Community | Lords Game

February 2026 Sportplan Coaching

The gap between training and match performance narrows when practice replicates game conditions. Match simulation training combines technical work with tactical decision-making, pressure management, and competitive scenarios. This approach develops players who can transfer practice skills into match situations.

Creating Match Conditions

Replicating game pressure:

Scoreboard pressure: Setting targets and scenarios that demand specific performance.

Time constraints: Creating urgency through limited overs or time.

Consequences: Meaningful outcomes for success and failure in practice.

Crowd simulation: Adding noise and distraction to build concentration.

Scenario-Based Practice

Chasing targets: Required run rates and wickets in hand scenarios.

Defending totals: Death bowling practice with specific runs to defend.

Powerplay practice: Batting and bowling in field restriction periods.

Partnership building: Batting together under various match situations.

Modified Games

Pairs cricket: All players bat and bowl with cumulative scoring.

Continuous cricket: Fast-paced games with immediate transitions.

Last man stands: Pressure finishing with the tail.

Diamond cricket: Adapted format for smaller groups and spaces.

Decision-Making Development

Reading situations: Assessing match state and choosing appropriate tactics.

Shot selection: Matching stroke play to game requirements.

Bowling variations: Choosing deliveries based on match context.

Captain's choices: Field settings and bowling changes under pressure.

Key Coaching Points

  • Practice should feel like matches as often as possible
  • Scenarios create purpose and focus in training
  • Modified games maintain engagement while developing skills
  • Decision-making improves through repeated game situations
  • Competitive training builds mental toughness

Drills for Match Simulation

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DESCRIPTION

Split players into 2 teams (batters and fielders) Each batter will take one shot hitting a ball from a tee. (once more advanced can play from a feed). Once the ball is hit, the fielders must get the ball to the coach (yellow) as quick as possible. The batter must run to any colour of cone. Blue = 2 runs Green = 4 runs Red = 6 runs Yellow = 8 runs white = 10 runs. The batter MUST get back to the black cones before the ball gets back to the wicketkeeper to score the runs. If the ball gets back first, the batter scores 0. If the fielder makes a catch they also score 0. Each batter has one shot, then teams swap over.

COACHING POINTS

Step close to the ball when batting fielders must throw the ball in fast Use the bat to extend the arm and reach over the cone and into the black zone

This practice has no coaching points

PROGRESSION

This practice has no progressions

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