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Building a Balanced Fantasy Cricket Eleven

4 min read

On this page
  1. Start with a match script
  2. What each role is for
  3. Credits thinking
  4. Splitting the two sides
  5. Where differentials fit
  6. Captain and vice-captain, briefly
  7. The team-sheet check
  8. Frequently asked questions

A balanced eleven is not four batters, three all-rounders and four bowlers because that looks tidy. It is a team that still scores when the match goes differently from the way you expected. This play shows how to build one, slot by slot.

Start with a match script

Before choosing anyone, write one sentence about the match. For example: flat pitch, short boundaries, dew later, the chasing side has the advantage, 180 plays 175. Or: slow surface, spinners on both sides, 140 could win it. The script tells you which roles deserve extra slots. Without it you are only collecting names. The counting method on the fantasy cricket strategy page gives you the raw material.

What each role is for

RoleJob in your teamGood signWarning sign
WicketkeeperRuns from a batting slot, with dismissals as a bonusBats in the top fourKeeps wicket but bats at seven
BatterThe bulk of your runsOpens or bats at threeFamous name, low in the order
All-rounderTwo chances to score from one slotTop six, and bowls most of his quotaOne over bowled in the last three matches
BowlerWicketsBowls in the powerplay or at the deathUsed for a couple of middle overs only

The team screen shows how many of each role you may pick and how many players one side may supply. Those limits are the frame; the script decides how you fill it. On a flat pitch, take as many top-order batters as the frame allows. On a slow one, give the spare slot to a spinner.

Credits thinking

Many fantasy platforms price players in credits and cap the team’s total. Whether a Drem contest applies a credit cap, or only role and per-side limits, is shown on the team screen, so check it there. The habit of thinking in credits is worth having either way, because every slot has a cost: the player you left out.

Take the common convention of 100 credits for eleven players, used here purely as an illustration. That is an average of about 9.1 a player. Four premium picks at 10.5 use 42 credits and leave 58 for the other seven, or 8.3 each. Every premium pick is paid for by a cheaper one somewhere else.

  • Pay for involvement, not fame. A premium price is earned by a top-three batting slot or a full bowling quota.
  • Find two enablers. Cheap players with a guaranteed job: an opener for the weaker side, a bowler who takes the new ball.
  • Spend what is left if it moves a batter in your team from number six to number three.

Splitting the two sides

The split between the sides is a statement about the result. Seven or eight players from one side says that side will dominate. If it does not, the team has nowhere to recover from.

It also helps to see which picks move together. Batters from one side and bowlers from the other pull in opposite directions: when those batters score heavily, those bowlers have had a bad day. Batters and bowlers from the same side tend to succeed together, because a side that posts a big total and then defends it scores on both sheets.

  • For a steady team, mix: top-order batters from both sides and bowlers from both.
  • For a team that has to finish very high, lean into one script: one side’s batters and the same side’s bowlers.

Which of those you want depends on the contest, and that is the subject of small contests and mega contests.

Where differentials fit

A differential is a player few other teams have picked. One or two of them, placed in the last slots of the team, are what separate two elevens that share the same eight obvious names. Choose them for a role, never for novelty: the underdog’s opener, a bowler trusted with the final overs, a batter moved up the order this series. The Huddle has a full piece on choosing differential picks.

Captain and vice-captain, briefly

The captain’s and vice-captain’s points are multiplied; the Points System page inside Drem gives the multipliers. Pick the two players with the most ways of being involved, and take them from different sides or different disciplines, so that one collapse cannot remove both.

The team-sheet check

Before you confirm, read the eleven against this list.

  • Every player is in the announced line-up.
  • At least four of my batters bat in their side’s top four.
  • At least two of my bowlers bowl in the powerplay or at the death.
  • No all-rounder is there on the label alone.
  • No more than seven from one side, unless the script calls for it.
  • One or two differentials, each with a defined job.
  • Captain and vice-captain do not depend on the same innings.

Frequently asked questions

How many batters and bowlers should a fantasy cricket team have?

The team screen sets the minimum and maximum for each role. Inside those limits, let the pitch decide: an extra top-order batter on a flat surface, an extra bowler of the type the pitch helps on a slow or green one.

Does Drem fantasy cricket use credits?

Whether a contest applies a credit cap is shown on the team screen when you build a team, so check it there. The thinking is useful either way: each slot has a cost, and a premium pick should earn it through a top-order batting slot or a full bowling quota.

What is a differential in fantasy cricket?

A player that few other teams in the contest have picked. If he scores well you gain on almost everyone, which matters most in large contests. A good differential still has a real role, such as opening the batting or bowling the final overs.

Should my captain and vice-captain come from the same team?

Usually not. Choosing them from different sides or different disciplines means one collapse or one washed-out innings cannot wipe out both of your multiplied players.

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