Chai Lane Cricket Club
A little lane. A real swing. Win each chase to open the next. Tour earns club rewards. Try any chase. Practice keeps Tour progress separate.
Your goal
Make one real timed swing in three original clay courtyards. Drive, Loft and Hook use an actual swept bat capsule, three aiming directions and three powers. Moving balls bounce, land and meet finite moving fielders. The solid ball determines contact; its thin tracking halo only helps visibility. A catch requires the physical0.48m hand-reach before first ground. This short arcade format omits extras, LBW, running and full teams.
Start your first session
Twelve Tour chases earn36stars, three postcards and six equal-physics wraps. Win for one star, include a boundary for two, and finish without losing a wicket and with at least two boundaries for three. Two wickets or exhausted balls end a chase. Reaching the target on the last ball still wins. A ball first grounded inside before leaving scores four; first ground outside scores six. Inside grounded pickups use1/2/3distance zones. A physical paper-window hit in a winning Tour adds its venue stamp while preserving a higher best.
A useful decision to practice
Tour points sum independently verified bests. Separate Practice can open every chase without Tour awards. Enter bowls and Space swings;1/2/3 or arrows aim, Q/W/E choose stroke while preparing. Labeled Stroke kit controls expose all choices on touch and keyboard. Dialogs, hidden/frozen pages, navigation, loading and ads pause the actual clock and silence sound. Resume is explicit. Exact saved balls, bat swings and fielders reopen paused. Damaged independent records repair without deleting later good bests; reconnect a missing earlier win through real play. Own reset touches only this game. Bounded history offers unranked continuation while preserving the last verified draft.
How to play: controls
Choose a direction, stroke and power, then Bowl. Swing once as the ball reaches your bat. The thin ring tracks the ball; the small solid center is its physical size. Reach the target before the balls or two wickets run out; the final ball can still win. Drive reaches low balls, Loft the middle bounce and Hook high balls. Soft cushions contact with a shorter sweep; Steady and Strong return more energy. Direction changes the bat face, so shots follow real contact and flight. First grounding beyond the rope is six. A ball grounded inside before reaching beyond is four. Grounded pickups or resting balls inside use the shown distance zones for one, two or three runs. These are short arcade house rules, with no running between wickets, extras or full team match. A real stump hit is bowled. An airborne ball caught inside a fielder’s shown reach ring is a wicket before its first ground contact. Fielders react after a short delay and move at a finite speed; aim around them. A win earns one star; a win with a boundary earns two. Three stars need no lost wicket and at least two boundaries. Tour stars unlock six cosmetic wraps with identical physics, and four wins at a venue earn its postcard. The paper practice window is outside the rope. A winning Tour chase that actually hits it earns that venue’s optional stamp. A lower-scoring stamp win keeps your higher best. Practice has its own draft and never gives Tour rewards. Pause, Stroke, Help and Settings freeze active play. Returning from another tab, loading or an ad requires Resume. Your exact ball, bat and fielders are saved locally when storage is available. Unranked continuation keeps the last verified draft. Focus the ground: Enter bowls, Space swings, 1/2/3 or arrows choose direction, and Q/W/E choose Drive/Loft/Hook. Every action also has a labeled touch control. Release old keys before a fresh action.
Portrait · touch friendly
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