Reading the RS9 team picker: 11 slots, 100 credits, 7 versus 10

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The team screen has three counters: players used out of 11, credits used out of 100, and players used from each of the two sides. A save that the screen rejects is illegal for that contest. A paragraph on a guide is not a substitute for the counter.

What the counter is counting

On 25 October 2026, dream11.com/fantasy-cricket says a cricket team is 11 players inside 100 credits, and that you can select a maximum of 10 from one side. The same site, in the "how to make your team" section, says the maximum from one side is 7, and that wicket-keepers run from 1 to 4. Both sentences are on Dream11's site. They are not the same rule. rs9.world does not pick a winner between them. The RS9 contest uses the counter it paints in red.

One XI that passes both caps

This XI uses 6 players from side A and 5 from side B. It is inside a 7-cap and inside a 10-cap. Roles: 1 wicket-keeper, 4 batters, 2 all-rounders, 4 bowlers. That is 1 + 4 + 2 + 4 = 11. Credits, in the same order of roles:

  • Wicket-keeper 9.0
  • Batters 10, 9.5, 9.5, 9.0
  • All-rounders 9.0, 8.5
  • Bowlers 9.0, 8.5, 9.0, 9.0

9.0 + 10 + 9.5 + 9.5 + 9.0 + 9.0 + 8.5 + 9.0 + 8.5 + 9.0 + 9.0. The four 9.0 batters-and-keepers group with the other 9.0s: there are six 9.0 values (54), one 10, two 9.5s (19), and two 8.5s (17). 54 + 10 + 19 + 17 = 100. Eleven names, 100 credits, 6 and 5. If the contest counter allows it, the XI can be saved. If the contest uses a tighter role band than 4 bowlers, it will reject the 4th bowler even though the credit sum is exact.

A 7-and-4 split, and a keeper count that fails

Seven from side A and four from side B is 11. Seven equals a 7-cap, so it is legal under that cap, and it is inside a 10-cap. Four meets a minimum of four from each side, if the contest has that minimum. The credit sum is a separate counter. Take the same prices as the 6-and-5 XI and move two side-B names onto side A without changing prices: the credits stay at 100 and the split becomes 8 and 3. Eight fails a 7-cap. Three fails a minimum of four. The credit counter still reads 100. Save is decided by the first counter that is over its limit, not by the one that looks finished.

Five wicket-keepers at 9.0 each cost 45.00. The other six players must then cost 55.00 to land on 100, and they must still fill 11. The credit sum can be made exact. The role counter cannot, on any contest whose wicket-keeper band stops at 4. Five fits a 1-to-8 band and fails a 1-to-4 band. Read the number printed next to WK before you look for a cheaper bowler. A cheaper bowler repairs credits. It does not repair a role.

Captain and vice-captain are chosen from the 11. They do not add a twelfth name and they do not add a credit. A 10.0 player costs 10.0 whether or not you mark them captain. The multiplier, 2 or 1.5, applies to points after the match. It is not a discount on the 100. Unused credit is also not points. An XI that sums to 98.5, after the 10.0 batter is swapped for an 8.5, still has 1.5 unused. That 1.5 does not become 1.5 points, and it does not carry to the next match. The price list is for this match. The next match prints new prices.

The lock time is a clock on the contest, not a clock on this page. After that clock the screen rejects an edit. A player left out of the announced XI scores 0 on the usual card, including the starting 4, which moves to the replacement who starts. Check the announced XI against your 11 before the lock. The event sums, including the batter at 56, stay on the points page.

One XI that passes only the 10-cap

Move two of the side-B names onto side A and the split becomes 8 and 3. 8 is legal under a 10-cap and illegal under a 7-cap. 3 may also be illegal under a rule that wants at least 4 from each side. The credits can stay at 100. A legal credit sum does not repair an illegal side split. Look at the side counter, not at the credit total alone.

Three counters, and the one that fails first

Read them in this order: players out of 11, then players from each side against that contest's cap, then the role numbers, then credits out of 100. A team can fail on an earlier counter while a later one looks perfect.

  • 10 players priced so the credits already say 100. The player counter is 10/11. The save is illegal. You still need an eleventh name, and that name has to cost 0, which the price list does not offer. Drop a price elsewhere before you add the eleventh.
  • 11 players, credits 100, 8 from side A when the cap printed on the screen is 7. The side counter is the failure. The credit counter is not a defence.
  • 11 players, credits 100, 5 wicket-keepers when the WK tab says 4. The role counter is the failure. Five times 9.0 is 45.00, and the other six can be priced to make 100. The arithmetic does not move the 4.
  • 11 players, a legal split, legal roles, credits 98.5. This one can save. The unused 1.5 is not points and does not carry to the next match. The next match prints a new price list.

Captain and vice-captain are marks on two of the 11. They do not change any of the four counters above. Mark them only after a save the screen accepts. A lock time on the contest rejects a later edit even if every counter would still pass. The announced XI is a fifth check, made on the contest before that lock: a name left out scores 0, and the starting 4 moves to the replacement who takes the field.

Role bands also disagree

One Dream11 page sets each role from 1 to 8. Another sets wicket-keepers from 1 to 4. A third, widely copied, sets batters at 3 to 6, all-rounders at 1 to 4, and bowlers at 3 to 6. The sample XI above fits the 1-to-4 wicket-keeper band and the 3-to-6 batter and bowler bands. It would also fit a 1-to-8 band. An XI with 5 wicket-keepers would fit only the 1-to-8 band. The contest's role tab shows the maximum as a number next to the role. Read that number.

Credits are a budget, not a rank

A credit is the contest's price for that player on that match, not a forecast. Two batters at 9.5 have used 19 of the 100. The remaining 9 players must fit in 81. The sample above does that by construction. Swapping the 10-credit batter for an 8.5-credit batter frees 1.5, and the sum becomes 98.5, which still saves if every other counter is inside its limit. The unused 1.5 is not points. Points start only after the match, on the card linked from the points page.

Captain is still 2, after the XI is legal

Choose the captain after the XI is legal. The multiplier does not repair a rejected team. On a legal team, a player on 40 scores 80 as captain and 60 as vice-captain. The event sum that produced a real 56, and the captain total 112, is not repeated here.

Unannounced player, 0

If a selected player is left out of the announced XI, the usual card gives that player 0, including the starting 4, which goes to the replacement who actually starts. Check the announced XI before the contest lock. A lock time is printed on the contest, not on this page.

Two questions the counter answers

Does 100 credits mean the team will save?

Only if the 11-count, the side split, and the role bands also pass. The 8-and-3 example is 100 credits and still fails a 7-cap.

Which cap does RS9 use?

The one on the contest's team screen. This page records that Dream11 publishes both 7 and 10, and it gives one XI for each situation.

Where the other numbers live

Points: the 56-point batter. Clubs and the powerplay: the IPL page. The file: the install page.

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