FC Orders

Match orders must be set up at least 20 minutes prior to the commencement of the match.
You can set ‘default orders’ which will be used if you haven’t set specific orders for any FC match in the future.

Batting orders

  • You can name any squad players in your starting XI.
  • Generally people will bat the better batsmen at the top of the order, and the bowlers with less batting skill at the bottom, but it is entirely up to you.
  • You must determine the batting order before the match commences, and you cannot change it while the match is ongoing (ie. can’t change the batting order for the 2nd innings).
  • The batsman’s aggression level can be tempered by individual orders (ie. an aggressive player can be made to play more defensively by applying batting orders of ‘defensive’ during a match). Although the batsman will generally follow this order, he may deviate if the situation requires it. He is more likely to do this if his experience is high.
  • Aggression orders can be changed after the end of play on Day 1 & 2.

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Bowling orders

  • You must nominate at least 4 bowlers. Up to 10 players can bowl in an FC match (anyone except the WK).
  • There is no maximum number of overs that can be bowled by an individual bowler in an FC match.
  • The bowler’s aggression level can be tempered by individual orders (ie. an aggressive player can be made to play more defensively by applying bowling orders of ‘defensive’ during a match). Although the bowlers will generally follow this order, he may deviate if the situation requires it. He is more likely to do this if his experience is high.
  • Aggression orders can be changed after the end of play on Day 1 & 2.
  • You can nominate the ‘priority’ order of your bowlers – this determines the bowling order the Captain will use.
  • For each bowler, you can nominate:
    – Minimum number of overs to bowl in each spell (between 3 & the maximum selected);
    – Maximum number of overs to bowl in each spell (between 3 & 25);
    – The maximum number of runs he can concede per over. If he exceeds this, the Captain will usually replace him with the next highest priority bowler, regardless of whether the bowler has reached the minimum number of overs you wanted hmi to bowl.
  • The Captain always makes the bowler complete their maximum overs plus one extra over, unless they exceed the run rate – in which case he’ll pull them if they’ve bowled 2 or more overs.
  • When the bowler reaches the end of their spell, the Captain will use his discretion and keep them on if their last over was a maiden or a wicket fell or there was a dropped chance.
  • Bowling orders (eg. priority, spell details) can be changed after the end of play on Day 1 & 2.

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Team orders & Declarations

  • You must choose a Captain for the match – generally the player with the highest leadership with plenty of experience.
  • You must choose a Wicketkeeper for the match – generally the player with the highest wicketkeeping skill level with plenty of fielding, concentration and consistency.
  • Before the match starts, declaration targets must be set for each innings:
    – The first innings target must be at least 200 runs; 
    – In the second innings you must score a minimum of 100 runs before you can declare. However if this leaves your opponent with a target of less than 100, then the captain will override the instruction and bat on until you lead by at least 100 runs. 
    – a declaration target can have a maximum of 9998 runs.
  • The figure that you enter for your second innings declaration target is the figure that you want to score in your second innings before your captain declares.
  • If you have batted first and your opponent is 150 runs or more behind after both teams have completed their first innings, you have the option to tell the opponent to “follow on”. This means you can tell the other team to bat again even though they’ve just finished their first innings. This potentially means that you might not need to bat again if they get bowled out a second time and not be in the lead.

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