
How it plays
Five rounds. One trophy.
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Bat an over, bowl an over
Every round, you face one over as batsman and bowl one as bowler, so you are never out of the action.
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Roll, keep, reroll
Three rolls to build your dice. Bank a safe score, or reroll the lot and chase the six.
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Power up with XP
Spend XP on cards like Go for Four and The Wall. Their powers stay with you all game.
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Chase the championships
Orange Cap, Purple Cap, Hat-trick, First Six. Earn them first and the points are yours.
What's in the box
A whole tournament in one box.
Chunky batting and bowling dice, two stadium boards for different player counts, dry-erase team trackers, XP cards to power up, and championship cards to fight over.
- 14 chunky dice
- 2 stadium boards
- 17 XP cards
- 6 championship cards
At the table
Built for big moments.
Groans at a lost wicket, cheers for a last-roll six. It's light strategy that's easy to pick up, with enough to think about that everyone wants a rematch.
The rulebook
Want the full rules?
Setup, all three phases of a round, how the dice resolve, and every championship card, with a worked example.
