Skippr IPL 26 Rules

Everything managers need before lock.

This page covers how squads are built, how lineups score, how transfers work, and how Skippr Picks are used in this league.

4 managers 18-player squads 11 starters 7 subs GW1 lock Sat 28 Mar, 13:30

League Setup

Draft
18 Squad Size
11 Starting XI
7 Sub Spots
100 Auction Purse (£)
2 / 1 / 0 League Points W-D-L
2 BP Target Margin

Lineup Rules

Weekly

Your squad is split into 11 starters and 7 bench players.

You must select at least 1 WK, 3 BAT, and 3 BOWL in the starting XI.

Every starter and every sub needs a fantasy role.

You must choose exactly one Captain and one Vice-Captain, and they cannot be the same player.

If a starter does not play in that gameweek, autosubs use your sub order and still have to keep the XI legal.

Lineups lock at the gameweek deadline, which is set 30 minutes before the first real fixture.

Captain 2.00x Vice 1.50x

Transfers

Waivers + Free Agency

Before the opening lock, all unowned players are free agents and can be added immediately.

After GW1 locks, player movement runs through waivers. Managers can queue claims during a gameweek for the next one.

Claims process in waiver order when the source gameweek ends, and a successful claim moves that manager to the back of the order.

This league allows 2 successful transfers per gameweek.

Trades are also enabled. Managers can send, accept, decline, and counter instant offers inside the app, including two-player packages where needed.

Scoring Snapshot

Official Totals Round to Whole Numbers
Event Points
Run1
Four2
Six4
Wicket30
Dot ball4
Maiden30
Catch10
Run out15
Stumping25
Player of the Match50
Golden duck penalty-25
50% rule bonus50
Runs 25 = 25 Runs 50 = 50 Runs 75 = 75 Runs 100 = 100 Runs 150 = 150 Wickets 2 = 30 Wickets 3 = 75 Wickets 4 = 100 Wickets 5 = 150 Wickets 6 = 200 Wickets 7 = 200 Wickets 8 = 200 Wickets 9 = 200

Matchup Scoring

H2H

Each gameweek is a head-to-head fantasy fixture. Your official total is your scored lineup after captaincy, vice-captain, autosubs, and Skippr Picks are applied.

The higher total wins the matchup and earns 2 league points. Draws earn 1.

A bonus point is available if you clear the matchup bonus threshold of 2.

Standings are ordered by league points first, then fantasy points for.

Skippr Picks

2 per gameweek

You can assign up to 2 Skippr Picks per lineup. Each pick can only be used once in the same gameweek, and each enabled pick has a season cap of 3 unless specifically overridden.

Action Man Reward 90 Penalty 25 Season limit 3

1+ catch, 1+ wicket and 1+ six hit

Captain Hindsight Reward 0 Season limit 3

After the gameweek ends, this checks your bench in order and swaps in the first legal higher-scoring replacement for the chosen starter.

Golden Arm Reward 90 Penalty 30 Season limit 3

2+ wickets and less than 8.00 economy

Keeper Batter Reward 90 Penalty 25 Season limit 3

1+ catch or stumping and 25+ runs

Lightning Hands Reward 3 Season limit 3

Take at least one catch, run out or stumping. Scores 3x fielding points once triggered.

Mr Muscle Reward 100 Penalty 25 Season limit 3

Batsman SR is 25% higher than the innings average

Pole Vaulter Reward 2 Penalty 25 Season limit 3

Take at least two wickets. Scores 2x wicket points once triggered.

Rocket Man Reward 75 Penalty 25 Season limit 3

Strike-rate above 200 and minimum 10 balls faced

Rope Finder Reward 90 Penalty 25 Season limit 3

Over 70% of their runs from boundaries and 15 runs minimum

Steady Eddie Reward 75 Season limit 3

Econ rate between and inclusive of 5.50-8.00, min 10 balls bowled

Stingy Reward 100 Penalty 25 Season limit 3

Econ rate 2 runs per over less than the innings average, min 10 balls bowled

Strike Hogger Reward 3 Penalty 25 Season limit 3

Face a minimum of 20 balls. Scores 3 pts per ball faced once triggered.

The Accumulator Reward 75 Penalty 25 Season limit 3

Over 50% runs not from boundaries (minimum 10 runs)

The Dual Threat Reward 75 Penalty 25 Season limit 3

125+ SR and <8 econ

The Entertainer Reward 4 Penalty 25 Season limit 3

Hit at least one six. Scores 4x six-hit points for every six.

The Failure Reward 75 Season limit 3

Scores less than 10 runs (must have batted and been dismissed)

The Fielding Coach Reward 50 Season limit 3

Batsman is out caught

The Handyman Reward 75 Penalty 25 Season limit 3

20+ runs and taking 1+ wickets

The Miserly Reward 2 Penalty 25 Season limit 3

Bowler bowls at least five dots. Scores 2x dot-ball points once triggered.

The Overstepper Reward 10 Season limit 3

Bowler concedes extras. Scores 10 pts per extra conceded.

The Saboteur Reward 85 Penalty 25 Season limit 3

Econ rate of over 10 runs per over, min 10 balls bowled

The Snail Reward 100 Penalty 25 Season limit 3

Strike-rate less than 115, min 20 balls faced

The Specialist Fielder Reward 100 Season limit 3

Played match but no bowling or batting action

The Uprooter Reward 100 Season limit 3

Bowler takes a wicket via the dismissal method bowled

The Walking Wicket Reward 100 Season limit 3

Player dismissed within their first 6 balls faced

Top Dog Reward 150 Season limit 3

Player is designated MOM