Dude Cricket.

Time your sixes, take on six-ball chases, or find your rhythm in Practice.

Sports games
Free to play. No sign-up.How to play

How to play Dude Cricket

  1. Press Play and watch the bowler's wind-up — it telegraphs which delivery is coming.
  2. Watch the bounce, then tap the screen (or press Space) as the ball approaches your bat. Start the swing just before contact; Practice shows when to swing.
  3. Perfect timing smashes a six dead straight; close scores a four; further off still scrambles three, two or one.
  4. An early swing just outside the scoring window blocks a dot ball. A complete miss ends Endless or a chase; Practice keeps going.
  5. Your timing aims the shot: early pulls to the leg side, late steers to the off side.
  6. In Endless, every run speeds up the bowling and new delivery types join as you face more balls.
  7. Raise the bat at fifty. Night begins at 100 runs, daylight returns at 150, and the cycle repeats.
  8. Choose Modes for 12-, 18- and 24-run chases in six balls, or Practice for a steady cycle through every delivery.
  9. Read the timing marker after each swing. Early means wait a little longer; late means start a little sooner.

Make your move

On your computer

  • Space: swing the bat
  • Left click: swing the bat
  • M or the speaker button (top-left): sound on/off
  • P or Pause: pause the innings; Resume returns focus to batting
  • Tab and Enter or Space: use mode, pause and scorecard buttons; Escape closes a menu
  • Fullscreen button (top-right): distraction-free play

On your phone or tablet

  • Tap anywhere on the game: swing the bat
  • Speaker button (top-left): sound on/off
  • Modes: choose Endless, a six-ball chase or Practice; Pause: take a break
  • Fullscreen button (top-right): bigger field — best played in landscape

About Dude Cricket

Dude Cricket is a doodle-style, one-tap cricket batting game played from behind the batsman. There is one batting input, the swing, so anyone can pick it up in seconds — but everything about your shot comes from that single moment. Swing in the heart of the window and the ball sails dead straight over the boundary wall for six. A touch off and it's a four, then three, two, or a scrappy single squirted off the edge. An early swing just outside the scoring window can make a defensive block. Miss completely in Endless or a chase and the stumps go flying: one wicket ends the innings. Practice keeps going after misses.

Timing also steers the ball: hit it early and it pulls away to the leg side, hit it late and it steers off side, so every innings sprays shots all around the ground. The same timing always produces the same shot — there is no hidden dice roll, which means every six you hit is genuinely yours. The miniature cricket club has a sculpted grasshopper batter, snail fielders and a sunlit ground that turns blue under the floodlights. Their rounded forms and wooden equipment make every innings feel like a little club match.

The bowling is the puzzle. The insect bowlers have five deliveries: the stock ball, a quick one, a slow loopy floater that can never be hit for six (take the four and keep your cool), and two spinners that break off the pitch. Each is telegraphed in the bowler's wind-up — a sharp double pump, an exaggerated slow raise, a tell-tale wiggle — so reading the bowler before release is the real skill. In Endless, new delivery types join the attack as you face more balls, and every run you score makes the bowling faster, all the way to double pace at one hundred.

Cricket's own milestones are the Endless reward ladder. Three boundaries in a row puts you ON FIRE. Reach fifty for a bat salute and a wave through the packed insect crowd. Every century brings fireworks. Daylight lasts 100 runs, followed by 50 runs under floodlights: night starts at 100, day returns at 150, and the cycle repeats. Bowling reaches its fastest pace at a hundred. Your Endless best is saved on your device. The scorecard shows runs, balls, boundaries and your recent deliveries, with an early-or-late timing tip to help the next innings.

Choose Modes to change the challenge. Village opener asks for 12 runs, Club finisher for 18, and Stadium closer for 24. Each chase gives you six balls and one wicket, with a repeatable bowling sequence and fixed pace. Reaching the target wins immediately, including on the sixth ball. A win earns one star; finishing within five balls earns two, and within four earns three. Your strongest result for each chase is saved separately from your Endless best. Play again retries that chase, and a successful innings can lead directly to the next one.

Practice cycles through all five deliveries at base pace, with a contact guide by the crease and a timing marker showing how early or late you swung. Misses count toward your session feedback but never stop it, and Practice does not award a global best. On singles, twos and threes, both batters run separate lanes, ground their bats behind each crease and turn together. Odd runs change the striker. The score settles after both batters complete their crossings and the fielding return finishes. The last-six-ball strip makes your recent rhythm visible. Pause gives you a break between deliveries; a shot already judged still counts if you interrupt its animation.

One tap decides everything

Perfect timing is a SIX, close is a FOUR, scrappy still runs. Early pulls to leg, late steers to off — direction follows your timing.

Six balls. Make them count.

Chase 12, 18 or 24 in six balls with one wicket. Finish in four for three stars, or learn all five deliveries in Practice.

Bat into the night

Fifty earns a bat salute. A century brings fireworks and floodlights, with daylight returning at 150.

A little help for your next high score

  • Watch the wind-up, not just the ball. A sharp double pump means the quick one is coming; a slow, exaggerated raise means the floater; a wiggle means spin.
  • Turn the sound on and feel the three-beat rhythm: release tick, pitch bounce, bat crack. Swing on the third beat.
  • The loopy floater can never be hit for six — don't force it. Take the four and keep the innings moving.
  • Against the quick one, never be late. At top pace the late window shrinks to almost nothing, while an early swing still scores.
  • On a phone, use the fullscreen button and play landscape. The bigger field makes the wind-up far easier to read.
  • Three boundaries in a row lights the ON FIRE streak — but a calm single is always better than a wild miss.
  • Use Practice to compare the stock ball with the quick one at a steady pace. The contact guide marks the batting zone, and the timing display shows which way to adjust.
  • In a chase, check both runs needed and balls left. Winning within four balls earns three stars, but a win on ball six still completes the challenge.

Good questions

Is Dude Cricket free to play?

Yes, completely free: no downloads, no account and no in-app purchases. Open the page and play.

Does Dude Cricket work on mobile?

Yes. It's built for touch: tap anywhere to swing. Use the fullscreen button and rotate your phone to landscape for the best experience.

How does scoring work?

Your timing decides the shot: perfect is a six, close is a four, further off scores three, two or one, and an early swing just outside the scoring window can block a dot ball. The floater caps out at four. The same timing against the same delivery and pace gives the same result. A complete miss ends Endless or a chase, while Practice continues.

What are the different deliveries?

Five: a stock ball, a quick one, a slow floater that caps out at four, and two spinners that break off the pitch. Each is telegraphed by the bowler's wind-up. Endless introduces them as you face more balls; Practice cycles through all five, and each chase has a repeatable sequence.

What happens at fifty and a hundred?

Fifty earns a bat salute and a cheering crowd; every century brings fireworks. The ground cycles through 100 runs of daylight and 50 of night: floodlights arrive at 100 and daylight returns at 150. Bowling reaches double speed at a hundred.

Is my high score saved?

Your Endless best is saved on your device. Chase stars are saved separately, keeping your strongest result for each challenge. Practice and chase scores never replace your Endless best. No account is needed.

How do six-ball chases and stars work?

Village opener needs 12 runs, Club finisher 18, and Stadium closer 24. Each gives you six balls and one wicket at a fixed pace. Meet the target to win, including on the last ball. Win within four balls for three stars, within five for two, or on ball six for one. Choose any chase from Modes and replay it as often as you like.

Do I need to install anything?

No. Dude Cricket runs on HTML5 canvas in any modern browser: phone, tablet or desktop.