A single campaign can carry up to four caps. They're all optional — set the ones you want and leave the rest blank. Different campaigns need different combinations: a small thank-you campaign might just have a total budget; a prospecting campaign with many senders might cap links per sender; a long-running retention campaign might add a per-recipient cap.
#Total campaign budget
A dollar ceiling for the whole campaign across all senders, recipients, and time. Once cumulative spend reaches it, the campaign closes — the landing page renders the existing "campaign closed" copy. This budget doesn't reset; a campaign has a finite life and the budget covers all of it.
#Link count caps
Two complementary caps on how many invite links can be generated:
- Total link cap — across all senders, for this campaign.
- Per-sender link cap — a ceiling on how many any single sender can generate.
These fire at link generation. A breach blocks link creation with a clear error and no recipient is ever involved. Use one, the other, or both.
#Per-recipient cap
Anti-over-gifting at the campaign level. Caps total spend on any single recipient inside this specific campaign. When set, it overrides the account-wide per-recipient annual cap for orders here — typically tighter, by design.
#How this stacks with the rest
When a new order is placed, Merch evaluates caps in priority order and the first one that fails wins:
- Account fulfillment credit limit
- Total campaign budget
- Team cap
- User cap
- Per-recipient cap (campaign-scoped if set, otherwise account-wide annual)
So an order can be held for a campaign-cap reason even if the sender has plenty of personal budget left.
#When a cap is hit
The order goes on credit hold. Recipients see no error. Raising the relevant cap immediately re-evaluates held orders against the new ceiling and releases anything that now fits. An Admin can also override a specific held order with a captured reason.