What you'll find on this hub
Where to start if you have never read a guide.
If you have never read a fantasy guide, start with the field-map session article. It explains the layout of a contest on a single page, with diagrams and a checklist.
If you have read a few guides before, skip to the first-session checklist article. It is the reference LetsGame editors use themselves.
The bat-grip beginner technique article is the longest single guide on the site. Read it when you have a quiet hour and a notebook.
What to print before the first contest.
The first-session checklist kit photographs on this page show the printable LetsGame editors use before a first contest. The order is the same on every print.
The checklist covers selection, captain, lock, debrief. If you cannot print, the same list is on the how-to-play page in plain text.
LetsGame refreshes the checklist after every method change. The last-checked date is on the article page itself, not just in the change log.
The guides that take a quiet hour.
The field-map session article is the reference for the layout of a contest. It is the single article LetsGame editors quote most often in shorter pages.
The bat-grip beginner technique article is the closest thing LetsGame has to a textbook. It is intentionally long, with diagrams and a worked example.
The hub-hero practice-nets page is the visual reference for the editor's notes. Photographs are captioned with the rule they illustrate.
Related pages
- How to play — The shortest path from a clean slate to a finished first team.
- Fantasy cricket — Format explainers and captain strategy.
- Tools — Budget planner and captain comparison board.