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Rules for beginners

Sixer how to play · the desk's beginner guide

The desk writes a beginner's guide to fantasy cricket: build a squad of 11 within a salary cap, pick a captain and a vice-captain, lock your team before the toss, and read the points table as the match unfolds.

What fantasy cricket is

Fantasy cricket is a paid contest format where you build a virtual team of 11 real cricketers and score points based on how those cricketers perform in a real match. You compete against other readers who have built their own teams. The team with the most points at the end of the match wins a share of the contest prize pool.

You are the team manager. The operator runs the contest. The real cricketers do not know they are on your team. You can build as many teams as the operator allows per contest, but each team costs an entry fee.

Step 1 · Build your squad of 11

The operator publishes a player pool for the upcoming match, usually 20 to 30 cricketers from both teams combined. Each player carries a salary value (in lakh rupees, from ₹ 7 L to ₹ 16 L for most formats). You must build a squad of 11 within a total salary cap of ₹ 100 L.

The squad must include 1 to 4 wicket-keepers, 3 to 6 batters, 1 to 4 all-rounders and 3 to 6 bowlers. The exact limits vary by format and tournament. The desk publishes the current limits in every matchday primer.

Step 2 · Pick captain and vice-captain

One player in your squad is the captain. Their fantasy points are multiplied by 2.0x at the end of the match. Another player is the vice-captain. Their fantasy points are multiplied by 1.5x. The remaining 9 players carry a 1.0x multiplier.

Choose carefully. Captain and vice-captain typically account for 30 to 40 percent of your total fantasy points. The desk's rule of thumb: captain a player who is likely to bat through the innings (a top-order anchor) or bowl all four overs (a frontline pace bowler). Vice-captain a player who can have a single big over or a quick fifty.

Step 3 · Lock your team before the toss

Once the toss happens, the operator locks all teams. You cannot edit your squad, captain or vice-captain after the toss. The desk recommends locking your team 15 minutes before the toss so you have time to verify your picks and your captain's multiplier.

Some contests allow you to edit your team up to the start of the match. The operator publishes the lock time clearly in the contest description.

Step 4 · Read the points table

The points table is the rulebook for how the operator scores each action. A run scored is 1 point. A four is 1 + 4 = 5 points. A six is 1 + 6 = 7 points. A wicket is 25 points. A catch is 8 points. A fifty scored is +8 bonus. A hundred scored is +16 bonus. A five-wicket haul is +8 bonus.

The desk publishes the full points table on the points system page. The table varies by format and tournament. Always read the contest-specific table before you lock your team.

Step 5 · Join a contest

Operators publish a list of contests for every match, ranging from free practice contests to large paid contests with lakhs of rupees in prize money. The desk recommends beginners start with a small free or low-entry contest to learn the points table before committing to a larger contest.

Each contest has a fixed entry fee, a maximum number of teams and a published prize structure. The prize structure is usually head-to-head (you beat one opponent) or a leaderboard (your rank in a large pool determines your share).

Step 6 · Withdraw your winnings

If your team scores enough points to win a share of the contest prize pool, the winnings land in your wallet within 24 hours of the contest settling. You can withdraw the winnings to your bank account via UPI or net banking.

Winnings above ₹ 10,000 in a financial year attract 30 percent TDS under Section 194BA of the Income Tax Act. The operator deducts TDS before crediting the winnings and issues a TDS certificate for your ITR filing.

House rules every beginner should know

  • You must be 18 or older to join a paid fantasy contest.
  • You must complete PAN-based KYC before your first withdrawal.
  • You must check your state's eligibility rules before you join.
  • Set a weekly contest cap you can afford to lose.
  • Walk away when the desk tells you the window is unclear.
Reader questions

Sixer how to play · FAQ

Do I need to know cricket well to play fantasy cricket?

You need to know the basics: who bats, who bowls, what a wicket is, what an over is. The desk's beginner guide covers the rest. Beginners typically win their first contest within a month of regular play.

How many contests should I enter per week?

The desk recommends 3 to 5 contests per week during the cricket season, with a strict weekly spend cap. Quality of squad selection matters more than the number of contests.

What is the smallest contest I can join?

Operators publish free practice contests (zero entry fee, no real winnings), head-to-head contests at ₹ 10 to ₹ 50, and large contests at ₹ 100 to ₹ 1,000+.

What happens if it rains and the match is abandoned?

The operator refunds the entry fee to your wallet if the match is abandoned without a ball being bowled. If a result is reached under the DLS method, the contest settles on the points scored in the actual overs played.

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