Hello. I am Tuan Rushdi. I made Rush Play for people who play on a phone with TalkBack or VoiceOver. No headphones. No extra game sound. Your screen reader is enough.
These are free online games for blind and low vision players. Nothing to install, no sign-up, no adverts. Every game here is free, and I am keeping it that way. I am not selling Rush Play. Play what you like. If you have a minute, tell me how it felt, and what game you want in this collection next. I read the notes myself. This is unofficial, and it is not linked to FIFA, ICC, or any team.
Five games now. More will join when your notes, and my time, point that way. Pick a game.
Sounds are extra, never needed. Turn them on if you want tones for each room, a cue for a wicket, or a chord for a goal. Your screen reader still tells you everything.
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A house that remembers. It will name a path of rooms. You walk that path back with buttons. No headphones. No game sound. Your screen reader is enough.
How to play
Turn on VoiceOver on iPhone or TalkBack on Android. You do not need headphones.
Each night the house names rooms, one at a time: Kitchen, Garden, and the rest. Wait until it says it is your turn. Then activate those room buttons in the same order.
There are ten nights. The path grows by one room each night. You may miss three times. After a miss you can hear the same path again.
Buttons you will use a lot: Repeat the path, and I am ready, if you already heard it.
You are Cross. The computer is Circle, hard. Squares 1 to 9. With TalkBack or VoiceOver, double-tap a square. Three in a line wins, including 1 5 9 and 3 5 7.
A tactical cricket match with no clock in it. The ball is described to you, the game stops, and it waits. Take a second or take five minutes: nothing here is ever decided by how fast you press a key.
When you bat
The commentator gives you the bowler, the speed or the kind of spin, and where the ball pitches. You pick the shot. Get the length and the line right and your batter's skill decides whether he middles it: the top three middle almost everything, the middle order most things, the all rounders about half, and the tail hardly anything. Where a middled shot goes is decided by the field, so listen to it. A gap is four. A man in the circle is nothing. Play a shot in the air to a boundary rider standing in exactly that place and you are caught. Misread the length and you are bowled or trapped in front. Misread the line and you edge it, and whether that is out depends on whether there is a slip.
Who survives a mistake
A wrong shot is a chance, not a certainty, and who is holding the bat decides how often that chance costs a wicket. A small group of players survive most of their own errors: Tendulkar, Kohli, Aravinda, Sangakkara, Lara, Ponting, Kallis, Gilchrist, Pathum Nissanka, Kusal Mendis, Kamindu Mendis, Babar Azam, Rizwan, Abhishek Sharma, Sanju Samson, Hardik Pandya and Travis Head. Only three wrong choices in ten get them out. Any other top six batter goes about forty five times in a hundred, a number seven or eight about sixty five, and a tailender ninety. Genuine pace gives you the full price; a medium pacer lets you off more often. The same men also read a field best, so when the computer has them they find the gap you left and refuse the shot you set a trap for.
The spin puzzle
Against a spinner you are told where the ball pitches, not where it finishes. A leg spinner pitching on middle stump ends up outside off, so that is a cover drive and not an on drive. Play for the straight one and you are stumped or caught behind. Watch for the tells: a ball out of the front of the hand is the googly and turns the other way, the arm ball holds its line, and a flat quick one does not turn at all.
The three secret shots
Three strokes at the bottom of the list are gambles rather than shots: the dilscoop, the switch hit and the helicopter shot. Each one is built for one kind of ball and no other, and nobody is going to tell you which ball that is. Find it yourself.
There is no half mark for being close. Play one to the wrong ball and the batter is out, whoever he is: no class, no luck, no reprieve. Aravinda de Silva goes the same way as a number eleven. Get it right and it is six, every single time, whatever field has been set and whoever is standing on the rope.
Everything you need to work it out is already spoken to you before you choose: the kind of bowling, the speed, where it pitches. Listen to those three things, try a shot, and remember what the ball was when it worked and when it did not. That is the whole puzzle, and it is meant to take a while.
Power hitters
Every side has one man picked for clearing the rope: Dasun Shanaka for Sri Lanka, Abhishek Sharma for India, Mohammad Rizwan for Pakistan, Tim David for Australia, Jos Buttler for England, Finn Allen for New Zealand, Heinrich Klaasen for South Africa, Sherfane Rutherford for the West Indies, Aravinda de Silva, who bats two down at number four, for the Asian Stars, and Chris Gayle, who opens, for the Rest of World Stars. A power hitter middles a shot in the air more often, and when he does the man on the boundary is far less likely to be standing under it. When the computer has one, it will take the aerial option at you much more often, so think twice before you leave a gap in the deep. Aravinda de Silva has one more trick of his own: every hook and every pull he gets hold of goes for six, no matter who is waiting on the boundary.
Catches and run outs
The fielders are human. A catch can go down, at slip, in the deep or under a steepler, and a batter who is dropped bats on. A quick single or a greedy second can end in a direct hit, and it is whoever is short of his ground who walks, striker or not. Fifties, hundreds, hat-tricks and five wicket hauls are all called as they happen.
When you bowl
You pick the bowler for each over, you set the field, and you choose every delivery by name: a yorker at middle, a bouncer, an off cutter, a googly on off stump. Your bowler's accuracy decides whether he lands it there. The batter reads it the way you have to read it, and gets it wrong for the same reasons. Wickets come from beating him for length, beating him with turn, and having a fielder standing where his mistake goes. Set no slips and every edge runs away for four. Every batter has one length he does not like, and bowling there enough times will show you which.
Keys
Number keys pick from whatever list is in front of you. When you are choosing a shot, D is the dilscoop, S is the switch hit and H is the helicopter shot. F reads the field, R repeats the last thing said, I gives the match situation, and P gives the scouting report on the two batters. Every key has a button as well.
Leaving a match in progress, by the back button or by starting a new one, asks you to confirm first, because a match lives only while the page is open.
A football match with no clock running against you. The play is described, the game stops, and it waits for your decision. Press play next and a few passes happen on their own. The moment either side reaches the final third, somebody has to decide, and it is you both ways: you choose the shots when you attack, and you choose the tackles and the dives when you defend.
When you attack
In the final third or the box you can shoot left, centre or right, play a through ball to a named runner, or keep moving. The keeper dives one of three ways. Beat him and it is a goal; go the same way and he will usually save it. A shot from the box is worth far more than a shot from range. A saved shot can come back to you as a rebound or go behind for a corner, and the woodwork is in play.
When you defend
When they reach the final third you choose: stand off, or go in for the tackle with your best defender. A good tackle wins the ball and starts a counter. A bad one is beaten, or brings the man down for a free kick, or a penalty if it happened in the box. When they shoot, you pick which way your keeper dives. He gives you his hunch first. A good keeper reads it right more often than not, a wrong hunch is only a guess, and you can overrule him.
Fouls, cards and set pieces
A foul can bring a yellow card, and two yellows are a red. A defender who is on a yellow is named as such when you are offered the tackle, so you know exactly what you are risking. A side with ten men presses less and gives more away. Free kicks on the edge of the box can be shot or crossed. Penalties are yours to take and yours to save. Corners can go to the near post, the far post, or short to keep the ball.
Reading the other side
Every keeper has a side he likes to dive to, and every striker a side he likes to shoot to. Nobody tells you which. The commentary says where each one went, every time, and the scouting report adds it up for you. At a penalty a striker's habit is worth more than your keeper's hunch.
Tactics
Attack, balanced or defend, changed at any time. Attacking sends more passes forward and gets you more shots, but there is space behind you. Defending keeps the ball, tackles harder and gives less away, at the cost of seeing less of their goal.
The clock
Ninety minutes plus stoppage time, announced at the ninety. Level at the end and it goes straight to penalties: five each, then sudden death, and you take your kicks and dive for theirs. All Stars is a legendary eleven with Lev Yashin in goal. They are hard to beat.
Keys
Number keys pick from whatever decision is in front of you. N plays on, R repeats the last thing said, I gives the match situation, P gives the scouting report and T changes tactics. Every key has a button as well. Leaving a match in progress asks you to confirm first, because a match lives only while the page is open.