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overview - Stumps Game
|Recommended Age Group||6+ Years|
|How to Play?|
Starting the Game
Both the bowling and batting sides take 6 cards (i.e. an over) from their relevant pile and review the cards they have selected.
The bowling side starts the game by laying down a card of their choice. Bowlers should use tactics to get the best results from their over. In response to the bowler's card the batsman must lay a card in reply. Set out below is the shot chart and as you can see the batsman has a few options for each delivery. It is important to note which combinations result in an appeal and therefore a roll of the wicket dice.
Batsmen score runs by matching shots to the bowlers deliveries, for example full length and full length aggressive, once a match of cards has been achieved the batsman rolls the appropriate dice, the aggressive dice for aggressive shots and the defensive dice for defensive shots. If the batsman plays an aggressive shot and the dice lands with Appeal displayed the bowler must roll the wicket dice to see if they have taken a wicket.
Tips - If you cannot match a shot to the delivery then the batsman must throw away any card (a tip if you are chasing a large score is to discard the defensive cards and hold onto the aggressive cards). Be aware of the situation regarding appeals, for example attacking a slower ball or playing a short ball shot to a Yorker results in an appeal and a roll of the wicket dice.
Wide - If a wide is bowled the batting team is awarded a run and as an additional delivery must be bowled the bowling team must pick up an additional card. The batsman can throw away any card of their choice but must pick up two additional cards and chose which one they want to keep and discarding the other.
No Balls - offer advantages to the batting team. If a no ball is bowled the batting team can play aggressive with the only wicket possibility being a run out. The bowler must pick up another card and the batsmen must pick up two additional cards and decide which one to keep and discard the other. The delivery that follows a no ball is known as a free hit and again the batsman can only be run out.
Powerplay Option - On one side of the attacking dice there is 4 runs and an Appeal, if players choose to implement the powerplay option then for the first six over's of the innings 4 runs is the correct result and thereafter Appeal is the correct result.
The Shot Chart below displays what shots the batting team can play to what deliveries in order to roll the batting dice, for example in response to a Full Length delivery a bastman can only play Full Length Agrressive, Defensive, Bye or play and a miss, all other options result in a dot ball i.e. no runs.
|Product Dimensions||Approx. 5.08 X 25.4 X 17.78 cm|
|Product Weight||500 gm|
|Freebie - Teddy Bear Details|
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