Tourney T5, 12 player tournament (1 Viewer)

cathat12

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I'm hosting a 12 player, T5 tournament and trying to get it to end 3 to 3.5 hours. Based on the BB=5% of all chips rule, I think this should around level 11, which starts at 3hr20m. Does this blind structure look right? Am I missing anything? TIA

20 minute levels
1500 starting stack, estimated 4 rebuys. Total chips = (12+4) * 1500 = 24,000. 5% of total chips = 1,200

1 5/10
2 10/20
3 15/30
4 25/50
5 50/100
6 75/150
7 100/200
8 200/400
9 300/600
10 500/1000
11 700/1400
 
It should end at L11, yes. However, your structure is very unbalanced, with increases ranging from 33-100%. The two structures below have much smoother increases, though I'd consider increasing starting stacks to T2K to get you a bit closer to the middle of your time range.

12 minute levels (2:56 with 10 minute breaks)
Δ = 33-50%
10/20
15/30
20/40
30/60
40/80
Break - Color Up 5s - End Rebuys
50/100
75/150
100/200
150/300
200/400
Break - Color Up 25s
300/600
400/800
600/1200
800/1600
1100/2200

15 minute levels (3:05 with 10 minute breaks)
Δ = 50-67% (after L2)
5/10
10/20
15/30
25/50
40/80
60/120
Break - Color Up T5s
100/200
150/300
250/500
Break - Color Up T25s
400/800
600/1200
1000/2000
 
It should end at L11, yes. However, your structure is very unbalanced, with increases ranging from 33-100%. The two structures below have much smoother increases, though I'd consider increasing starting stacks to T2K to get you a bit closer to the middle of your time range.

12 minute levels (2:56 with 10 minute breaks)
Δ = 33-50%
10/20
15/30
20/40
30/60
40/80
Break - Color Up 5s - End Rebuys
50/100
75/150
100/200
150/300
200/400
Break - Color Up 25s
300/600
400/800
600/1200
800/1600
1100/2200

15 minute levels (3:05 with 10 minute breaks)
Δ = 50-67% (after L2)
5/10
10/20
15/30
25/50
40/80
60/120
Break - Color Up T5s
100/200
150/300
250/500
Break - Color Up T25s
400/800
600/1200
1000/2000
Thanks for those two schedules. The reason I made the fast increases in the latter rounds was that my game is mostly new players, so I wanted to keep the increases slow in the beginning to keep more players in. But I still wanted the game to end at around the 3.5 hr mark so I increased them more quickly later on. Hoping I can accomplish those two goals, but maybe I should try one of the schedules you suggested.
 
Artificially speeding play at the tourney end punishes the players that performed the best during the early slower levels. They deserve better.
 
Artificially speeding play at the tourney end punishes the players that performed the best during the early slower levels. They deserve better.
Makes sense. Any other suggestions as to allow longer game play early on, but not have the tourney at the same pace for the whole time?
 
Longer (or double) blind levels, smaller blind increases, or deeper starting stacks at the beginning of the event are three ways to provide extra playing time for newbies. But the structure shouldn't impose a penalty later on for those who perform well. That means letting the tournament run longer, with playable unrushed levels in the latter stages of the event. 3+ hours is too short of a target if wanting slow (or deep) early levels and meaningful / skilled play at the end.

I'd recommend 200bb starting stacks (thus reducing the re-buy rate) with a uniformly consistent blind structure using mostly 33% and 50% increases.

T5-base, T2000 starting stacks (15/13/6/2):

L1 5/10
L2 5/15
L3 10/20
L4 15/30
L5 20/40
L6 30/60
End of Re-buys
Break, replace T5 chips with T100s
L7 50/100
L8 75/150
L9 100/200
L10 150/300
Break, replace T25 chips with T500s
L11 200/400
L12 300/600
L13 400/800
L14 600/1200 ** est. EOT
L15 800/1600

Event will finish in under 4:00 (incl. breaks) for 12 players if using 15-minute blind levels.
 
Longer (or double) blind levels, smaller blind increases, or deeper starting stacks at the beginning of the event are three ways to provide extra playing time for newbies. But the structure shouldn't impose a penalty later on for those who perform well. That means letting the tournament run longer, with playable unrushed levels in the latter stages of the event. 3+ hours is too short of a target if wanting slow (or deep) early levels and meaningful / skilled play at the end.

I'd recommend 200bb starting stacks (thus reducing the re-buy rate) with a uniformly consistent blind structure using mostly 33% and 50% increases.

T5-base, T2000 starting stacks (15/13/6/2):

L1 5/10
L2 5/15
L3 10/20
L4 15/30
L5 20/40
L6 30/60
End of Re-buys
Break, replace T5 chips with T100s
L7 50/100
L8 75/150
L9 100/200
L10 150/300
Break, replace T25 chips with T500s
L11 200/400
L12 300/600
L13 400/800
L14 600/1200 ** est. EOT
L15 800/1600

Event will finish in under 4:00 (incl. breaks) for 12 players if using 15-minute blind levels.
Amazing, thanks! Will give this a try!
 

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