The Hundred Fantasy Cricket: Rules, Points and Team Tips
The Hundred Fantasy Cricket game rewards managers who build a balanced 14-player squad across the men’s and women’s competitions, then make smart changes between fixture blocks. Runs, wickets, catches and confirmed line-ups all contribute to scores, while captaincy can dramatically increase a player’s value. The most effective approach is to understand the scoring system first, then select players with clear roles and reliable chances to feature.
How The Hundred Fantasy game is structured
For the 2026 edition, each manager selected a squad of 14 players from across The Hundred’s men’s and women’s competitions. The squad had to include seven men and seven women, creating a format that requires attention to both competitions rather than treating one as an afterthought. Player credit prices remained fixed throughout the competition, so an early decision on value could influence the entire campaign.
Managers had a budget of 100 credits, although they did not need to spend every credit. This makes affordability important, but leaving a small amount unused can be sensible if it creates a more balanced combination of batters, all-rounders, wicketkeepers and bowlers. A squad built solely around expensive headline names can leave too little room for players who offer several possible routes to points.
The 14-player group consists of 11 starters and three substitutes. Substitutes are ranked from one to three, and that order matters. If a starting player does not take part in a block, the first available substitute replaces them. Planning the bench is therefore not simply about filling three remaining slots; it is insurance against a non-playing starter and should be arranged according to likely involvement.
Squad balance and selection limits
The official game imposed role-based limits to stop squads from becoming overloaded in one area. A legal squad needed at least three batters, one all-rounder, one wicketkeeper and three bowlers. The maximums were six batters, four all-rounders, four wicketkeepers and six bowlers. Those limits apply to the complete group of 14, not merely the starting XI.
| Player category | Minimum | Maximum |
| Batters | 3 | 6 |
| All-rounders | 1 | 4 |
| Wicketkeepers | 1 | 4 |
| Bowlers | 3 | 6 |
There was no limit on overseas players. For the first seven blocks, however, managers could choose no more than three players from a single team. That restriction encourages spreading selections across the competition and makes fixture planning more significant. It also reduces the damage if one side has a poor match or if a large group of selected players is unavailable at the same time.
Blocks, deadlines and transfers
The competition was divided into eight blocks. Team changes were unlimited between blocks, and managers could continue editing until the official start time of the first match in the upcoming block. This structure puts a premium on preparation before the deadline rather than reacting after individual games have begun.
Blocks create a different rhythm from match-by-match fantasy contests. Instead of choosing a side for one fixture, managers must consider which teams and players are likely to be involved across the whole block. A player with more than one opportunity to contribute can be more attractive than an equally talented player with a smaller workload.
For readers used to daily fantasy formats, comparing selection logic can help clarify the difference. Resources that examine the best team for dream11 today match often focus on a single game, whereas The Hundred Fantasy requires managers to weigh longer block schedules, bench cover and a mixed men’s and women’s squad. The underlying principle remains similar: prioritise players with realistic opportunities to influence the match.
How batting points are scored
Batting was the most straightforward scoring category. Every run earned one point, while boundaries brought an additional one-point bonus and sixes added two bonus points. A batter who scored quickly with regular boundaries could therefore outscore someone making a similar total more quietly.
Milestone rewards added further upside. Reaching 30 runs earned five points, a half-century earned 10 points and a century earned 20 points. A player making 100 received only the 20-point century bonus, rather than also collecting the 30-run and 50-run bonuses. Dismissal for a duck resulted in a two-point deduction.
Overthrows had a specific treatment: all runs from an overthrow went to the batter on strike. If those overthrows reached the boundary, the batter did not receive an extra boundary bonus. These details may be rare, but understanding them helps explain unusual score changes during a match.
Choosing batting options
Batters who regularly face enough deliveries to pass 30 have obvious appeal, but fantasy selection should not focus only on projected run totals. Boundary bonuses mean aggressive scoring can be particularly useful. A player who combines consistent involvement with a willingness to find the rope has multiple ways to build a strong score.
Avoid selecting too many players with the same narrow role. A squad full of specialist top-order batters may be vulnerable if a match is low scoring or a team loses early wickets. Blending reliable run scorers with all-rounders and bowlers creates more routes to points across the block.
Bowling points can change a block
Wickets were highly valuable in The Hundred Fantasy scoring system. Each wicket, excluding run-outs, was worth 25 points. A bowler received an additional eight-point bonus for a wicket taken bowled or leg before wicket. Taking two wickets earned a three-point bonus, three wickets added five points, four wickets added 10 points and five wickets added 20 points.
As with batting milestones, the five-wicket rule had an important exception. A bowler taking five wickets received only the five-wicket bonus, not the bonuses for two, three and four wickets. A maiden was worth 12 points, defined as a set of five consecutive balls without conceding a run.
This weighting makes wicket-taking potential especially important. Economy alone may not deliver the same ceiling as dismissals, but a bowler capable of bowling a maiden has an extra advantage. Managers should consider likely bowling responsibility, not simply whether a player is listed as a bowler. The most useful selections are those expected to have meaningful opportunities to take wickets.
Fielding, line-ups and captaincy
Fielding points can separate closely matched fantasy teams. Each catch was worth eight points, while a stumping earned 12. A direct-hit run-out was worth 12 points, and a non-direct-hit run-out delivered six points. Where more than one fielder was involved in a non-direct-hit dismissal, points went to the final two fielders to touch the ball.
Taking three or more catches triggered a four-point catch bonus, but that bonus was awarded only once. Every player named in an announced line-up also gained four points. This may look modest beside a wicket, yet it makes confirmed selection meaningful when comparing two similar options before a block begins.
Captaincy has the greatest potential effect. The captain scored double points and the vice-captain scored 1.5 times their points. If either did not play in the block, the substitute replacing them did not inherit the captaincy multiplier. The safest captaincy choices are therefore players with strong involvement and a dependable chance of appearing.
Practical team-selection tips
Start by building a legal, balanced squad before chasing high-upside options. Ensure that all three substitutes are credible players rather than cheap selections with uncertain involvement. Since substitutes replace non-participants in their listed order, the first substitute should usually be someone you would be comfortable starting.
Next, spread risk across teams and roles. A strong squad should have batting points, wicket potential and fielding possibilities rather than relying on one type of contribution. All-rounders can be useful because they may score through both disciplines, but their value still depends on whether they are likely to bat and bowl during the block.
Finally, treat every block as a fresh decision. Unlimited changes allow managers to respond to fixtures and confirmed team news without being tied to early selections. Review the schedule, assess which players are most likely to participate, set the starting XI and rank substitutes carefully before the deadline. The best fantasy teams are not necessarily packed with famous names; they are built around opportunity, balance and disciplined planning. Before each block, it can also help to scan today match predictions for the fixtures ahead to judge which sides are likely to field their strongest line-ups.
The Hundred Fantasy rewards close attention to its rules as much as knowledge of cricket. Use the 100-credit budget wisely, prioritise players with several scoring routes and do not overlook substitutes or captaincy. With unlimited changes between blocks, consistent preparation can matter more than getting every initial pick right.