Tourney Thoughts on this blind structure? (1 Viewer)

Wils

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Hi folks

I'm aiming for a 1.5x blind increase per level for a fairly short game I've got going on - the following structure means the variance from 50% is minimised to a reasonable level, but doing that also means the higher levels aren't "rounded" i.e. level 12 is 2,300/4,600 as opposed to (for example) 2,500/5,000.

I haven't played this structure yet, so I'm wondering if you folks would have any issues with that? At what point would you favour rounded blinds over increments or vice versa?

(PS the early levels are tied to the smallest blind, so the variance is greatest in those. The games are unlikely to go past level 10, I just created more to see how it looked the higher the blinds went). The following chart gives the variance by level, followed by the actual blinds themselves.


upload_2017-4-25_9-43-50.png



small big
25 50
25 75
50 100
75 150
125 250
200 400
300 600
450 900
700 1,400
1,000 2,000
1,500 3,000
2,300 4,600
3,500 7,000
5,000 10,000
8,000 16,000
12,000 24,000
18,000 36,000
27,000 54,000
40,000 80,000
60,000 120,000
 
25 50
25 75
50 100
75 150
100 200
200 400
250 500
300 600
400 800
500 1,000
600 1,200
800 1,600
1,000 2,000
1,200 2,400
1,500 3,000
2,000 4,000

And then adjust you round duration/starting stacks according to how long the game should last. You have some massive jumps, which would tilt some experienced tourney players. Hard to give a recommendation without really knowing what your goal is.
 
I can't see any massive jumps except where dictated by the size of the small blind - in your suggestion, level 4 is a 33% increase (150 to 200) and the next level is a 100% increase, then the next is only 25%). Isn't that a bit more massive?

BTW the games won't last more than a couple of hours, so I've gone for 1.5 increases so that a) the blinds - and the differences between one blind level and the next - constantly increases and b) this means there are less levels and therefore they're longer.
 
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