The pad is built for one thumb: big run keys on top, Wd and Nb in the middle, Wicket and Undo at the bottom, with the current over and the need-rate line above. Nothing is sent anywhere until the ball is already saved on your phone, so a tap never waits for the network.
Runs off the bat
- 0 logs a dot ball straight away.
- 1, 2, 3, 4, and 6 each open the wagon wheel: pick where the ball went, pick a shot if you want, or tap Skip. Skip still saves the runs — the wheel is never a blocker.
- The 4 and 6 keys are coloured amber and violet so they stand out from the rest.
Wd and Nb
Wd (wide) and Nb (no-ball) open a small sheet where you set the extra runs, then Confirm. A wide is not a legal ball, and neither is a no-ball, so the over gets an extra delivery. Wides, no-balls, and the free hit that follows have their own post: Wides, no-balls, and the free hit.
Wicket
Wicket asks how the batter was out. The pad offers five ways: bowled, caught, run out, stumped, and hit wicket. Run out asks how many runs were completed first (out while running the second run counts as 1). Every dismissal ends with the wicket added to the innings and the card.
Undo
Undo removes the last ball. If the wagon wheel is open, Undo becomes Cancel and closes it without touching the score. If undoing would cross into the previous innings, the app asks you to confirm first. The undo history is saved on the phone, so it survives the app being closed.
Who is batting and bowling
Above the pad, tap the Batsman or Bowler name to change it. The app does not guess or rotate strike for you: Target, Head to Head, and Double header all leave that choice to the scorer, which is what lets roles swap between overs.
When the innings ends
The pad stops the innings for you when all wickets are gone, when the overs (including any extra balls) are bowled, or when the chase target is reached. See How a match ends for what happens next.