How To Play

Fantasy cricket from zero to first XI.

A six-step playbook for fantasy cricket readers who are starting now. Read it once end-to-end, then revisit individual sections when you need them.

A team huddle scene introducing the playbook
Step by step

Six steps, in order

Learn the points system

The single hour you spend here will save you ten later. Read the table at /points-system/ and write down the five actions that pay the most.

Read the conditions

Surface, dew, wind, and overhead light — these decide fantasy outcomes 60% of the time at the elite level. Start with /pitch-weather/.

Pick the role weights

Per-match, before players. Three batters, three bowlers, one all-rounder, one keeper, three flexible roles. Match weights to conditions.

Shortlist three per role

Don't go into a contest with two — one injury or toss change and you're scrambling. Three is the right number.

Wait for the toss

Lock the XI and the captain only after the toss. Most losing fantasy XIs are locked too early.

Review after the result

Where did points come from? Where did they not? Where did a role assumption fall apart? That delta is your edge next match.

A captaincy context scene illustrating the toss discipline

The captaincy discipline

Captaincy is a multiplier. Most fantasy managers pick by form or reputation; the desk picks by role workload. The player who touches the ball most in the death overs is your captain, regardless of how their last three innings went.

Vice-captain rules

The vice-captain gets 1.5x. Don't pick a player whose ceiling is bright but their floor is dim. Pick the consistent contributor who is most likely to return value even on a quiet day.

Where transfers go

Save transfers for venue rotations and confirmed role changes. One-match form bumps are not worth burning a transfer slot — bench options often absorb the difference.

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