

World Test Championship
The real WTC shape: you + 9 full-member nations, 6 series home and away, real points and PCT standings, and the top two meet in the final at Lord's.

Captain five-day Test matches ball by ball with 3,274 international cricketers from 1877 to today.


The real WTC shape: you + 9 full-member nations, 6 series home and away, real points and PCT standings, and the top two meet in the final at Lord's.

A 2, 3 or 5-Test series against one nation, home and away. Pick an 18-player touring squad and manage bowler freshness and injuries.

Play ongoing and real-world Test matches happening in real life. Choose from active live fixtures, pick your nation, and test tactics against the real XI.

One Test. Pick eleven from all of history, choose any historical venue and era rules (1877 to Modern), and captain the match ball by ball.

Challenge a friend with a room link. Snake-draft rival XIs from the shared all-time pool, then captain a full Test against each other live.

Every Test you finish earns a collectable card of an all-time great. Win a series for a card per match, or lift the WTC for an Icon or Immortal bundle.
No saved Tests on this device yet. Start a World Test Championship or a Series Tour above and your career shows up here.

You are the captain and selector. Pick eleven from every Test cricketer in history, set the order, choose who bowls, declare, enforce the follow-on and take the new ball: the match is played out ball by ball around your calls.
Every career saves on this device as you play. The full guide to the modes and the rules sits below.
You are the captain. Build an XI from every men's Test cricketer since 1877,3,274 players with their real career records, and take them into a five-day Test match against a country's greatest-ever XI. The engine plays out every ball; you make the calls a real captain makes: the toss, batting intent, bowling changes, the new ball, the declaration, the follow-on.
A Test is won by scoring more runs across two innings each and bowling the opposition out twice. If time runs out first, five days, ninety overs a day, the match is a draw. That clock is the soul of Test cricket: sometimes you bat to win, sometimes you bat all day just to survive.
The era sets the playing conditions and laws of the period, not who you can pick. Your Bradman-and-Bumrah XI can play under any era's rules:
Every player's rating reflects how good they were in their own time, so any-era XIs are a fair fight. The era picker only changes the match: days available, overs per day, new-ball law, follow-on margin, scoring tempo, and whether rain-ruined uncovered pitches are in play.
The Follow-On is a Test match captaincy game. Pick an XI from 3,274 men's Test cricketers since 1877, each with a real career record, and captain it ball by ball through a five-day Test against a country's greatest side.
Test cricket is the format where captaincy matters most: when to declare, whether to enforce the follow-on, when to take the new ball, how long to keep a spinner on as the pitch wears. The game stops for those decisions and plays out the rest, so a draw saved on the fifth evening feels as earned as a win.
The game sits on a complete archive of 2,537 real men's Test scorecards from 1877 to March 2024, from the first Test at Melbourne in 1877 onwards, plus a history page for every Test nation and the ICC World XI. Players from any era can share a side, and the era you choose sets the playing conditions: three-day Tests on uncovered pitches, the timeless Test, or the modern five days with 90 overs a day.
The laws you captain under are the real ones for that era, including the follow-on margin, when the new ball becomes available and how many overs a day are bowled.