Tourney Structure Question (2 Viewers)

CraigT78

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Hello again! I wanted to get some opinions on my structure which is currently a T5000 game with 16 max players. I usually run it unlimited re-buy until the first break. 1/2 stack add on at the break if desired - usually everyone takes unless someone is a huge chip lead. Game *usually* ends in levels 12-14.

1) Any improvements needed? I know it is light on breaks, but there is a bathroom adjacent to the poker room and people regularly get up to get more beer/food.

2) Can the same structure be used for a T10,000 game with no rebuys? Or do I need to adjust anything?

Lvl Min SB BB RT BB In%
1 20 25 50 0:20
2 20 25 75 0:40 50%
3 20 50 100 1:00 33%
4 20 75 150 1:20 50%
5 20 100 200 1:40 33%
6 20 150 300 2:00 50%
Break & Color Up - No Re-buy
7 20 200 400 2:20 33%
8 20 300 600 2:40 50%
9 20 400 800 3:00 33%
10 20 600 1200 3:20 50%
11 20 800 1600 3:40 33%
Break & Color Up
12 20 1000 2000 4:00 67%
13 20 1500 3000 4:20 50%
14 20 2500 5000 4:40 67%
15 20 4000 8000 5:00 60%
17 20 6000 12000 5:40 50%
18 20 10000 20000 6:00 67%
 
Last edited:
you are missing level 11 in your list

800/1600 3:40

otherwise its exactly how I would do the structure
 
you are missing level 11 in your list

800/1600 3:40

otherwise its exactly how I would do the structure


Fixed - thanks! This woks for both a T5,000 and T10,000? What would be the difference? Length? How much longer would a T10,000 be? Where might I expect it to end if I did a no re-buy vs a re-buy?
 
I would use it in both a T5k and T10k ....however some may disagree or tweak it

With 20 min levels, I would say around 5hrs at T10000 with no buyins

right around there. Level 14-16 most likely.
 
I would use it in both a T5k and T10k ....however some may disagree or tweak it

With 20 min levels, I would say around 5hrs at T10000 with no buyins

With no buyins, I'd think it would be much shorter :)
 
I agree the tourney would be a couple rounds shorter without rebuys. If you want to maintain the tourney length while eliminating rebuys for a T10k tourney go with 30 minute rounds through your first color-up.
 
I agree the tourney would be a couple rounds shorter without rebuys. If you want to maintain the tourney length while eliminating rebuys for a T10k tourney go with 30 minute rounds through your first color-up.
So a T5,000 with re-buy and a T10,000 without - same time frame?
 
I would say the T10k would only be slightly longer. Keep in mind, if most players addon or rebut you essentially have 10k chips per player in play.
 
Why the over 50% jumps in blinds after level 13? It seems a shame to be in such a hurry to create a shove fest at the end.

IMO, it would be better to mirror the levels in hundreds used earlier, x 10.
 
Why the over 50% jumps in blinds after level 13? It seems a shame to be in such a hurry to create a shove fest at the end.

IMO, it would be better to mirror the levels in hundreds used earlier, x 10.
Good question - we don't usually make it to that point, and if we do we are heads up or three handed. By this time whoever is left in the money would rather get it over with and get into the cash game (my opinion). We usually chop 1&2 once the 3rd place is knocked out. I will give your comment some thought - does anyone else have an opinion here?
 
I typically continue of with the use of consistent values for the latter levels in a tournament:

11 800 1600 33%
12 1000 2000 25%
13 1500 3000 50%
14 2000 4000 33%
15 3000 6000 50%
16 4000 8000 33%
17 6000 12000 50%
18 8000 16000 33%

Using this progression with 10K stacks, expect the event to last a couple of levels longer than events with 5K stacks (L16 vs L14). Unlimited re-buys for the 5K event might add an extra level. Either stack size will run about one level longer (on average) than your structure that uses aggressive levels from L12 on (your originally posted structure).

My suggestion to shorten the latter stages is to keep the 33%/50% increases but use shorter blind times for the later levels. This makes much more sense from a 'hands played per level' perspective, since the event is nearly always short-handed (or heads-up) by that point, and many more hands are being played on a per-hour basis. By shortening the level times (from 20 to 15 or even 10 minutes), you can effectively shorten the event with much less of a shove-fest feel, as blinds continue to rise at the same rate of increase, just more quickly (although nearly identical from a hands-played viewpoint). Dropping to 15-minute levels at L13 will slice off about 1/2-hour on a 10K event. Using 10-minute levels once heads-up can cut off more time if desired.
 
I like BG's idea. With 5K, it ends within a round of R14, and with 10K, within a round of R16 w/no re-buys. I think either would make an excellent game.
 
I typically continue of with the use of consistent values for the latter levels in a tournament:

11 800 1600 33%
12 1000 2000 25%
13 1500 3000 50%
14 2000 4000 33%
15 3000 6000 50%
16 4000 8000 33%
17 6000 12000 50%
18 8000 16000 33%

Using this progression with 10K stacks, expect the event to last a couple of levels longer than events with 5K stacks (L16 vs L14). Unlimited re-buys for the 5K event might add an extra level. Either stack size will run about one level longer (on average) than your structure that uses aggressive levels from L12 on (your originally posted structure).

My suggestion to shorten the latter stages is to keep the 33%/50% increases but use shorter blind times for the later levels. This makes much more sense from a 'hands played per level' perspective, since the event is nearly always short-handed (or heads-up) by that point, and many more hands are being played on a per-hour basis. By shortening the level times (from 20 to 15 or even 10 minutes), you can effectively shorten the event with much less of a shove-fest feel, as blinds continue to rise at the same rate of increase, just more quickly (although nearly identical from a hands-played viewpoint). Dropping to 15-minute levels at L13 will slice off about 1/2-hour on a 10K event. Using 10-minute levels once heads-up can cut off more time if desired.
Thank you for the insight - I hadn't considered dropping the time on the later levels, it makes sense.

Thank you everyone for the suggestions - I'm looking forward to making some improvements.
 
I typically continue of with the use of consistent values for the latter levels in a tournament:

11 800 1600 33%
12 1000 2000 25%
13 1500 3000 50%
14 2000 4000 33%
15 3000 6000 50%
16 4000 8000 33%
17 6000 12000 50%
18 8000 16000 33%

Using this progression with 10K stacks, expect the event to last a couple of levels longer than events with 5K stacks (L16 vs L14). Unlimited re-buys for the 5K event might add an extra level. Either stack size will run about one level longer (on average) than your structure that uses aggressive levels from L12 on (your originally posted structure).

My suggestion to shorten the latter stages is to keep the 33%/50% increases but use shorter blind times for the later levels. This makes much more sense from a 'hands played per level' perspective, since the event is nearly always short-handed (or heads-up) by that point, and many more hands are being played on a per-hour basis. By shortening the level times (from 20 to 15 or even 10 minutes), you can effectively shorten the event with much less of a shove-fest feel, as blinds continue to rise at the same rate of increase, just more quickly (although nearly identical from a hands-played viewpoint). Dropping to 15-minute levels at L13 will slice off about 1/2-hour on a 10K event. Using 10-minute levels once heads-up can cut off more time if desired.

I like this structure
 

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