The SCL Economy — Season 3 Guide
Section-C Cricket League · Official Money & Wallet Mechanics
Season 3 runs on a single wallet system: every player has one bank account, and for managers that account IS the team's money. There is no separate team purse — the team starts with its manager's wallet and everything flows through it.
1. Your wallet
| Money | What it is | Used for |
|---|---|---|
| Liquid cash | Spendable balance | Auction bids, wager stakes, vault locks, trades |
| Locked capital | In the vault, earning 7%/match | Long-term savings (see the Vault Guide) |
- Every player gets one wallet — even if you never sign up, the league creates it for
you (it runs on auto mode by default). - Only the admin can add balance to a wallet (grants with a comment, e.g. "credit saved"). There is no player-facing deposit — don't ask, just request the admin.
2. Season 3 funding — carry-over wallets
- The universal 10,000 pre-auction cash injection from Season 2 will not be repeated.
- Teams operate strictly on carry-over wallets — whatever balance you ended S2 with
is what you bring into S3. - There is no tier purse. Platinum/Gold/Silver teams all start from their manager's wallet — the auction is a test of judgment, not of starting pockets.
2.1 Pre-auction balancing grants
- The admins may gift weaker managers extra funds before the auction to balance the
field — e.g. a first-time or struggling manager may receive a top-up. - These grants are at the admin's discretion, applied per team, and are recorded with a comment (visible in the ledger). They happen before the auction so the extra money is available for bidding. - There is no fixed formula — the committee decides case by case.
3. Where money comes from
| Source | Amount | Notes |
|---|---|---|
| Carry-over balance | variable | From S2 closing balance |
| Match credit | 250 to every player | Per finalized match — the economy's heartbeat; auto-vaulted if auto mode is on |
| Vault yield | 7% per match | Compounding unless manual harvest (Vault Guide) |
| Wager payouts | variable | Winners get ≥ fair odds (Wagers Guide) |
| Admin grants | variable | Bonuses, "credit saved", compensation — admin only, with a comment |
| Credit refund | 1,000 / unused credit | Unspent draft credits refunded at draft end |
4. Where money goes
| Outflow | Amount | Notes |
|---|---|---|
| Auction bids | your bid | Charged at lot close when you win a player |
| Squad-cost levy | average squad cost | Charged to wallets that didn't spend in the auction — auto-applied when the draft completes (see below) |
| Wager stakes | your stake | Into the Yes/No pool; refunded or paid at resolution |
| Vault locks | your choice | Liquid → locked capital |
| Fines | see table | Field invasions, missed umpiring, etc. |
| Player release | 25% of replacement player's auction price | Substitution Release Clause |
| Sponsored announcements | 200 per post | Match promotion / trash talk (Rule Book §6) |
5. The auction & credits
- Bidding is tier-by-tier (Platinum → Gold → Trade break → Silver → Phase B), in **50-unit
increments from the base price (3,000 / 2,000 / 1,000). - Teams draft with credits: 8 total, 3/2/1 per Platinum/Gold/Silver player won. Unused credits refund 1,000 each. - A full roster is the manager + 3 bought players** (4 total). If players remain unsold after the draft, admins assign them to incomplete teams.
5.1 Squad-cost levy (read this — it affects everyone)
When the draft completes, the average squad cost (total auction spend ÷ number of teams) is deducted from every wallet that didn't spend in the auction. It comes out of liquid cash first, then the vault for auto-mode accounts. This keeps the league fair: teams that sat out the auction still contribute their share of the market value.
6. Auto mode — the hands-free option
- Auto mode ON: everything that comes in (grants, the 250/match credits)
goes straight into your vault and compounds at 7% per match. You never manage cash. - Auto mode OFF: money lands in liquid cash; you manage bids, stakes, and locks yourself. - Flip it anytime from /account. Needed off if you want to bid or stake. - Wallets created for players who never signed up default to ON.
7. Fines & penalties (Season 3)
| Violation | Fine |
|---|---|
| Missed umpiring quota — fewer than 3 matches volunteered by season end | 1,500 |
| Field invasion by your team's player/member | 500 per incident |
| Recurring disputes / misconduct | Manager authority stripped (Kela Protocol) — team handed to players |
| Match-fixing / collusion | Market voided, stakes refunded, disciplinary action |
8. Money model at a glance
`` Admin grants ─────┐ Carry-over ───────┤ 250/match ────────┼──► WALLET (liquid) ──► vault lock ──► VAULT (7%/match, iron lock) Wager payouts ────┘ │ ├──► auction bids (players) ├──► wager stakes (Yes/No pools) ├──► fines / releases / sponsored posts └──► squad-cost levy (draft end, non-spenders) ``
9. Key numbers to remember
| Thing | Number |
|---|---|
| Carry-over balance | variable |
| Match credit (every player) | 250 |
| Vault yield | 7% per match (cap 12 matches) |
| Platinum / Gold / Silver base | 3,000 / 2,000 / 1,000 |
| Bid increment | 50 |
| Draft credits (total) | 8 (3 / 2 / 1 per tier) |
| Credit refund | 1,000 each |
| Squad-cost levy | average auction spend, non-spenders |
| Umpiring quota | 3 matches (else 1,500 fine) |
| Field invasion | 500 |
| Sponsored announcement | 200 |
| Player release | 25% of replacement player's auction price |
Section-C Cricket League · SCL Season 3 · Official Documentation