Each book explains why I am challenging ‘received wisdom’ (aka centuries of practice) by creating short and simple contracts. Frankly, it’s because I have seen the mess created by longer contracts both when construction specialists try to read, understand and then use them – more often than not they simply shove them into a drawer and cross their fingers for luck. Making contracts easier to read, understand and use is also backed up by construction industry data, plain language studies and thousands of examples across industries and jurisdictions.
My second aim was to explain what you really really need in each contract, some challenging content and effective extras. For each of my contracts, I held a blank sheet of paper and added just enough to create the contents you need. I want you to get confident with your contracts, so I also explain what happens if you say nothing on each of those subjects (a zero-word contract!).
My third aim was to make sure you could write it yourself. Each of the content chapters includes sample text you can adopt, adapt or reflect on to develop a contract that suits your company, your project, and your client’s needs. It also contains case studies of those who have got it wrong to help you learn from their mistakes and not create your own.
was picked for India's home ODI series against New Zealand. He took a late-evening flight from Delhi to Bangalore, where he was headed to the National Cricket Academy. He had just played a Ranji Trophy match for Uttar Pradesh but hadn't batted in the second innings because he wasn't fully fit.
The next morning he took a yo-yo test at the academy, and flunked it, failing to reach the minimum level set as a mandatory criterion by the Indian team management for a player to qualify for selection.
Raina missed the first two ODIs, and he was told that once fit, he would need to take the test again. He did but failed once again to attain the 16:1 mark, the minimum level set for Indian players by the team's strength and conditioning coach, Shankar Basu.
A yo-yo test involves a player shuttling between two cones that are set 20 metres apart on flat ground. He starts on a beep and needs to get to the cone at the other end before the second beep goes. He then turns back and returns to the starting cone before the third beep. That is one "shuttle".
A player starts at speed level 5, which consists of one shuttle. The next speed level, which is 9, also consists of one shuttle. Speed level 11, the next step up, has two shuttles, while level 12 has three and level 13 four. There are eight shuttles per level from 14 upwards. Level 23 is the highest speed level in a yo-yo test, but no one has come close to getting there yet. Each shuttle covers a distance of 40 metres, and the accumulated distance is an aggregate of distance covered at every speed level.
The player gets ten seconds to recover between shuttles. At any point if he fails to reach the cone before the beep goes, he gets a first warning. Usually a player gets a few "reminders" to keep to the pace, but three official warnings generally marks the end of the test.
As a player moves up the levels, the time available to complete each shuttle diminishes, which means he needs to run quicker to reach the next cone before the beep. The player runs until he gets his three warnings, and the level achieved at that point is the test result.
Teams have different speed levels as qualifying marks. India hav