Bat, bowl, run and field in a 3D cricket match for two. Stadium Cricket is a free 3D 2 player cricket game. Pick a country, call the toss, bowl yorkers, hit sixes and run between the wickets vs a friend or CPU.
How to play
Stadium Cricket is a 3D limited-overs match for two players. Play on one phone, online with a friend, or against the computer, with 2, 5 or 10 overs a side. Hold your phone sideways. It plays like a TV broadcast: a wide shot from high behind the bowler pushes in as he runs up, the camera follows the ball after it is hit, and between balls it cuts to the umpire’s signal, the batter at the crease or the bowler walking back to his mark. A wicket brings the fielders’ huddle and the batter walking off with his score. A field map in the corner shows where everyone is, and while you run, a view of the crease shows the batter racing to make his ground. The speed gun shows how fast each ball was bowled. Tap to skip any of it. Wickets and sixes get a slow-motion replay, and LBWs and bowled balls get ball tracking that shows where the ball pitched, where it hit the pad and whether it was hitting the stumps.
Pick your team from ten countries: India, Australia, England, Pakistan, South Africa, New Zealand, Sri Lanka, Bangladesh, West Indies and Afghanistan. Every player has batting and bowling ratings. The players are made up, so tap Edit names to rename yours.
The toss. The second player calls heads or tails, and the winner chooses to bat or bowl.
Bowling. Before each over, choose your bowler and a field:
- Attack: slips and a close ring.
- Balanced: a mix of both.
- Defend: more fielders out on the rope.
- Set field: drag all nine fielders where you want them on a map of the ground. No more than five may stand outside the 30-yard circle.
For each ball, pick a delivery. Fast bowlers have yorker, bouncer, seam up and slower ball. Spinners have off break, leg break, flighted and arm ball. Choose the swing (in-swing, none or out-swing; drift for spinners), and bowl from over or around the wicket. Drag the marker on the pitch to where the ball should land, then press Bowl while the needle is in the green. Miss the green and you risk a wide, a full toss or a no-ball. On one phone, the batter looks away while you aim.
Batting. As the ball arrives, swipe the way you want to hit it. A white ring closes in on the bat to show when the ball gets there.
- Swipe down to hit straight back past the bowler.
- Swipe left or right for drives, cuts, pulls and sweeps.
- Swipe up to glance it behind.
The moment you touch sets your timing, so touch as the ball reaches the bat: early or late shots go square or find the edge. Your phone buzzes as bat meets ball, hardest when you middle it. If a well-timed shot still takes the edge, it was the wrong stroke for where the ball was (a pull to a full ball, say), and the game tells you so. Tap without swiping to block. Turn on Loft to hit in the air, which can clear the rope for six or carry to a fielder’s hands.
Footwork. FOOT switches between Auto, Front and Back. Going forward to a full ball, or back to a short one, gives you more time and a cleaner hit. The wrong foot cramps the shot, and staying back to a full straight ball is how you get out LBW.
Running. With Auto run on, your partner calls the runs. They usually judge well, but now and then they’re too keen and someone gets run out. Turn it off to call the runs yourself: RUN sets off, and BACK sends you back if it’s tight. Fielders chase the ball, dive, catch, and throw to the end where you’re in danger, and a direct hit before you make your ground is a run-out.
On a computer:
- Down arrow or S: straight.
- Left and right arrows, or Q and E: drives.
- A and D: square shots.
- W: behind.
- Space: block.
- L: loft. F: footwork.
- R: run. B: back.
- To bowl: 1 to 4 pick the delivery, Z changes the swing, X switches over or around the wicket, the arrow keys move the marker, and Space bowls.
Rules
- Six legal balls make an over. No bowler bowls two overs in a row or more than a fifth of the overs (rounded up).
- A wide or no-ball gives one extra run and doesn’t count as a ball. After a no-ball comes a free hit: you can’t be out except run out.
- You can be bowled, out lbw, caught, or run out. No runs count off a ball you’re caught from.
- In 5 and 10 over games, each innings has a drinks break (a strategic timeout) around halfway, with the scorecard. Both players press Ready to carry on.
- The chasing side wins the moment it passes the target.
- Level scores mean a super over: one over and two wickets each, your three best batters, and the chasing side bats first. If it’s still level, there’s another super over with a different bowler. After five super overs, the match is a tie.
Tips
- Drive balls outside off, flick balls on your pads, and pull or cut short ones.
- Yorkers are hard to time. Block them or drive straight.
- Watch the field. Against Defend, keep it on the ground for ones and twos. Against Attack, loft it over the ring.
- When bowling, mix your lengths. Slower balls catch batters who swing early.
- Out-swing outside off finds the edge. In-swing at the stumps brings LBW and bowled into play.