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Choose how you want to play

Build a cricket squad, guide it through a season, or bid for players with friends.

Four ways to take on the challenge

Classic

Pick an all-time team of Indian Premier League (IPL) players and play a full simulated season. This is the most direct way to learn player roles, team strength, and the race for the playoffs.

Starting team
11 players
Overseas limit
Up to 4 in the starting eleven

Franchise

Manage a deeper squad and prepare for each match. Keep reserves for flexibility, then choose the eleven starters and impact bench before the game.

Squad size
Up to 25 players
Overseas players
Up to 8 in the squad, 4 in the starting eleven

Gamble

The game builds a squad around a randomly chosen team philosophy. Review the players and their strengths, then decide whether you want to continue with that team. No wagering is involved.

Squad selection
Generated for you
Your choice
Continue or try another team

Multiplayer

Create a room or join with its code, then build teams through a timed auction. Watch the bids and your purse as you compete with other people and AI teams for players.

Room size
Up to 10 teams
Host settings
Roster, timer, overseas limit, and auction pool

What affects team strength?

The rating on a player profile is only one part of your starting eleven. The game weighs each player's rating by role, then adjusts the team's values for lineup choices. Use the breakdown on the lineup screen to see how your selections fit together.

  • Roles: Batters and wicketkeepers contribute to batting strength; specialist bowlers contribute to bowling strength. All-rounders help with both.
  • Chemistry and rivalries: Some listed player pairs add chemistry points, while some pairings create a deduction. The signature-pairs guide has the full list.
  • Rating stacking: The first two players rated 92 or above avoid the 92-plus deduction. Additional high-rated players can lose some effective rating, with another deduction for later 95-plus players.
  • Overseas players: A standard starting eleven can have up to four. Two overseas players lower overall by one point, three by two, and four by three. Multiplayer rooms may set a different limit.
  • Team identity: Certain role mixes and groups of players from the same former franchise can add points. These bonuses help refine a lineup; they do not replace role coverage.

A team overall above 90 has diminishing returns: half of the amount above 90 is removed. That is not a hard cap. The rating-system guide explains these rules with examples.

Season length and match results

A standard season has ten teams divided into two groups. Each team plays 14 regular-season matches. The top four move on to Qualifier 1, the Eliminator, Qualifier 2, and the Final. The “16-0” name is the challenge goal, not the number of regular-season matches.

A win gives a team two points. If rain abandons a regular-season match, both teams receive one point and the match is counted as neither a win nor a loss. Rain can also shorten a match and label its result. The game does not use the official Duckworth–Lewis–Stern method that sets targets in real cricket. Read the rain and reduced-overs guide for details.

Calculated team strength helps shape the chance of winning, but it cannot guarantee a result. Form, match events, and randomness can still produce an upset.

Common questions

Which mode should I try first?

Start with Classic if you want to choose every player and learn how team strength works. Choose Franchise for a larger squad, Gamble for a team selected for you, or Multiplayer to bid with others.

Does Gamble use real money?

No. Gamble is the name of a game mode that generates a team around a random philosophy. It does not ask you to place bets or wager money.

Does the game use the official rain calculation?

No. The game can shorten a match and label its result, but it does not calculate targets with the full official Duckworth–Lewis–Stern method.

Ready to build a team?

Start a season, compare your lineup, and see how your choices hold up across the matches.

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