Mega contest
Thousands of entries, huge top prize, tiny chance. Needs differential picks and an appetite for finishing outside the money most weeks.
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Fantasy 11 sits inside the My99Exchange panel as its own tab. You pick eleven players inside a credit budget, nominate a captain and vice-captain for multiplied points, and join a contest, all funded by the same wallet as the exchange side.
| Action | Typical T20 points | Why it matters |
|---|---|---|
| Run scored | 1 | The base, but rarely the difference |
| Boundary bonus | 1 for a four, 2 for a six | Rewards aggressive middle-order players |
| Wicket | 25 | Two wickets outscore a thirty-run innings |
| Maiden over | 12 | Rare in T20, enormous when it lands |
| Catch | 8 | Why keepers and slip fielders are undervalued |
| Stumping / run out | 12 | Keeper bonus that nobody plans for |
| Half century | 8 bonus | Encourages picking openers who bat deep |
| Economy rate bonus | Varies | Death bowlers lose here even when they take wickets |
| Duck | Negative | The reason a cheap opener is a real risk |
Exact values differ by format and contest type, and the panel shows the scoring table on the contest page before you pay. Read it once per format; the T20 and ODI tables are not identical and the difference changes selection strategy completely.
Two hundred people can pick nearly the same eleven. What separates the leaderboard is who they doubled. A captain who scores 60 gives you 120. A captain who is out for 4 gives you 8, and no amount of clever differential picks in the lower order recovers that gap.
Which is why the sensible captain choice in a large contest is different from the sensible one in a head-to-head. In a mega contest with thousands of entries, picking the obvious captain guarantees you finish level with the crowd, safe and unprofitable. In a small league, the obvious captain is usually correct, because you only need to beat nine people rather than nine thousand.
Thousands of entries, huge top prize, tiny chance. Needs differential picks and an appetite for finishing outside the money most weeks.
You against one other person. Reward the safest high-floor eleven; differentials are actively harmful here.
Ten to fifty entries. The best balance of realistic odds and meaningful prize for most casual players.
High variance by design. Fun occasionally, ruinous as a habit.
Free entry, no prize. The only sensible place to learn the scoring system.
Contests lock at the scheduled toss. If the toss is delayed for rain and the match starts an hour late, your team was locked at the original time, with the eleven you had then. Team news that emerges afterwards is useless to you.
This is the single most common complaint the desk hears about fantasy. It is not a bug. It exists so that nobody can enter a contest with confirmed lineup knowledge that others did not have. Plan your entries for ten minutes before the scheduled toss, not two minutes after.
Fantasy rewards squad research: who bats where, who bowls at the death, which ground rewards spin, who has been quietly promoted up the order. The exchange rewards reading a price in real time. The skills barely overlap, and there is no shame in being good at one.
What fantasy gives you is a slow game. Your team locks at the toss and you cannot panic-trade it. For a lot of people that is exactly the right amount of involvement: an hour of research, then three hours of watching cricket without touching anything. Compared with in-play betting, it is a far calmer relationship with the same match.
In a large contest the prize pool concentrates heavily at the top. Finishing in the top thirty per cent often returns a little more than the entry; finishing outside returns nothing. Over a season of mega contests, most players are slightly down, a small group is meaningfully up, and the distribution is far more skewed than in straight betting.
Small leagues flatten that. Ten-person contests pay one or two places, which means a competent, boring team wins regularly. If you are playing for enjoyment with a chance of coming out ahead, small leagues are simply the better structure, and almost nobody chooses them because the headline prize is unexciting.
Picking on reputation. A famous batter who has scored 40 runs in five innings is still expensive in credits and still out of form. The credit system does not update as fast as reality.
Stacking one team. Eight players from the side you fancy feels decisive and is fragile. One collapse and the whole entry is dead.
Ignoring the keeper slot. It is a free source of catches and stumpings and most casual entries treat it as an afterthought.
Entering too many contests. Five entries on one match is five times the exposure and roughly the same amount of information. One well-considered team beats five rushed ones.
Chasing a bad night. Fantasy has the same trap as everything else on the panel. A poor result at seven o'clock is not a reason to enter the late fixture.
Fantasy sports occupy a different position from wagering in Indian law, on the argument that selecting a squad is predominantly a game of skill. Several courts have accepted that reasoning, and some states have taken a different view or imposed their own restrictions.
That distinction matters, but it is not a blanket permission and it is not legal advice. If you are unsure about the position where you live, check it before you play rather than after. Nothing about a contest being listed on a panel tells you it is permitted at your address.
| Format | Priority pick | Why |
|---|---|---|
| T20 | Death bowlers and top-order batters | Wickets at the death and full innings at the top |
| ODI | All-rounders | Fifty overs gives them time to contribute twice |
| Test | Frontline bowlers | Twenty wickets across a match dwarfs batting points |
| T10 | Openers, almost exclusively | Nobody below number four gets meaningful time |
Applying T20 instincts to a Test contest is the most common mistake in fantasy cricket. In a five-day match a bowler taking eight wickets across two innings outscores almost any batter, and squads built around famous names at the top of the order finish nowhere.
A differential is a player few others have picked. In a contest with ten thousand entries, having the same eleven as everybody else guarantees a mid-table finish, so a couple of low-ownership picks are the only route to the top.
In a ten-person league the logic reverses completely. You only need to beat nine people, and the safest high-scoring team wins most of the time. Choosing a differential in a small contest is voluntarily adding variance you do not need.
Free entry, no prize, full scoring. Enter two or three across different formats and watch how points accumulate during a match. Within a couple of games the relative value of a wicket against thirty runs becomes obvious, and that single insight fixes most beginner squads.
Fantasy sits inside the panel as a tab and draws on the same wallet as the exchange side, so there is no second account and no separate deposit. The ID is issued by the desk in a couple of minutes and costs nothing.
Start on a free practice contest for one match, purely to watch how points accumulate through an innings. The scoring becomes obvious in about ninety minutes, and understanding it before you pay an entry is the cheapest advantage available.
Contests lock at the toss. Get your My99Exchange ID issued now so you are not signing up while the teams are announced.
Get Your My99Exchange ID →Yes. Fantasy contests sit inside the panel as a tab and draw on the same wallet as the exchange markets, so you do not need a second ID or a separate deposit.
At the scheduled toss time for the fixture. After that you cannot swap players, change the captain or join that contest, even if the match start is delayed.
Entries range from small amounts of around twenty-five rupees for practice leagues up to several hundred for winner-takes-all contests. Each contest card shows the entry, the prize pool and the number of spots before you commit.
Fantasy searches that land on the My99Exchange contest tab.