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Realistic Rules Additions for QUICKSingle

Beery

Cricket Spectator
I just bought this game and I really like it, but the game tends to be unrealistically hard on batsmen. So here's a set of 2-player rules that makes the game into a more realistic simulation of cricket:

First, deal the cards out as for a 4-player game. One player plays the batting team (deal 2 sets of batting cards) and the other player plays the fielding team (deal out the bowling cards). Then lay out the 9 fielding cards for all to see.

Play the game as per the 4-player game rules. The batting player must manage both sets of batting cards, being careful not to mix up who is the striking batsman.

After each over only the batting and bowling cards are shuffled back into the deck. Fielding cards remain in play unless the fielding player elects to change the field, at which point they can be shuffled back in and a new field is played. This can only happen once per over.

Dismissals in the regular game are regarded as potential dismissals only. If a batsman is run out, caught, bowled, or dismissed LBW, the umpire decides the result. Roll a die: on a 1 or a 2 the batsman is out. On 3 to 6 the batsman is not out.
 

Beery

Cricket Spectator
Beery said:
Dismissals in the regular game are regarded as potential dismissals only. If a batsman is run out, caught, bowled, or dismissed LBW, the umpire decides the result. Roll a die: on a 1 or a 2 the batsman is out. On 3 to 6 the batsman is not out.
Actually it's easier to just turn over a fielding card when adjudicating a potential dismissal, and treat a catch card as a dismissal. This gives about the same chance of dismissal.

Also, an alternative to having all dismissals treated in such a way is to only use this method for run-outs and LBWs, which require an umpire's decision.
 

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