Fantasy Tips: beginner-to-advanced guides on team selection, salary-cap math, role balance and contest-size strategy.
No shortcuts, no affiliate link farms. Each guide is written by a fantasy cricketer who plays 3-11 small leagues every match, not a content farm resharing the same paragraph with the team name swapped.
Beginner to advanced — start where you are
Eight guides covering role selection, captaincy, salary cap and contest size.
Contest sizes: head-to-head vs. mega
Why most beginners should run 3-11 leagues instead of 10,000-entry megas in their first 50 matches.
Level 2Reading the pitch before locking XI
Wankhede, Mohali, Eden — three different tracks, three completely different fantasy teams. Five minutes reading the surface note saves a hundred on a leaky death-over slot.
Level 3Salary-cap math, without the spreadsheet
Stay 5-10 points under cap. A 100-credit bench isn't worth a 60-point dud, but a 92-credit bench with three differentials is.
Level 4Captain vs. vice-captain logic
Captain gets 2×, vice gets 1.5×. Your most consistent player should be captain; your highest-ceiling differential should be vice.
Role balance — the 7-4 split most desks start with
Why an extra bowler usually beats a fourth top-order batter.
Most public teams run 7 batters + 4 bowlers. The 6-5 split, with a fifth bowling option that bats in the top seven, almost always outscores the public on mega contests. The reason is role-protection: if your top-order collapses, a bowler who bats at six or seven still gives you 25–35 fantasy points even on a flat zero.
If you run a 4-3-3 split instead (four batters, three all-rounders, three bowlers and a wicket-keeper), you carry more ceiling but more variance. Best for 3-11 small leagues and head-to-heads where variance is your friend.