Cricket Champions
Cricket Champions Rulebook
Table of Contents
Table of Contents
Components
- 1 Round Tracker
- 7 Batting Dice
- 7 Bowling Dice
- 44 Xp tokens
- 16 Teams Tokens
- 6 Dry Erase Markers
- 6 Championship Cards
- 8 Score Trackers
- 2 Stadium Boards
- 5 Player Order Cards
- 10 Reference Cards
- 17 Xp Cards
Setup
- Each player selects a team and takes its corresponding team tokens. In addition, each player takes a score tracker, 2 reference cards and 2 Xp tokens. Set each score tracker to all zeroes.
- Shuffle and distribute player order cards.
- Keep 6 batting dice on one side and 6 bowling dice on the other.
- Keep all 6 championship cards face up.
- Choose the side of the stadium board based on the number of players, and then each player puts their batting and bowling tokens on the stadium in their player order.
- Put the round tracker on round 1.
- Form a pool of Xp tokens.
- Shuffle the Xp cards to form a face-down draw pile. Draw the first 5 cards and lay them out face-up.
Gameplay
Each round consists of 3 phases:
- Decide player order
- Play "overs"
- Buy Xp cards
All player components in this game are public and should be kept face-up by the players.
Phase 1: Decide Player Order
At the start of every round, take player order cards equal to the number of players, shuffle and distribute.
Then each player places their team tokens on the stadium, corresponding to the player order card.
Phase 2: Play Overs
In one round, each player will play one over as batsman and one over as bowler. Look at the stadium to figure out who the next batsman and bowler is.
Batsman will go first. They will use the 6 batting dice for their roll. After they have finalized their roll, keep the batting dice aside. Then bowler rolls their 6 bowling dice. After the bowler finalizes their roll (see "Rolling Dice" section), all dice are resolved and player score trackers are updated.
Both players will take back their player tokens, marking the end of this over. Game then proceeds to the next over.
Rolling Dice
Each player has a total of 3 rolls per turn. During each roll, they can choose any subset of the 6 dice to re-roll. For example, on the second roll, a player can keep the dice they like and re-roll the rest. On the third roll, they can re-roll any of the dice, including those previously set aside.
Resolving Dice
Each die face has the following result:
- Take one wicket
- 1 Xp token
- Give one run to the batsman as a wide ball
- Dot ball, no effect
- Save one run. (Note: only reduces the runs scored by the batsman in the current over; any extra runs saved have no effect.)
- 1 Run per dice with face "1"
- 2 Runs per pair of dice with face "2"
- 4 Runs per set of 3 dice with face "4"
- 6 Runs per set of 4 dice with face "6"
- 1 Xp token
- 1 Defence against a wicket
For example:
Batsman's dice shows: 1, 2, 4, 2, Defence, 2. Bowler's dice shows: Wicket, Wide, Xp token, Save one run, Wicket, Dot ball.
| Result | "R" scored / given | "W" lost / taken | Xp |
|---|---|---|---|
| Batsman, Over 1st | +3 | +1 | 0 |
| Bowler, Over 1st | +3 | +1 | +1 |
Explanation:
- Batsman: +3 runs (2 runs from pair of "2" and one from a "1". Remaining "2" and "4" do not contribute to the score). Bowler fields one run, but also gives away one run via a wide.
- Batsman: +1 wicket lost (2 attack from bowler, 1 defence from batsman).
- Bowler: +1 wicket taken, +1 Xp.
Phase 3: Buy Xp Cards
Once all the overs are completed in a round, play moves to the buy phase. In player order, each player gets a chance to spend Xp tokens to buy Xp cards. A player can buy as many cards as they want and can afford on their turn, but once they pass to the next player, their turn does not come back in this round. As soon as a card is bought, replace it with a new one from the draw pile.
Players place the purchased Xp cards face up in front of them. The powers of a card are permanent and remain active for the entire game.
Reading an Xp card:
- Cost: Number of Xp tokens needed to purchase this card.
- Colours indicate when a card's power takes effect: Black cards while batting, Green cards while bowling, and Blue cards during either.
- Power: Most powers are applied after the 3 rolls are exhausted.
Example Xp cards (cost and power as printed):
- Bowlers Zone (cost 6): +1 Wicket, if you get at least 1 wicket.
- Go For Four (cost 4): Change one batting die to a "4".
- Exp Magnet (cost 3): +1 Xp whenever you get at least one Xp.
- Fielders Trap (cost 3): Change one die to a "Field".
- The Wall (cost 6): +1 Defence.
- Long Game (cost 3): Spend 2 Xp for +1 defence, any number of times.
Championship Cards
Championship cards are awarded when their conditions are met. The first player to fulfil the condition wins the championship card (except Purple and Orange cap).
All 6 championship cards are used in every game. Xp cards can assist in meeting the triggering condition.
The Orange and Purple cap championship cards are awarded at the end of the game. If multiple players meet the condition, they share the cap, and each player receives the +2.
- First Six (+3 points): First player to hit a six. First Six requires the batsman to be the first player to hit a sixer (6,6,6,6); it is not affected by any dice actions from bowler.
- Hat-Trick (+3 points): First player to take 3 wickets in an over. Hat-trick requires that the batsman loses 3 wickets in an over.
- All Out (+3 points): First player to eliminate another player. The player to take the 10th wicket of another player eliminates them from the game.
- Best Fielder (+3 points): First player to save 4 runs in an over. Batsman should have made at least 4 runs and then bowler saves 4 or more runs.
- Purple Cap (+2 points): Player with most wickets taken at game end.
- Orange Cap (+2 points): Player with most runs scored at game end.
Winning the Game
At the end of the 5 rounds, the player who has not been eliminated and has the highest number of championship points wins the game. There are four ways to score championship points:
- 1 Point per run scored
- 1 Point per wicket taken
- Points from championship cards
- 1 Point per 3 unused Xp tokens (rounded down)
Player Elimination
If a player loses 10 wickets, they are eliminated and out of this game. An eliminated player is not considered for the end-of-game winning condition.
It is possible that the eliminated player still had an over where they were supposed to bowl in the current round. That over is played with a special condition. The batsman rolls their dice just once and then resolves it. No bowling dice are rolled for this over.
The batsman can still use all the Xp card powers that they had.
Starting next round, use the stadium with players equal to the number of active players (not counting the eliminated player). So if one player is eliminated in the 3rd round of a 4 player game, the 4th round will be played on the 3 player stadium.