Home · How to Play
A short walk through building a team, how points are scored, and three free tools to help you plan before you commit.
Every fantasy contest starts with a real match. You are given a credit budget — think of it as a salary cap — and a list of the players from both squads, each with a price. Better-known players cost more, so you cannot simply pick every star. You have to decide where the value is.
Your full eleven has to fit inside the credit budget. Overspend on two big names and you will be scraping the bottom of the list for the rest.
A team needs batters, bowlers, all-rounders and a wicket-keeper. All-rounders are prized because they can score in more than one way.
Your captain scores double points and your vice-captain scores one and a half times. Getting these two right often decides the contest.
Teams close when the match begins. After that, you sit back and let the game play out.
The scoring below is a simplified model, and it is exactly what our points estimator further down uses. Actual contest scoring can vary by format, but the shape of it stays the same: reward runs and wickets, add a little extra for boundaries and big performances.
1 point per run · +1 for every four · +2 for every six · +4 for a 30, +8 for a fifty, +16 for a hundred.
25 points per wicket · 8 points per catch · +8 for a three-wicket haul, +16 for five wickets.
These run right here in your browser — nothing is saved and no account is needed. Use them to sanity-check a line-up, see what a scorecard is worth, or understand how a contest prize pool is built.
Working with a 100-credit cap. See how much you have left for the rest of your XI.
Enter a player's line and see the fantasy points it would earn.
See how a contest pool is built from entries and how a top-three split might look.
These tools are illustrations to help you plan. They do not represent guaranteed outcomes, live odds, or the exact terms of any specific contest.