With between 5-8 players on each team. Each batsmen must drive on one out of 3 deliveries and run on the driven one, then complete two runs. The fielders must stay behind the boundary until the ball is hit. If a boundary is hit the batsmen gets an additional 3 balls. If the ball is hit out of the grounds then 6 runs are awarded.
1) Bat until all out or
2) Bat until teams wickets are used up i.e. 4 wickets per team.
With older and more advanced players this practice could be done using a bowling machine. Set to half volley length for ease, or to short of a length for greater difficulty.
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.