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CRICKET, STRIKING AND FIELDING GAMES


CARIBBEAN CRICKET

- Two cricket bats

- Two wickets

- Two tennis balls per 10 to 14 participants

This is a really entertaining game that involves lots of switching roles, so everyone playing should get lots of involvement. Ideally, it is played indoors; however, groups should have approximately 10 to 14 participants in them, so it may not be possible to play inside in a sports hall or gymnasium, If you have more than the recommended number. Each group should have two wickets, two bats and two balls. The wickets should be placed 20 metres apart for U13, 18 metres for U12. Two participants start as batters, two start as bowlers, one starts as wicketkeeper and the remaining are fielders. All bowls are delivered from the same set of wickets, so the batter at the other wicket is the striking batter. The batters continue to bat until they are out. Batters can be out in the following ways: Caught, bowled, run out, stumped, hit the ball twice and hit wicket. When a batter is out, he switches roles with the participant who got him out, as follows:


- If the bowler bowls him out, he comes the batter.

- If a fielder catches or runs him out, he becomes the batter.

- If the wicketkeeper stumps or catches him out, he becomes the batter.


When the game begins, the bowlers take turns to bowl. If the striking batter misses the ball and the wicketkeeper fields the ball, the wicketkeeper becomes the bowler and moves to the bowling wicket. In this instance, the bowler moves onto the off side (this is the left-hand side of the wickets, looking from the bowling wickets, if the batter is right-handed) to become a fielder. The fielders on the off side of the wicket all move one position around in a clockwise direction, and one of them becomes the new wicketkeeper. Participants change positions quickly; the new bowler needs to be ready to bowl the ball as soon as the next wicketkeeper is in position and everyone is watching the ball.

The batters try to score runs in the usual way, by running between the wickets. They may also score a 4 or 6 by batting the ball so that it strikes the back wall of the hall. A batter scores a 4 if the ball bounces before it hits the back of the wall, and a 6 if it hits without bouncing. Batters do not have to run if they hit a 4 or 6, but they must run any other time they hit the ball. This is sometimes referred to as the 'tip and run' rule by coaches. The tip and run rule states that batters must run if they hit the ball with the bat.


Because batters have to run if they hit the ball, there should be a lots of run-outs, so fielders should be frequently changing with the batter. If a fielder picks up the ball after a batter has hit it or after another fielder has thrown the ball at the wickets during a run, then that fielder becomes the bowler. The bowler moves to the side where the new bowler was standing, and, if necessary, all of the players move around one position until the gap where the new bowler was standing is occupied. Participants keep their own scores throughout the game by continually adding up the runs they score when batting. Have them plaay for a set time (e.g., 15 to 20 minutes). The participant who has scored the most points is the winner.

- Bowlers should deliver the ball when it is safe to do so. This means that when a bowler bowls other participants should not be standing between the wickets, and they should all be looking at the ball, especially the batter.

- All participants should keep their eyes on the ball when it is being bowled. This is particularly important for the wicketkeeper when she becomes a bowler (after feeding a ball) because she will be facing away from the striking batter when she is moving to the bowling wickets.


- To speed up the game, participants should get into their fielding positions quickly after a ball has been bowled.


GAME VARIATION: Participants play in pair and bat together. This means if one of them is out, so is his partner. The participant who gets the batter out and his partner switch to become the two new batters.

GAME VARIATION: To reqward good bowling, if a bowler bowls a good delivery that beats the batter (and is not a wide), she continues to bowl. The wicketkeeper passes the ball back to the bowler, and she continues to bowl until the ball is hit by the batter and fielded by another participant or they bowl a wide.

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COLLIDE CATCH

- One tennis ball per two participants


Arrange the participants into groups of four, and give each group two tennis balls. Participants stand in a square formation. Although all four participants in each group are competing against each other, the participants work in pairs to throw the balls. The participants facing each other across the centre of the area constitute a pair. There should be approximately 5 to 7 metres between the participants in each pair.


Each participant in one of the pairs (facing each other) starts with a ball and adopts a low stance of a wicketkeeper or slip fielder. Each participant in the throwing pair throws his ball to his partner repeatedly, using an underarm action. The partners should try to release the balls at the same time so they collide mid-flight. They should also try to throw the balls so that if the balls do not collide in the middle, they can easily be caught by their partner. All of the participants should be ready to catch one of the balls, if they collide. If a participant catches a ball after a collision and before the ball bounces, he scores a point. If the balls do collide in the centre of the group, they are given to the other participants, who take their turn to throw the balls to each other. This happens regardless of whether either ball is caught after the collisions. Participants continue for a set time (e.g., 3 minutes) or until one participant has scored a set number of points (e.g., 10). Change the groups, then start the fun again.

- Use soft balls only.

- Participants should not stand too close to each other

- Participants should not throw the ball too hard

- Set groups far enough apart to avoid participants being struck by stray balls from other groups

- To facilitate partners catching each other's balls when they do not collide, suggest that they toss them so they are at about shoulder height in the centre. Then they will drop so that the partners can catch them between knee and hip height.

- Allow participants to practice the throw by giving a ball to each of the pairs. They should develop throwing the ball, so the throw has the correct pace and reaches their partner at the correct height, so it is easy to catch. When they have developed this skill, play the game.

- If two participants are having difficulty throwing at the same time, ask them to count down from three to zero, so they are more accurate at releasing at the same time.

- Participants should keep their own score throughout the game.

- Advanced participants should try to catch and throw quickly so there are lots of collisions. However, they must still try to throw at the same time as their partner.


GAME VARIATION: Within each group compete in pairs. A participant scores a point for the team if she catches a ball after collision. Pairs gain 2 points if they each catch a ball after a collision. Play for a set time (e.g., 3 minutes) or to score a set number of points (e.g., 10).

GAME VARIATION: Participants in each group work together against the other groups to score as many points as possible in a set time (e.g., 3 minutes) or to be the first group to score a set number of points (e.g. 10).

GAME VARIATION: Have participants play in groups of three. Participants should take turns to work in a pair, with the other participant standing to the side. All the participants try to catch a ball after a collision to score a point. After there has been a ball collision, the participant standing at the side switches with one of the pair.

SPORT-SPECIFIC: This game can be adapted for use in other sports that require throwing and catching skills (e.g, rounders, softball, baseball). Use a tennis ball with younger children but relevant balls can be used with older or more advanced participants. It can also be adapted for use in soccer sessions where coaching or teaching goalkeepers. Use relevant balls for the activity that the participants are playing.

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DECISION RUN

- Two cricket bats, one tennis ball and one wicket per 10 to 14 participants

- Cones

- Possibly chalk


Arrange the participants into groups of 10 to 14; then separate each group into two equals teams. Place the wicket on the ground and use the cones to mark out three run lines approximately 15, 20 and 25 metres away from the wicket. If the surface of your playing area is suitable (e.g., in a sports hall or on concrete), use chalk to draw a line between the two cones marking each run line. The run lines are equivalents of batting, or popping crease.


One team starts batting, and the other starts fielding. The fielding team nominates one participant to be the wicketkeeper and stand behind the wicket. The rest of the team spreads out, trying to cover as much of the outfield as possible. One batter starts as the striking batter, and the rest of the team members stand or sit behind the wicket well out of the way of the fielders. The striking batter steps up to the wicket to bat. With younger or less able groups it may be beneficial for you to bowl. You should do this from a distance of approximately 12 metres from the wicket.


When bowling to younger participants, deliver the ball at the wicket with an underarm action. The batter tries to hit the ball away, or defend, by stopping the ball from hitting the wicket. The batter has to run regardless of whether she hits the ball. The fielding team tries to retrieve the ball as quickly as possible and throw it to the wicketkeeper to run the batter out or prevent her from scoring runs. The batter tries to score runs in the following ways:

- If the runs to any of the lines and decides not to return straightaway to the wickets, she scores 1 run.

- If she runs to the first line and then straight back to the wickets, she scores 2 runs.

- If she runs to the second line and then straight back to the wickets, she scores 4 runs.

- If she runs to the third line and then straight back to the wickets, she scores 6 runs.

If the batter decides not to run straight back, she should wait at the line nearest the wickets ready to run back as soon as the ball has been bowled to the next batter. The fielding team can run the first batter out when she tries to return to the wickets. This batter must run when the next batter takes her turn to receive the next ball. No other points are scored for a batter who returned to the wickets after waiting for the next teammate to hit, but the teammate (next hitter) can still score, 2,4 or 6 runs if she hits the ball and gets to one of the lines and back without stopping. If any of the batters are out (bowled, run out or caught), then the batting team loses 5 runs from its score.


After taking their turn to bat and completing their runs, participants join the back of their team's line ready to bat again when it is their turn. The batting team continues for a set time (e.g., 7 to 10 minutes), or until each batter has received a set number of bowls (e.g., four each). The teams then swap roles, and when both teams have taken their turn to bat, the team with the most runs wins.


- Fielders should stand at least 10 metres from the batter.

- Fielders should not stand between the wicket and the run lines because the batter may run into them.

- Warn the fielders to be careful of collisions when chasing the ball.


- Remind batter that they must run even if they miss the ball.

- Fielders can rotate positions every six deliveries so that they all get a chance to be the wicketkeeper.

- With older or more experienced participants, this game is best played in a sports hall because the batters will hit the ball farther outdoors. This can make the gam too easy for more skilled batters. Alternatively, having them bowl to each other makes it harder for the batters to hit the ball.

GAME VARIATION: Allow the fielders to bowl themselves. With older or more experienced participants, make the bowlers deliver using an overam action from an appropriate distance.

GAME VARIATION: When a batter is caught out, the teams switch roles

HARDER: Batters have to run to one of the lines and back without stopping. If the batter misses the ball, the wicketkeeper must throw the ball to one of her teammates, who must pass to a different teammate before the ball is thrown at the wickets or back to the wicketkeeper.

HARDER: Change the rules so that in any one inning, batters are not allowed to bat again if they are out. In this instance, an inning should be timed or the team should be given a set number of deliveries (e.g., four each). If all of the batters are out before the end of this time or a set number of deliveries, then the teams switch roles.

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FOUR, TWO OR OUT

- One tennis ball per 12 participants

- Cones

Arrange the participants into groups of 12, then separate each group into teams of six. Number the teams 1 and 2. Cone out a playing area of approximately 20 by 30 metres for each group. It should be a rectangular area divided into three sections. The middle section is called the defensive area and should be approximately 20 by 20 metres. The outer areas are throwing area 1 and throwing area 2. The lines separating the defensive area and the throwing areas are the goal lines; goal line 1 separates the defensive area from throwing area 1, and goal line 2 separates the defensive area from throwing area 2. Team 1 begins as the fielding team and stands in the defensive area. Team 2 begins as the throwing team; three of them stand in throwing area 1, with the remaining three standing in the throwing area 2.


One of the participants from team 2 in the throwing area 1 starts with the ball. He tries to throw the ball through the defensive area to his teammates in throwing area 2 (over goal line 2). He must not step over or past goal line 1 when he releases the ball. The ball must be thrown thr defensive area below a specific height or the tallest of the participants; so the thrower cannot throw the ball over the top of the fielder's heads. He is awarded of the ball travels over goal line 2 but is not caught by a teammatenin the other throwing area before it bounces. If the fielding team stops the ball going through the defensive area, the thrower's team loses 1 wicket or has 1 out. If a fielder manages to catch a ball before it bounces, the throwing team lose 2 wickets (have two outs)


If the fielders stop the ball, they pass it to one of the participants in throwing area 2, because throwing alternates between the participants standing in the two throwing areas. Team 2 continues throwing until it has lost 10 wickets (10 outs) or for a set time (E.g., 3 to 5 minutes); then teams swap roles. If they are playing the timed version, at the end of the set time, 2 points are removed from the throwers' score for each wicket (out). For example, if a team scores 35 points but have lost 5 wickets then their final score would be 25. After both teams have taken their turn as the throwers, the team with the most points wins.


- Participants should be suitably warmed up before playing the game because it involves ballistic movements.

- Fielders in the defensive section should not stand too close to the participant who is throwing the ball.

- The size of the area depends on the age and experience of the participants. It should be challenging yet, safe. Because beginners or young participants struggle to throw the ball through a large area, they will be frequently unsuccessful if the area is too big. A small area, on the other hand, is not advisable for more advanced or older participants because it becomes dangerous for the fielders.

- Fielders should not stand in a line (parallel to the goal lines) across their area. They should stand so that, if they dive to their side, they do not collide with a teammate. Inform participants to call their own names when they are diving to field a ball so that their teammates can move out of the area.


- Instruct participants in correct throwing, catching and fielding techniques.

- Have participants keep their team's score throughout the game.

EASIER/HARDER: Change the size of the area depending on the age or ability of the participants. A longer defensive area or narrower playing area makes the game more challenging for the throwers (but easier for the fielders).

GAME VARIATION: Place two wickets approximately 5 metres apart (not too close to the edge of the playing area) on each of the goal lines. The throwers can try to hit the wickets on the goal line that they are trying to score past when throwing and score 6 points if they manage to do this. Other than that variation, the scoring system is the same as the original version of the game.

GAME VARIATION: Participants play individually against the other members of the group. If a participant is a thrower and a ball that he throws is caught or stopped by a fielder, the two participants swap roles. If the ball is thrown over the goal line and is caught (before it bounces or before it has bounced twice), award the thrower and the catcher two points. Award one point to the thrower for throwing over the required goal line when it is not caught before the bouncer or having bounced more than once. Four points are awarded for a fielder catching the ball before it bounces. Have them play for a set time, after which the participant with the most points is the winner.

HARDER: Instead of throwing the ball, the throwers can hit the ball using the bat. The game can be adapted for hitting a variety of shots. If using this version, make the defensive area bigger and do not allow fielders to stand within 10 metres of the batter.

SPORT-SPECIFIC: This game can be adapted for use in rounders, softball and baseball using the same rules.

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HIT OR SCORE

- One tennis ball and one wicket per 6 to 8 participants

- Cones

Arrange the participants into groups of 6 to 8, and then separate each group into two equal teams. Use cones to mark out the playing area for each group. Create a rectangular area divided into three sections. The lines separating the middle section are the throw lines. The middle section is a no-throw area. Place the wicket in the centre of the no-throw area. Participants from Team 1 stand in one of the end sections, and participants from team 2 stand in the other. The end lines (the shorter sides of the playing area) behind the teams are goal lines that the teams are trying to defend. Number the teams 1 and 2.


A participant from Team 1 begins with the ball, and when the game starts , she throws it at the wicket. Throws must be taken from behind her team's throw line, so not in the no-throw area. If the ball hits the wickets, 3 points are scored for that team. Participants try to throw the ball so that if it misses the wickets it passes through to the opponents' goal because 1 point is scored if the ball passes through the opponents' goal. For a goal to be scored, the ball must pass below a certain height (e.g., waist or head height), although the ball can bounce or travel directly across the goal line. If the ball hits the wickets and travels over the opponent's goal line, 4 points are awarded to the throwers' team. The opposing team tries to stop the ball from going through the goal using fielding techniques. A participant can also point if she catches a ball that has been thrown by an opponent before it bounces. A participant from Team 2 now attempts to throw the ball at the wicket and through the opponents' goal. Participants take turns throwing, alternating between teams. The game continues for a set time (E.g., 3 to 4 minutes) or until one team scores a set number of points (e.g., 15 to 20).


- Ensure participants are suitably warmed up before playing the game because it involves ballistic movements.

- Do not allow participants to throw in the no-throw area.

- Choose the size of the no-throw area based on the age and experience of the participants, it should be safe yet challenging.


- When defending, teammates should not stand in line with each other parallel to the goal or throwing line. Participants should stand so that if two of them dive for the same ball, they will not collide into each other.

- Instruct participants in the correct throwing, catching and fielding techniques.


EASIER: Place two sets of wickets next to each other in the centre of the playing area to make it easier for the participants to hit.

EASIER/HARDER: This game can be played with different numbers on a team.

EASIER/HARDER: Make the no-throw area smaller or bigger depending on the age or ability of the participants. A longer or narrower no-throw area makes the game more challenging.

HARDER: Have only one stump (a wicket and three stumps) for the participants to hit.

GAME VARIATION: Place three or five sets of wickets between the two teams. The wickets should be spaced out with a distance of approximately 5 metres between them. Participants throw at any of the wickets and score when they hit one. The participants cannot score by hitting a wicket that has already been hit. Continue until all of the wickets have been hit; the team that hits tthe most wickets wins.

GAME VARIATION: Add a second ball, but insist that participants from the same team cannot throw the ball at the same time. Do not play this variation with a cricket ball for safety reasons.

SPORT-SPECIFIC: The game can be adapted for use in rounders, softball and baseball using the same rules. If you do not have wickets, use an alternative object.

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KNOCK DOWN

- Five bibs

- Two wickets and one tennis ball per 10 participants

- Cones

Arrange the participants into groups of 10; then separate each group into two teams of five. Have one team put bibs on. Use cones to mark out a playing area for each group. Place the wickets in the middle of the area, and mark out a circle using cones around each of the wickets. The wickets should be in the centre of the circles, which should be approximately 10 metres in diameter.


A participant from one of the teams starts with the tennis ball. The team in possession of the ball tries to make a set number of passes (e.g., 5). Team members must throw the ball to each other to make the passes. They can move when they do not have the ball but when they are in possession of the ball, they are not allowed to move. Once they have made a set number of passes, they are allowed to throw the ball at either of the wickets. A point is scored for hitting either of the wickets after making the set number of passes. If a participant drops the ball or a throw doesn't reach a teammate and that team retains possession of the ball, the players start counting the passes from zero again. Participants have only 5 seconds to pass the ball when they have it, and possession is passed to the opponents if one of them holds on to the ball for longer than 5 seconds.


The opposing team tries to prevent the team in possession of the ball from making the set number of passes. If they manage to intercept the ball and gain possession, they try to make the set number of passes and then throw the ball at the wickets. If a team hits wickets, the game may have to stop for the wickets to be set up again. After scoring a point, the team that hit the wickets regains possession. If a participant misses the wickets when aiming a shot at them, any of the participants on either team can pick up the ball. When a ball is picked up after a missed throw at the wickets, the team that gains possession of the ball must make the set number of passes before taking the next throw at the wickets.


Participants are not allowed to enter into either of the circles around the wickets, unless it is to set up a wicket that has been knocked over. If a participant throws or drops the ball so that it rolls out of the area or rolls and stops in a circle, then possession is given to the opposing team. Have teams play for a set time (e.g., 5 minutes) or until one team has scored a set number of points (e.g., 10).


- Ensure the participants are suitably warmed up before playing the game because the game requires ballistic movements.

- Warn the participants to be careful of collisions.

- Make sure groups are not set up too close together to avoid participants being struck by stray balls from other groups.


- Participants may not move when they have possession of the ball.

- Encourage participants to run into a space to receive a pass from a teammate.

- When a team is defending, instruct the players to each mark, or guard, an opponent.

EASIER: Reduce the set number of passes the team has to make before players are allowed to throw the ball at the wickets.

EASIER: Place two sets of wickets next to each other as the targets, or make the circles smaller.

GAME VARIATION: One team must hit one of the wickets to score, and the opposing team must hit the other. Teams are allowed one participant inside the opposing team's circle. This participant can try to stop the ball from hitting the wicket that a team is defending.

HARDER: If a participant drops the ball when trying to catch it, the opposing team gains possession of the ball.

HARDER: Participants can use only one hand to catch and throw the ball.

SPORT-SPECIFIC: This game can be adapted for use in other striking and fielding games (e.g., baseball, rounders, or softball). If you do not have wickets, use an equivalent.

SPORT-SPECIFIC: This game could be adapted for use in basketball, netball or rugby sessions. Use relevant sport balls with a large cone (or equivalent) for the targets.

SPORT-SPECIFIC: This game could be adapted for use in soccer sessions. Use a soccer ball and a large cone for the targets. Participants kick the ball to pass to each other and to hit the target. Alternatively, if coaching or teaching goalkeepers, then the participants should throw or roll the ball.

From the book, More Fun and Games: 100 new sport-related activities (Anthony Dowson)

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