Choose Your Game Mode
Captain five-day Test matches ball by ball with 3,271 international cricketers from 1877 to today.
🏆 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.
⚔️ SERIES TOUR
A 2, 3 or 5-Test series against one nation, home and away. Pick an 18-player touring squad and manage bowler freshness & injuries.
🔴 DAILY LIVE MATCHES
Play ongoing & real-world Test matches happening in real life. Choose from active live fixtures, pick your nation, and test tactics against the real XI.
⚡ QUICK PLAY
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.
👥 VERSUS (1v1 ONLINE)
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.
🃏 PLAYER CARDS
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.
WHAT IS THIS GAME? · HOW TO PLAY▼▲
THE GAME
You are the captain. Build an XI from every men's Test cricketer since 1877,3,271players 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.
WALKTHROUGH
- Set the stage, choose your opponent, the venue (the pitch matters: green tops seam, dust bowls turn, flat roads break bowlers' hearts), and the era rules.
- Pick your XI, search and filter 3,271players. A balanced side is roughly: 5–6 batters (two who can open), a wicketkeeper, and 4–5 bowlers with at least one spinner. No keeper = byes and dropped catches. Only three bowlers = they'll be exhausted by day two.
- Set the batting order, the order you confirm is the order they walk out. The engine never re-sorts your XI.
- Play the match, press PLAY and watch over-by-over (use FAST to skim, +1 OVER to creep). The match pauses whenever a real decision is yours:
- Toss, bat first on a flat deck; consider bowling on a green top, day 1 morning.
- Batting intent, defensive / normal / positive / all-out attack. Attack scores fast but loses wickets fast. Defensive is how you bat out day 5 for a draw.
- Bowling changes, the captain's panel lists your options while you're bowling. Quicks with the new ball, spinners as the pitch wears (day 3+). Bowlers tire mid-spell and need rest.
- New ball, available every 80 overs. Harder ball = more for your seamers, but it flies off the bat and your spinners lose grip.
- Declare, close your innings early to leave time to bowl the opposition out. Declare too late and you run out of overs; too early and you've left them a gettable chase.
- Follow-on, lead by 200+ after the first innings each, and you may make them bat again immediately. Ruthless, but your bowlers get no rest.
- The result, win by runs (they fell short chasing), by wickets (you chased it down), or the grandest of all: by an innings (they never made you bat twice). Or bat out the clock for a draw. The game auto-saves at stumps each day, resume anytime from the title screen.
WHAT DOES THE ERA PICKER DO?
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:
- Golden Age (1877–1914), 3-day matches on rough, uncovered pitches. Wickets tumble, draws come fast, every session counts.
- Between the Wars (1920–39), 4-day Tests, uncovered pitches, slightly gentler scoring.
- Timeless Test, no draw possible: play to a finish however long it takes, like the 1939 Durban Test that ran ten days.
- Post-War (1946–69), 5 days but slow, attritional scoring; the new ball comes every 65 overs.
- Pace Age (1970–99), covered pitches, 96 overs a day, the classic modern-ish Test.
- Modern (2000–present), 90 overs a day, new ball at 80, follow-on at 200. The default.
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.
About The Follow-On
The Follow-On is a Test match captaincy game. Pick an XI from 3,271 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.
GAME MODES
- World Test Championship. The real competition's shape: your nation and nine others, six series home and away, points and percentage standings, and a final at Lord's for the top two.
- Series Tour. A two, three or five-Test series against one nation. Pick an 18-player touring squad and manage bowlers' workloads across the series.
- Quick Test. One Test. Pick eleven from all of history, choose a historical ground and the rules of any era, and captain the match.
- Live Tests. Take over a real Test match currently being played and captain your own version of it against the real XI.
- Versus. Challenge a friend with a room link, snake-draft rival XIs from the all-time pool, and captain a full Test against each other.
- Player cards. Every finished Test earns a collectable card of an all-time great, and bigger achievements earn rarer ones.
THE REAL CRICKET BEHIND IT
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.
HOW TO PLAY
- Choose a mode, an opponent, a ground and an era.
- Pick an XI: five or six batters including two openers, a wicketkeeper, and four or five bowlers with at least one spinner.
- Set the batting order, win or lose the toss, and play. The match pauses for your decisions: batting intent, bowling changes, the new ball, the declaration and the follow-on.
- The game saves at stumps each day, so a Test can be played across several sittings.
CAPTAINCY POINTERS
- Read the pitch before the toss. Batting first on a flat pitch is usually right; on a green, seaming one, bowling first can be.
- Declare with time, not just runs. A lead is worth nothing if there are not enough overs left to bowl the opposition out twice.
- Enforcing the follow-on is not automatic. Tired bowlers on a wearing pitch sometimes make batting again the better choice, as many real captains have decided.
- Spinners grow in value as a Test goes on. Save overs for them on days four and five when the pitch starts to turn.
FREQUENTLY ASKED QUESTIONS
- What is the follow-on?
- In a five-day Test, a side that leads by at least 200 runs after both first innings may make the opposition bat again straight away. The Follow-On Rule guide explains its history and when captains use it.
- Can I pick players from different eras in one team?
- Yes. Any player from any era can be in your XI, and ratings reflect how good each player was in their own time, so an all-time side is a fair contest.
- Is it free, and do I need an account?
- Everything is free and runs in the browser with nothing to install. You can play signed out, with progress saved on your device; signing in with Google syncs careers across devices and puts your results on the leaderboards.
- Does it work on a phone?
- Yes. The games are built to work on phones as well as desktops, and careers save as you play.