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Subject: Solo Rules for Capri KO Cricket rss

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Brian Wake
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The following is my basic rules addendum - specifically for solo play
but the changes required for multiplayer games will be obvious I
imagine, the main rule tweaks would apply to either style of play. The
philosophy of the changes is that I found the standard rules
restrictive (20 over matches being the most "realistic" - and this in
pre T20 days). I wanted to produce rules that suited longer formats
(40 overs, 50 overs and the old style Schweppes County Championship 3
day formats). I am not sure my tweaks have nailed the longer game
format but am happy that matches can be more than short slogs now. The
major issues were scoring rates & the power of Good Length balls
outside leg/off - "stumped" was often the most common type of
dismissal so hoarding shots to these deliveries often became the 1st
rule of batting in every match which was very restrictive. Also I have
always played the two batsmen independently having a separate batting
card hand for each, this seems more logical.

Rules addendum:
5d: Rule 10a is implemented regarding managing the 2 batsmen including
the number of batting cards restrictions. When a new batsmen takes the
crease he is given either 12, 10 or 8 cards depending on his batting
order plus he is give 2 extra cards, from this complete hand 2 cards
are then discarded, to give a slightly stronger & more flexible
batting hand (again to help prevent really low batting scores, an
issue with the game standard rules).

6a: The bowler cards are left un-seen and played in order of draw.
There is no option for any card exchange. At no point in a solo games
does the bowler review or replace any "deliveries" the "over" in hand.
Replacement cards are picked up in the usual way.
6c: Field settings are the same for both teams and do not change
throughout a match as deliveries are not tactically played and should
be to preset general field set ups (see below). The exceptions are
Bowler & WK. Bowlers will be placed on square 2 if "spin bowlers" or
square 1 only if "pace bowlers". WK's will be placed on square 1 for
"spin bowlers" or square 2 only for "pace bowlers" (rule 7b elaborates
upon this). These restrictions reflect realistic fielder positions
(the bowler assumed to be able to retreat the extra square for a sky
high straight drive.
General Field settings:
For example in a Ltd Overs game I always place the 9 fielders
(excluding WK and Bowler) as follows: Deep fine leg, Long leg, Deep
Square, Deep midwicket, Long on, Long off, Deep extra cover, deep
cover & deep 3rd man. All 9 fielders on squares no.4. The theory being
that singles should be easy to acquire keeping the score ticking over
but chancing a boundary will nearly always be a risk
In a 2 innings per side format I would set as: Backward Square, Long
leg, deep sq leg, deep mid wicket, long on, long off, deep extra
cover, 1st & 2nd slips, all in squares no.1. The theory here being
that the field are close set (which is less risky for batting) but
attempting 6's has some risk. Also the slips and backward square are
less common shots so wickets should fall less often generally.
NB. I actually term "out field" as those channels (excluding WK &
Bowler) that end in a score of "4" or "6", all other channels are
"Infield". On this basis Field Restrictions & Powerplays could be
implemented but this is a tweak I have not fully explored.
6f: The old rule is disregarded but replaced with this new rule: At
the end of each over the batsmen may draw 1 additional batting card
and discard 1 card
7c: Fielder appeals are not automatic. If a dice roll lands 1 square
in front of a fielder it is the batsmen's choice whether he risks the
appeal to take the maximum runs or for a chance of overthrows, or he
can elect to reduce the dice roll by 1 and take the lower number of
runs indicated without risk.
8b: The original rule refers to pace bowlers only. If a spin bowler is
delivering then Bumper & Beamer cards are effectively free-hits (a
very poor delivery effectively) to any channel chosen by the batsmen.
8c: For a No Ball 1 extra is scored regardless of any extra runs "hit"
by the Batsmen.

Additional "First Class/Test" Dot Ball rule - which could be used for
Ltd overs formats also:
The following is a rule I have devised to restrict scoring rates
without affecting the actual game mechanics.
"Dot ball rule": When the Batsmen has settled on his hand for the next
over and the 6 Bowling Crads have been dealt for the over an
additional Bowling card is drawn which sets the "Dot Ball" suit(s) for
the over. Whichever delivery is drawn becomes a "Dot ball" for the
next over, the Batsman cannot play any shot or draw / discard any
cards on a draw of this suit(s). For example, if the card drawn is
"Leg Stump, Full Toss" then any Leg Stump delivery or any Full Toss is
an automatic Dot Ball, however if the exact same Bowling card is
played as delivery in that over then the ball is treated as normal so
a Leg Stump Full Toss in this example would still be a playable
delivery but Straight Full Toss or Leg Stump Good Length would be Dot
Balls. The exceptions are Bumper/Beamer's & Yorkers when drawn as a
suit card which are treated as normal. No-Balls & Wides are treated
as normal.
This rule should increase the chance of Maiden overs which are rather
rare in the standard rules - it is as yet un-playtested.

I hope you find this all interesting and worth a trial!
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