Chasing a Target: Planning an Innings with Required Run Rate
By the Cricket Score Counter Editorial Team · Updated · 6 min read
Required run rate tells a chasing side how many runs per over it needs from here to the end. Used well, it turns a vague target into a clear plan for each phase of the innings. This guide shows how to calculate it properly and how experienced club captains use it.
Key takeaways
- Required run rate = runs needed / overs remaining, with overs remaining in true decimals (balls left divided by 6).
- Thinking in runs per ball is often clearer late in a chase: 64 off 45 is about 1.42 runs per ball.
- Split the chase into phases with a target score at each checkpoint rather than chasing the whole total at once.
- Wickets in hand matter as much as the rate. A required rate of 9 with eight wickets left is very different from 9 with three left.
- Rotating the strike keeps the rate under control far more reliably than relying on boundaries.
The basic calculation
The target is always one more than the first innings total. If the side batting first makes 155, the chasing team needs 156 to win and 155 to tie. Write the target down and make sure both scorers agree on it before the first ball of the chase.
Required run rate, often shortened to RRR, is runs still needed divided by overs still remaining. The overs remaining must be in true decimals. With 45 balls left, that is 45 / 6 = 7.5 overs, not 7.3 overs, which is how it would be written in cricket notation.
The current run rate is runs scored divided by overs faced, again in true decimals. Comparing the two numbers tells you whether you are ahead of the chase or falling behind it.
Runs per ball: the clearer number late on
Once a chase gets into the last five or six overs, many experienced players stop thinking in runs per over and start thinking in runs and balls. Saying "we need 64 off 45" is easier to act on than "we need 8.53 an over". It also makes the arithmetic of a single over very clear.
As a rough guide, anything around one run a ball can be chased with good running and the occasional boundary. Around 1.5 runs a ball needs a boundary most overs. Above 2 runs a ball, you are relying on sixes and on the bowlers making mistakes. The table below helps the batting side read the situation quickly.
| Runs per ball needed | Equivalent RRR | What it usually takes |
|---|---|---|
| Under 1.0 | Under 6.0 | Singles, twos and patience. Avoid risk. |
| 1.0 to 1.3 | 6.0 to 7.8 | Strike rotation plus one boundary every over or so. |
| 1.3 to 1.7 | 7.8 to 10.2 | A boundary most overs. Target the weaker bowler. |
| 1.7 to 2.2 | 10.2 to 13.2 | Two boundaries most overs. Calculated risks. |
| Over 2.2 | Over 13.2 | All-out attack. Expect wickets to fall. |
Break the chase into checkpoints
Chasing 156 feels big. Chasing 40 in the first six overs, then 50 in the next eight, then 66 in the last six feels manageable. Splitting the innings into phases gives your batters something concrete to aim for and a clear signal when they are falling behind.
Set checkpoint scores before you bat, based on the pitch, the boundary size and the bowlers you are facing. Keep them realistic. In most local T20 games, the last five overs produce more runs than any other phase, so you do not need to be ahead of the overall rate at the halfway mark.
Give each pair one simple message at the start of a phase: "40 off the next 30 balls, no more than one wicket". That is far easier to play to than a moving decimal on a scoreboard.
- Write the target and the total balls available.
- Choose three or four phases, for example overs 1 to 6, 7 to 14 and 15 to 20.
- Set a target score and a maximum number of wickets lost for each phase.
- At every checkpoint, compare the actual score with the plan and adjust the next phase.
- Hold back a set hitter for the final phase if your batting order allows it.
Wickets in hand change everything
A required rate means nothing without the wickets column next to it. Needing 9 an over with eight wickets in hand lets your batters swing freely, because a dismissal only brings in another capable player. Needing 9 an over with three wickets left and your tail coming in is a much harder ask.
This is the most common mistake in local chases. The top order sees the rate rising, panics, and loses three wickets in two overs. Suddenly the rate is higher still and there are fewer people to chase it. Often the better choice is to accept a slightly higher rate for an over or two while a new batter settles.
A useful rule of thumb: if you lose two wickets in quick succession, the next 12 balls are for rebuilding with singles and twos. Then reassess. Most club bowling attacks have a weaker over somewhere, and set batters are far better placed to cash in on it.
Strike rotation: the quiet way to stay in the chase
Dot balls hurt a chase more than anything else. Every dot ball adds to the pressure because it pushes up the rate needed from the remaining balls. In the worked example above, if the next over is a maiden, the chasing side needs 64 off 39, and the required run rate jumps from 8.53 to 9.85.
Good chasing pairs look for a single off almost every ball they cannot hit for four. They push into the gaps, run the first run hard, and call clearly. Two quick singles in an over are worth more than one big swing that misses three times.
If your team struggles with this, practise running between the wickets in nets with a coach calling the score and balls left. It builds the habit of thinking about the rate without staring at the scoreboard.
When to attack and when to wait
There is no single correct tempo. On a slow pitch with a big boundary, wickets in hand are worth more and a late charge is the usual plan. On a small ground with a quick outfield, keeping the rate close from the start is safer, because the side batting first will also have scored quickly.
Look at the bowlers who are left. If the opposition's best two bowlers have three overs each remaining, you may decide to see them off and attack the others. If they have finished their spells, it is often the moment to accelerate, even if the rate is comfortable.
Cricket Score Counter shows the current run rate and required run rate after every ball, so the batters can glance at the score between overs instead of trying to work it out in their heads. The planning and the judgment still come from the captain and the players.
- Attack the weakest bowler's overs, especially if he or she has only one or two left.
- Slow down briefly after a wicket, but not for more than an over or two.
- Keep an eye on fielding restrictions: the powerplay is the cheapest time to score boundaries.
- In the last three overs, know exactly what you need from each ball.
Put it into practice
Score your next match ball by ball for free and share a live scorecard link with everyone watching. No sign-up needed.
Frequently asked questions
How do I calculate required run rate with balls left?
Divide the balls left by 6 to get true decimal overs, then divide the runs needed by that figure. For example, 50 needed off 33 balls is 50 / 5.5 = 9.09 runs per over. Do not use the cricket notation 5.3, which would give a wrong answer.
What is a good required run rate to chase in local T20 cricket?
It depends on the pitch and ground, but most club sides can manage 7 to 8 an over with wickets in hand. Above 10 an over for more than five overs, you will need clean hitting and some help from the bowlers. Keep an eye on wickets as much as the rate.
Should we chase the rate from the start or wait for the last overs?
In most local games, staying within one or two runs an over of the target rate through the middle overs is wise, then accelerating at the end. Falling too far behind early means the last overs ask for near-impossible hitting. Losing wickets early is just as dangerous, so find a balance.
Why does one dot ball make such a difference to the required rate?
Because the runs needed stay the same while the balls left go down. Late in a chase, a single dot ball can lift the required rate by half a run an over or more. That is why rotating the strike matters so much in tight finishes.
This guide follows the MCC Laws of Cricket and common competition playing conditions. Local leagues and friendly matches often use their own rules, so always agree them before the toss. Spotted something we should correct? Contact us.
