Cricket — guidebook
A short single-player match in which you both bat and bowl against the
computer. Each regular innings lasts six overs or four wickets, whichever
comes first. Fielding is automatic. Ties are settled by repeated
three-ball mini-overs under the house rules below.
Begin the match
Choose Bat first to set a total and then defend it, or Bowl first to
restrict the computer and chase its score. You play both innings. Six
overs means 36 legal deliveries; wides and no-balls do not use one of
those deliveries.
The scoreboard shows runs/wickets, overs, remaining legal balls or the
chase target, the current batters and recent deliveries. An asterisk marks
the striker. Overs notation is not a decimal: 2.4 means two completed
overs and four balls, so the next two legal balls complete the third over.
Four wickets ends a regular innings even if balls remain. The second side
wins as soon as it passes the first side's total. For example, after
a total of 42, the target is 43. If the chase finishes on 42, the match is
tied.
Batting: time the shot
Choose Ground or Loft and a placement: Straight, Off side or Leg side.
Press Deliver, watch the red ball travel toward the batter, then press
Swing as it reaches the white ring. Ground shots are safer; well-timed
lofted shots can go for six, but poor timing can lead to a catch. Good
contact can produce singles, twos or a boundary. Poor contact can produce
a wicket or extras.
Space performs Deliver/Swing when the game itself is focused. Normal
focused buttons still respond to Space as buttons. You may also use mouse
or touch throughout.
If a delivery is wide, leaving it alone is safer than swinging. Swinging
at a wide can lead to a stumping. This is simplified arcade timing and
fielding, with no LBW decisions.
After a non-boundary outcome without a wicket, the game may offer Run +1
and Hold. The status states the risk before you decide. R tries the extra
single; H holds. When the game itself is focused, Space also safely holds
during this decision.
A successful attempt adds one run. A failed attempt can run you out,
including on a wide or no-ball. If you were already entitled to runs from
the shot or an extra penalty, those remain; the interrupted additional run
is not added. The game stops offering a risky single when the runs already
earned have reached the chase target.
For example, a wide gives one penalty run. Successfully sneaking a run
makes two in total, with no legal ball used. Failing that extra run can
cost a wicket while the penalty run still counts.
Bowling: control the release
Choose a line, length and pace, then press Start bowling. Release while
the moving needle is in the gold zone. The computer plays its shot and
fielders act automatically.
A very early release risks a wide. A very late release is a no-ball.
Accurate release and varying your line, length and pace help; repeatedly
delivering the same combination makes the reply a little easier for the
computer. This is an arcade model, not a simulation of every cricket
delivery or dismissal.
Extras and the free-hit house rule
-
Wide: one penalty run, plus any successfully attempted
running; no legal ball consumed. Run-out and stumping are possible.
Stumping requires the batter to swing at the wide in this edition.
-
No-ball: one penalty run, plus runs from the shot,
byes/leg-byes or successful running; no legal ball consumed. Run-out is
possible, but stumping, bowled and caught dismissals are not.
-
Byes and leg-byes: team runs shown as B and Lb in the
delivery log. They can also occur on a legal delivery, which uses a
ball.
-
Free hit: a no-ball gives the next delivery free-hit
protection. In this game's explicit house rule,
no dismissal of any kind is allowed, including run-out.
If that delivery is a wide or another no-ball, the protection carries
forward until a legal delivery has been completed.
On a free hit, a failed risky run is interrupted without adding the extra
run, and you remain safe. The FREE HIT badge and FH delivery marker
identify that protection. These house rules are the rules of this game;
they are deliberately spelled out rather than assumed from another cricket
competition.
Ties and mini-overs
When the regular match ties, each team plays a mini-over of three legal
balls with a maximum of one wicket. Losing a wicket on the second ball
ends the innings immediately; the third ball is not played. The original
first-batting team bats first again.
Before each tied round, choose two batters and one bowler from the
eligible roster. They must be three distinct people. The computer chooses
its own eligible three. Names identify participants and their required
rest; there are no individual player-skill ratings in this edition.
The highest score wins. If tied again, all three participants from the
previous round rest for the next round only, regardless of which batting
role they actually used. Players from round 1 may return in round 3. The
selectors mark resting players as unavailable. This repeats until one side
wins. The same extras and free-hit rules apply.
Pause, results and replay
Use Pause or P to stop. Resume or P continues; other game actions are
blocked while paused. Moving to a hidden tab pauses an active match. The
run-choice screen waits for your decision.
The scorecard records completed innings, including mini-over rounds. At
the result, Play again returns to the starting choices. New match asks
before replacing the current match and pauses an active delivery while you
decide. Keep playing preserves the ball and score and leaves the match
paused; press Resume when ready. Game hotkeys are ignored while that
confirmation is open.
There is no mid-match save. Reloading starts fresh. This release has only
the six-over/four-wicket format; T10, online multiplayer and other match
lengths are not included.
A short playbook
Start with ground shots and learn the timing before relying on lofts. Read
the running risk and the match situation: preserving a wicket can matter
more than a speculative single when only four are available.
Do not turn a harmless wide into a stumping chance. Use the free-hit badge
to recognise when you can attack without losing a wicket under these house
rules. When defending, accurate bowling avoids giving away both runs and
extra deliveries. Change your delivery choices rather than repeating one
pattern.
In a mini-over, one wicket ends the innings. Balance the need for quick
runs against that shorter safety margin, and remember that your three
selected players will be unavailable in the immediately following tied
round.
Install, offline and help
Load the complete standalone game online once. Install uses the
browser's Install app/Add to Home Screen action where supported;
iPhone/iPad Safari uses Share, then Add to Home Screen. Installation is
optional. The game and guidebook work offline after that complete first
online load. Embedded installation belongs to the host site.
The full guidebook opens in a separate tab; return and Resume if the game
paused. Use browser Print to print or save a PDF. Physical-phone
performance and installation have not been verified on a device.
If the main button is unavailable, wait for the ball/result animation or
resume play. If Space does something unexpected, check which button
currently has keyboard focus. If a mini-over selection is rejected, pick
three different eligible players. After clearing offline browser data,
load the page online again.