Manual in English

Cricket: The Game — Rules Manual

Zero Point Games · Board game · 2021
2–4 · best 2 90–120 min Weight 2.0/5 Official PDF 20 pages
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55
-PACE BOWLER
Andrew Singh
1
BATTING
CONFIDENCE
BATTING
SPECIALIST BATTER
17
-specialist BATTER
Warren Tenor
2
BATTING
CONFIDENCE
BATTING
MEDIUM
OUTSWING GOOGLY
SPIN PACE
SLOW BALL
PACE
OVER DECK SPIN
OVER DECK
MEDIUM
OVER DECK
PLAY if batter misses shot
HOWZATTTT
Roll D6
5+ Batter out, LBW
A - Subtract 1 from batter’s confidence
play when revealed
No Ball
NO-BALL
2
PLAY if shot is hit
Great Catch
If distance die lands ball in an area with
a Fielder, catch batter OUT on a 4+ (D6)
-even with green bounce dice result
Inspired
USE D8 FOR THIS BOWL
play when revealed
PLAY when REVEALED
1
play if shot is hit
Boundary
D- 4 runs
A- Roll D6
1-4 4 runs
5-6 6 runs
PLAY when revealed
Quick Single
You MAY elect to take
1 RUN
or play out bowl 1
1
21
:THE GAME
CRICKET
AD
0
2
1
3
-1
Re-roll
‘DISTANCE’
Die
ONE USE ONLY
Re-roll
‘TO HIT’
Die
ONE USE ONLY
Re-roll
‘BOUNCE’
Die
ONE USE ONLY
ONE USE ONLY
Play when bowling card revealed
Can only be played if
ADVANTAGE meter
is less than
ROLL D8
for this bowl
2
ONE USE ONLY
Play when bowling card revealed
Add
1 to
ADVANTAGE
-Batter cannot go out (EXCEPT RUN OUT)
-Batting team score 1 run (extras)
Bowler cannot bowl a full ball
Bowler cannot bowl a no ball
Bowler cannot bowl a no ball
NO BALL
Bowler makes a legal delivery
Bowler makes a change of delivery
Bowler makes a kill delivery
-Bowler selects bowl (face down)
-Batter chooses shot (place ball on field)
-Bowler reveals bowl card
-Reveal over card
-BOWL
GAME FLOW
GAME BOARD (2 SIDED)
T10/T20 RULE CARD
BALL TOKEN
10x OVER TOKENS
2x BATTER ATTITUDE TOKENS
15x DICE
RULEBOOK
UMPIRE CARD
5x BATTER CONFIDENCE TOKENS
24x PLAYER CARDS
PITCH TILE
8x SKILL CARDS
DRS CARD
ADVANTAGE CUBE
3x PITCH CARDS
45x OVER CARDS
9x FIELDER TOKENS
16x BOWLER CARDS
SCOREBOARD
BATTER FACING TOKEN
HEADS
COIN TOSS TOKEN
CONTENTS
Page 2
TOTAL
WICKETS
OVER
1st INNINGS
CRICKET
:THE GAME
FACING
-spin BOWLER
Ben Patel
-1
BATTING
CONFIDENCE
BATTING
-specialist BATTER
Richard Evans
BATTING
40
!"
#$%&'#%($))
!"#!$%!&'
+,--$#%.$%/0)$1%%%%%%%%%%
!"
#$%&'#%($))
!"#!$%!&'
+,--$#%.$%/0)$1%%%%%%%%%%
!"
#$%&'#%($))

---

TABLE OF CONTENTS
CONTENTS 2
TABLE OF CONTENTS 3
ABOUT CRICKET: THE GAME 4
GAME SETUP 4
GAMEPLAY 5
GAME COMPONENTS 6
BOARD / FIELD 6
PITCH TILE / FIELDERS 7
FACING TOKEN 7
OVER TOKENS 7
PITCH CONDITION CARDS 8
BOWLING DECKS 8
OVER DECKS 9
PLAYER CARDS 10
ADVANTAGE 11
BATTER ATTITUDE TOKENS 11
THE SCOREBOARD 12
OUTCOME OF BOWLS 13
STRUCK BALL 13

FIELDED / RUN-OUT 14
EXTRA RUNS 15
MISSED STRIKE 15
NO BALL 15
DRS - Umpire Decision Review System 15
BOWLING and FIELDING 16
BOWLING STYLES 16
FIELDING 16
BATTING 17
ATTEMPTED STRIKE 17
DISMISSAL 17
SKILL PLAY CARDS 17
GAME LENGTH 18
10 Over Match Format 18
20 Over Match 18
CONFLICTS / PRECEDENCE 18
CAN'T GET ENOUGH OF US? 19
ACKNOWLEDGEMENTS 19
LEGAL BITS 19

Copyright Zero Point Games Ltd
Page 3
Cricket: The Rules - June 2021

---

ABOUT CRICKET: THE GAME

Cricket: The Game (CTG) is based on the physical sport, with a number of tweaks to ensure you can get a game finished in less than a day, but
keep all of the tension and excitement of the outdoor game.

Match Structure
A match consists of two Innings (an Innings for each side). With each Innings a team takes its turn Batting while the other team is fielding, so
each player will play the first Innings either Batting or bowling, and then swap for the next Innings.
The first team Batting is trying to score as many runs as possible in the allocated overs and in the second Innings they will field, trying to stop the
other team scoring more runs than the total runs they managed to score in their Innings. The team Batting second will win if they exceed the runs
scored by the first team, and will lose if they fail to do so.
Each Innings is played until either the number of Overs are complete (an Over consists of a single Bowler bowling 6 deliveries), or until 10 Wickets
are taken (when a Batter is out it is called a "Wicket"). This is known as a "limited Over" match.
The game can be played as a 10 Over game (T10) or a 20 Over game (T20) (see GAME LENGTH).

Solo Play
Solo play is a great way to get some Overs in, even if you don't have a team around. For Solo Play please go to our website and download our
free PDF Solo Play Rules.
There will be ongoing additions to the scenario play, so be sure to check in from time to time.

GAME SETUP

PREPARING THE TEAM
Each player chooses a team (each team has 12 players to select from). Both players then choose to drop either 1 spin Bowler
or 1 pace Bowler, to make their chosen team of 11. Each team will therefore be made up with either 1 Pace and 2 Spin
specialist Bowlers, or 1 Spin and 2 Pace specialist Bowlers.

CHECKING THE PITCH
Shuffle the Pitch Condition cards, and draw one to determine pitch conditions for the game.

COIN TOSS
Flip a coin, with the winner choosing to Bat or Bowl first.

SETTING THE FIELD
Place the Pitch tile on the game board with the Batting team colours in Batting positions showing.
The Fielding team sets their field with 9 Player tokens (the Bowler and Wicked Keeper being on the Pitch tile), as per any fielding
restrictions.
The Fielding team now selects a Bowler and places the player card in the allocated Bowler slot.

OPENING BATS MEN
The Batting team selects 2 Batters, and places the Batter player cards chosen in the two Batting slots, placing the Facing token beside one of
the Batter cards to represent the facing Batter.
The Batting team places the Batter Attitude tokens (see BATTER ATTITUDE) on each Batter in the preferred style, with "A" representing an
Aggressive style and "D" being a Defensive style.

LETS PLAY
Play then proceeds to the Gameplay.

Copyright Zero Point Games Ltd Page 4 Cricket: The Rules - June 2021

---

GAMEPLAY

Innings and Overs
Cricket is played as two Innings, with each team taking one turn at Batting and one turn at Bowling.
Each Innings is made up of a set maximum number of Overs.
Each Over is the delivery of 6 Balls (plus extras).

Set-up at Start of each Over
* The Fielding team selects a new Bowler from their team deck to replace the current Bowler.
Place the new Bowler in the Bowler slot (you cannot use the same Bowler in successive overs).
Use over tokens on Bowler cards to keep track of how many overs have been played.
* The Fielding team then draws the corresponding Bowling deck to their hand, and places the Bowling Deck Rule card face up in the allocated
delivery slots (numbered 1-6 along the bottom of the board).
* The Fielding team shuffles the Over Deck for the relevant Bowler (Pace, Spin or Medium) and places 6 Over Deck cards face-down in the
Delivery slots (numbered 1-6 along the bottom of the board).

Resolve Express play
* Turn over the first facedown Over Deck card and resolve the outcome based on the Express Play value. Change the Facing Token as
required. Repeat until all Express Play cards have been resolved (see GAME LENGTH).

Sequence of each Ball in over
* Set the ADVANTAGE meter to match the facing Batter's current Confidence.
* The Fielding team returns to hand the last played Bowl card (not required on 1st ball after express play).
* The Bowler adjusts the Fielder positions as desired.
* The Bowler selects a Bowling card from their hand and places it face-down in the 'CHOSEN BOWL' slot.
* The Batter may change the facing Batter Attitude token (Aggressive to Defensive or vice versa).
* The Batter selects the Zone they will attempt to hit the ball by placing the ball on the Stroke Selection circle. If the
ball is hit, it will be hit into the Zone selected here.
* Reveal the Bowling Card in the 'CHOSEN BOWL' slot and adjust the Advantage meter if required (See ADVANTAGE).
* Turn over the next facedown Over Deck card in 'DELIVERY SLOTS' to reveal any changes, actions or conditions for
this bowl (Over Deck cards are revealed from left to right as the Over progresses).
* Unless the Over Deck card advises otherwise, the Bowler will now roll their respective D6 or D8 die followed by the
Batter to resolve the outcome of the bowl.

End of each over
* To indicate the Fielding team bowling from alternating ends of the pitch each Over, at the end of each over move the FACING Token to the
other Batter.
* Remove used Over Deck cards and shuffle back into the relevant Over Deck.
* Place the Bowling card to the side of the play area, with the appropriate Over token for number of Overs completed by that Bowler.
* Check Over count; If the maximum number of Overs are completed for the Innings, switch the Batting/Bowling teams for the second Innings.

D6 die have 6 sides.
D8 die have 8 sides.

ZPG

Copyright Zero Point Games Ltd Page 5 Cricket: The Rules - June 2021

---

GAME COMPONENTS

BOARD / FIELD

STROKE
SELECTION

DISTANCE

FIELD
POSITION

CATCH

AREA

ZONE

ADVANTAGE
METER

DELIVERY SLOT

PITCH
CONDITION

Copyright Zero Point Games Ltd

Page 6

Cricket: The Rules - June 2021

---

Playing Field
The field of Cricket: The Game is divided into different spaces known as Zones and Areas, which are used for positioning Fielders. The white
arrow is only an indication of the direction the Bowler delivering from, and doesn't affect gameplay.

Zones
The board is split into 6 segments called Zones. Each Zone has two shots (Batter strokes) listed in the outer area (except for the 'Bye' Zone) that
are known as the type of Strike the Batter takes.
The Zones are as follows (clockwise from Bye Area):
- Bye
- Leg Glance / Hook Shot
- Pull Shot / Big Shot
- On Drive / Straight Drive
- Off Drive / Cover Drive
- Square Cut / Late Cut

Infield and Outfield
There is an Infield and Outfield within each Zone which affects where Fielders can be placed, based on fielding restrictions on some Overs.

Areas
Each Zone is separated into Areas, with two on the Infield, and two on the Outfield (The night board (T10) has only one area in the outfield per
zone).

Distance
The Areas are separated into bands that identify where a struck ball is going to land and/or stop, denoted by the numbering along each Area.
They are marked as 1/2, 3/4, 5/6, 7/8 in a T20 game and marked as 1/2, 3/4, 5/6 in a T10 game. These markings are used to determine the distance of
a struck ball when the Batter successfully hits the ball. (see Outcomes of Bowls).

Catch
The orange number (e.g. 6+) is the die roll required for the fielding team to roll to catch if and when a catch is available.

PITCH TILE / FIELDERS
The game comes with 9 reversible Fielder tokens that you will place in chosen areas on the field, and
also a reversible Pitch tile that has the two Batters, a Bowler, and Wicked Keeper to make up the teams
in either Batting or Fielding positions. The Pitch tile is placed in the centre of the board and both the
Pitch tile and Fielder tokens are flipped over at half time.
The Wicked Keeper and Bowler do not count as Fielders for any game rules regarding fielding.

FACING TOKEN
The general rule for the Batter Facing token is that it will change to the other Batter on any ODD number of runs scored and will stay with the
current Batter on any EVEN runs scored.

OVER TOKENS
The Over Tokens are able to be used to keep track of the number of Overs completed by each Bowler through the Innings.

Copyright Zero Point Games Ltd
Page 7
Cricket: The Rules - June 2021

---

Page 8
GREEN PITCH
PACE: Pace bolem a 6 e o l l a e l o f l o n h e b o 0 l o l l
DUSTY PITCH
SPIN: Spin bolem a 6 e o l l a e l o f l o n h e b o 0 l o l l
DEAD PITCH
NO EFFECT
PACE
OVER DECK
If the ‘TO HIT’ roll is successful by 3 or more the batter ‘may’ add 1 to the distance roll (maximum total of 6)
Up to 2 slips
OUT SWING
STRAIGHT SLOW BALL
IN SWING
PACE
EXPRESS PLAY:
1-5 = 1 Run
6-7 = 3 Runs
8 = 6 Runs
First Bowl after EXPRESS
5 = BOWLED
8
8
SPIN
OVER DECK
MEDIUM
OVER DECK
TOP SPIN
SPIN
PACE
STRAIGHT
MEDIUM
INSWING

---

Page 9
-
1 Dot ball (no runs scored)
2 A single run is scored
3 Two runs are scored
4 Three runs are scored
5 Bowler rolls a D8 on next non-express bowl
6 If two subsequent Balls are drawn in express play, Bowler rolls a D6: 5+ Batter out - BOWLED
7 Batter rolls a D8, refer to current bowling deck rules card for result
8 Patience
9 Run Out
PLAY if BALL IS FIELDED
-
A - Subtract 1 from batter’s confidence
4+ RUN OUT
play if shot is hit
Boundary
D - 4 runs
A - 1-4 4 runs
5-6 6 runs
1D - 3 RUNS
A - 4 RUNS
play if hit by 2 or more
Great Shot
EXPRESS PLAY
VALUED - 3 RUNS
A - 4 RUNS
play if hit by 2 or more
Great Shot
D - 3 RUNS
A - 4 RUNS
EFFECT CARD HAS ON
DELIVERY
D - 3 RUNS
A - 4 RUNS
play if hit by 2 or more
Great Shot
Great Shot
APPLIES TO BATTER (BAT)
or BOWLER (BALL)
D - 3 RUNS
A - 4 RUNS
play if hit by 2 or more
Great Shot
play if hit by 2 or more
Great Shot CARD TITLE and
TRIGGER CONDITION
-

---

Page 10
40
-spin BOWLER
Ben Patel
-1
BATTING
CONFIDENCE
BATTING
55
MEDIUM - ALL ROUNDER
Grant Golding
3
BATTING
CONFIDENCE
BATTING
8
CAPTAINCAPTAIN 55
-PACE BOWLER
Andrew Singh
1
BATTING
CONFIDENCE
BATTING
48
-specialist BATTER
Stuart Smith
2
BATTING
CONFIDENCE
BATTING
8
42
MEDIUM - ALL ROUNDER
Jack Prince
CAPTAINCAPTAIN
3
BATTING
CONFIDENCE
BATTING
8
BATTING
CONFIDENCE
2
01
-specialist BATTER
Richard Evans
BATTING
8

---

ADVANTAGE

The Advantage meter adjusts the value of the outcome of the roll to the advantage of either the Batter or Bowler, depending on the final location
on the meter prior to rolling. The meter has a ball at one end indicating the outcome is in the Bowler's favour, and a bat at the other end indicating
it is in the Batter's favour.

Adjusting the Advantage Meter
- At the start of every Ball, set the Advantage meter to the Batter's current Confidence value.
- Once the Batter's shot is chosen, and the 'Chosen Bowl' card has been revealed, adjust the Advantage meter as follows;
- If the Batter's Shot chosen is in a Zone that matches a shot on the Bowl card, the Batter will gain full Advantage (3) on the Advantage
meter.
- If a different Zone is selected, the Advantage meter will reduce 1 advantage point per full Zone away from the chosen Stroke, i.e. count
how many Zone lines you cross until you get to the first shot on the Bowler's card and move the Advantage meter 1 step closer to the
Bowler.
Note: You cannot count through the BYE zone.

Effect on Dice Rolls
- If the Advantage is neutral both teams will use the face value of their roll unmodified.
- If the Advantage meter is on the Batters' side, add the value shown on the meter to the Batters' Roll.
- If the Advantage meter is on the Bowlers' side, add the value shown on the meter to the Bowlers' Roll.
- Note that the meter cannot go above 3 for the Batter, or 1 for the Bowler.

Specialist Batter
Note that the Specialist Batters have an ability that does not allow their Advantage reducing below Neutral [icon] regardless of the effects of
game cards in play.

BATTER ATTITUDE TOKENS

The Batter Attitude tokens are double-sided. They are used to show whether a Batter is playing Aggressive or Defensive for the Over.
A Batter's Attitude token is set to Aggressive or Defensive when he first comes to the crease, but can be changed before dice are rolled on any
given bowl.
When a bowl is successfully struck and you are rolling for distance and bounce, the Bounce die you roll is determined by the facing Batter's
current attitude setting. If the Batter is playing aggressively, you will roll the red Bounce die with the Distance die. If the Batter is playing defensively,
you will roll the green Bounce die with the Distance die. The Aggressive die has opportunities for gaining further distance, but also more chance
of being caught.
Batter Attitude can affect the outcome of some Over Deck cards, either positively and negatively depending on the situation.

Batter confidence
The Batters Confidence will change during the Innings depending on Over Deck card results and shots played. All Batters start with Confidence
as listed bottom right on their Player card. You will use the current Batter confidence stat to set the Advantage meter at the set-up of the next
bowl. Use tokens provided to cover and change the current Batter Confidence as required.
Some Over Deck cards will raise or lower the Batter's Confidence, depending on what Attitude the Batter currently has, this will not affect the
Advantage meter until the next ball. Batter confidence cannot go above 3 or below -1.

Copyright Zero Point Games Ltd Page 11 Cricket: The Rules - June 2021

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THE SCOREBOARD

The unique Scoreboard in Cricket: The Game is a great way to track the progress of the game. Use the nine D10 dice to record and track the
current Runs, Wickets, Overs, and 1st Innings total.
Once the first Innings is complete, set the value in 1st Innings to be the amount scored in the first Innings. In order to win, the team Batting in the
second Innings will need a greater number of Runs to win the game.

Current score of
the Batting team
(number of Runs)

Current number
of Wickets taken

0 0 0 / 0
TOTAL WICKETS
CRICKET
0 1 0 0 0
OVER 1st INNINGS

Current Over

Final score of the
first Batting team

1 8 7 / 9
TOTAL WICKETS
CRICKET
2 0 0 0
OVER 1st INNINGS

End of first innings

0 0 0 / 0
TOTAL WICKETS
CRICKET
0 1 1 8 7
OVER 1st INNINGS

Start of Second Innings

Copyright Zero Point Games Ltd Page 12 Cricket: The Rules - June 2021

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OUTCOME OF BOWLS

Block
An equal result either by dice face-value OR Advantage-adjusted result will mean the Batter has Blocked the ball resulting in a 'dot ball' (no runs
scored).

Strike (Batter hit the ball)
The Batter requires a higher roll (including adjustment for advantage) than the Bowling roll to Strike the ball, including the adjustment for the
Advantage (See Struck Ball).

Miss
If the Batter has a lower result (including adjustment for Advantage), the ball is missed.
If a ball is missed by 4 or more (including adjustment for Advantage), the Bowler can roll a D8 to attempt to bowl the Batter out on
a roll of 7 or 8.

Bowled
A roll of 6 (or 8 with D8) from the Bowler and a roll of 1 from the Batter will result in the Batter being Clean Bowled and
OUT! (No effect, card ability, or re-roll can alter this result, so bad luck, tell your story walking!).
When a Strike attempt is missed by 3 or more, the Bowler will roll the dice to determine if the Batter was Bowled Out. If the
Batter was playing Defensive, a D8 is rolled with a roll of 7+ being Bowled. If the Batter was playing Aggressive, a D6 is rolled
with a roll of 6 being Bowled.

Four-run boundary
A roll of 1 from the Bowler and a roll of 6 or higher from the Batter (on D6 or D8 dice) will result in the Batter hitting a FOUR! (No adjustment can
be made for the Advantage Meter, or any effect from the Over Deck).

Six-run boundary
A roll of 1 from the Bowler and a roll of 8 from the Batter will result in the Batter hitting a SIX! (No adjustment can be made for the Advantage
Meter, or any effect from the Over Deck).

STRUCK BALL
On a successful Strike, the Batter has hit the ball into the Zone selected when choosing
the shot. The distance and bounce of the ball is still to be determined.
The Batter now rolls the D6 or D8 distance die (depending on game format), and one
of the Bounce dice to determine the trajectory of the ball (See Bounce Dice).

Distance Die
The distance die will determine the Area the ball has been hit to, based on the
numbering on the edge of the Areas. T10 format uses a D6, and will roll to the infield
on 1 to 4, and the outfield on 5 and 6. T20 format uses a D8, and will roll to the infield
on 1 to 4, and the outfield on 5 to 8.

Bounce Dice
There are two bounce dice included in Cricket: the Game, with the die you roll
determined by the facing Batters current Attitude (See Batter Attitude tokens).
The Bounce die will determine how far the ball will continue to travel after the initial
distance is made. The numbers represent the additional Area the ball will travel through
before stopping, with a 0 remaining in the Area the ball made it to from the Distance
die.

Distance = 3.
Bounce = Red.
Chance for a Catch.

If Catch Missed,
Ball Bounces to Outfield.
No Fielder.
TWO RUNS!

Copyright Zero Point Games Ltd
Page 13
Cricket: The Rules - June 2021

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A Red coloured number indicates the ball is in the air and has a chance for a catch, if
there is a Fielder in an Area where the Ball lands from the Distance Die.
A Green coloured number indicates the ball has been hit in a way that is unable to be
caught.
Note that there are two different bounce dice, the one you use is determined by the
Batter's current Attitude (Green die for Defensive, and Red die for Aggressive).
Boundaries
A Four-run Boundary is scored if the combined value of the Distance and Bounce dice
moves the ball beyond the highest value of the Outfield (there are different values for
T10 and T20 game formats), as long as it is not caught or fielded.
A Six-run Boundary is scored if you reach the outer-most area with the distance dice,
and roll a Green 2 on the bounce dice.
Any time a Batter hits a Boundary, the Batter's Confidence will increase by 1.
Strike against a Pace Bowler
When you Strike against a Pace Bowler by 3 or more (combined dice and Advantage),
the Batter may add 1 to the Distance die roll. This can only adjust the Distance die to
a maximum distance of 6 (a Boundary is not given on the distance roll alone).
Strike against a Spin Bowler
When you Strike against a Spin Bowler by less than 3 (combined dice and Advantage),
you must deduct 1 from the Distance die roll. This can only adjust the distance dice to
a minimum distance of 1.
Catch
If the Distance roll from a Strike (not including Bounce roll) causes the ball to enter an
Area with a Fielder AND the bounce die is red, the Fielder may attempt to catch the
ball on-the-full. For a successful catch, the Fielder must roll the D6 to get a result
equal-to or higher than the required value for the Area, as per the orange Catch values
marked in the Areas on the field (except areas with a Red outline, that have one less
required on the result).
If the catch failed, the ball will continue to bounce the additional distance according
to the Bounce die result. If the additional distance was 0, the ball remains in the
current Area, and the Batters score the runs for that Area.
FIELDED / RUN-OUT
The following applies when a ball has not been caught:
If a ball stops in an empty Zone the Batting team will score 1 Run if in the Infield,
and 2 runs if in the Outfield.
If a ball stops anywhere that has a Fielder (who did not attempt a catch) the ball is
considered Fielded.
Infield
If the Bounce die result is Red, the Batter can decide to take no Run and stay safe,
or attempt 1 Run with a chance for a Run-Out.
If the Bounce die is Green, the Batter will take 1 Run, unless they decide to attempt an Extra Run (see below).
Distance = 6,
Bounce = Green.
Fielders can't get to ball.
Ball Bounces through
to the Boundary.
FOUR RUNS!
Distance = 2,
Bounce = Red.
Ball in Focus Zone,
so 5+ Required to
CATCH!
If the Catch is Missed,
Ball travels to Fielder,
Chance for Run-Out,
if the Batting team
attempts a single.
Copyright Zero Point Games Ltd
Page 14
Cricket: The Rules - June 2021

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Outfield
If the Bounce die result is Red, the Batter can decide to take 1 Run and stay safe, or attempt 2 Runs with a chance for a Run-Out.
If the Bounce die is Green, the Batter will take 2 Runs, unless they decide to attempt an Extra Run (see below).

Run-Out Outcome
A standard Run-out attempt is made by the Fielding team requiring a roll of 6 on a D6. If the Run-out attempt is
successful, the Batting team will score 1 LESS Run than they were attempting to make (so a Run-out from an Infield
strike will be 0 runs, and an Outfield strike will be 1 run). The Batter that is closest to the Fielder throwing the ball
(when ending their run) is the Batter that is out, with the Batters still changing ends as if successful.
You cannot attempt a Run-Out with the same Fielder that attempted to Catch.

EXTRA RUNS
If the ball ends in an empty Area (no Fielder), the Batters may attempt to get 1 extra Run. If you choose to risk an extra Run, the Fielder rolls a
D6 with a result of 5 or 6 being a Run-Out. The Batter running towards the closest Wicket to the Fielder is the player Run-Out!

MISSED STRIKE
If a Strike is missed by less than 3 (and not blocked) it is a 'dot ball', meaning no Runs are scored and the next Delivery commences (unless a
Bowling Deck card says otherwise).
If a Strike is missed by 3 or more, the Bowler rolls a die to determine if the Batter was Bowled Out. If the Batter is Aggressive the Bowler will roll
a D6, with the Batter being Bowled Out on a 7 or 8. If the Batter is Defensive the Bowler will roll a D6, with the Batter being Bowled Out on a 6.

NO BALL
A No-ball is a delivery which does not count as one of the Bowler's six legitimate Balls in one over.
The Fielding team are penalised one Run 'extra' every time a No-ball is bowled, which is added to the extra's tally of the
Batting team.
The Batter can still score Runs off the no-ball, but cannot be bowled (including a Clean Bowl roll) or caught out, however CAN
still be Run-Out.
A No-ball is followed by a "free hit extra delivery" additional bowl from which the Batter can also not be bowled or caught out
(including a Clean Bowl roll), but again can still be Run-Out. Play out the additional bowl without the use of an Over card.

DRS - UMPIRE DECISION REVIEW SYSTEM
A DRS review is able to be used once per Innings under certain conditions, as detailed on the DRS card.
'DRS' cannot be used when Run-Out or Clean Bowled.

Copyright Zero Point Games Ltd
Page 15
Cricket: The Rules - June 2021

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ONE USE PER OVER
Play when bowling card revealed
Can only be played if
ADVANTAGE meter
is less than
ROLL D8
for this bowl
2
ONE USE PER OVER
Play when bowling card revealed
Add
1 to
ADVANTAGE
Re-roll
‘TO HIT’
Die
ONE USE ONLY
Re-roll
‘DISTANCE’
Die
ONE USE ONLY
Re-roll
‘BOUNCE’
Die
ONE USE ONLY
SKILL PLAY
SKILL PLAY

---

GAME LENGTH

10 OVER MATCH FORMAT

Bowlers.
Each Bowler may only bowl 2 overs, but not back-to-back.
Fielders.
The First two Overs allow up to 2 Fielders in Outfield.
Subsequent Overs allow up to 5 Fielders in the Outfield.
Up to 2 Fielders can be in a Zone at any time, and only 1 Fielder per Area.
Over Cards.
The first and last Over are played in full. For other Overs the first two Balls of each over are Express Play.
POWER PLAY OVER.
Once per Innings on any over from 3-10 after the Bowler has chosen the Bowler, the Batting team may call "Power Play Over". The fielding team for this over is restricted to 2 Fielders in the outfield.

20 OVER MATCH

Bowlers.
Each Bowler may only bowl 3 overs, but not back-to-back.
Fielders.
The First six over allow, up to 2 Fielders in Outfield.
Subsequent Overs allow up to 5 Fielders in the Outfield.
One zone may have up to 3 Fielders, all other zones have a maximum of 2 Fielders, and only 1 Fielder per AREA.
Over Cards.
The first and last Overs are played in full. For other Overs, the first two Balls of each over are Express Play.

CONFLICTS / PRECEDENCE

In some cases there may be more than one chance for a Bowler to get a batsman out, eg. the Batter is facing a pace Bowler and misses the shot by 4 or more, the fielding team has two slips in place.
The Bowler would now have to decide to either roll to try and bowl the Batter out (requiring a roll of 7+ on d6) or to roll the D6 (can roll once for each slip) to catch in the slips. When this happens the Bowler will choose 1 option only and roll for that ignoring the others.
The only Exception to this rule is when you have a catch and Run-Out attempt in the same bowl using different Fielders.

Copyright Zero Point Games Ltd Page 18 Cricket: The Rules - June 2021

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CAN'T GET ENOUGH OF US?

Find out more about us and what we do at www.zeropointgames.co.nz
We're also on Boardgame Geek, and would love a rating or review.
Don't forget to play the game on Tabletop Simulator too. The scripted version is great, and you can join with other from across the room, or around
the world.
Lastly, find us on social media. There are always plenty of updates and fun things to get involved with.

ACKNOWLEDGEMENTS

There are a great many people that have helped us along the way, but there are a few solid performances we'd like to mention.
Jace Fraser created all of the stunning players, and Erebus created our amazing Gameboard. Definitely a round of applause for those two.
Tim Welch has been a great playtester, contributor to our rulebook (it actually used to be a lot bigger!), and brilliant sounding board.
Sascha Bock created the scripted version of the game on Tabletop Simulator, and smashed it out of the park!
And TableTop Wolf (YouTube) jumped into the game as our 12th man and created some solid video's for the game that you need to see.

LEGAL BITS

This game has been created and developed by Zero Point Games, and all devices and mechanisms used in the game are the intellectual property
of Zero Point Games.
Any likeness to characters, names, and other aspects of the game are coincidence, and not based on any direct use of real-life attributes.

Copyright 2021 Zero Point Games. All rights reserved.

Page 19

Cricket: The Rules - June 2021

Copyright Zero Point Games Ltd

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Bolema 6 a de Leld
- Bowler selects bowl (face down)
Bolema 6 a change Aid AD
- Batter chooses shot (place ball on field)
- Bowler reveals bowl card
Bolema 6 e kill cad
- Reveal over card - BOWL
GAME FLOW
ZPGZPG
ZPGZPG
A DISTANCE ROLL AFTER BALL IS HIT TO THE FURTHEST SEGMENT COMBINED WITH A GREEN / ON ANY BOUNCE DIE IS AN AUTOMATIC 6 RUN BOUNDARY
T10- Fielding restrictions
EXPRESS PLAY: 2 (OVERS 2-9) DRS: DISABLED
OVERS 1-2: You may have up to 2 fielders in the outfield.
OVERS 3-10: You may have up to 5 fielders in the outfield.
Each bowler may bowl up to 2 overs.
POWER PLAY: Once per innings (Overs 3-10)
Maximum of two fielders per Zone.
ZPGZPG
- Batter cannot go out (EXCEPT RUN OUT)
- Batting team score 1 run (extras)
Bolema 6 a can co en o F he NO BALL
Bolema 6 o 0 lle 5 a bo 0 l
no OVER CARD fo h bo 0 l
Bolema 6 a can no go o on he e 5 a bo 0 l
(EXCEPT RUN OUT)
NO BALL
T20- Fielding restrictions
2 fielders in the remaining Zones.
OVERS 1-6: You may have up to 2 fielders in the outfield.
Each bowler may bowl up to 3 overs.
OVERS 7-20: You may have up to 5 fielders in the outfield.
One Zone may have up to 3 fielders, with no more than
EXPRESS PLAY: 2 (OVERS 2-19) DRS: ENABLED
22
Page 20

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