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Swipe to swing: when you swipe is the timing, which way is where it goes, how hard is how far. Over the fence is six โ and you are out.
A short flick is a push: it stays down and finds a gap for one or two. A long, fast swipe is a slog: timed right it goes flat and hard to the fence for four. Get underneath a slog and it goes up โ where somebody can catch it, or where it clears the palings for six, and you are out. That is the whole choice, every ball.
Swing late and it comes off the edge, further round than you aimed. Very late and it flies back behind you โ and the back fence is out, however it gets there.
You score by keeping the ball away from everybody: into a gap is one, two or three, the side or far fence is four. You are also out if you are caught, knock the bin over or hit the shed.
Every over (six balls) the fielders move, so the gaps move โ the map in the corner shows where they are. EASY, NORMAL and HARD decide how many fielders, how quick the ball and how far the spinner turns; on HARD it can grip or skid off the grass, so watch it land. However you start, it gets harder the longer you stay in.
On a laptop: hold โ or โ to aim, then press Z to push or X to slog.
Two players: you bat until you are out, then they do, and the higher score wins. While you bat, the other one picks each ball โ fast, spin or slow. No score goes on the board from a two-player game.