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Fantasy cricket team combinations

Every fantasy cricket game sets rules for how many players of each role you can pick. Once you know the limits, choosing a shape for your team becomes a deliberate decision rather than whatever fits the budget.

Updated

The usual rules

Most single-match fantasy cricket games use the same framework:

  • 11 players, chosen from the two teams in the match;
  • 100 credits to spend, with each player carrying a price;
  • no more than 7 players from one real team;
  • minimum and maximum numbers for each role.

A widely used set of role limits is:

RoleMinimumMaximum
Wicket-keeper (WK)14
Batter (BAT)36
All-rounder (AR)14
Bowler (BWL)36

Some games and tournament fantasy contests are stricter, for example allowing only one or two wicket-keepers. Always check the rules screen of the game you are playing.

Common team shapes

With one wicket-keeper, these are the shapes you see most often:

ShapeWKBATARBWLWhen it suits
Balanced1433Most T20s; three all-rounders give you six bowling options
Batting-heavy1523Flat pitches and short boundaries
Bowling-heavy1334Slow or seaming pitches, low totals expected
All-rounder stack1343When both sides have genuine all-rounders in the top six
Two keepers2423When both keepers open or bat at No. 3

How to choose a shape

Start from the pitch and the role of each player, not from the shape itself:

  1. Count real bowlers. A player listed as an all-rounder who bowls one over a season is really a batter. Count only players likely to bowl most of their overs.
  2. Count top-order batters. In a T20, players batting from No. 1 to No. 4 get the most balls.
  3. Match the conditions. On a batting surface, lean on batters and keepers who open. On a bowling surface, add a fourth or fifth front-line bowler.

Why wicket-keepers can be good value

Keepers score from batting and from catches and stumpings. A keeper who opens the batting is often one of the highest-scoring picks in a T20, and the rules let you pick up to four. When both keepers bat in the top three, playing two of them is a reasonable choice.

The 7-player limit

Being allowed seven from one side does not mean you should always use it. Seven from one team is a strong statement that this side will dominate; if they collapse, so does your team. A 6–5 or 7–4 split works when you have a clear view; 6–5 either way is a safer default.

Frequently asked questions

Can I pick 11 players from one team?

No. Most games cap you at seven from one side, so you always need at least four from the other.

Do all-rounders count as batters or bowlers?

Neither. They fill their own role slot, but they score points from both batting and bowling, which is why they are popular picks.

Are the role limits the same in ODIs and Tests?

Usually the same structure applies, but check each game. Points tables change a lot between formats, even when the team rules stay the same.

Sources

Keep reading

  1. How to build a fantasy cricket team A repeatable 7-step method for a fantasy cricket team: read the conditions, find the core players, spend credits well, pick a captain, finalise after the toss.4 min read
  2. Picking your captain and vice-captain Your captain scores 2x and vice-captain 1.5x, so these picks decide most fantasy cricket results. How to choose them, with the maths and common mistakes.3 min read
  3. Reading the pitch and conditions How pitch type, boundary size, dew, weather and the toss change fantasy cricket picks, and how to use a pitch report before you build your team.2 min read