A full set of rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a Black Hole. A brief summary, however, is as follows:
Rule One: Grow at least three extra legs. You won't need them, but it keeps the crowds amused.
Rule Two: Find one good Brockian Ultra-Cricket player. Clone him off a few times. This saves an enormous amount of tedious selection and training.
Rule Three: Put your team and the opposing team in a large field and build a high wall round them. The reason for this is that, though the game is a major spectator sport, the frustration experienced by the audience at not actually being able to see what's going on leads them to imagine that it's a lot more exciting than it really is. A crowd that has just watched a rather humdrum game experiences far less life affirmation than a crowd that believes it has just missed the most dramatic event in sporting history.
Rule Four: Throw lots of assorted items of sporting equipment over the wall for the players. Anything will do - cricket bats, basecube bats, tennis guns, skis, anything you can get a good swing with.
Rule Five: The players should now lay about themselves for all they are worth with whatever they find to hand. Whenever a player scores a hit" on another player, he should immediately run away and apologize from a safe distance. Apologies should be concise, sincere and, for maximum clarity and points, delivered
through a megaphone.
Rule Six: The winning team shall be the first team that wins.
Curiously enough, the more the obsession with the game grows in the higher dimensions, the less it is actually played, since most of the competing teams are now in a state of permanent warfare with each other over the interpretation of these rules. This is all for the best, because in the long run a good solid war is less psychologically damaging than a protracted game of Brockian Ultra-Cricket.