Editorial photograph of a fan studying a printed points reference table

The points table is the arithmetic of fantasy cricket. If you do not internalise it, you cannot reason about captaincy, role balance, or contest selection. the page documents the most commonly published fantasy cricket points structure in India, with a close look at the captain multiplier and the contest-level variations that quietly change the math.

Batting points

Batting points reward volume and impact. Run scored is the bedrock — one point per run — and the bonuses are layered on top of that. The strike-rate bonuses in some formats are deliberately omitted here because they vary widely between contest tiers; always confirm before locking your team.

Editorial photograph of an Indian cricket batsman playing an attacking cover drive

Reference values

  • Run scored: +1 per run
  • Boundary bonus: +4
  • Six bonus: +6
  • Half-century (50) bonus: +8
  • Century (100) bonus: +16
  • Duck (batter, in playing XI): −2

Bowling points

Bowling points reward wickets and pressure. The wicket itself is the largest single event; the bonuses layer on top for impact (LBW, bowled, hat-trick) and economy (maiden overs).

Editorial photograph of an Indian fast bowler in delivery stride on a green pitch

Reference values

  • Wicket (excluding run-out): +25
  • LBW / bowled bonus: +8
  • Maiden over: +4
  • Three-wicket haul: +4
  • Five-wicket haul: +16
  • Dot ball (where applicable): varies by contest tier

Fielding points

Fielding points are the most under-priced multiplier in fantasy cricket. A sharp catcher who takes three edges adds 24 points without contributing with bat or ball — a quiet edge that adds up across a season.

Editorial photograph of an Indian cricket fielder taking a sharp catch at the boundary

Reference values

  • Catch: +8
  • Stumping: +12
  • Run-out (direct): +12
  • Run-out (catcher): +6
  • Run-out (thrower): +6

The captain multiplier

The captain earns roughly twice the player's points; the vice-captain earns roughly one-and-a-half times. The exact multiplier is published in the contest rules and can vary by tier:

Always read the contest rules. The captain multiplier is the single largest variable in the fantasy cricket points structure, and it is the most likely to vary between contest tiers.

Worked examples

A worked example helps translate the table into arithmetic. Suppose a top-order batter scores 60 runs off 45 balls with seven fours and one six, and your captain pick:

Compare that with a spinner who takes 3 wickets for 28 runs in 4 overs, including one LBW and one maiden:

The point of this comparison is not which player to pick; it is to show that the captain multiplier is large enough to invert the perceived ranking. A spinner on a spin-friendly surface can outscore a flashy top-order batter when captaincy is on the line.

Contest-level variations

Some contest tiers add strike-rate bonuses for batters and economy bonuses for bowlers. Others introduce "impact points" that reward specific match events. The headline points table is usually the most stable; the contest-level variations are where readers most often miss the fine print.

Economy bonuses and the strike-rate debate

Economy bonuses and strike-rate bonuses are the most contest-specific parts of the points structure. Some contests award a 4-point bonus for an economy rate under a threshold (typically 5 runs per over in T20 cricket); other contests award a 4-point bonus for a strike rate above a threshold (typically 130 runs per 100 balls). Both bonuses are quietly valuable, but they introduce a complication: they punish failure more than they reward success.

An opener who scores 30 off 35 balls on a slow surface might score negative points with a strike-rate penalty, even though the 30 runs were the team's best contribution. A bowler who goes for 45 in 4 overs might score negative points with an economy penalty, even though they took a wicket. The penalty is intentional — it is how fantasy cricket mirrors the real-cricket value of scoring quickly and bowling tightly — but it makes the captaincy math more delicate.

If your contest tier uses strike-rate bonuses, treat low-scoring surfaces as a wicketkeeper captaincy night. The wicketkeeper slots do not have strike-rate bonuses because they bat down the order; the points come from catches and stumpings. If your contest tier uses economy bonuses, treat green seamers as a frontline seamer captaincy night. The economy bonus lifts the points of a tight spell above a wicket-taking spell.

Role multipliers and what they reward

Beyond the captain and vice-captain multipliers, some contests run "role multipliers" that lift the points of certain positions. A common structure gives a 1.5x boost to wicketkeeper picks, on the basis that the keeper slots are scored differently (catches + stumpings) and the captaincy decision is harder. Other contests give a 1.5x boost to all-rounder picks.

Role multipliers change the captaincy decision in two ways. First, they lift the expected points of a non-captain pick in the boosted role, which means the captain pick on a different role has to overcome a bigger gap to be worth it. Second, they make the boosted role a more attractive vice-captaincy slot, because the vice-captain's 1.5x multiplier stacks with the role's 1.5x multiplier for a 2.25x total.

Read the contest rules for role multipliers before locking. A role multiplier can change the captaincy decision by 15-25 points across a single match — more than the difference between two equally good captain candidates.

Three common misconceptions about the points table

Three misconceptions recur in fantasy cricket forums. They are worth correcting because they distort the captaincy decision.

Misconception 1: the captain multiplier is 2x everywhere. The 2x multiplier is the most common, but contests vary. "Double up" tiers run 3x or 4x; head-to-head tiers sometimes run no multiplier. Confirm the multiplier in the contest rules before locking.

Misconception 2: batting points are linear. Batting points have bonuses for boundaries, sixes, half-centuries and centuries. A batter who scores 60 off 45 balls with seven fours and a six scores more than double a batter who scores 60 off 90 balls with five fours. The strike-rate (where applicable) changes the total materially.

Misconception 3: bowling points are predictable. Bowling points reward wickets, maidens, and three/five-wicket hauls. A bowler who takes 1 wicket for 30 runs in 4 overs scores less than a bowler who takes 0 wickets for 12 runs in 4 overs with 3 maidens. The maiden-over bonus can lift an unsuccessful spell above a wicket-taking spell.

Correcting the misconceptions changes the captaincy decision. A captain pick who is a slow-scorer but reliable is not necessarily worse than a captain pick who is flashy but inconsistent. Read the points table; run the math; pick the captain.

The team-balance math in a single line

A working heuristic for team balance: aim for a team that scores roughly 350-450 expected points across a match, with the captain's contribution being 20-30% of the total. The 20-30% is the captain multiplier's effective weight; the rest is the team's underlying quality.

If your team's expected points are below 350, you have a team-quality problem; the captaincy multiplier will not fix it. If your team's expected points are above 450, you have a strong team; the captaincy multiplier on a moderate captain can still lift you into the top tier.

The single-line heuristic is not a substitute for running the math on each player; it is a sanity check on the team balance. If your team's expected points are below 350, re-evaluate the credit allocation; you may be over-invested in a star player at the expense of consistent contributors.

Related reads: How to play · Match predictions · Responsible play