Down the Ground - Tabletop Cricket Game
A fast tabletop cricket game. A full match - two innings and a run chase - plays in
about five minutes. Roll two dice, read a chart, watch the score build over by over.
No arithmetic mid-game. The matchup, pitch, weather and a side's death-overs power all
fold into two numbers at the toss. After that you only ever roll 2d6 and read a cell.
A proper required-rate run chase, four batting modes, conditions, injuries, washouts,
batting collapses, and close finishes resolved right down to the over.
One engine, any length, any era. A table library carries you from the attritional
county cup over 60 overs, through the 40 and 50 over one-day game, to the higher-scoring
modern format - pick the table that matches the cricket you want and play it the same
way every time.
It comes with the 1990 Sunday League: all 17 counties rated from their real season, so
Derbyshire win it on bowling, Lancashire score the heaviest, and the cellar sides
leaked runs.
Then make it your own. The team generator turns four 2d6 rolls into any side you fancy,
or rate a real team straight from its players' averages. There is a ready-made
fictional village league to play in public, and blank trackers for your own seasons.
Inside:
- Book 1: the rulebook, the table library (40 to 60 overs, county cup to the modern game) and the 1990 county ratings
- Book 2: create or rate your own teams
- Book 3: The Downland Sunday League, eight fictional villages
- Play Reference: every chart on a pull-out to keep beside the dice
- A universal print-and-play scoresheet for any format, plus season trackers, 1990 and blank
Solo or two players. Grab two dice and play a county season at the kitchen table.