The constraints
- Eleven players from the two real squads of one fixture.
- Player budget: every player carries a credit price; the eleven must fit under the cap. Stars eat the cap fast, which is the point.
- Role slots: wicketkeepers, batters, all-rounders and bowlers each have a required range; no all-batter elevens.
- Per-team cap: a maximum from one real side, so a team wipeout cannot zero your eleven.
Exact slot counts and credit values display in the builder per match; they can shift by format (T10 squads differ from T20). The builder blocks illegal teams, so the rules enforce themselves; knowing them just makes you faster before the toss lock.
Captain and vice-captain
| Pick | Multiplier | Weight of the decision |
|---|---|---|
| Captain | 2x points | The single biggest lever on your score |
| Vice-captain | 1.5x points | Second lever; different enough to matter |
Two leaderboard truths: popular captains protect rank (when they fire, everyone gains), contrarian captains move rank (when they fire, you jump the field). Head-to-heads favour safe captains; mega pools reward the brave pick. The contest page explains why format changes the right answer.
Budget craft
- Spend on bowlers who bowl at the death and batters in the top four; middle-order anchors score less in short formats.
- All-rounders are credit-efficient: two scoring routes in one slot (scoring shows both columns).
- The cheapest two slots decide whether your stars fit. Confirmed cheap starters beat benched mid-prices every time.
- Rebuild after lineups confirm at the toss; a benched pick scores zero.
Rule questions
Can I reuse one team across contests?
Yes, the same eleven can enter multiple contests on that fixture. Edits before the lock apply everywhere the team is entered.
What happens if my player does not play?
A player who never takes the field scores zero; there are no automatic substitutes after the lock. That is why the pre-toss minutes matter more than any other building time.