How to play

The whole game, in two minutes.

The cards

Every card carries all six stats whatever the player's role β€” a bowler's batting is on show and a batter has no wickets. That asymmetry is the game.

Higher wins on runs, average, strike rate, wickets and catches. Lower wins on economy.

A dash means the player did not face enough balls or bowl enough overs to qualify. A batting dash counts as zero; an economy dash counts as the worst economy possible.

Drafting

Five cards to a fixed quota: two batters, one allrounder, one keeper, one bowler.

The quota is public, so every card you reveal tells your opponent what you still hold.

Order and the toss

Arrange your five in slots one to five, then lock. The toss happens after both sides have locked, so nobody can order knowing who calls first.

You may reorder between matches in a campaign β€” never during one.

A round

If you call, you must play your lowest unplayed slot and name a stat.

If you answer, you may play any card you still hold.

The better value takes the point. Then the loser calls the next round β€” calling is an advantage, so it goes to whoever is behind.

Ties

Zero on zero is a plain tie: no points, same caller. A zero can tie, never win, never clash.

The same player on both sides is a mirror β€” also a plain tie.

CLASH!

Identical non-zero values on the called stat trigger a CLASH!

The game spins to a random one of the other five stats, and on that stat the WORST value wins. Zeros are legal there, so 0 wickets beats 300.

A clash is worth two points. If the spun stat also ties, it is void. Nobody chooses anything β€” it is fully automatic.

Winning

Five rounds. The higher total wins, and every match is decided β€” a level score goes to a super round, then a coin.

A 5-0 win is a Fifer, after the five-wicket haul. The loser of a 5-0 has made a duck.

Strategy

Answer cheaply. Beat a call with the weakest card that can, and keep big cards for your own calls.

Read the quota. If they hold only batters, a wickets call is almost unanswerable.

Order for your calls β€” leading with strength wins measurably more often.

Calling a zero is a punt: if their answer also has none, it is a tie and you keep the call.

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