How to Draft a World Cup XI Policy & Terms
One roll, one pick, three skips
You don't pick from a full list. Each turn rolls a real World Cup squad, players who actually shared a dressing room in a specific tournament, and offers you one player from it. Take them, and they fill your next open slot. Don't want them, and you get three skips across the whole draft to reroll for someone better; use them up and you're taking whoever comes next.
That constraint is the whole game: you're not assembling a theoretical greatest-XI from an open list, you're building the best team you can out of whoever the draft actually offers you, in the order it offers them.
Team templates
Before the draft starts, you pick a shape for the XI you're building toward, and it changes which slots you're trying to fill:
- Classic ODI, two openers, three middle-order batters, a keeper, an all-rounder, three quicks.
- Batting Heavy, four specialist batters stacked in the order, only four bowling options.
- Spin Twins, two frontline spinners to squeeze the middle overs.
- All-Rounder Army, three all-rounders for depth in both innings.
- Pace Battery, four quicks hunting in a pack, one spinner for variety.
- Spin Circus, three specialist spinners to bamboozle every batting order.
The target: 380-0
Once the XI is set, you simulate a chase, and the number that matters is 380 without losing a wicket. It's the game's version of a perfect innings: every batter through the order contributing, nobody getting out, the total climbing past what any real World Cup chase has ever needed. Daily challenges reset the bar in different ways, a budget-limited squad, a specific team template, a tighter run rate, so the draft never plays the same twice.