Other Coaching Games

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Other Coaching Games

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The following are a selection of conditioned games to enhance cricket awareness, with emphasis on the tactical side of the game.

(1) Learning to leave the ball and playing in the V: s

Layout:
1. Set up groups as shown below: one batsman, one wicket keeper, one feeder and one or two fielders.
2. Mark out the V area with chalk or discs, approximately 4-5 metres wide.
3. For more talented players move the marker on the off side further in, to make the V more narrow.
4. Ideally, practice this in the nets, in groups of three: batsman, feeder, wicket keeper. (Hit the ball towards the back of the net, from the bowler's end.)

Aims of the Game:
BATSMEN - To teach the batsmen to leave the ball wide of off stump; also to teach him to drive the ball along the ground, straighter rather than wider.

FEEDERS - To teach them to think like bowlers, trying to make the batsmen play at a wide delivery and get caught behind.

Rules of the Game:
1. You must play a straight-batted shot, otherwise you are out.
2. If you hit the ball in the V or leave it, it counts as a run. If you hit it outside the markers, you are out.
3. The feeder must think like a bowler and try to get the batsman to play a widish delivery around the off stump line thus hitting the ball outside the target area on the offside.

PRACTICE:
1. First, give each batsman a set number of deliveries (e.g. 15 or 25).
2. If the batsman is out, score -2.

PROGRESSION:
3. Progress to batting until all players are out, then change round.
4. Make the V more narrow for more competent players.
5. Set a number of runs at which a batsman must retire.

WAYS OF GETTING OUT
1. Caught
2. Bowled
3. Stumped
4. Hitting the ball outside the V
5. Hitting the ball into the air

(A) FRONT FOOT SHOTS ONLY
(B) BACK FOOT SHOTS ONLY
(C) MIXED AT RANDOM (in order of difficulty)

NEVER PLAY AN ATTACKING SHOT THROUGH SQUARE
LEG WHEN PRACTICING THIS EXERCISE.

Feeding Progression:
Try to feed the ball on off stump line or just outside.

(a) Bobble Feed - Front foot drives
(b) Underarm, One Bounce - Front foot drive and defence
(c) Dart Feed (throw from ear downwards, one bounce)
(i) Back foot defence and drive
(ii) Front or back foot
(d) Underarm Leg Spin - Front or back foot
(e) Dart Feed Off Break (give the ball air) - Front or back foot

Use any of these feeding progressions, starting with the easiest ones.

The feeder has to lure the batsman to strike the ball outside of the markers. He must get the batsman to play at the straight deliveries and then gradually start feeding the ball wider until the batsman plays at a wide delivery and hits the ball to the outside of the marked area.

DO NOT TRY TO HIT THE BALL TOO HARD - TIME IT!

(2) The Off Side Driving Game:

Layout:
NEVER USE CRICKET BALLS INDOORS. USE CRICKET BALLS OUTDOORS ONLY, AND ONLY WITH COMPETENT PLAYERS
1. Set up game as shown below. Play as teams of 8-11 a side.
2. The coach feeds: - Bobble feed to very young players - Underarm feeds or dart feeds for better/older players
3. Make sure fielders are no closer than 11 yards - SAFETY.
4. Put younger players furthest away from the batsman - SAFETY
5. Incoming batsmen sit outside the playing area when possible (e.g. in viewing gallery) - SAFETY
6. Ideal duration of the game: 40-60 minutes.

Aims of the Game:
(a) To teach overall aspects of the game of cricket
(b) To simulate a real match type situation
(c) To put into practice the skills you have learned
(d) To strive for good performances
(e) TO ENJOY THE GAME!

Rules of the Game:
This is like real cricket. The same rules apply, except that:
(a) If you hit the ball on the leg side you are out.
(b) When indoors, you can be caught off the walls, although not off the back wall, which scores 6 runs if hit on the full.
(c) If you hit the ceiling you are out.
(d) No one can field inside the chalk-marked area - SAFETY
(e) No LBWs.
(f) i. Two or three balls to score or you are out. ii. Tip and run rules.
(g) Left-handers play on side shots only. This game can be played with any number of players, from 6 to 16 per side, depending on the size of the hall.

Variation of the Game (For larger sports halls)
1. Move the creases so they are in the centre of the hall. NOTE - Fielders must still not be too close on the leg side: 10 meters away - SAFETY
2. Not out when hitting balls on the leg side (thus incorporating the on drive).

Progression of the Game
1. Pairs Cricket: 8-10 a side. (See separate coaching sheet on this game).
2. Play as teams or individual pairs.
3. Every player bowls one over, then rotates. Each pair has 3 or 4 overs (depending on time limit).
4. If you are out you score -6.
5. No batsman faces more than 3 consecutive balls (change them round). 6. Always bowl from the same end.
7. Batsmen change ends at end of over or after the fall of a wicket.

(3) The Quick Singles Game:

Layout:
NEVER USE CRICKET BALLS INDOORS. USE CRICKET BALLS OUTDOORS ONLY, AND ONLY WITH COMPETENT PLAYERS
1. Set up game as shown below.
2. The coach feeds from approximately 10 paces away.
3. Mark the front foot and back foot target areas on the floor with chalk or markers.
4. Use markers for fielders to stand on or next to.
5. Make sure that the batsman does not bat for too long (e.g. retire at 20) - MAXIMUM ACTIVITY.
6. Position all markers so the batsman can just about run a single without getting out.

NOTE - This game can be played outside using a bowling machine set on a length. But in pairs, each pair has two lives. Excellent practice for County players.

Aims of the Game:
A. For Batsmen
1. To teach the batsman to judge a quick single and realise how many are available.
2. To show him how to keep a run rate ticking over and how to get off the mark without playing an irrational shot.
3. To show him how to run between the wickets correctly.

B. For Fielders
1. To teach them to execute the underarm flick and attacking interception at speed, under pressure.
2. To show them the importance of backing up.
3. To teach them to create pressure for the batting side and force them into making mistakes (i.e. irrational shots). Fielders can also win matches!

NEVER TEACH YOUNG PLAYERS TO HIT ACROSS THE LINE TO SCORE SINGLES

Rules of the Game:
1. This game can be played in teams (6-10 a side) or in pairs (8-10 players).
2. Batsmen both ends.
3. If playing in pairs, give each pair two or three lives. If playing in teams, when a wicket falls it is the turn of the next batsman. Tip and run, or two or three balls to make a run.
4. Coach feeds all front foot defence or all back foot defence.
5. Fielders must stay on the cones or with on hand on the wall until the ball is thrown, otherwise batsmen get a 2 run bonus.
6. WAYS OF GETTING OUT: Bowled, caught, run out, stumped, playing an attacking shot, or failing to score off the limited number of deliveries.
7. The batsman can only score singles but the boundaries count for overthrows.
8. Overthrows: side walls = 2 runs, back wall behind wicket keeper = 1run, front wall = 4runs. Unless you hit a 4 you can run singles to add to the side and back wall scores).
9. If the batsman leaves the ball it doesn't count and he doesn't have to run.
10. If the batsman plays and misses it counts as a delivery.

Progression of the Game:
Judging length, front foot or back foot feeds at random.

Coaching Points:
A. For Batsmen (Running between the wickets)
1. Loud, quick positive calling.
2. Changing hands always looking at the ball. Never turning blind.
3. Non-strikers backing up.
4. Run the first run fast.
5. Do not run past the crease after one run (because you might have to run again).
6. Run with bat and arm stretched out in front of you.
7. Hold the bat handle at the end.
8. Run your bat in over the line.

B. For Fielders (Creating Pressure, Stopping Singles) 1. Walking in, THREATENING.
2. Pace to the ball.
3. Watch the ball into your hands under pressure.
4. Always back up other fielders and the wicket keeper.
5. Get to bowler's end to take an incoming throw.
6. Know when not to throw.
7. Know when to throw over the top of the stumps and when to hit them.
8. Remain focused when under pressure.

THINK! I MUST STOP THE SINGLE AND BUILD PRESSURE FOR THE BATTING SIDE THEN I WILL FORCE THEM INTO LOSING A WICKET - AND MAYBE THE MATCH?

(4) Pairs Cricket:

Layout:
NEVER USE CRICKET BALLS INDOORS. USE CRICKET BALLS OUTDOORS ONLY, AND ONLY WITH COMPETENT PLAYERS
1. Set up game as shown below.
2. If indoors, all fielders stand against the wall. If outdoors, they can be in normal fielding positions.
3. Position incoming batsmen behind the wickets ON THE OFF SIDE OF THE HALL IN A CORNER, standing outside playing area when possible - SAFETY.
4. Square leg must stand straighter when playing in a small sports hall. NEVER PUT SMALLER CHILDREN IN THIS POSITION - SAFETY. Change them with a more competent player.
5. Fielders in front of the wicket must be no closer than 11 yards form the batsman - SAFETY

Rules of the Game:
1. Each team starts with a score of 200 runs.
2. Batsmen can be out in the usual ways, and also:
(a) by hitting the ceiling of the hall.
(b) by being caught off the walls, except when hitting a 6
3. Unlimited lives. If you are out, score -6 off team's score.
4. Scoring runs:
- Back wall along the ground, score 4
- Back wall in the air, score 6 (cannot be caught off back wall)
- Side walls, score 2 plus any additional singles that are run.
- Back wall behind the stumps, score 1 + any additional singles that are run. - Wides, byes and leg byes, score 1 and an extra ball
(be lenient with younger players/beginners) - No LBWs
Coach must always umpire and score.
5. Batsmen bat together in pairs (e.g. four or five overs a pair, depending on time available).
6. Batsmen can be run out at either end.
7. Bowlers bowl six balls per over, always from the same end. Batsmen change ends at the end of an over.
8. Batsmen change ends when a wicket falls.
9. For younger players and beginners, batsmen should face no more than four consecutive balls. Change ends to ensure equal involvement of batsmen.
10. All players including wicket keepers rotate clockwise after each over, unless you have a specialist wicket keeper. For older players, playing a 16-over game, no bowler should bowl more than four overs. Not all fielders need bowl.
11. NOTE - Do not allow fast bowlers to bowl at less able batsmen (switch sequence).

Variation of the Game - 8 a side / 6 a side (normal cricket rules):
This game is for adults and more able players. 16-20 overs per side. Normal cricket rules apply, except that batsmen retire at 25 or 30 runs, and can bat again if the whole team are bowled out before the overs are completed (optional rule). 16-over match, no bowler can bowl more than four overs. 20-over match, no bowler can bowl more than five overs.





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