The Follow-On Rule, Explained: What the follow-on is, when a captain can enforce it, and how the margin has changed since cricket's first Test in 1877.
How CricArcade Decides a Single Delivery: Batter, bowler, match situation, conditions: what goes into every delivery in CricArcade, and why the same match state always gives you the same match, verifiably.
How a Test Pitch Plays: Green tops, dustbowls and roads: 60-plus real venues, per-match pitch preparation, wear over five days, the new ball and the sessions in The Follow-On.
The Six Eras of Test Cricket: From the three-day Golden Age to the DRS era: six periods of Test cricket, each calibrated to the real match record, and two findings that surprised us.
How to Read a Cricket Scorecard: A plain-English guide to the batting card, bowling figures, extras, fall of wickets and the result line, with what every abbreviation actually means.
Timeless Tests and the History of the Draw: A match played without any limit of time, the twelve-day draw that killed the format, and the long rise and fall of the Test draw it was built to abolish.