Game Manual

When can I set my lineup? Share
Teams must set their lineup at least 1 hour before the scheduled start of the match. Alliance match line ups can be set 30 mins before the match begins.
The Challenge matches line ups can be set till 1 minute before the match begins.
The Challenge matches line ups can be set till 1 minute before the match begins.
What type of Matches can I play and how are they different? Share
You can play various types of matches like League Match, U20 Match, Challenge Match, Practice Match, Bilateral Match, Instant Match, Alliance Match, Friendly Match.
Advantages :
Ticket Money (Home team only) : League Match
Training : League Match, Season Break Friendly Match
Fitness Loss : League Match, Season Break Friendly Match
Friendly stats : All matches
Experience : League Match, Friendly Match, U20 Match, Alliance Match
Advantages :
Ticket Money (Home team only) : League Match
Training : League Match, Season Break Friendly Match
Fitness Loss : League Match, Season Break Friendly Match
Friendly stats : All matches
Experience : League Match, Friendly Match, U20 Match, Alliance Match
How does the Match Engine work? Share
At the scheduled time of the match, the Match Engine algorithm starts simulating the match based on the batting and bowling orders submitted by the teams.
How to select my Batsmen? Share
- 'Skill' (Batting vs seam/spin), 'Fitness', 'Form' and 'Experience' determine the Batting Ability of a player
- A batsman uses his 'Batting vs Seam Bowlers' skill when facing a seam bowler (fast or medium pace) or 'Batting vs Spin Bowlers' skill when facing any type of spin bowler
- Having a Left-hand - Right-hand batting combination in the middle pays dividends. A bowler will lose his line a little bit every time there is a change in strike. However, this negative effect only lasts for two deliveries (the bowler will adjust his bearings after that), until the strike changes again
- A poor (compared to the bowler he faces) batsman has a much better chance of scoring a quickfire 20 than playing a long innings
- A batsman uses his 'Batting vs Seam Bowlers' skill when facing a seam bowler (fast or medium pace) or 'Batting vs Spin Bowlers' skill when facing any type of spin bowler
- Having a Left-hand - Right-hand batting combination in the middle pays dividends. A bowler will lose his line a little bit every time there is a change in strike. However, this negative effect only lasts for two deliveries (the bowler will adjust his bearings after that), until the strike changes again
- A poor (compared to the bowler he faces) batsman has a much better chance of scoring a quickfire 20 than playing a long innings
How to select my Bowler? Share
- 'Fitness', 'Form' and 'Experience' determine the Bowling Ability of a player. The pitch also plays a role in the effectiveness of a bowler
- A Bowler's 'Bowling Variation' skill counts more than his 'Bowling Main' skill towards his overall bowling ability
- 'Fitness' matters more for seam bowlers than for spinners or batsmen
- Due to the state of the ball, Seamers get a boost when they bowl early in the innings.
- Similarly, Spinners are slightly penalized when they bowl early in the innings (the 'penalty' for spinners is however less compared to the 'boost' for seamers)
- A poor (compared to the batsman he bowls to) bowler has a much better chance of bowling 1 or 2 decent overs than 4.
- A Bowler's 'Bowling Variation' skill counts more than his 'Bowling Main' skill towards his overall bowling ability
- 'Fitness' matters more for seam bowlers than for spinners or batsmen
- Due to the state of the ball, Seamers get a boost when they bowl early in the innings.
- Similarly, Spinners are slightly penalized when they bowl early in the innings (the 'penalty' for spinners is however less compared to the 'boost' for seamers)
- A poor (compared to the batsman he bowls to) bowler has a much better chance of bowling 1 or 2 decent overs than 4.
What is Team Fielding Ability? Share
- The 'Fielding' skill of every player (including the wicketkeeper) will contribute to the overall fielding rating of the team
- 'Fitness' boosts 'Fielding' skill of all players
- A bad fielding side will drop more catches
- A team with good fielding ability will save more runs and concede fewer through misfields
- A more 'Experienced' captain sets better field, this boosts the team's fielding rating
- 'Fitness' boosts 'Fielding' skill of all players
- A bad fielding side will drop more catches
- A team with good fielding ability will save more runs and concede fewer through misfields
- A more 'Experienced' captain sets better field, this boosts the team's fielding rating
From where do I change the players for my match and the lineup? Share
Click on Matches --> Scroll down to the match you want to select your players for, click on Set Lineup & in the next page you can set your playing XI.
What are the features of the Weekly Friendly Matches? Share
- All teams get to play a "Weekly Friendly Match" on every Tuesday which must be set by Monday itself
- Weekly Friendly Matches have a checkbox to allow or disallow a Loaned player to play in the match
- Option to play the match in Blitz Mode
- Musketeers are free to choose any time on Tuesday for the match to be played
- Custom Pitches are free for everyone
- The teams playing Weekly Friendly Match can have a bounty at stake for these matches of Rs. 50000, Rs. 100000, Rs. 200000 or Rs. 400000. The maximum bounty allowed will depend on the lower Managerial level among the two teams
MRP Level - Max Bounty
Accomplished - Rs. 50,000
Exemplary - Rs. 100,000
Magnificent - Rs. 200,000
Magical - Rs. 400,000
- Weekly Friendly Matches have a checkbox to allow or disallow a Loaned player to play in the match
- Option to play the match in Blitz Mode
- Musketeers are free to choose any time on Tuesday for the match to be played
- Custom Pitches are free for everyone
- The teams playing Weekly Friendly Match can have a bounty at stake for these matches of Rs. 50000, Rs. 100000, Rs. 200000 or Rs. 400000. The maximum bounty allowed will depend on the lower Managerial level among the two teams
MRP Level - Max Bounty
Accomplished - Rs. 50,000
Exemplary - Rs. 100,000
Magnificent - Rs. 200,000
Magical - Rs. 400,000
Why do my players keep getting 'Run Out'? Share
- Similar to Wides in case of bowlers, all batsmen have a chance of getting 'Run Out' in a match, irrespective of their skill
- A good fielding side can effect a 'Run Out' with a superb throw from a fielder or with a great job of quickly taking the bails off by the keeper or the bowler!
- Just like the real world, indecisiveness & lack of coordination among the batsmen play a huge role in giving the fielding side an opportunity to run a batsman out. Here we equate this indecisiveness to lack of experience
- If a batsman on the crease does not have sufficient experience of playing league matches, his chances of running himself or his partner out increase. Also, a player playing in a Higher division has a greater chance of getting run out than the SAME player batting for a lower division team
- In cases where a low experienced batsman is on the crease with a relatively higher experienced batsman, the chances of the higher experienced batsman getting Run Out are much lesser than his relatively inexperienced partner
- A good fielding side can effect a 'Run Out' with a superb throw from a fielder or with a great job of quickly taking the bails off by the keeper or the bowler!
- Just like the real world, indecisiveness & lack of coordination among the batsmen play a huge role in giving the fielding side an opportunity to run a batsman out. Here we equate this indecisiveness to lack of experience
- If a batsman on the crease does not have sufficient experience of playing league matches, his chances of running himself or his partner out increase. Also, a player playing in a Higher division has a greater chance of getting run out than the SAME player batting for a lower division team
- In cases where a low experienced batsman is on the crease with a relatively higher experienced batsman, the chances of the higher experienced batsman getting Run Out are much lesser than his relatively inexperienced partner
What are Smart Field Placements? Share
- Balls are not hit equally to all parts of the ground. Therefore, Fielders at positions like 'point', 'cover', etc. see a lot more of the ball than fielders at other positions
- Your captain will automatically pick your 3 best fielders (based on their 'fielding' & 'fitness') and position them at the most important locations in the field
- These 3 key fielders will therefore have a higher effect on the Team's overall fielding rating. So make sure you have at least 3 good fielders in your side for those crucial field positions!
- Your captain will automatically pick your 3 best fielders (based on their 'fielding' & 'fitness') and position them at the most important locations in the field
- These 3 key fielders will therefore have a higher effect on the Team's overall fielding rating. So make sure you have at least 3 good fielders in your side for those crucial field positions!
How does the behavior of batsmen change according to different situations? Share
- As the innings comes to a close, if a Team batting first has wickets in hand then it will start slogging i.e., increase the run rate, but their probability of getting out may be slightly more than usual
- If the required run rate increases too much, Teams batting second will try to increase the run rate, but in the process, the probability of getting out may be much more than usual, due to pressure built by a high Required Run Rate
- If a team is chasing and requires less than a run-a-ball near the end of the innings, batsman will take more singles and twos instead of taking the risk of playing the big shots
- If the required run rate increases too much, Teams batting second will try to increase the run rate, but in the process, the probability of getting out may be much more than usual, due to pressure built by a high Required Run Rate
- If a team is chasing and requires less than a run-a-ball near the end of the innings, batsman will take more singles and twos instead of taking the risk of playing the big shots
What is ‘Powerplay’? Share
- You can select a set of 5 consecutive overs during which your batsmen will go on the attack
- This is similar to 'slog mode' you see during the end of the innings, where the chances of boundaries AND to a lesser extent, wickets (due to increased risk taking) go up significantly
- The Stars (and therefore the ability) of your batsmen will be boosted during the Powerplay overs
- Timing your Powerplay to target specific bowlers can be the key to victory!
- This is similar to 'slog mode' you see during the end of the innings, where the chances of boundaries AND to a lesser extent, wickets (due to increased risk taking) go up significantly
- The Stars (and therefore the ability) of your batsmen will be boosted during the Powerplay overs
- Timing your Powerplay to target specific bowlers can be the key to victory!
What is the Aggression Meter? Share
- Aggression meter gives the team manager the flexibility to set the aggression of his batsmen for a particular set of overs
- The Manager can set the aggression from defensive to aggressive depending on the opposition and his own strategy
- The Manager can set the aggression from defensive to aggressive depending on the opposition and his own strategy
How does a wicketkeeper affect the fielding rating of the team? Share
- Star rating in the scoreboard will show how good your keeper is based on his keeping skill, fielding, form and experience. The keeper will also contribute to the Team Fielding rating
- Caught Behind: Every dismissal has a small percentage chance of becoming a 'cWK'. The probability of your keeper holding on or dropping it depends solely on the Keeper's Ability
- Byes: Determined by the 'Keeper's Ability'. Great bowlers manage to beat the bat, poor keepers manage to turn them into 4 byes...you get the point, right?
- Caught Behind: Every dismissal has a small percentage chance of becoming a 'cWK'. The probability of your keeper holding on or dropping it depends solely on the Keeper's Ability
- Byes: Determined by the 'Keeper's Ability'. Great bowlers manage to beat the bat, poor keepers manage to turn them into 4 byes...you get the point, right?
Why are my bowlers bowling 'Wides'? Share
- There is a chance of all bowlers bowling a few wides every match, irrespective of their skill
- A bad keeper could fumble the ball and allow the ball to roll for more runs, even for a boundary!
- Just like the real world, pressure plays a big part in a bowler losing his line. Here we equate Pressure solely to the Team's Division i.e., the higher the Division of your team, the greater is the expectation of the fans on the bowler and hence greater is the pressure on that poor fellow
- If the bowler does not have sufficient experience to deal with this pressure, his chances of bowling Wides increase. So, a player playing in a Higher Div has a greater chance of bowling wides than the SAME player bowling for a lower division team
- A bad keeper could fumble the ball and allow the ball to roll for more runs, even for a boundary!
- Just like the real world, pressure plays a big part in a bowler losing his line. Here we equate Pressure solely to the Team's Division i.e., the higher the Division of your team, the greater is the expectation of the fans on the bowler and hence greater is the pressure on that poor fellow
- If the bowler does not have sufficient experience to deal with this pressure, his chances of bowling Wides increase. So, a player playing in a Higher Div has a greater chance of bowling wides than the SAME player bowling for a lower division team
How is the outcome of a ball determined in a match? Share
For a particular delivery, the Batsman's Ability (determined by his batting skills, experience, traits, pitch type, form and fitness) is compared with the Bowler's Ability (determined by his bowling skills, experience, traits, pitch type, form, fitness and pitch factor). Based on these two values the outcome of the delivery (0,1,2,3,4,6 or Out) is determined by the match engine using probability. This process is repeated for each delivery of the match.
What are Weekly Friendly Matches? Share
Weekly Friendlies are the matches that teams can play with each other for free on every Tuesday.
Following are the features of these matches:-
1. All teams will get "Weekly Friendly Match" on every Tuesday. The match must be set by Monday itself.
2. Weekly Friendly Matches have a check box to allow or disallow a Loaned player to play in the match.
3. Option to play the match in Blitz Mode.
4. Musketeers are free to choose any time on Tuesday for the match to be played.
5. Custom Pitches are free for everyone. No costs added.
6. The teams playing Weekly Friendly Match can have a bounty at stake for these matches of Rs. 50,000/-, Rs. 100,000/-, Rs. 200,000/- or Rs. 400,000/-. The maximum bounty allowed will depend on the lower Managerial level among the two teams.
MRP Level - Max Bounty
Accomplished - Rs. 50,000/-
Exemplary - Rs. 100,000/-
Magnificent - Rs. 200,000/-
Magical - Rs. 400,000/-
Following are the features of these matches:-
1. All teams will get "Weekly Friendly Match" on every Tuesday. The match must be set by Monday itself.
2. Weekly Friendly Matches have a check box to allow or disallow a Loaned player to play in the match.
3. Option to play the match in Blitz Mode.
4. Musketeers are free to choose any time on Tuesday for the match to be played.
5. Custom Pitches are free for everyone. No costs added.
6. The teams playing Weekly Friendly Match can have a bounty at stake for these matches of Rs. 50,000/-, Rs. 100,000/-, Rs. 200,000/- or Rs. 400,000/-. The maximum bounty allowed will depend on the lower Managerial level among the two teams.
MRP Level - Max Bounty
Accomplished - Rs. 50,000/-
Exemplary - Rs. 100,000/-
Magnificent - Rs. 200,000/-
Magical - Rs. 400,000/-
What is Captain Mode ? Share
In a match you can act as the Captain of the team and change bowling and batting line up for the match when the match is in progress.
P.S. : The Captain Mode feature will be made available shortly.
Captain Mode will be available for all Challenge matches. These will cost you 1 Hitcoins like regular Challenge matches with no extra cost. Also, Captain Mode will also be available for Friendly matches in limited numbers and for Alliance matches. You can also play bet matches in Captain Mode. Achievements will be counted in Captain Mode matches.
P.S. : The Captain Mode feature will be made available shortly.
Captain Mode will be available for all Challenge matches. These will cost you 1 Hitcoins like regular Challenge matches with no extra cost. Also, Captain Mode will also be available for Friendly matches in limited numbers and for Alliance matches. You can also play bet matches in Captain Mode. Achievements will be counted in Captain Mode matches.
How do I play in Captain Mode? Share
Once the feature is available, Captain Mode matches can be played just selecting "Captain Mode" while sending request for Challenge or Friendly Match.
1. Go to team page with whom you want to play
2. Click on 'Play Match' and choose Challenge Match or Friendly Match
3. Check the box against "Captain Mode" and send challenge
1. Go to team page with whom you want to play
2. Click on 'Play Match' and choose Challenge Match or Friendly Match
3. Check the box against "Captain Mode" and send challenge
How does Captain Mode work? Share
1. You can send a challenge with "Captain Mode" checked and like other matches you can save the line up. If you have used "start as soon as opponent accepts", you will receive a notification when the opponent saves the line up. Go to the match at that moment and the match will start.
2. Just before the match starts, the team that wins the toss will get an option to choose bowl/bat first. Once that done, the page will refresh (allow it to refresh) and you will get the option to change the opening bowler or batsmen. Batting first teams will get an option to choose if they want to take PP right now in the form of a Check box. If the earlier line up was saved to have PP overs 1-5, this box will be checked. You will get 120 seconds to set this.
3. As the match begins, there will be two different options of changing the line up. One is the "Halt Line Up", where you can change bowler, send batsman or start PP. This appears at over end or wicket fall. The other is if you want to make any change in the full line up, any time in between an on going over you can open and make whatever changes are needed. This "Full Line Up" panel automatically closes when the Halt Line Up opens.
4. To make every "Halt Line Up" action, you get 45 seconds. if you feel this time isn't enough, you click on the " + " and add another 30 seconds from the Time Bank. The Time Bank has 600 total seconds.
5. When an innings ends, the page will refresh (allow it) & both teams will again get the option to set opening batsmen and bowlers and whether they want to take the PP. Everything else remains the same and follows the usual path.
2. Just before the match starts, the team that wins the toss will get an option to choose bowl/bat first. Once that done, the page will refresh (allow it to refresh) and you will get the option to change the opening bowler or batsmen. Batting first teams will get an option to choose if they want to take PP right now in the form of a Check box. If the earlier line up was saved to have PP overs 1-5, this box will be checked. You will get 120 seconds to set this.
3. As the match begins, there will be two different options of changing the line up. One is the "Halt Line Up", where you can change bowler, send batsman or start PP. This appears at over end or wicket fall. The other is if you want to make any change in the full line up, any time in between an on going over you can open and make whatever changes are needed. This "Full Line Up" panel automatically closes when the Halt Line Up opens.
4. To make every "Halt Line Up" action, you get 45 seconds. if you feel this time isn't enough, you click on the " + " and add another 30 seconds from the Time Bank. The Time Bank has 600 total seconds.
5. When an innings ends, the page will refresh (allow it) & both teams will again get the option to set opening batsmen and bowlers and whether they want to take the PP. Everything else remains the same and follows the usual path.
What are the different types of Challenge matches? Share
You can play 3 kinds of challenge matches.
Challenge Match : You have to pay 1 Hitcoins to challenge a team and play. You do not get your Hitcoins back even if you win the match
Challenge Bet Match : Both the challenger and the team that has been challenged have to pay 1 Hitcoins each to play the match. Only the winning team gets its 1 Hitcoins back
Bet Hitcoins Match : Both the challenger and the team that has been challenged have to pay 2 Hitcoins each to play the match. The winning team gets 3 Hitcoins back while the losing team does not get any Hitcoins back
Challenge Match : You have to pay 1 Hitcoins to challenge a team and play. You do not get your Hitcoins back even if you win the match
Challenge Bet Match : Both the challenger and the team that has been challenged have to pay 1 Hitcoins each to play the match. Only the winning team gets its 1 Hitcoins back
Bet Hitcoins Match : Both the challenger and the team that has been challenged have to pay 2 Hitcoins each to play the match. The winning team gets 3 Hitcoins back while the losing team does not get any Hitcoins back
