Pilates

Test Twenty

THIS IS TEST TWENTY

The final manifestation of the fourth format. Made to give the next generation of cricket players their very own spotlight, it is designed exclusively for cricketers aged 13-19.

Launching in January 2026, Test Twenty will debut in India. Taking birth in cricket’s favourite country, it will continue to expand to different nations around the world as it turns into a truly global youth league.

WHY ARE WE YOUTH-FIRST?

At this age, the foundation of a cricketer is being shaped. By playing in the Test Twenty they learn to be players that are impactful beyond their technique, and can practice patience and strategy that make them into a more diverse and multi-faceted cricketer.

The fourth format is designed to reward both power and decision making. It will breed champions that can make the most of their technique while battling under pressure to take the right calls. Beyond being a tournament, this makes Test Twenty a finishing school for future champions. One that will become the world’s biggest youth cricket scouting platform.

OUR SCOUTING PROCESS

Test Twenty will introduce a three-tiered scouting mechanism that is based on a simple yet revolutionary concept that ensures every player is chosen only on merit, on their skill and potential.

  1. AI-Enabled Discovery Engine

A proprietary machine learning program that uses cameras in the nets, to track and evaluate each ball faced or delivered.

  1. Motion-Sensor Tech

Smart sensors fitted on the bats and balls to generate detailed insights into the playstyle and techniques of a player. Cutting-edge analytics of the collected data provide the scouts a complete player profile.

  1. The Human Interface

Besides the technological aids, highly trained coaches across academies and trial centres will evaluate the applicants. These coaches will operate under the oversight of an expert ‘Test Twenty Selection Committee’ made of cricket legends and top selectors. Assessments will be carried out on the same parameters as the tech, making this a dual check system that aligns human judgment with the collected data.

OUR RULES

Apart from the foundational laws of cricket, we have introduced specific rules as part of the fourth format. They aim to generate excitement in play, while maintaining balance and fairness.

Powerplay

Each team is entitled to one Powerplay per match. The captain may choose to use it in the first innings or the second, but it can only be used once. It will last for 4 consecutive overs. During Powerplay, only 2 fielders are allowed outside the 30-yard circle. If not declared till the 7th over of the second innings, it will be automatically enforced in overs 7-10.


Follow-On


f Team A leads by 75 runs or more after the completion of both teams’ first innings, the captain of Team A may enforce a Follow-On. When enforced, Team B will bat again immediately, playing their second innings without a break between innings. Team A then plays their second innings as normal.

Early Collapse Penalty


If a batting team is bowled out before the completion of 10 overs in their first innings then 3 remaining unused overs will be added to the opponent’s first innings. If the batting team is bowled out after 10 overs, this rule won’t apply. The second innings for both teams remains 20 overs each, regardless of the penalty.


Bowling Allocation

Each bowler may bowl a maximum of 8 overs across the match. Overs do not need to be split evenly between innings. A bowler may bowl up to 6 overs in one innings and the remainder in the other, as long as the total does not exceed 8.


Wide and No-Ball


A wide or no ball counts as 1 run to the batting side. The ball must be re-bowled as an extra delivery. Every front-foot no-ball will result in a Free Hit on the following delivery. For wides, the stricter T20 white-ball guidelines apply. However, umpires may use discretion in the second innings, where the the scoreboard pressure is high. Lastly, if a bowler delivers 3 or more no-balls/wides in a single over, the batting team is awarded an additional 3 runs as a discipline penalty for the bowling team.


DRS & Reviews


Up to 2 unsuccessful reviews are allowed per innings.


Over Rates & Time Control


Fixed time slots of 6-7 total hours will be allowed. Slow over-rates will be penalised by 5 runs per delayed over, to maintain pace.


Conditional Draw


During the second innings of the second batting team (Team B), as long as fewer than 5 wickers are lost, Team B can choose to play for a Draw. Once the 5th wicket falls, the option of a Draw is removed and the match must end in a Win or Loss, determined by aggregate runs.

OUR RULES

Apart from the foundational laws of cricket, we have introduced specific rules as part of the fourth format. They aim to generate excitement in play, while maintaining balance and fairness.

Powerplay

Each team is entitled to one Powerplay per match. The captain may choose to use it in the first innings or the second, but it can only be used once. It will last for 4 consecutive overs. During Powerplay, only 2 fielders are allowed outside the 30-yard circle. If not declared till the 7th over of the second innings, it will be automatically enforced in overs 7-10.


Follow-On


f Team A leads by 75 runs or more after the completion of both teams’ first innings, the captain of Team A may enforce a Follow-On. When enforced, Team B will bat again immediately, playing their second innings without a break between innings. Team A then plays their second innings as normal.

Early Collapse Penalty


If a batting team is bowled out before the completion of 10 overs in their first innings then 3 remaining unused overs will be added to the opponent’s first innings. If the batting team is bowled out after 10 overs, this rule won’t apply. The second innings for both teams remains 20 overs each, regardless of the penalty.


Bowling Allocation

Each bowler may bowl a maximum of 8 overs across the match. Overs do not need to be split evenly between innings. A bowler may bowl up to 6 overs in one innings and the remainder in the other, as long as the total does not exceed 8.


Wide and No-Ball


A wide or no ball counts as 1 run to the batting side. The ball must be re-bowled as an extra delivery. Every front-foot no-ball will result in a Free Hit on the following delivery. For wides, the stricter T20 white-ball guidelines apply. However, umpires may use discretion in the second innings, where the the scoreboard pressure is high. Lastly, if a bowler delivers 3 or more no-balls/wides in a single over, the batting team is awarded an additional 3 runs as a discipline penalty for the bowling team.


DRS & Reviews


Up to 2 unsuccessful reviews are allowed per innings.


Over Rates & Time Control


Fixed time slots of 6-7 total hours will be allowed. Slow over-rates will be penalised by 5 runs per delayed over, to maintain pace.


Conditional Draw


During the second innings of the second batting team (Team B), as long as fewer than 5 wickers are lost, Team B can choose to play for a Draw. Once the 5th wicket falls, the option of a Draw is removed and the match must end in a Win or Loss, determined by aggregate runs.

OUR RULES

Apart from the foundational laws of cricket, we have introduced specific rules as part of the fourth format. They aim to generate excitement in play, while maintaining balance and fairness.

Powerplay

Each team is entitled to one Powerplay per match. The captain may choose to use it in the first innings or the second, but it can only be used once. It will last for 4 consecutive overs. During Powerplay, only 2 fielders are allowed outside the 30-yard circle. If not declared till the 7th over of the second innings, it will be automatically enforced in overs 7-10.


Follow-On


f Team A leads by 75 runs or more after the completion of both teams’ first innings, the captain of Team A may enforce a Follow-On. When enforced, Team B will bat again immediately, playing their second innings without a break between innings. Team A then plays their second innings as normal.

Early Collapse Penalty


If a batting team is bowled out before the completion of 10 overs in their first innings then 3 remaining unused overs will be added to the opponent’s first innings. If the batting team is bowled out after 10 overs, this rule won’t apply. The second innings for both teams remains 20 overs each, regardless of the penalty.


Bowling Allocation

Each bowler may bowl a maximum of 8 overs across the match. Overs do not need to be split evenly between innings. A bowler may bowl up to 6 overs in one innings and the remainder in the other, as long as the total does not exceed 8.


Wide and No-Ball


A wide or no ball counts as 1 run to the batting side. The ball must be re-bowled as an extra delivery. Every front-foot no-ball will result in a Free Hit on the following delivery. For wides, the stricter T20 white-ball guidelines apply. However, umpires may use discretion in the second innings, where the the scoreboard pressure is high. Lastly, if a bowler delivers 3 or more no-balls/wides in a single over, the batting team is awarded an additional 3 runs as a discipline penalty for the bowling team.


DRS & Reviews


Up to 2 unsuccessful reviews are allowed per innings.


Over Rates & Time Control


Fixed time slots of 6-7 total hours will be allowed. Slow over-rates will be penalised by 5 runs per delayed over, to maintain pace.


Conditional Draw


During the second innings of the second batting team (Team B), as long as fewer than 5 wickers are lost, Team B can choose to play for a Draw. Once the 5th wicket falls, the option of a Draw is removed and the match must end in a Win or Loss, determined by aggregate runs.