Rules

How SPCC Fantasy Cricket works

Everything on this page matches the game logic already running in the app, so you can use it as the source of truth for squad building, transfers, captaincy, scoring, and auto-subs.

Squad Size

14

11 starters and 3 bench players

Budget

£100.0m

Your full squad must stay within budget

Weekly Transfers

3

Up to 3 moves each week

Captaincy

2x / 1.5x

Captain scores double and vice-captain scores 1.5x

Squad Build

Pick a legal squad

  • You must select exactly 14 players.
  • Your lineup must include exactly 11 starters and 3 bench players.
  • Your full squad cannot cost more than £100.0m.
  • Your captain and vice-captain must be different players.
  • Your captain and vice-captain must both be in the Starting XI.

Starting XI Balance

Meet the team and position minimums

1s/2s3 minimum
3s/4s3 minimum
5s/6s3 minimum
Wicket-Keepers1 minimum
Batters3 minimum
Bowlers3 minimum

All-rounders stay flexible, so they help you satisfy the XI while the minimums above stay locked in.

Transfers and Deadlines

Manage changes each week

  • You can make up to 3 transfers per week.
  • Your bank is the cash left over after buying your squad, and it updates when you sell and buy players.
  • Transfers made after a round starts apply to the next editable week.
  • The deadline shown on My Squad and Transfers is the lock time for the round you are editing.
  • Your squad still has to be legal after every transfer.
  • Wildcard removes the normal transfer cap for one round and can be used once per season.
  • Triple Captain boosts your captain to 3x for one round and can be used once per season.
  • Bench Boost counts your three bench players as scorers for one round and can be used once per season.
  • You can only have one chip active in a round.

Bank and Prices

How squad value changes over time

  • Every manager starts with £100.0m to build their first squad.
  • Bank is your unspent cash and squad value is the current market value of the players you own.
  • Total team value is your bank plus your squad value.
  • When you sell a player, your bank increases by that player's current price, not the price you originally paid.
  • The top 10 point scorers in a finalized week rise in price, while the bottom 10 players who appeared fall.
  • The top two scorers rise by £0.2m, the next eight rise by £0.1m, and the same steps apply in reverse for fallers.
  • Player prices cannot go below £4.0m or above £15.0m, even after weekly rises or falls.
  • If no eligible players appear in a week, no prices change.

Captaincy and Auto-Subs

How multipliers and bench replacements work

  • Captain scores 2x points.
  • Triple Captain boosts the captain slot to 3x.
  • Vice-captain scores 1.5x points when both captain and vice-captain are active in the XI.
  • If your captain does not appear and your vice-captain does, the vice-captain takes the full captain multiplier, including Triple Captain when active.
  • Bench order matters for auto-subs.
  • Bench Boost counts bench points directly, so auto-subs are not needed in that round.
  • Auto-subs only apply once every included fixture in the round is confirmed or locked.
  • A bench player only comes in if the resulting XI still respects the required balance rules.

Price Hints

What the squad screen shows you

  • Player prices on My Squad and Transfers always show the live market price.
  • A small marker beside the price shows the latest weekly rise or fall.
  • Hovering or tapping the price area reveals extra context such as bought price, current price, and sale value.
  • Transfer summaries show sale proceeds, purchase cost, and what your bank will look like after saving.

Chips

Special One-Week Boosts

Wildcard

Unlimited transfers for one round.

  • Use it once per season.
  • Removes the normal weekly transfer cap.
  • Only becomes relevant once the season is underway.

Triple Captain

Your captain scores 3x for one round.

  • Use it once per season.
  • If your captain misses out, the vice-captain inherits the boosted multiplier.
  • Cannot be active at the same time as another chip.

Bench Boost

All three bench players score in that round.

  • Use it once per season.
  • Bench points count directly instead of waiting for auto-subs.
  • Cannot be active at the same time as another chip.

Scoring

How players earn fantasy points

Batting

  • 1 point per run
  • 25 runs: +25
  • 50 runs: +50
  • 100 runs: +100
  • Duck: -10
  • Not out: +15
  • 4 points per four
  • 10 points per six

Bowling

  • 25 points per wicket
  • 3 wickets: +10
  • 4 wickets: +25
  • 5 wickets: +50
  • 10 points per maiden
  • Economy bonus only starts after 3 overs

Fielding

  • 10 points per catch
  • 25 points per run out
  • 50 points per stumping

Economy Bonus Bands

  • Up to 2.99 economy: +50
  • 3.00-4.99 economy: +30
  • 5.00-6.99 economy: +10
  • 7.00-8.99 economy: 0
  • 9.00-10.99 economy: -10
  • 11.00+ economy: -25

Standings

  • Season standings are ordered by total fantasy points.
  • Finalized weeks use saved official totals once every included fixture is ready.
  • Until a round is finalized, live views may still move as scorecards arrive.
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