Community | Quick runs and safe catches

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; Catchers and runners. The catchers must pass the ball around the cirlce until they get to 20, when they get to 20, the shout stop. At the same time, the runners will run back and forth until the catchers shout stop. Whatever the runners score is the score to beat when teams swap over. Progression If the catchers drop the ball, they must start over at 0. Alternative Runners run until both sides reach 20 runs. At the same time, catchers throw the ball around the circle and whatever they score when the runners shout stop is the score to beat. Again, if catchers drop the ball, they start at 0.

COACHING POINTS

Runners - USe the bat to touch the cone at the other end. - Run with the bat in 2 hands Catchers - Make the throw easy to catch - Hands ready to catch - Do not rush

This practice has no coaching points

PROGRESSION

This practice has no progressions

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