Split the group into 2 equal groups.
1 team are the batters and the other side are the fielders.
Each player on the batting team has 3 attempts to strike either a ball off a T or a dropped ball between the cones.
The fielding team stand between the cones and the wall/ boundary. They have to gather the ball and throw it to their wicket keeper who returns the ball to the batter.
Batters can be caught or run out.
A run is scored if the ball passes between the cones.
3 runs are scored if the ball passes between the marker cones and the batter runs to the cone and back before the ball reaches the wicket keeper.
4 runs for if the ball hits the wall or goes over the boundary.
Game-based training and match simulation prepare players for real competition more effectively than isolated drills. Modern coaching integrates pressure scenarios, decision-making, and competitive situations into every training session.
Catches win matches remains cricket's truest saying. From high balls under lights to sharp slip catches, the ability to hold chances consistently separates winning teams from those that let matches slip away.
Elite running between wickets adds significant runs without risk. Quick singles, converted twos, and intelligent strike rotation separate the best batting partnerships from average ones across all formats.