How to play

Watch it. Time it. Clear it.

Pavilion is batting-only cricket built around one moment: the ball arriving and you meeting it. It takes ten seconds to learn and a season to get good at.

The controls

SWING

Swing

Tap as the ball arrives. Timing decides everything: the sweet spot goes for six, early or late goes up in the air, and the fielders are waiting.

PUSH

Push

A safe single when you need one. Swipe as you play to aim the shot into the gaps.

6

The Reload

Five batters. Clear the rope for six and every batter who's out comes back in. Lose the last one without it and the innings is over.

Match nights

The real teams set it. You chase it.

Minutes after a real international's first innings ends, that exact total goes live in Pavilion.

  • Full length. A T20I is 20 overs, an ODI is 50. You bat for the side that's chasing.
  • 48 hours. Chase it in the innings break, during the real chase, or any time in the next two days.
  • Fewest balls wins. Every chase is ranked on its own board. Finished nights go into the honours.
  • Tests run for the whole match, with each day's play added as it happens.
  • No time? The 5-over slice is a short version of the same night. Quick chase is five overs, any time.
A live match night start card: Australia v England, Australia need 176 off 120
Getting started

No sign-up. Ever.

Open pavilioncc.com/play on any phone, tablet or computer. Turn your phone sideways and tap BAT.

Your nickname

Tap You in the game, or add one after a match-night innings. It shows next to your results on every board and in your clubhouses. Not your real name.

New phone?

Tap You, then My player link. Open that link on the new phone, or type its code there, and your nickname, clubhouses and bests come with you.

On your home screen

Add Pavilion to your home screen and it opens full screen like an app, straight into tonight's chase.

For coaches, clubs and anyone with a bat

Pavilion on the grass

The game started on a field, as the thing that ends junior training. No screens, no extra kit. Free for anyone to run.

Teams
Two sides. Four or five each is the sweet spot: enough fielders to cut off boundaries. Twelve players splits into six a side.
Bowler
The coach or umpire bowls, so every batter gets something hittable. Ramp it up as they improve.
Keeper
An adult, especially with young groups. Fast returns keep run-outs live and the game moving.
Scoring
Only 1, 4 and 6. You run every ball: that's the 1. Boundaries score 4 or 6.
Out
Run out, caught, bowled, caught behind. Run-outs at the bowler's end only.
After a run
The batter goes to the back of the batting line and waits for their next turn.
The Reload
A six brings the whole team back in. A four brings one player back.
Innings ends
All out, or the clock runs out. The chasing side needs one more than the first side scored.

Free to copy and pass on. Tell us where you play it: hello@pavilioncc.com