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Super Over Cards

Super Over Cards gameplay
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Shortcuts: Ctrl+P pause · Ctrl+M sound · Enter play again

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About Super Over Cards

Super Over Cards turns a final cricket over into a card duel. A bowler card announces the type of delivery, such as Yorker, Bouncer, Full, Spin or Slower, and you answer by playing one of four shot cards. Each card shows its run value and a row of colored dots that tell you how safe it is against each delivery type.

It suits fans of cricket and anyone who likes risk management with cards. A match lasts a few minutes. You have six balls and two wickets to reach a target, and winning moves you to a tougher target. A good run chains several matches by balancing big hits with safe plays.

How to play Super Over Cards

  1. Read the red bowler card to see which delivery is coming.
  2. Check the dots on each card. The dot under that delivery's letter shows red, amber or green.
  3. Play a card. Green gives its full runs, amber gives about half, and red gives none.
  4. Reach the target before you run out of six balls or lose two wickets.
  5. If you chase it down, you move straight to the next, higher target.

Controls

Keyboard and mouseClick a shot card to play it, or press the 1, 2, 3 or 4 keys for the card in that position.
Phone and tabletTap the card you want to play. Cards lift when touched, and the bowler's next delivery appears once the result is shown.

Scoring

Every match you win adds the runs you scored, 20 bonus points, and 3 more for each ball you had left. A lost match adds only the runs you scored and ends the game. Your final total across all matches is your score, so surviving many matches matters more than one big hit.

Tips and strategy

  • Green dots are the safe choice. Against a delivery marked green, a card has only a small chance of getting you out, while red is far riskier.
  • A Block card scores no runs but is never out. It is a good pick when you need to protect a wicket, though it does use up a ball.
  • Do not always chase the 6 card. If its dot is red for the current delivery, a lower-value card with a green dot is much better.
  • Count the balls against the runs needed. If you need 12 from 6 balls, steady 2s and 4s from green dots may beat a risky slog.
  • Targets rise by 4 runs each match, from 12 up to 42. Save some wickets in early matches, because later ones need more risk.

Super Over Cards FAQ

▸Is it just luck?

Partly. Outcomes involve chance, but the card dots show the real odds, so choosing a green dot over a red one makes a meaningful difference.

▸Can I play someone else?

No. The bowler is the computer, and there is a single player at the table.

▸What ends the game?

You lose a match if you run out of balls or lose both wickets before reaching the target. The game then ends and your total is recorded.

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