This article has multiple issues. Please help improve it or discuss these issues on the talk page . (Learn how and when to remove these template messages) |
Armchair cricket is a card game that is inspired by the bat and ball sport cricket. It is played by either two or four people. Depending on the version of the game being played, a game can last a few minutes to several hours. It was produced commercially in England but is no longer made (although unused sets are still available for sale by private and specialist traders).
The game is not played with a standard deck of playing cards. Two identical decks of 55 cards, comprising five suits of 11, are used instead (the 110 cards together are referred to as a pack). The suits are named after important pieces of cricketing equipment – bats, balls, stumps, gloves and pads – and numbered simply 1 to 11. The cards numbered 1 are called ‘dollies’ (cricketing slang for an easy catch) and those numbered 11 are called ‘beauts’ (referring to excellent deliveries or shots).
In the two player game, both players hold six cards, unseen by their opponent (one player may hold seven or eight cards as a way of evening up the odds where there is a wide difference in ability). One player will be ‘bowling’ and the other ‘batting’. The bowler plays a card – corresponding to bowling a delivery – and the batsman responds by playing a card – corresponding to playing a shot. Depending on the cards, the outcome may be runs for the batsman or a wicket to the bowler (or, of course, a dot ball).
There are a number of versions of the game, which allow for games of varying length and intensity to be played.
This is a fast, simple version, which might be thought of as an equivalent to French cricket. Only four of the five suits are used, and once the pack has been exhausted an innings is over (since there are 88 cards in this pack and a delivery requires a card to be played by both players, the maximum length of a Quicket innings is 44 balls). The standard way to play this version is for the innings to end immediately if a wicket falls.
Just as in cricket, with one innings per team, innings ending with the fall of ten wickets or after the allotted overs have been bowled. When a pack is exhausted, the cards that have been played (the discard pile) are turned face down, shuffled and reused.
Each team has two innings, with scores aggregated to determine the victor. Instead of the match length being determined by counting overs, it is done by counting how often packs are exhausted – players can think of a pack as representing half an hour of play. So, for instance, playing a five-day Test match involves 30 ‘hours’ of play, and so the pack needs to be exhausted 60 times.
When the batsman is faced with a delivery, he or she will be out by playing a card that is different in suit and lower in value. To score runs he or she needs to play a card that is in the same suit and higher in value. (Anything else is a dot ball.) The number of runs is determined by the difference in value. Roughly, if the batsman's card exceeds the bowler's by 1, 2 or 3, one run is scored; if by 4 or 5, two runs; if by 6, three runs; if by 7, 8, 9, four runs; if by 10, six runs. (So the only way to score a six is to play a beaut on a dolly.) There are some complications if other rules are being played, especially the two-card shot.
The manufacturer says that with this basic rule, a game can be played but the scores will be unrealistically low (compared to real cricket). There are a number of rules, which are best introduced gradually, which make the game more and more realistic (and require more sophisticated thinking from the players).
The most important are the no-ball rule, the extras, lower-order batsmen and the two-card shot.
Playing the basic rule only soon reveals that bowling is too easy (or batting is too difficult). The no-ball rule redresses this by reducing the number of cards that the bowler is allowed to use. Every over there is a no-ball suit, determined by the suit used by the bowler in the last delivery of the previous over. If a bowler plays a card in the no-ball suit then the batsman automatically gets a run, and is entitled to play any card without penalty. The bowler has to bowl an extra delivery. In fact, armchair cricket played simply with the no-ball rule is a challenging game and reasonable simulation of cricket already.
These are more restrictions on the bowler. If the bowler bowls a card equal in value to the last card played then a wide is called, runs added to the batsman and the ball has to be bowled again. If, instead, the bowler's card exceeds the last card played by one, then byes are called (the number of byes or wides depends on the value of the bowler's card). The other extra from real cricket, the leg bye, is a feature of the two card shot.
To simulate the fact that in real cricket some batsmen are worse than others, there are restrictions on the cards the batsman is allowed to use when the lower order batsmen are in play. Specifically, there are no extra restrictions on the first five batsmen, then the next three are not allowed to use dollies to defend a higher card in the same suit, and the last three batsmen cannot use dollies or twos to defend higher cards. There is no similar way of simulating different bowlers’ abilities.
This is a relatively complicated procedure, whereby the batsman plays two cards in response to the bowler's delivery, and forces the bowler to play another card, called the fielding card. With the two-card shot rule in place, armchair cricket can simulate several more features of the real game, including run outs, overthrows, out obstructing the field, out hit the ball twice and scrambled singles (called suicide singles).
There are some differences in the four player game, where players play in pairs. The major differences are that for the batting side, each player holds seven cards not six, and represents one of the batsmen for the duration of that batsman's innings, whereas the two players on the bowling side always alternate overs. So in the course of one over a bowler may well bowl to both his or her opponents.
Because of the game's attempt to simulate real cricket so closely, players tend to keep score in much the same way as real cricket scorers do, performing the so-called ball by ball analysis onto a specially prepared scoring pad. In this way, individual batsmen's and bowler's performances can be given (e.g. scoring rate, number of runs conceded etc.). However, this is not vital for determining the result of the game. The bare minimum is to know how many balls have been bowled in the over, how far the game has progressed (in terms of overs or packs), the team's score, and which individual batsman is facing any particular delivery (if players are playing the lower-order batsmen rule). In the Quicket version, all that's needed is to keep track of the team's score, and (as suggested in the game's documentation) players can use the unused suit to display the score.
Although there is an element of luck in a game where you pick up cards face down from a shuffled deck, armchair cricket is a game of skill, and it is interesting to consider to what extent real cricketing knowledge and experience is useful in playing the game. Perhaps experience in how to pace an innings, especially in the limited overs version, is a relevant skill. The right time to make a declaration in the two innings version may be another example.
Bearing in mind the complicated nature of real cricket, in its technical details, armchair cricket does a remarkable job of simulating the game. There are many details which can be ignored by the players without affecting the game, or instead savoured by cricket fans who enjoy these details. For example, the precise values of the cards played allow players to distinguish between dot balls that are (i) defensive shots where the bat struck the ball, (ii) ‘leaves’ where the batsman deliberately does not strike the ball, and (iii) instances where the ball has ‘beaten the bat’ without taking a wicket. Whichever of these three possibilities is the case makes no substantial difference to the game, but the detail is there nevertheless for those who wish to know. Similarly, when a wicket falls there is a procedure for determining how the batsman was out (deciding between bowled, LBW, caught out etc.), but ultimately, the nature of the dismissal is irrelevant to the outcome of the game.
There are, of course, some aspects of the real game of cricket which are not simulated in armchair cricket, which players may like to think about how to incorporate into their house rules.
Rain does not stop play in armchair cricket, nor will umpires offer the batting team bad light.
Perhaps the most serious missing aspect is there is no simulation of pitch conditions. The rule book describes the act of looking at your cards at the start of the game after winning the toss as 'inspecting the pitch’, but unless you get to see your opponent's hand as well, this is not that realistic. The most serious drawback is that in a long two innings game, where traditionally the team batting last suffers on a deteriorating pitch, there is no real reason why in armchair cricket the fourth innings is any harder for the batting team than the previous three. Perhaps you could adapt the lower-order batsmen rule to make it harder in the latter stages of a game?
In real cricket, the bowler styles are varied and important, but there is no appreciable difference in the card game between a fast bowler, a wristy leg-spinner or a swing-and-seam merchant. (There is a very minor differentiation, which is that when a bowler takes a wicket that is caught behind, the bowler can decide it was a stumping if the bowler was a spinner.) This all ties up with earlier problems regarding weather and pitch conditions. One can imagine a complicated refinement to the rules where fast bowlers on bouncy pitches in sunny weather have the odds stacked slightly in their favour, or spinners have an advantage when bowling to left-handers in the fifth day of a test, but it would need a lot of playtesting and perhaps would not add much to the game.
An important role played by the captain of the fielding side in cricket is deciding where each of your teammates should stand - this affects the bowler's behaviour, how easy it is for the batsman to score runs, how risky certain shots are etc. There is no way of simulating this in armchair cricket, except to say that it falls under the general concept of how aggressively the bowler is bowling.
Similarly to how the pitch does not deteriorate in armchair cricket, bowlers do not get tired. Nothing stops the bowling team using the same two bowlers for the entire duration of a Test match. When to deploy one's bowlers is a crucial part of the captain's role in real cricket, but is irrelevant in armchair cricket.
Bowling, in cricket, is the action of propelling the ball toward the wicket defended by a batter. A player skilled at bowling is called a bowler; a bowler who is also a competent batter is known as an all-rounder. Bowling the ball is distinguished from throwing the ball by a strictly specified biomechanical definition, which restricts the angle of extension of the elbow. A single act of bowling the ball towards the batsman is called a ball or a delivery. Bowlers bowl deliveries in sets of six, called an over. Once a bowler has bowled an over, a teammate will bowl an over from the other end of the pitch. The Laws of Cricket govern how a ball must be bowled. If a ball is bowled illegally, an umpire will rule it a no-ball. If a ball is bowled too wide of the striker for the batsman to be able to play at it with a proper cricket shot, the bowler's end umpire will rule it a wide.
The Laws of Cricket is a code that specifies the rules of the game of cricket worldwide. The earliest known code was drafted in 1744. Since 1788, the code has been owned and maintained by the private Marylebone Cricket Club (MCC) in Lord's Cricket Ground, London. There are currently 42 Laws, which describe all aspects of how the game is to be played. MCC has re-coded the Laws six times, each with interim revisions that produce more than one edition. The most recent code, the seventh, was released in October 2017; its 3rd edition came into force on 1 October 2022.
This is a general glossary of the terminology used in the sport of cricket. Where words in a sentence are also defined elsewhere in this article, they appear in italics. Certain aspects of cricket terminology are explained in more detail in cricket statistics and the naming of fielding positions is explained at fielding (cricket).
An all-rounder is a cricketer who regularly performs well at both batting and bowling. Although all bowlers must bat and quite a handful of batsmen do bowl occasionally, most players are skilled in only one of the two disciplines and are considered specialists. Some wicket-keepers have the skills of a specialist batter and have been referred to as all-rounders, but the term wicket-keeper-batter is more commonly applied to them, even if they are substitute wicket keepers who also bowl.
In cricket, a yorker is a ball bowled which hits the cricket pitch around the batsman's feet. When a batsman assumes a normal stance, this generally means that the cricket ball bounces on the cricket pitch on or near the batsman's popping crease. A batsman who advances down the pitch to strike the ball may by so advancing cause the ball to pitch at or around his feet and may thus cause himself to be "yorked". Yorkers are considered to be one of the most difficult deliveries to bowl.
Cricket is a sport that generates a variety of statistics.
In the sport of cricket, the crease is a certain area demarcated by white lines painted or chalked on the field of play, and pursuant to the rules of cricket they help determine legal play in different ways for the fielding and batting side. They define the area within which the batsmen and bowlers operate. The term crease may refer to any of the lines themselves, particularly the popping crease, or to the region that they demark. Law 7 of the Laws of Cricket governs the size and position of the crease markings, and defines the actual line as the back edge of the width of the marked line on the soil, i.e., the edge nearest to the wicket at that end.
Short form cricket is a collective term for several modified forms of the sport of cricket, with playing times significantly shorter than more traditional forms of the game.
In cricket, batting is the act or skill of hitting the ball with a bat to score runs and prevent the loss of one's wicket. Any player who is currently batting is, since September 2021, officially referred to as a batter —regardless of whether batting is their particular area of expertise. Batters have to adapt to various conditions when playing on different cricket pitches, especially in different countries; therefore, as well as having outstanding physical batting skills, top-level batters will have quick reflexes, excellent decision-making skills, and be good strategists. Although batsman is still widely used.
In cricket, a run is the unit of scoring. The team with the most runs wins in many versions of the game, and always draws at worst, except for some results decided by the DLS method, which is used in rain-shortened limited-overs games when the two teams have had a different number of opportunities to score runs.
Baseball and cricket are the best-known members of a family of related bat-and-ball games. Both have fields that are 400 feet (120 m) or more in diameter between their furthest endpoints, offensive players who can hit a thrown/"bowled" ball out of the field and run between safe areas to score runs (points) at the risk of being gotten out, and have a major game format lasting about 3 hours.
Law 41 of the Laws of Cricket covers unfair play. This law has developed and expanded over time as various incidents of real life unfair play have been legislated against.
In cricket, a scorer is someone appointed to record all runs scored, all wickets taken and, where appropriate, the number of overs bowled. In professional games, in compliance with Law 3 of the Laws of Cricket, two scorers are appointed, most often one provided by each team.
George Herbert Hirst was a professional English cricketer who played first-class cricket for Yorkshire County Cricket Club between 1891 and 1921, with a further appearance in 1929. One of the best all-rounders of his time, Hirst was a left arm medium-fast bowler and right-handed batsman. He played in 24 Test matches for England between 1897 and 1909, touring Australia twice. He completed the double of 1,000 runs and 100 wickets in an English cricket season 14 times, the second most of any cricketer after his contemporary and team-mate Wilfred Rhodes. One of the Wisden Cricketers of the Year for 1901, Hirst scored 36,356 runs and took 2,742 wickets in first-class cricket. In Tests, he made 790 runs and captured 59 wickets.
In cricket, the batting order is the sequence in which batters play through their team's innings, there always being two batters taking part at any one time. All eleven players in a team are required to bat if the innings is completed.
Crocker is a team sport played between two large teams. Its origins are in cricket and baseball. It also makes the use of a rugby ball, or a soccer ball which may explain its name. It is a casual sport not played formally, but often found on British summer camps.
India's 2003–04 tour of Australia was composed of seven first-class matches, including four Tests. India also participated in an ODI tri-series with Australia and Zimbabwe. The Test series was drawn 1–1, and India retained the Border-Gavaskar Trophy because of their victory in the Trophy's previous contest. In the 2003–04 series' Adelaide Test, Rahul Dravid scored a double century, securing a famous win for India. Sachin Tendulkar scored 241* in Sydney, which up until that point in his career was his highest score in a Test match. Captain Sourav Ganguly made his first test century against Australia, a 144 in Brisbane that gave his team a lead of 86 after they were in trouble. VVS Laxman played consistently well throughout this series, most notably his contribution in the Adelaide test is well remembered. This series was also the last for Steve Waugh, who had captained Australia to a record equalling 16 consecutive test match victories and had 41 victories in 57 Tests.

Bat-and-ball games are field games played by two opposing teams. Action starts when the defending team throws a ball at a dedicated player of the attacking team, who tries to hit it with a bat and run between various safe areas in the field to score runs (points). The defending team can use the ball in various ways against the attacking team's players to force them off the field when they are not in safe zones, and thus prevent them from further scoring. The best known modern bat-and-ball games are cricket and baseball, with common roots in the 18th-century games played in England.
The Second Test of the 1948 Ashes series was one of five Tests in The Ashes cricket series between Australia and England. The match was played at Lord's in London from 24 to 29 June, with a rest day on 27 June 1948. Australia won the match by 409 runs to take a 2–0 lead, meaning that England would need to win the remaining three matches to regain The Ashes.
Bernard James Tindal Bosanquet was an English cricketer best known for inventing the googly, a delivery designed to deceive the batsman. When bowled, it appears to be a leg break, but after pitching the ball turns in the opposite direction to that which is expected, behaving as an off break instead. Bosanquet, who played first-class cricket for Middlesex between 1898 and 1919, appeared in seven Test matches for England as an all-rounder. He was chosen as a Wisden Cricketer of the Year in 1905.