DraftDesk

Auction Draft Board

Live bidding guide for 9-cat and 8-cat auctions, head-to-head or roto, built on 2026-27 season projections. Log each sale and the board re-prices everyone: your max bid is the highest price at which a player still raises your chance of beating the other teams more than keeping the money would.

Projections updated 13 Oct 2026. News adjustments include injury updates, role changes, coaches' comments, etc.

Quick start
  1. Set up your league in Setup: teams, budget, scoring and categories. Roster size and lineups are under More league settings. To start again, use the red Reset auction button at the top of Setup.
  2. Put each player on the block as he's nominated: type his name (or tap it in the list) and the room's current bid. The board says whether to keep bidding and how high to go.
  3. Log every sale. Enter the final price and tap who bought him, Me if you won. Max bids and expected prices update after every sale. Keeper league? Log every team's keepers first with Keeper ticked, then untick it when the auction starts.
  4. Tap Why next to any player to see what he adds, what he costs you and, for stars, why the room's price may be more than he's worth to you. Star (☆) the players you like, or paste a list into My targets under Your team, to follow their max bids in one place. Starred players are built into your plan and the board works around them (untick "Build my plan around these players" in My targets to use stars as a watch list only).
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More league settings
Games cap

History

Type the player and the room's current bid; log the sale with the final price.
Pick a player

Your plan
My targets

Log Player Max bid Exp. $ Bargain Gain Avg $ Board

Your targets: bid late

For a player in your plan, hold your bids until the clock is nearly out. Every bid resets the clock (10 seconds on Yahoo), so waiting never costs you the player. A price that creeps up slowly tends to pull in fewer bidders than a flurry of early bids. Keep going up to the board's limit, one dollar at a time.

Players you don't want

When the board says "Let him go · worth $X to you", you can join the bidding up to $X to make the room pay more. If you get stuck with him, you've paid no more than he's worth to you. Stop at $X. To drain budgets on purpose, the Nominate next list is the better tool.

Never past your limit

Your limit is the price where buying him stops beating the best plan without him. Above it, winning the bidding war makes your team worse, however good the player. When he goes past it, the board re-plans around the money you kept, and that plan is better.

One-on-one at your limit

When it's just you and one other team bidding $1 at a time, you get him whenever they stop below your limit, at one dollar more than their last bid. The order of bids only matters if their limit is exactly the same as yours: then whoever bids that number first gets him. Don't jump $2 to make sure that's you. Your limit is your break-even price, so winning him there gains you almost nothing, and the jump costs you an extra $1 every time they would have stopped a dollar or two short of it. Just keep bidding at $1 increments.

Why players are worth what they are

Every category counts, including the ones a player hurts. A star who helps you in five categories but costs you heavily in three is worth less than his name suggests, and a cheaper player with no real weak spots can be worth more than he sells for. Percentages count by volume: a .640 free-throw shooter taking eight a game hurts far more than one taking two.

Many big names have a max bid well below their expected price. That doesn't mean they're bad players. Rooms pay a premium for stars, while mid-priced players often sell for less than they add to a team, so at the star's usual price your money buys more spread across several of them. Head-to-head adds to this: a huge lead in one category still only wins you that category each week, so value concentrated in one player counts for less. Jokic is the exception: he helps in nearly every category and nothing cheaper replaces him, so his max bid sits above his price.

Your team changes the numbers. Max bids update after every sale, so a player who fills a gap on your roster can climb above his price. Tap Why next to any player for his own breakdown.

Max bid

The board plans the best set of real players your remaining money could still buy (each at his expected price plus the $1 it takes to outbid the room). A player's max bid is the highest price where buying him plus the best plan for what is left still beats the best plan without him. It respects the $1-per-empty-slot rule. The plan treats slots you haven't filled yet as uncertain (you won't land every target), and gives money it leaves unspent half its market value, so max bids move smoothly with price. Each max bid is averaged over six price scenarios for the other players, drawn from how mock rooms actually paid around each expected price; the player on the block gets his straight away and the list fills in over a few seconds, shown faded until it does.

Expected price

A price curve maps each player's Yahoo average auction value to what mock rooms actually pay: $1 players stay near $1, players Yahoo prices at $2–15 go well above it, and stars sell near it. Star prices change only a little with team count (about 5% per two extra teams); money left over or short lands mostly on the cheaper players. Every sale you log re-prices the rest, and the board learns this room's habits as it goes (see Room habits). No expected price goes above what the richest other team can bid, plus $1. That's known exactly once every sale has a buyer; otherwise the board estimates it from the other teams' spare money (in the saved rooms the richest team held up to about three times the average). It matters when stars are left until late and the room has spent most of its money.

Your plan

The best roster still reachable: your players, the named targets your money can buy, and $1 leftovers for any slots it fills at the end. Each target is budgeted at his expected price plus $1 (at least $2), since you have to outbid the room. Players you star (★) are always in it: the board budgets for them the same way and builds the rest of the plan, and every other max bid, around them. If a starred player's max bid is below his expected price (shown in amber), the board values him below what he usually goes for: stop at his max bid, and the plan rebuilds if he goes elsewhere. "Up to" is the most each is worth to you right now. It is rebuilt after every sale. The category chances at the top assume you land it.

Nominate next

Three phases. Drain budgets: nominate players the room pays more for than they are worth to you, so other teams spend their money. Buy targets: once the room is down to about $15 spare per team or 3 open slots per team, put your cheapest plan targets up yourself while few teams can outbid you. In simulated auctions, nominating this way beat random nominations by about 3.7 standings points, and this switch point beat switching earlier or never. $1 endgame: when about $1 is all you can bid, each $1 pickup gets an outbid risk and a call. From the saved rooms' late sales, each other team that can still bid $2+ joins in on a player the room prices at $1 about 1 time in 10, at $3 about 3 in 10 and at $7 about half the time, and the players the room values most get nominated first. So the board says nominate now for pickups nobody will fight you for, and hold the contested ones until the teams with money fill up or spend it. While your best pickups are worth holding, it suggests draining the last money with a player the room will almost surely bid on.

Scoring and roster

These settings in Setup change how players are valued. Active and bench slots, lineups and the games cap sit under More league settings. The defaults are Yahoo, roto, 9-cat, 10 active and 3 bench slots, daily lineups and no games cap.

  • Platform. Sets the lineup slots and, when you pick it, that platform's defaults. Yahoo: PG, SG, G, SF, PF, F, C, C and Util, 9-cat. ESPN: PG, SG, SF, PF, C, G, F and Util, 8-cat (no turnovers). Both default to 10 active and 3 bench slots, daily lineups and no games cap; change any of them afterwards. Other (Fantrax, Sleeper and the rest) uses ESPN-style slots and leaves your settings alone. Projections and expected prices are Yahoo's on every platform, so a room drafting from another site's rankings may price players differently.
  • Categories: 9-cat or 8-cat. 9-cat counts FG%, FT%, 3PM, PTS, REB, AST, ST, BLK and TO. 8-cat drops turnovers, so turnover-heavy playmakers stop paying for them. Gains, chances and standings then count 8 categories, with TO shown as —. Match it to your league: in 500 simulated snake drafts scored on real 2025-26 weeks of an 8-cat league, the 8-cat setting won +0.14 ± 0.03 more categories per weekly matchup and about 4% more matchups than leaving it on 9-cat.
  • Scoring: Roto, H2H: each category or H2H: most categories. Roto scores season totals, so a small lead in a category is usually safe and extra strength in a category you already win is wasted. Head-to-head is a fresh contest every week, so the board adds each category's week-to-week swing (measured from three real seasons, 2023-24 to 2025-26: drafted-style teams playing every real week with daily lineups, injured players covered from free agents. Steals, points and FG% swing the most relative to how far teams differ; points, rebounds, assists and threes swing together because a team's weekly game count varies from 2 to 5). Close category edges then count for less, and strength in a category you lead keeps paying because you still lose some weeks. Max bids, the plan, the category chances and the projected standings all switch to weekly odds. In 630 simulated auctions (10–14 teams) scored as head-to-head weeks, head-to-head mode won about half a category more per season than roto mode (+0.47 ± 0.23); scored as roto, the same auctions lost 1.3 to 2.2 points, so match the setting to your league. H2H: most categories gives one win, loss or tie per week, to whoever takes more categories. The board then values your chance of winning the week instead of adding up categories: a category counts for more the likelier it is to decide your matchup, so one you win or lose almost every week counts for little and punting a category becomes a real plan. Gains stay in category-sized units (scaled by how often a single category decides a week); the forecast adds your weekly matchup win chance, and projected standings show expected wins in a week where you play every other team once. Tested on real 2025-26 weeks in 500 simulated snake drafts, it won exactly as many weekly matchups in most-categories leagues as each-category mode (0.000 ± 0.003), so either setting works there. In the same test, committing to a punt from the first pick lost matchups even in most-categories leagues (about 6% fewer when punting FT%, 1% fewer punting TO).
  • More league settings: active slots, bench slots, lineups and games cap. Active plus bench slots is your roster size, so it sets how many players each team drafts or buys. If your league caps the games each active slot can count per week, set that cap too (leave it on No cap otherwise). With a cap, a missed game often costs less than a full game, because a bench player fills in or the cap would have cut a game anyway, and the split between active and bench slots decides how much. The board works it out by simulating weeks of NBA schedules (daily lineups, each player missing 15% of games): with 10 active slots and a cap of 4 per slot, a missed game costs about 0.55 of a game with 3 bench and 0.4 with 4, at 3 per slot about 0.1, and at 5 per slot about 0.9. Without a cap every game counts in full; daily lineup limits alone waste only about 1% of a 10 + 3 roster's games. A covered game is played by a bench-level player, so each player gets that bench player's per-game output for the covered share of the games he's projected to miss. Injury-prone players who are strong per game rise and durable role players fall. Expected prices don't change (rooms in capped leagues may price differently). Set it if your league has one: in 400 simulated snake drafts scored on real 2025-26 weeks of a league capped at 3 games per slot, the cap setting won +0.26 ± 0.02 more categories per weekly matchup and about 6% more matchups than leaving it on No cap. The 15% miss rate is an average rather than each player's own, and the player list holds 300 players, so very large leagues will log some late picks by name. Lineups: with weekly lineups the starters are set before the week, so a bench player can't stand in when a starter sits. The board simulates that too: a 10 + 3 roster loses about 12–13%% of its games that way (against under 1%% daily), and a missed game costs a full game unless a cap would have cut it anyway. The loss is similar for most rosters, so it shifts values less than it sounds.
  • News adjustments. Unticked (the default), every player uses Yahoo's projections, which is what mock drafts are scored with, so leave it off for mocks. Ticked, a handful of players with dated injury or role news that Yahoo's numbers don't yet reflect use an adjusted line instead, marked "news" in the list (hover for the reason). The News panel in Setup lists every adjusted player and why. Shorter absences scale every counting stat by the games lost; percentages stay the same. Only dated injuries and role changes a coach has confirmed count; stated plans, such as cutting a player's minutes, don't. Use it for real leagues.
  • Lineup positions. Ticked (the default), the board counts your platform's lineup slots (Yahoo with 10 active slots: PG, SG, G, SF, PF, F, C, C and two Util; ESPN: PG, SG, SF, PF, C, G, F and three Util). Each day only players who fit the slots count, so a roster short at a position wastes games. The board simulates days of NBA schedules, fills the lineup as well as the slots allow, and measures the share of games lost; picks or buys still to come are assumed to fill whatever slots you're short of, so a gap only counts once your remaining picks can't cover it, in practice the last few rounds. A player's value then includes how much he cuts that loss for your roster. Most rosters lose under 1% and barely notice. A roster with one C-eligible player loses about 2%, with none about 4%, and with no SF, PF, PG or SG about 2%, so the setting mostly steers you towards a second center late in the draft if you're still short (ESPN's single C slot makes centers matter less: no center loses about 1.5%). Projected standings include each team's loss too. In 300 simulated snake drafts per scoring mode (10–14 teams, opponents drafting by ADP), scored with each team's lineup loss, ticking it gained +0.29 ± 0.19 standings points in roto mode and +0.030 ± 0.008 categories per weekly matchup in head-to-head mode, and cut the lineup loss from 0.5–0.9% to about 0.3%. An earlier, stronger version that treated your remaining picks as random positions (and so pushed centers up from the first rounds) gained about twice as much in the same drafts; it was toned down so positions only decide picks near the end. Untick it for mock drafts, where positions don't count.

Room habits

Prices follow the money left in the room after every sale. On top of that the board learns two habits from this room's own sales: whether it pays over or under for stars (players expected at $15 and up), and whether it pays over or under for the board's bargain players (worth $3+ more to you than their price at the start). Each is held back until a few such players have sold. The Price level tile shows them once they move prices by 3% or more.

Gain

How many more categories you'd expect to win if you buy him at his expected price and spend the rest of your money as the plan would, compared with the best plan without him. It adds up your chance of beating each other team in all nine categories, so +0.10 means a tenth of a category more against each opponent: about one standings point in a 12-team league (0.10 × 11 other teams). The coloured cells split it by category, in percentage points: green where he helps, red where you give something up to afford him (often the players the plan would have bought instead). Gain falls as his price rises, and your max bid is the price where it reaches zero; in the endgame the board uses his gain at $1 to rank pickups.

Buyers, standings, history

Once every sale has a buyer, the board scores you against the real teams (each team's players plus what its money typically buys) instead of a typical team; in simulated auctions that added about 0.8 standings points per auction. The Teams panel then shows projected standings with your biggest threats. Finished auctions are saved to your own private history on this board (or use Save to history), and each player's expected price learns from what he went for. Click Delete history twice to remove every saved auction and what the board learned from them. Review auction shows where you stand and, at the end, what you paid against the board's limit at the time.

Limits

Prices are fitted on Yahoo mock auctions, mostly 12-team; pricing for other team counts rests on less evidence. Opponents' budgets are tracked only when you log a buyer on every sale. Your log stays in this browser only; Copy log puts every sale, in order, on your clipboard. The player list is the top 300 by projected value (some lower-ranked players by initial, e.g. A. Black); anyone else can still be logged by typing his full name.