Starting Stack Thread (6 Viewers)

Trying primary vs secondary stacks.... I like them both :)
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This is like a dream set for me. I like your >500s better than the stock versions. Did CPC let you customize them?
 
Here's my Stardust Mansion starting stacks for 20 players 25K:

* I usually do either 10K or 15K depending on the number of players. I only go deep stack 25K for the ToC. Sorry for the crappy pics...

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The second and third pics (on the angle) are really awesome. I could see them looking great side by side at like 3 X 4 feet each. Striking color contrast.
 
The quarters are relabeled Aurora Star $2.50s
I have to say, Gear's AS relabel work is incredible, he matches the edge of the label with the original chip color so the effect is seamless. I introduced these chips to my players and they loved them, and none had any idea that the quarters were originally $2 chips with .25c Gear labels.
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I have to say, Gear's AS relabel work is incredible, he matches the edge of the label with the original chip color so the effect is seamless. I introduced these chips to my players and they loved them, and none had any idea that the quarters were originally $2 chips with .25c Gear labels. View attachment 214925
I finally got my hands on a mint AS. I really liked it. labels a little plain for me but the edge spots are so nice.
 
our first ever Zombie Survivor event
How did this tournament go? I am really intrigued by the format and considering trying it out.

Can you post what blind structure you did?
I think you mentioned one optional add on after level 6, does that also mean that was the end of rebuys?
How many rebuys/add ons did you end up with? When the bubble burst, what was the distribution of payouts among the survivors?

Thanks!
 
The tournament was a huge success with the majority of my players.

I felt it was a little too short-stacked early on. The next time I run the event I will make some minor adjustments. This is how the structure looked (20 minute blind levels)...
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Players were limited to a single rebuy only. Players still in at the 2nd break (level 8) could do the $20 add-on.

The players that play the "shove at 20BB or less" strategy fared poorly compared to players that play the typically less optimal "hold on by the fingernails" (aka "a chip and a chair") strategy. This might have been because the short stacks could reload at level 8, so the value of 12 BB was actually the value of 18 BB. It could also be because short stacks meant higher variance (luck). One game is a pretty small dataset to draw from.

The bubble was interesting. Since the bubble breaking would determine the game's end, and players would be paid their chips' value in cash. One player, a chip leader, had to leave early due to an ailing wife. His chips remained on the table and were blinded off, per TDA rules. When his stack was down to < 1BB, everyone knew the game would end when the blinds reached him again, as we were on the bubble. The players with <$20 became shovey with the mindset they didn't want to win less than a buy-in. Two players jammed in the anticipated second-to-last hand, and I was fortunate to wake up with pocket aces at the same time.

The game ended earlier than I anticipated, but no knowing how many would add-on, rebuy, and not having a specific formula to determine the game's end resulted in a games wrapping up about an hour early. This was fine though, as it was very hot that night and people were largely uncomfortable (heat brought on the illness that sent one couple home early). Many voiced the opinion the next game that they would like another survivor event, though I know that if someone didn't like it, they might just be too polite to point it out.

Payouts were decidedly top-heavy. First earned $284 (49% of the prize pool); second $150 (26%); Third $139 (24%); Fourth $2 (the absent player cashed), Fifth $0 (though they still earned points for Player of the Year).

The next time we run the survivor event, I will make the first 4 levels 25 minutes, with the add-on occuring after the 50¢ / $1 level. We had 5 (out of 17) players that never made it to the add-on. Moving the add-on to an earlier time/lower blind level should keep more players in through the add-on.
 
The tournament was a huge success with the majority of my players.

I felt it was a little too short-stacked early on. The next time I run the event I will make some minor adjustments. This is how the structure looked (20 minute blind levels)...
View attachment 215257
Players were limited to a single rebuy only. Players still in at the 2nd break (level 8) could do the $20 add-on.

The players that play the "shove at 20BB or less" strategy fared poorly compared to players that play the typically less optimal "hold on by the fingernails" (aka "a chip and a chair") strategy. This might have been because the short stacks could reload at level 8, so the value of 12 BB was actually the value of 18 BB. It could also be because short stacks meant higher variance (luck). One game is a pretty small dataset to draw from.

The bubble was interesting. Since the bubble breaking would determine the game's end, and players would be paid their chips' value in cash. One player, a chip leader, had to leave early due to an ailing wife. His chips remained on the table and were blinded off, per TDA rules. When his stack was down to < 1BB, everyone knew the game would end when the blinds reached him again, as we were on the bubble. The players with <$20 became shovey with the mindset they didn't want to win less than a buy-in. Two players jammed in the anticipated second-to-last hand, and I was fortunate to wake up with pocket aces at the same time.

The game ended earlier than I anticipated, but no knowing how many would add-on, rebuy, and not having a specific formula to determine the game's end resulted in a games wrapping up about an hour early. This was fine though, as it was very hot that night and people were largely uncomfortable (heat brought on the illness that sent one couple home early). Many voiced the opinion the next game that they would like another survivor event, though I know that if someone didn't like it, they might just be too polite to point it out.

Payouts were decidedly top-heavy. First earned $284 (49% of the prize pool); second $150 (26%); Third $139 (24%); Fourth $2 (the absent player cashed), Fifth $0 (though they still earned points for Player of the Year).

The next time we run the survivor event, I will make the first 4 levels 25 minutes, with the add-on occuring after the 50¢ / $1 level. We had 5 (out of 17) players that never made it to the add-on. Moving the add-on to an earlier time/lower blind level should keep more players in through the add-on.


Interesting information. So everyone could do 1 rebuy, and then 1 add-on at that one scheduled break? Also did all 12 people who had the option - add-on?
If 3 payouts, I usually do 50, 30, 20. We only ever have 1 table (even 11 handed sometimes), so we never do more than 3 payouts. That 5 payouts, does seem to be pretty top heavy, with 4th/5th having almost no cash out.
What level did the tournament end up finishing at? Also how long are your scheduled breaks - 10 minutes?
 
  • Everybody is limited to a max of 1 rebuy. Players do not need to be felted, but they forfeit any chips they have in play.
  • 2 of the 12 players did not add-on, and 2 added on for less than the full $20, because they didn't have enough cash on hand. All but one of the players that took the full add-on, finished deeper in the tournament than all but one that took less than a full add-on.
  • In a 10 player tournament we pay pretty close to the same (55/25/20), but at 17 players we pay 41/26/17/11. All amounts rounded to $10 increments, and with the remainder (+/-) added or taken from the #1 position. It sounds confusing, but Excel makes it seamless. That however is a topic for another thread.
  • Tournament ended at the $2 / $4 level, roughly 3.5 hours into the tournament.
  • Breaks are 12 minutes each. In my research, it takes 10 minutes for the average smoker to burn a cigarette. A hand takes about 2 minutes to complete, so if a hand starts just as we start break, smokers have time to play, smoke and use the restroom. Well... they can do 2 of the 3. Break timing is also a topic that could be it's own thread.
 
  • Everybody is limited to a max of 1 rebuy. Players do not need to be felted, but they forfeit any chips they have in play.
  • 2 of the 12 players did not add-on, and 2 added on for less than the full $20, because they didn't have enough cash on hand. All but one of the players that took the full add-on, finished deeper in the tournament than all but one that took less than a full add-on.
  • In a 10 player tournament we pay pretty close to the same (55/25/20), but at 17 players we pay 41/26/17/11. All amounts rounded to $10 increments, and with the remainder (+/-) added or taken from the #1 position. It sounds confusing, but Excel makes it seamless. That however is a topic for another thread.
  • Tournament ended at the $2 / $4 level, roughly 3.5 hours into the tournament.
  • Breaks are 12 minutes each. In my research, it takes 10 minutes for the average smoker to burn a cigarette. A hand takes about 2 minutes to complete, so if a hand starts just as we start break, smokers have time to play, smoke and use the restroom. Well... they can do 2 of the 3. Break timing is also a topic that could be it's own thread.
  • I agree several of the topics can be and probably are already different threads. (y) :thumbsup:
  • Maybe my crowd is a bunch of nits, but our last tournament had no rebuys, even though there was an option. I like your structure and the potential advantage to add-on as the blinds start hurting.
  • Interesting to see the direct correlation between people adding on and finishing deeper in the tourney (with exceptions of course).
  • 3.5 hrs is a good weeknight tourney time, so I like it a lot. I expect if I did something similar, I'd have to stretch the blinds out through longer time or smaller amounts, since the smaller number of buy ins/rebuys etc make my blinds a larger % of the pool than your example.

Thanks for that information!
 
This is how the structure looked (20 minute blind levels)...
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Absolutely love Level 17. (y) :thumbsup: The 1100/2200 blind level (or equivalent) is very underused and underrated imo, and can avoid 25% increases if trying to keep everything consistent and within a narrow 33-50% range.

Sounds like the event was a success, with room for minor improvement next time. Mark of a good TD. :)
 

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