Stonehenge Cricket, A Stonehenge Sports Game by Steve Beard - SB Designs
2 players. The ancient origins of a civilized sport. Play Test, Limited Over or Twenty20 versions of the game at its most hallowed amphitheater.
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Stonehenge Cricket, A Stonehenge Sports Game by Steve Beard - SB Designs
The Gentleman’s game of Cricket originated in England, is played on a circular arena, and since a Trilithon resembles an ancient giant set of cricket stumps, anthropologists have recently hypothesized that Stonehenge may actually have been built as an ancient cricket ground. One look at a photo of Dr. W. G. Grace should provide further proof of Druidic involvement in the sport.
Number of players: 2
Object of the game: Score the most number of runs after an agreed number of innings/overs.Types of Cricket Matches: Test Cricket: Innings per Team, alternating. 10 Batsman per inning. Winner of the match is the player with the highest combined score.Limited Over Cricket: One three (or more as agreed at start by players) Over duration Inning per Team. Winner of the match is the player with the highest score. Includes Powerplay.Twenty 20 Cricket: One Over duration Inning per Team. Winner of the match is the player with the highest score. Includes Powerplay.
- The Gameboard
- 1 Trilthon
- Number Cards shuffled
- Trilithon Cards placed face-up on the side of the board (for the optional - PowerPlay rule)
- One Figure and ten matching Disks (per team)
- Five Disks of a Neutral color
- Nine Bars Red, Yellow, Green, Blue
- Two (or more) Bars White
- Scorepad and Pencil (if not keeping score with bars)
Setup: One Trilithon (the ‘Stumps’), set up behind the Altar Stone. One player calls ‘Day’ or ‘Night’ and then draws a card from the number deck. If they are correct, they have ‘won the toss’ and may elect to either bat or bowl first. If incorrect, the second player has the choice. Each Team is dealt 10 number cards into their hand. The Batting team places his first Batsman disk on top of the Stumps. Place the figure on the Altar Stone, this represents the first batsman. Fielding team places their figure on space 1 [Bowler]. He the places the Fieldsman disks on Outer Ring spaces of their choice (there MUST always be a fieldsman on space 16 [WicketKeeper]). These positions (except for Bowler and Wicketkeeper) can be altered before the start of each Over.
Playing the Game
- Over: Six Balls bowled by the Bowler
- Dot Ball: Ball that no runs are scored from
- Runs: Scoring unit
- Out: The Batsman is replaced by a new Batsman
- Appeal: A Bowler request to the Umpire to enquire if the Batsman is Out.
- Inning: One Team bats, other team bowls.
To bowl a Ball: The Bowling Team plays a card face-up from their hand onto the board. The Bowling team may choose to play two cards of the same color simultaneously, and the Ball is called a ‘Dot Ball’ and the Batting Team is not permitted to hit the Ball or score. To hit the Ball: The Batting Team plays a card of the ‘non-ball’ color. If the Batting Team has cards remaining in his hand, but no ‘non-ball’ color cards, then he must play a ‘ball’ color card (he is unable to score for this ball) and it becomes known as a ‘Dot Ball’.Bowler Appeal: After a card has been played by the Batting Team, the Bowling Team may play a card of equal number (or two cards that when multiplied together equal the number) to the Batting Team’s card, he then Appeals to the Umpire to enquire if the Batsman is ‘Out’ or not, by yelling “Howzat?”. The Batsman is Out if the Batting Team is unable to play a card that matches the color of the appeal card. If there is no bowler appeal or the batsman is ‘not out’, continue to ‘To score a Run(s)’ section. Batsman is ‘Out’: If the batsman is ‘Out’, remove the batsman disk and place it beside the Scoring Bars and replace it with another disk, to represent a new batsman. The Ball is now ‘Dead’, see ‘Continuing the Over’. To score a Run(s): If the number on the Batting Team number card is equal to the number on the Bowling Teams card, then 6 runs are scored by the Batting Team. This is regardless of fieldsman positions. Continue to ‘Scoring’. If there is a fieldsman on the space of the number card played by the Batting team, then 1 run is scored. If there is no fieldsman on the space of the number card played by the Batting team, then 4 runs are scored.Scoring: Record/Update the score, see ‘Scoring with Bars’ or write this onto a scoring pad. After scoring is completed, the ball is now ‘Dead’, see ‘Continuing the Over’.Keeping Score with Bars: Score can be kept using the Bars. Player one: Red (1 run) and Yellow (10 Runs), Player Two: Green (1) and Blue (10). White Bars represent 100 runs for either team. Example: Player 2’s score is 187: 1 White, 8 Blue and 7 Green Bars. Continuing the Over: Once the result of the Ball has been finalized, the Bowling Team places a Neutral color disk beside the bowler figure. The Bowling Team then bowls a new Ball. If no playable cards remain in the Bowling Team’s hand prior to a bowling Ball, then the next ball is called a ‘No Ball’ and the Batting Team receives a ‘free hit’. They can then play a card of any color and scoring is as above.If no playable cards remain in the Batting Team’s hand after the Bowling Team bas bowled a Ball, then the Batting Team is unable to hit the next Ball or score, and this is called a ‘Dot Ball’. End of Over: After six balls are bowled the Over is completed. Each player replenishes their hand back to 10 cards. Then combine the draw and discard piles and reshuffle. The Fielding Team may now re-arrange their Fieldsman disks if desired, as per Setup. Remove Bowler Disks. End of Innings: If the Batting team has no more Batsman remaining (or the Over duration has been reached) the Inning is completed. The Batting Team keeps his final score total in front of him. The roles of Batting Team and Bowling Team are swapped, and setup as previous. Powerplay Variation: This variation is used in Limited Over and Twenty 20 matches, but players may agree to spice up a Test match with this addition. One Powerplay permitted at a time, once per team per inning, lasts one Over duration from start of an Over. If both Teams want to use the Powerplay at the same time, flip a coin to see which team can use the Powerplay. To use a Powerplay, select an unused Trilithon card from the side of the board and place in the center of the board. If played by the Bowling Team, then the Batting Team can not play cards of that color for the duration of the Over. If played by the Batting Team, then the Bowling Team can not play cards of that color for the duration of the Over. At the completion of the Over remove the Trilithon card (and its ability) and place in front of the activating player to indicate he has used his Powerplay. High Scoring Variation: Bowlers can not bowl ‘Dot Balls’.
Ending the Game
The highest scoring team at the end of the agreed number of innings/overs is deemed the winner.
Steve Beard has designed several games (and ports) for several different Gaming Systems, including ‘Night of the Bloody Sickles’ for Stonehenge, ‘Fire-Ice-Slime’ and for Looney Pyramids, and ‘Tornado vs. Trailer Park’ for Piecepack.
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