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Detailed Game Instructions

What's in the box?

  1. A pack of cards that contain
    a. 60 cards - for a 10 overs per side match (6 balls per over)

  2. A small booklet of scorecard - to manually write down the score

  3. Two Third umpire cards - Out & Not Out
     

Objective:

The player who accumulates the most runs within the allocated 10 overs compared to their opponent will be declared the winner.
 

Game Concept:

Traditionally, Book Cricket is a game played by flipping the pages of a book and the last digit of the even page number is the score for that ball.

 

For example: If the page number is 24, the batter scores 4 runs. If the last digits are 2, 4, or 6, that's the runs scored.  If it is 8, it is a dot ball. If the last digit is 0, then the batter is out.

A minimum of two players play the game - one who flips the pages is the batter, and the other is the bowler. The aim of the game is to score at least 1 more run than the opponent to win the match.

How to Play?

  1. From the pack of cards, separate out the two Third Umpire cards and any blank cards.
     

  2. Shuffle the pack and each player draws one card for the toss. The highest card wins the toss. Cards are ranked from high to low as follows: 6, 4, 3, 2, 1, 0, Out.
     

  3. Each pack will allow for a maximum of 10 overs to be played (60 cards).
     

  4. The winner of the toss can choose to Bat or Bowl.
    a. The batter will draw cards from the pack and put them face up on the table. This is done until all the cards are exhausted (10 overs). If you wish to play for more than 10 overs, reshuffle the cards and continue. It is up to the two teams to decide and agree on the number of overs and wickets per innings.
     

Pro Tip: It is found that 6 overs and 3 wickets per innings seems to work best.

      b. The batter shuffles the pack of cards to get started. The bowler should pick 6 cards face down anywhere from        the pack.
      c. While the bowler can see the cards that have been picked, the batsman should not know the cards picked by            the bowler.
      d. The bowler can choose to play one card at an agreed time anytime during the course of the over to disrupt               the flow of play.
 

Example: If the cards drawn by the bowler have an 'Out' card, the bowler can choose to play that card to get the          current batter out. The bowler could have drawn other cards which could be runs too. When that card is played,        the batter gets those runs added to the score. The bowler's card counts as a legal delivery in the current active          over in play.

Pro Tip: The teams can decide on which ball of the over the bowler can play their card. Usually, the last ball of the over works best.
 

  1. Each team gets 2 third umpire reviews per match. The batting team can choose to call for a third umpire review at any point during the match.
    a. The two third umpire cards are 'Out' and 'Not Out'.
    b. The opponent shuffles the two third umpire cards, and the reviewing team has to pick one. The result of the review depends on the card picked by the reviewer.
    c. If the 'Not Out' card is picked, the batter retains the review and that ball is marked as a dot ball (0 runs).

  2. The scores of the match can be written on the score card given as part of the Book Cricket pack.
     

Pro Tip: For easy calculation, you can total the score at the end of each over and write it in the box provided.


Note: It is not advised to divide the game cards into smaller chunks (30 balls etc.) as the combination of cards will get impacted and the game might not be enjoyable. However, the complete set can be used for games less than 10 overs.
 

Tips for making the game even more fun:
a. The two teams can decide on the playing conditions - number of innings, number of overs, number of batters (wickets) per team, etc.
b. Each pack of game cards contains a unique mix of events (runs, wickets) and it is advisable not to split or mix multiple packs into one. Use each pack individually, and each pack can be used any number of times.

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