gap. A wild swing, edge to a catcher, or shot into the wrong crowded area adds 1 penalty point against the batter.
- Score Cover Drive Window as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cover Drive Window; stop at the agreed finish condition.
Slip Catch Calm
Hold a slip catch cleanly under pressure for 1 challenge point.
- Hold a slip catch cleanly under pressure for 1 challenge point.
- A fielder earns 1 challenge point when they hold a legal slip or close catching chance cleanly after an edge or deflection. A catchable chance that is dropped after a clear call adds 1 penalty point against that fielder.
- Score Slip Catch Calm as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Slip Catch Calm; stop at the agreed finish condition.
Sweep Shot Window
Call the sweep window, play it safely, and earn 1 challenge point.
- Call the sweep window, play it safely, and earn 1 challenge point.
- Before the delivery, a batter may call sweep window. If they play a controlled sweep into the agreed gap and score safely, they earn 1 challenge point. A forced sweep that misses, pops up, or creates a run-out chance adds 1 penalty point against the batter.
- Score Sweep Shot Window as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Sweep Shot Window; stop at the agreed finish condition.
Leg Side Leave
Leave the leg-side trap ball correctly to earn 1 challenge point.
- Leave the leg-side trap ball correctly to earn 1 challenge point.
- The batter earns 1 challenge point when they call leave, judge a safe leg-side ball correctly, and avoid a risky swing. Chasing the called leave into a miss, edge, or easy catch adds 1 penalty point against the batter.
- Score Leg Side Leave as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Leg Side Leave; stop at the agreed finish condition.
Late Cut Gap
Guide a late cut into the called gap to earn 1 challenge point.
- Guide a late cut into the called gap to earn 1 challenge point.
- A batter earns 1 challenge point when they call late cut, guide the ball into the chosen gap, and complete a safe run or boundary. A late cut that carries to a fielder or misses the ball adds 1 penalty point against the batter.
- Score Late Cut Gap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Late Cut Gap; stop at the agreed finish condition.
Reverse Sweep Call
Call the reverse sweep and place it safely for 1 challenge point.
- Call the reverse sweep and place it safely for 1 challenge point.
- A batter earns 1 challenge point when they call reverse sweep, make legal contact, and place the ball into the agreed scoring area. A missed reverse sweep or catchable top edge adds 1 penalty point against the batter.
- Score Reverse Sweep Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Reverse Sweep Call; stop at the agreed finish condition.
Yorker Dig Out
Dig out a yorker and keep the wicket safe for 1 challenge point.
- Dig out a yorker and keep the wicket safe for 1 challenge point.
- A batter earns 1 challenge point when they call yorker read, dig out the delivery safely, and avoid losing the wicket. Missing the read and being bowled or trapped by the yorker adds 1 penalty point against that batter.
- Score Yorker Dig Out as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Yorker Dig Out; stop at the agreed finish condition.
Cricket Call-It Bonus
Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
- Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
- The call must be heard before the attempt and judged the same way for everyone. For Cricket, keep it within batting, bowling, fielding, and safe practice-space calls.
- Score Cricket Call-It Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cricket Call-It Bonus; stop at the agreed finish condition.
Cricket Clean Reset Point
A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
- A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
- The reset must help the group continue safely without changing the main score unfairly. For Cricket, keep it within batting, bowling, fielding, and safe practice-space calls.
- Score Cricket Clean Reset Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cricket Clean Reset Point; stop at the agreed finish condition.
Cricket Comeback Window
The trailing side gets one announced comeback window for a bonus challenge point.
- The trailing side gets one announced comeback window for a bonus challenge point.
- Use it once, call it before the turn, and keep the score visible. For Cricket, keep it within batting, bowling, fielding, and safe practice-space calls.
- Score Cricket Comeback Window as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cricket Comeback Window; stop at the agreed finish condition.
Cricket Team Swap Rule
Partners or teammates rotate after a score so the matchup stays fresh.
- Partners or teammates rotate after a score so the matchup stays fresh.
- Do not use the swap to isolate weaker or younger players. For Cricket, keep it within batting, bowling, fielding, and safe practice-space calls. Scored results are tracked as challenge points.
- Score Cricket Team Swap Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cricket Team Swap Rule; stop at the agreed finish condition.
Cricket Precision Finish
The final legal attempt can break a tie only if it was controlled and verified.
- The final legal attempt can break a tie only if it was controlled and verified.
- Lucky, unsafe, or disputed finishes do not break ties. For Cricket, keep it within batting, bowling, fielding, and safe practice-space calls. Scored results are tracked as challenge points.
- Score Cricket Precision Finish as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cricket Precision Finish; stop at the agreed finish condition.
Cricket Streak Bank
A player can bank a clean streak before risking the next turn.
- A player can bank a clean streak before risking the next turn.
- Banked streaks stay; missed unbanked turns reset only the current streak. For Cricket, keep it within batting, bowling, fielding, and safe practice-space calls. Scored results are tracked as challenge points.
- Score Cricket Streak Bank as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cricket Streak Bank; stop at the agreed finish condition.
Cricket No-Repeat Rule
The same player, target, clue, or move cannot repeat until others have had a turn.
- The same player, target, clue, or move cannot repeat until others have had a turn.
- Passing counts as a turn when the group agreed passing is allowed. For Cricket, keep it within batting, bowling, fielding, and safe practice-space calls. Scored results are tracked as challenge points.
- Score Cricket No-Repeat Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cricket No-Repeat Rule; stop at the agreed finish condition.






























