Battrick » Rules
1. Introduction

Battrick is a free online cricket management game in which you compete against teams managed by other users from all over the world. You have complete control over your club, from ground preparation to team selection, from finances to coaching, and from buying and selling players to hiring and firing backroom staff.

With trials and tribulations lying ahead in both one day league and cup competitions, can you make your club the best there is?

2. Getting a Team

The application process is fairly quick and simple. Simply follow the link on the home page and fill in the details as required.

We do ask for your honesty in the application though:
  • You must use your real name and give a valid email account, as this is where your team details will be sent.
  • You are only allowed one team, so any duplicate applications will be deleted.
  • Any application that is clearly not serious will also be deleted.
Teams are almost always available for you to take over immediately, although there may be rare occasions when the leagues are completely full. In this case you will be added to a waiting list and allocated a team when the league is most probably expanded at the end of the season.

When you take over a side, the only thing that you will inherit will be its league position. All the old players are cleared out and you are given a new squad, existing debts and credits are cleared and a starting balance is put into your account, and the team will be renamed as you requested.

Only teams in the lowest 2 divisions are allocated to new users, so there will be some work for you to do to climb through the ranks!

3. The Site

Battrick is pretty self explanatory as to finding your way about. There are a series of drop down menus at the top of the site that will get you to most of the pages that you need to get to, and the links from these pages will take you everywhere else. Some of these pages are discussed in more detail below, but the best way to learn the basics is to simply explore and familiarise yourself with all the pages.

4. News

This is the first page that you will see every time you log in to Battrick. Here you can see general news about game developments, announcements and anything else that the Battrick team want to let you know about. You should check the news fairly frequently to make sure you donít miss anything important!

Also here there is a link to your own news section, where you will be notified of such things as being outbid on players, fans leaving or joining your club and sometimes messages from the admin staff.

5. Preferences

This is where you can change your user information. Possibly the first place to visit to change your password to something that you are more likely to remember! There are also other things that can be set and changed here.

6. Players

Your most important asset for winning games! Each player has seven main skills that determine their ability. They are:

Stamina - A players stamina is arguably his most important attribute. As a game goes on, players will tire. No matter how high his stamina skill, he will experience some reduction in his performance, but the extent to which his tiring is going to affect his performance will depend totally on his stamina. The higher the players stamina, the lower the tiring effect.
There is a limit to how high a players stamina can be though. Once he reaches superb stamina, you will no matter how hard he trains at his fitness, it will never go higher. There are limits to human performance!

Batting - Important for all players that are going to bat. This is the primary skill for determining a batsmanís overall skill.

Bowling - Important for all players that are going to bowl. This is the primary skill for determining a bowlerís overall skill.

Wicket Keeping - This skill is important for wicket keepers only. It will help to have a good wicket keeper as he will tend to hold on to a lot of chances for catches and make more stumpings. He will also be responsible for keeping byes and leg-byes down to a minimum.

Concentration - This is an important skill for batsmen. The importance of this will be larger for First Class games than for one day games, although it will have an impact. A batsman may be very well endowed in batting skill, but if he canít concentrate then he is likely to make a silly mistake and get out earlier than he would have otherwise. It also has an effect on a teams fielding ability. All the fielders need to stay alert or they may miss that chance for a catch.

Consistency - This is an important skill for bowlers. The importance of this will be larger for First Class games than for one day games, although it will have an impact. A bowler may have a great amount of bowling skill, but if he canít consistently put the ball in the same areas then he is likely to find himself disappearing to all areas of the park more often than he otherwise would. It also has an effect on a teams fielding ability. The more consistent a side, the more likely they are to hold their catches.

Fielding - Important for all your players. They do say that catches win matches, and if your teamís fielding is not up to scratch, then you will not catch those catches.

All of these abilities can be improved by giving your player individual training. As in real life, you will see your younger players improving their skills faster than older ones. Read the ĎNetsí section to find out more about this.

There are 4 other aspects to your players that you need to pay attention to:

Experience - An inexperienced player will not know what to do in certain situations (eg hog the strike with a better batsman left at the other end) and may well make stupid mistakes that a more seasoned player would not.

Aggression - this gives an indication of what is the playerís natural approach to playing. The more aggressive a player, the more likely he is to score runs quickly as a batsman, but he will be more likely to get out. For a bowler, he is more likely to get wickets, but also more likely to be expensive. This can be tempered by individual orders though.

Leadership - an important skill for your captain only. He will have various decisions to make throughout a game, and may have to lift a depressed side when things are not going well. This combined with his experience will determine how effective he is as a captain. The highest leadership a player can be is superb.

Form - A sad fact of life is that players go in and out of form. The same is true in Battrick. All you can do to try and counter this is play the players in games. Alternatively, a player who is receiving individual training has a better chance of increasing his form. A players form has a significant impact on a playerís performance. You may well be better off picking a worse batsman who is in better form, than your star player who is in "abysmal" form. Form is also capped at strong.

7. Backroom Staff

In your club info, you can find details of all your backroom staff. You are able to hire or fire these staff at your discretion from here. Before you do though, it may be useful to understand what each one will do for you.

The following are involved in improving the psychical attributes and technical skills of your players (Stamina, Batting, Bowling, Keeping and Fielding). You can read more on how training is organised in the Nets section.

Bowling Coaches - specialist coaches for bowlers. Each bowling coach will provide you with one bowling training spot for the week.

Batting Coaches - specialist coaches for batsmen. Each batting coach will provide you with one batting training spot for the week.

Fielding Coaches - specialist coaches for fielding. Each fielding coach will provide you with one fielding training spot for the week.

Keeping Coaches - specialist coaches for wicket keepers. Each keeping coach will provide you with one keeping training spot for the week.

Fitness Coaches - specialist coaches for all playerís stamina. Each fitness coach will provide you with one fitness training spot for the week.

There is no limit as to how many of each of these coaches you can hire, but there is a limit as to their effectiveness.
As there are only 10 training spots available each week it would be pointless to hire more than a total of 10 of the five types of coaches listed above. If you did, you would only be getting use out of the first 10 Ė the rest would just sit around collecting their wages!
Coaches generally with be as effective as each other, but there is a situation where this isn't the case. Again you can read about this in the Nets section.

The other types of staff you can recruit are as follows:

Sports Psychologists - multipurpose specialists. They will help with your teams morale, keeping it up even when you are losing. They are also used in conjunction with the bowling, batting and fielding coaches to help improve the concentration and consistency of your players being trained.

PR Officers - these chaps (and chapesses) are the voice of your club. They will woo the sponsors and help keep your club high profile, all with the intention of improving the mood of your sponsors, simply so that they give you more money.

Financial Advisors - they can help you with the management of your club finances. If you are in debt, they can help arrange a lower interest rate, and similarly, if you are in profit, they will also get you a higher interest rate.

For the these staff members, the more you hire, the less effective the additional staff will be. (ie the second coach hired will not add as much benefit as the first, nor the third as much as the second, and so onÖ)

In terms of cost, coaches will collect a salary of £2,500 each per week, whilst the others will only ask for £1,500 each per week.

Finally, if you decide you have too many of any of these fellows around, then you are free to terminate their contract, although you will have to give them a redundancy payment to the value of a weeks wages.

8. Youth Academy

Your club, being the responsible community centre that it is, runs a youth academy where it will give schooling to promising local young cricketers. Each week, after your leagues weekly finance update (See your countries "Dates" Pages in the Global > Country details sections to find out when that is), you can promote one of these youngsters to the senior side to see whether they will be able to make it in the big time. You can chose whether you want to try out a batsman, bowler, wicket-keeper, or an all-rounder. This can be done from the club info page.

There are a few factors that will determine how good your promotee will be:
  1. How good your academy is. You can improve the state of your academy by changing the amount that you invest into it. This can be done on your club info page.
  2. The type of player you choose to promote. If you chose an all-rounder you are less likely to get a good player than if you chose a specialist position, although this is not to say it can't happen.
  3. Luck. Try as you might not everything is under your control and so the fair lady will play a large part.
Put simply you will just never know how good that promising teenager is going to be until you take the plunge, so you may as well try and find out.

The other slight catch is that every time you do promote a player it costs you £500 in signing on fees.

9. Nets

We recognise that you as the team owner are more au fait with the tactical and business side of the game, so we have given you the opportunity to hire specialist coaches to help you to improve your playerís skills. There are five different types of specialist coaches that you can hire: bowling, batting, fielding, wicket keeping and fitness coaches. All of these coaches can be hired from within the club info page. (You can read more about them individually in the Backroom Staff section)

Once you have hired at least one specialist coach, you can start to allocate a player to each of these coaches for the week within the nets area. Each coach will add one more available coaching session.

There are some limitations though. Due to the limited time and space available, you can only have 10 coaching sessions each week. If you have more specialist coaches than that, then you are simply paying them to sit around each week. Even if you do allocate a player to them, he will never get the chance to train as the net space will never be available.

Secondly, although each player can be allocated to more than one specialist coach, the effectiveness of the sessions will reduce with every duplication.

For example, if you allocate Botham to two batting sessions, he will get the full benefit from the first session, but due to the amount of work he has already done in that session, the amount he can possibly gain from the second session is much less. If he was allocated to a third batting session, he would receive again even less training. A fourth training session would only provide negligible benefit

However, if Botham was told to also go to a bowling session as well as the batting ones, he would still get the full benefit from the first bowling session. Again, any subsequent sessions would also see a reduction in training received.

There is also another kind of specialist that you can get some benefit from; sports psychologists. While employing these specialists will help your team with any morale issues you may be experiencing, they can also help your players with the more mental skills: concentration and consistency. Your psychologists will attend all but the fitness coaching sessions, and will be passing on helpful hints to the players while they are being coached. The more psychologists you have, the more advice can be dished out, although the law of diminishing returns does apply here too with each additional psychologist providing fewer words of wisdom than the one before.

Finally, form. All players that are trained by specialists are more likely to see a rise in their form that week, as are the players who play in a match, regardless of whether they actually bowl or bat, so be careful about leaving too many players just sitting on the side lines!

Remember to check that the players are allocated correctly prior to the training updates as hiring more coaches can lead to confusion and the wrong player may end up with the wrong coach. You have been warned!

One final and very important thing to note is that younger players (being relatively new to the game and keen to learn) are able to develop their game a fair bit quicker than your battle hardened professional. (whose is far more entrenched into his playing style - "you can't teach an old dog new tricks" to roll out a cliche)

10. Finance

The finance page lets you keep track off how you are spending and making money each week.
Each week, there is a financial update where the monies owed to you, and the monies that you are due to pay, are credited to and debited from your account. The balance shown at the top is how much money you had in the bank immediately after the last financial update, while the figure in brackets in the amount of money you will have in your account after the next financial update if you make no more transaction before then.

All transactions that take place during the week are added to the profit/loss account shown and the balance figure in brackets is updated accordingly.

This is what each of the areas of the profit/loss sheet contain:

Income from Gate Receipts - Any income due from matches played during the week. See the Ground section for details of how this is calculated.

Income from Sponsors - This amount will depend on how good your relations with your sponsors are, your position within the league, and how high your league is.

Income from Interest - If you had money in the bank at the last financial update, then they will pay you interest on it. You can increase this interest with financial advisors.

Income from Miscellaneous - Simply contains everything else that you can gain money from such as sales of players, prize money and membership payments from fans.

Costs for Ground Maintenance - Although your groundsman will only take a small salary, he will have costs for the week and not only in the preparation of the wicket, but to maintain the spectator areas. Details of spectator area costs are given in the ground section.

Costs for Salaries - All your players and backroom staff need to be paid, and this is where that cost will show.

Costs for Interest - Like with good interest, if you had an overdraft at the last financial update, then you will have to pay interest on that money. Any financial advisors may be able to help get a better rate though.

Costs for Youth Academy - Showing the level of investment into your youth academy.

Costs for Miscellaneous - Any other costs that incurred during the week show up here, including firing backroom staff, promoting from the academy and buying players.

The bank will give you an overdraft facility up to £350,000. If you exceed that level at the time of your countries weekly financial update then the Bank will give you a week to get back below the threshold. If you fail, then you will be declared bankrupt and lose your team! So be very, very careful with debt.

Although there is the large overdraft facility available, you can only use the first £150,000 to buy players with. Once below that level, you will not be allowed to buy players. When determining your balance for this purpose, the bank will be looking not only at the state your balance will be in come the next finance update; they will also take into account any players that you currently have bids on and/or players that you are selling and have received offers for.

11. The Ground

Your pride and joy, this is where all the action takes place. There are 2 aspects to the ground that you need to pay particular attention to: The playing surface and spectator facilities.

You have a groundsman that will prepare the playing surface for you. All you have to do is tell him what sort of pitch you would like to have prepared for the next match. The time it will take for this change to take place will depend on his skill, as will the ability of him to actually meet your requirements!

There are 7 different types of pitch surface that he can prepare for you with each pitch condition favouring a different sort of player:

Pitch TypeFavoured
UnevenSeam Bowlers
CrackedSeam Bowlers
Hard and FastBatsmen
GreenSeam Bowlers
FlatBatsmen
DustySpin Bowlers
SlowAll Bowlers


Please note that, while some pitches may appear to behave similarly, some do have more effect or greater leanings than others!

On the spectator side, you start off with a ground that can hold 6,500 spectators. There are four types of viewing areas that you can have at the ground. Each will cost a different amount to maintain, a different amount to build, and also command a different ticket price for the public to use. As such, each type of seat will attract a different type of punter, and in differing quantities. The details of all this are shown in the table below. All amounts shown are per space.

TypeBuilding CostMaintenance CostIncome
Standing Room£15.00£1.00£5.00
Uncovered Seats£25.00£1.60£7.50
Covered Seats£30.00£2.20£10.00
Members Seats£100.00£5.00£25.00


When building new places, there is also a fixed cost of £20,000 that will be charged irrespective of how much work is being done. You can get a quote for any development without committing to anything unless you accept an offer.

When a match has finished, you will be able to see how many people came to watch. The proceeds from the gates will be paid out depending on what type of match was being played. In a league match, the home team will receive the full amount. In a cup game, the home team receives 2/3 of the amount, the away team getting 1/3, and in a friendly the receipts are split 50/50.

All these options can be found at your Ground page.

12. Fans & Sponsors

These are two important aspects of the game that will have a large bearing on how successful your club is financially, as the majority of your income will come from either your sponsors or gate receipts. You can follow their mood in the finance page.

Fans are particularly fickle. If you are winning games they are happy, but if you are losing, then their mood can quickly change for the worse. When success is in the air more people will be willing to part with their cash to bask in your hard earned success, while on the flipside pretty much only the diehard fans will turn out for games if you are on a poor run.

These fans are your club members, who have paid up as a show of loyalty to your club and will turn out to support you through thick and thin. The amount of club members you have is a good indicator as to how many supporters you are likely to see turning up to your matches. But even these members will come and go depending on your successes in the middle.

Sponsors are more concerned with the image of the club. This has more to do with how good a job your PR officers and how high up the league structure your club is. Keep the sponsors happy, and the money will keep coming in.

13. General Fitness Level and Morale

You can find out what the teamís overall fitness level and morale are on your Nets page.

The fitness level plays a large part in determining your teams performance during a match. The better the fitness level, the better your team will perform. You can find out how to raise (or lower!) your Fitness level in the Match Order section.

Similarly morale will have an effect on your teams performance. You can only change this by winning and losing matches; win and it goes up, lose and it goes down.

14. Competitions

Currently there are two competitions in Battrick, both involving the fifty over versions of the game.

The League
These are what are the season is based around; You will play fourteen games in total, split home and away with seven other teams for promotion or, ultimately, your national title. Four points are awarded for a win, two for a tie, and none for a loss. As a separator Net Run Rate (Net RR) is used, an explanation of which can be found here.

Battrick operates a pyramidal league system. In each country there is one top level division, four 2nd level divisions, sixteen 3rd divisions and so on in multiples of four until we reach the sixth division (1024 of those) if a countries grows to the size that is this is necessary.

Your division will be called something like III.9, the exceptions being the top division in each country which are named individually. The roman numeral (III = 3) is the level of your division while the 9 is the division number.

At the end of a season the team ranked first in the division is declared the division winner. If this division is the not the top level (i.e. our example III.9) then this team will appear in the "Promotion Table" where all the winners of divisions in that level will be ranked by the number of points (and then net run rate) they have achieved in their respective division. So in level III we have sixteen divisions and so sixteen first place teams. The top half of this list are promoted automatically, replacing the 7th and 8th teams in the divisions in the level above. (So in III, the top eight replace the 7th & 8th placed teams in divisions II.1 to II.4)

The lower half of the promotion table will play a play off match away to either a fifth or sixth placed team (depending on their exact position in the promotion table). A win will see them promote and replace their opponent in their division, while a lose will result in the team remaining in exactly the same division.

The teams ranked second, third and fourth will remain as they are in exactly the same division for the next season.

The teams ranked fifth and sixth will play off against teams ranked in the lower half of the level below's promotion table. If they win their play off they will remain in exactly the same division for another season, but if they lose they will replace their opponent in their lower level division.

The teams ranked seventh and eight placed teams are automatically relegated to divisions in the level below.

Play Offs are played in Week 15 at the time usually allotted to the OD League Games.

The Cup

The Cup competition is a straight knockout tournament. The number of teams in the competition depends on the number of levels in the country:

LevelsTeams in CountryTeams in CupRounds
240325
31681287
46805129
52728204811

Seeding is based upon the previous seasons league placing so the reigning league champions are top seed. Once seeding reaches II all teams who finished in each position (i.e. all 1st place, all 2nd place,) in each division are compared in terms of points gained and Net RR if required. So the highest Series II winners is seed 9, the lowest 12. The highest second place is seeded 13 and the lowest 16, while the highest III winner is ranked 41, and so on until we reach the last team to fill the quota.

The first round cup draw is done simply by putting the highest seed against the lowest, the second against the next lowest and so on. If the highest seeded teams wins then they will play the lowest remaining seed in the next round.

If however, they lose, then the lowest seed still is the lowest seed; the seeding is fixed for the whole competition and so it doesn't take the seeding of the league champion. Therefore they will play the highest remaining seed in the next round.

However the tie will always be played at the lower seeds ground.

Friendlies

If you are knocked out of a cup then your players needn't sit the second matchday out. Instead you can challenge any team (including foreign sides) who are also no longer involved in their countries cup to a home or away friendly. Simply go to such a teams Pavilion page and the option is the bottom right hand corner. On the otherhand you can accept challenges from other teams by going to the Challenges page in the pavilion drop down menu, where all applications are listed for you to accept or reject.
Obviously a friendly match doesn't attract such a large crowd as a competitive match, nor provide the same level of experience to players due to the lower stakes, but it will help keep them in good touch.

Reaching a Result

In either the cup competition or in a play off match, where an outright result must be reached, in the event of a tie the first decider called upon is wickets remaining, the team with the greater number remaining being the winner. If this is unable to decide matters, then the scores after 15 overs are compared for runs, and then wickets as well.

Prize Money

Teams finishing 1st down to 4th are awarded Prize Money at the end of the season. The amount is currently TBA but will effected by at what level the division is. Promoted sides will receive an additional bonus, auto promoted sides receiving the larger.

The cup winners and runners up will also receive some prize money.

15. Match Orders

Finally onto the nitty gritty of competition now. Before you play a match, it is up to you to pick your side and give the players your orders.

In your clubs fixture page, it will show you the games you have played, any matches that you have currently ongoing, and also the next few game to play. For each of the games to play, you can use the orders link to submit your match orders for that game.

Select a line up - The first thing that you need to do is decide which eleven players you want to play in the match and then enter them in the order in which you want them to bat. Generally people will bat the better batsmen at the top of the order, and the bowlers with less batting skill at the bottom, but it is entirely up to you.

Select captain and wicket keeper - Use the buttons to select the teams wicket keeper and captain.

Select bowlers - You must select 5 bowlers for a one day match. Each bowler will bowl 10 overs. The player you select as bowler 1 (b1) will bowl first, b2 will bowl second, b3 will come on first change and so on.

Individual orders - The next step is to give the players individual orders if you so wish. You can give instructions to each batsman as to how to approach his innings: attacking, normal or defensive. Similarly, you can give the same choice of orders to each of your 5 bowlers that you have nominated. Although the batsman and bowlers will generally follow this order, they may deviate if the situation requires it. They are more likely to do this if their experience is high.

Select bowling tactics - There are some preset tactics that determine which order the bowlers bowl in, and for how long. Each one has plus points and negative points Ė you must select the one that you think is most appropriate for the match.

The Toss - An important part of the game. If you are the away side, you will be asked what you want to call for the toss. Everyone must then declare what they intend to do first if they win the toss, bat or bowl. This will not be shown to the opposition prior to the match.

Finally, you can give your team an overall order of how to approach the match. They can either:

Take it Easy - They will conserve energy and so not perform on the day to their potential, but the teamís general fitness level will go up.

Play as Normal - Where they will play to their natural ability, with little change to the teamís general fitness level.

Go For It - Where they will run themselves into the ground trying to win the days game, and will feel the effects afterward resulting in the teamís general fitness level falling.

It is up to you to decide which the game merits.

These orders must be set prior to the start of a game. If for whatever reason you forget to change the orders, the team will resort to the default match orders. You can change the current orders to the default by selecting the check box at the bottom of the orders screen prior to submitting your orders.

16. Regions and Weather

When you register you are asked to select a region to play in. The only effect that this has on the game is the weather. On the region page you will get a weather forecast for today and the next 5 days. Unfortunately Battrick forecasters are as bad as the rest of them, so it can change from day to day. The chances of getting any sort of weather is exactly the same in every region. One of the main advantages of playing cricket in Battrick is that it will never rain, so no chasing back to the pavilion here!!

The weather can have a large impact on your matches. Certain types of player will flourish in certain weather conditions although may suffer in others.

Also the weather will effect the match attendance to a degree.

17. Transfers

There is an active transfer system operating within the Battrick world where you can buy and sell players from and to any club in the world.

Selling Players - The only way that you can sell players is to place them on the transfer list. This can be done from the playerís page. On the right there is the option to sell the player. All you have to do is enter in an asking price, the lowest that you are prepared to let him go for, then click on sell. He will then be added to the transfer list with a deadline for bids 3 days after you listed him.

Once a player is on the transfer list, all his stats and abilities are available for all to see! Over the three days you will get notification of any bids that have been made for him. If there are no bids in that time, then after the 3 days are up, he will simply come off the list and stay in your squad. However, if you do get some interest in him, then he will leave your team shortly after the deadline has passed. At the same time you will receive 95% of the fee (5% being taxed) which will appear in the Miscellaneous section of your finances.

If the player was in any orders for upcoming matches, or in your default orders, he will be replaced by another player in your squad automatically, so be sure to check this.

If a player is on the transfer list, you can still select him to play in your team. If the deadline happens to come during a match, he will still play that match for you, but leave the team immediately after the match has finished. His details may well even be updated during the match as his registration changes hand.

There are two limitations to what players you can sell though. You must have a minimum of 14 players in your squad at any time, so bear this in mind when trying to sell anyone. It will take account of any players you already have on the transfer list. Secondly, when you buy a player, he signs a minimum 6 week contract with you. This means that you cannot put him on the transfer list until he has completed 6 weeks with the club.

A warning to you though! Make sure you are happy with what you are doing. Once a player has been placed on the transfer list, there is no way to take him off. If you accidentally list someone, then the only way to ensure he stays with you is to outbid anyone that bids on him.

Buying Players - Before you can buy a player, you really need to find him. The best way to do this is to browse the transfer market which can be found in the Global menu. You can use the transfer form to filter the list down to the type of player you are interested in. Once you find a player you are interested, click on his name and you will be taken to his player page where you can see all his up to date details. You can make your bid for him on the right. You must raise the bid by at least £1000. You can bid on a player right up to his deadline, but if there are any bids within 3 minutes of the deadline, then it will be extended by 3 minutes from the last bid.

We ask for you all to play by the rules on the transfer market. You must not overbid on a player to give money to another team. Gamemasters have the ability to fine clubs that are caught doing this, and even ban them if necessary.

18. Levels

Here is a complete list of the denominations for all the skill levels that are used in Battrick. Remember that each level represents a range of ability, not an absolute.







Appendix 1. Net Run Rate

As is now common in world one day cricket, Battrick uses some called Net Run Rate (NRR) to separate sides level on points in our OD league competition:

The following is how it is described within the rules of the actual game:
A team's net run rate is calculated by deducting from the average runs per over scored by that team, the average runs per over scored against that team.

In the event of a team being all out in less than its full quota of overs, the calculation of its net run rate shall be based on the full quota of overs to which it would have been entitled and not on the number of overs in which the team was dismissed.

Back with us? Good! Now let's try and explain that with a slightly more step by step approach.

A teams run rate is their total number of runs divided by overs faced. Now as an over is six balls if an over isn't completed then you need to do a little calculation to find what to divide by.

For example: 40.1 is actual 40 overs and one sixth of an over. Thus, for the purpose of the runrate calculation, the teams has faced 40 + 1/6 = 40.167 (3 d.p.) overs.

If another ball is bowled, they have now faced 40 + 2/6 = 40.333 (3 d.p.) overs. After the next ball (40.3 in normal terms) it's the more user friendly 40.5 as we're halfway through the over.

So if a team scores 250 runs off 50 overs then their runrate is 250/50 = 5. If they got that same score off 47.3 overs, there RR would be 250 / 47.5

Net Run Rate simply involves taking your opponents final runrate away from your own total runrate. The only slight exception is that now, if a team is bowled out, it is not the balls faced which their score is divided by; instead the full fifty over quota is used.

Here are a few scenarios: 1. Side that bats first wins
  • Team A bats first and sets a target of 287-6 off their full quota of fifty overs. Team B fails in their run chase, early losses causing them to struggle to 243-9
  • Team A's runrate is 287 / 50 = 5.74
  • Team B's runrate is 243 / 50 = 4.86
  • Team A's NRR for this game is 5.74 - 4.86 = 0.88 . If this was the first game of the season, their NRR for the league table would be +0.88
  • Team B's NRR for this game is 4.86 - 5.74 = -0.88 . If this was the first game of the season, their NRR for the league table would be -0.88


2. Side that bats second wins
  • Team A bats first and sets a target of 265-8 off their full quota of fifty overs. Team B successfully chases, getting their winning runs with a four with sixteen balls remaining, leaving them on 267-5
  • Team A's runrate is 265 / 50 = 5.12
  • Team B faced 47.2 overs and so their runrate is 267 / 47.333... = 5.64084... = 5.64 (2 d.p.)
  • Therefore Team A's net run rate for this game is 5.12 - 5.64084... = -0.52084... . If their net run rate for this season was previous +1.52 it is now +0.99916... = +1.00
  • Therefore Team B's net run rate for this game is 5.64084... - 5.12 = +0.52084... . If their net run rate for this season was coincidentally also previously +1.52 it is now = +2.04


3. Side that bats first is bowled out. Side batting second wins.
  • Team A bat first and are skittled out for 127 off 25.4 overs. Team B reaches the target for the loss of four wickets off 25.5 overs.
  • Despite Team A's runrate for the balls they faced being 127 / 24.667 = 5.19 (2dp) because they were bowled out their run rate is worked out over the 50 over quote; 127 / 50 = 2.54
  • Team B actually scored at a slower pace, however they managed to protect their wickets. Therefore they use their balls faced runrate; 128 / 25.833 = 4.95 (2 dp)
  • Team A's NRR for this match is 2.54 - 4.95 = -2.41 and would be added (adding a minus to a positive having the effect of subtracting) to their seasons NRR.
  • Team B's NRR for the match is 4.95 - 2.54 = +2.41 and would be added to their seasons NRR.


Side that bats second is bowled out. Side batting first wins.
  • Team A bat first and set a formidable 295-7 off their compliment of 50 overs. Team B never gets close, being bowled out for 184 off 35.4 overs.
  • Team A's runrate is 295 / 50 = 5.9
  • Team B's runrate is taken over 50 overs as they were bowled out; 184 / 50 = 3.68
  • Team A's NRR for this match is 5.9 - 3.68 = +2.22 and would be added to their seasons NRR.
  • Team B's NRR for the match is 3.68 - 5.9 = -2.22 and would be added to their seasons NRR.


5. Both sides are bowled out, the team batting first therefore taking the points.
  • Team A bat first manage 117 off 24 overs on a testing track. Team B fall agonizingly short, reaching 112 off 23.3 overs.
  • As they were bowled out Team A's runrate is 117 / 50 = 2.34 (2dp)
  • As Team B were also bowled out their run rate is 112 / 50 = 2.24 (2dp)
  • Team A's NRR for this match is 2.34 - 2.24 = +0.10 and would be added to their seasons NRR.
  • Team B's NRR for the match is 2.24 - 2.34 = -0.10 and would be added to their seasons NRR.

Obviously in a tied game the teams runrates are equally and so the teams NRR for that season would be unaffected.

Please Note: The Battrick engine stores run rate and net run rate figures to many more decimal places than used here in this examples