Squad Balance and the Maximum Bid
Every owner plans to buy one great player and fill the rest cheaply. The reserve decides whether they can. How the ceiling works, and three shapes of squad.
The night, start to finish: the three numbers that decide whether it works, how the pool and categories are built, what a bid is allowed to be, and what happens after the hammer.
An auction is a way of picking teams that makes the picking the event. Instead of captains taking turns in a corner, every player has a price, every owner has a budget, and the room finds out together what each player is worth. Done well it is the best night of the tournament. Done badly it is two hours of confusion and a spreadsheet nobody trusts.
This is what actually happens, in order, for an organizer running their first one.
An auction has three settings and they constrain each other.
Budget per team. What each team gets to spend. Every team gets the same amount.
Base price. What a player goes on the block at. The floor under every bid.
Squad size. The smallest and largest squad a team may end up with.
The rule that ties them together is simple, and it is the one that ruins auctions when it is missed:
minimum squad size x base price must be less than or equal to the budget
A team has to be able to fill its squad at the floor price. If it cannot, the auction cannot end with legal squads however carefully anyone bids. Whatever is left over after that floor is the only money genuinely in play.
On a budget of one crore (a crore is 10,000,000 rupees, about $120,000) with a minimum squad of 15 and a base price of 2 lakh (a lakh is 100,000 rupees, about $2,400), a team commits 30 lakh (about $36,000) to simply having a legal squad and competes with the other 70. That ratio matters far more than the size of the budget. Fifty thousand and one crore behave identically if the same share of the money is in play.
The auction purse calculator works this out for whatever numbers you are considering, and shows what four other base prices would do to the same auction.
The pool is every player who can be bought. Registrations arrive through your form, or you import a spreadsheet of players you already know.
Two things are worth doing before the night:
Verify the list. A player who does not turn up is worse than a player who never registered, because a team may have spent on them. Confirm attendance in the week before.
Group them, if it helps. Player categories let a set of players come up together: marquee players first, then all-rounders, then the rest. A category can also carry its own base price, which is how you make marquee players start higher than everyone else without touching the tournament floor.
Categories are optional. An auction with one undifferentiated pool works fine, and most first auctions should start there.
A player goes on the block. The auctioneer reads out the name, the role and the base price. Owners bid. When nobody raises, the player is sold to the leading bidder, or unsold if nobody bid at all.
Three details decide whether that feels smooth or chaotic:
The opening bid is the base price itself. The first team to raise a hand buys the player at their base price. Incrementing before anyone has bid would mean no player could ever be sold at their own base price, and a team holding exactly that amount would be priced out of someone they could exactly afford.
Every raise after that has to beat the board. How much it raises by is the bid increment, and the increments should be sized against what a player in your auction actually costs. A ladder copied from a televised auction into a fifty thousand budget gives you one bid and a hammer.
Someone has to be in charge. One person calls the auction, one person works the software. If that is the same person, the night is slower and the mistakes are harder to undo.
This is where the software earns its place. A bid is refused if:
That last one is the one nobody tracks by hand. A team with 20 lakh left and four slots to fill cannot spend all 20 lakh on one player, because it would then be unable to buy the other three. The reserve is priced at the cheapest player still available, and it is checked on the server on every single bid, not in the browser.
The practical effect is that an owner can bid confidently. If the software takes the bid, the squad still works.
Sold. The price comes out of the team's purse, the player joins the squad, and both update live on every screen in the room.
Unsold. Nobody bid at the base price. Unsold players can be brought back later in the night, which is normal and worth telling the room in advance so an unsold player does not feel like a verdict.
When the last player has gone, every team should have at least its minimum squad. Export the squad sheets as PDF, and the public tournament page shows every team what it bought, which saves the messages asking who got whom.
If this is your first, keep it small:
That configuration produces an auction where most players get two or three bids, one or two go for real money, and the night finishes in about ninety minutes for a hundred players.
Work the numbers first in the purse calculator, then set them up in the auction itself.
Every owner plans to buy one great player and fill the rest cheaply. The reserve decides whether they can. How the ceiling works, and three shapes of squad.
Of 33 tournaments created here, 17 configured an auction and 5 ever placed a live bid. What the settings on the other twelve have in common.
What to do in the week before, the day before, two hours before, during and after. Most of what makes an auction feel professional is not about the software.