Tourney What do y'all think of this blind structure? (1 Viewer)

Beakertwang

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I'm looking at you @BGinGA! :D

$35 Wednesday night tourney at our local casino.

Blinds are as follows:
25/50
50/100
100/200
150/300
200/400
300/600

wait for it...

600/1200
1000/2000
2000/4000
3000/6000 (which is where I busted)

Blinds grew 10x in 1:20!

To be fair, they usually have about 40 players for a very low buy-in game, and if the blinds raised slowly, we'd be playing till Friday afternoon. But still, those blinds are a shock to the system!
 
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It's, it's awful. Too many full/100% transitions. BTW, how long are the blind durations?
 
Yeah not an ideal structure, but fairly typical for low buy tournaments.

That said, just because the structure sucks doesn't mean you can't win. I find these sort of tournaments to very much be on the fishy side. Just knowing the structure sucks going in gives you an edge by making adjustments that noobs don't.
 
Yeah not an ideal structure, but fairly typical for low buy tournaments.

That said, just because the structure sucks doesn't mean you can't win. I find these sort of tournaments to very much be on the fishy side. Just knowing the structure sucks going in gives you an edge by making adjustments that noobs don't.

Yeah, tons of family pots, limping with 10 8 off, calling big raises with middling hands, Q10, A5, etc. I folded a bunch of A4, A8, etc. I saw almost no flops until level 5, when I finally started catching some premium hands.

That said, he pretty much becomes a luck fest near the end.
 
Starting chips is 10,000, right?

Actually, you get 5k for $20, dealer appreciation of 2k for $5, and you can add on 5k for $10, and 10k for $20. The add-ons can also be used as rebuys.
 
I've just got an issue with blinds going up 100% at any stage.

Nov 18th tourney I'm running goes:

500/1000
500/1500
1000/2000 ...for the first 3 levels and only has a 50% increase four times. The rest are 33% or less.

Still.... if their schedule fits the venue/player count/time ok, then so be it.
 
Yeah, it's pretty awful.

From a percentage perspective, it's 100%, 100%, 50%, 33%, 50%, 100%, 67%, 100%, and 33% increases, or an average increase of 72% over those first 10 levels. The inconsistency is as bad as the four crazy-high double-jumps.

And from a per-orbit outlay increase, it looks even worse: 75, 150, 150, 150, 300, 900 (!), 1200, 3000 (!), 3000, etc.

I'm guessing an average 40-player event runs about 4 hours total play time plus breaks. Lots of better ways to skin a cat in a four-hour window. Here's one example:

L1 -- 25/50
L2 -- 50/75
L3 -- 75/150
L4 -- 125/250
L5 -- 200/400
L6 -- 350/700
L7 -- 600/1200
L8 -- 1000/2000
L9 -- 1800/3600
L10 -- 3000/6000

Starts at the same place (25/50) and gets to the same place (3000/6000) at Level 10, but all increases are in within a pretty narrow range of 60% and 80% (with no 100% jumps) and the average increase is actually a little less at 70%.
 
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Yeah, it's pretty awful.

From a percentage perspective, it's 100%, 100%, 50%, 33%, 50%, 100%, 67%, 100%, and 33% increases, or an average increase of 72% over those first 10 levels. The inconsistency is as bad as the four crazy-high double-jumps.

And from a per-orbit outlay increase, it looks even worse: 75, 150, 150, 150, 300, 900 (!), 1200, 3000 (!), 3000, etc.

I'm guessing an average 40-player event runs about 4 hours total play time plus breaks. Lots of better ways to skin a cat in a four-hour window. Here's one example:

L1 -- 25/50
L2 -- 50/75
L3 -- 75/150
L4 -- 125/250
L5 -- 200/400
L6 -- 350/700
L7 -- 600/1200
L8 -- 1000/2000
L9 -- 1800/3600
L10 -- 3000/6000

Starts at the same place (25/50) and gets to the same place (3000/6000) at Level 10, but all increases are in within a pretty narrow range of 60% and 80% (with no 100% jumps) and the average increase is actually a little less at 70%.

We had played about 3:30 plus two breaks when I busted out, and there were 12 or 13 players left. I’m sure they had a couple more hours to play.

I certainly would prefer your more gradual increase, but it was still a fun, friendly game.
 
Yeah, it's pretty awful.

From a percentage perspective, it's 100%, 100%, 50%, 33%, 50%, 100%, 67%, 100%, and 33% increases, or an average increase of 72% over those first 10 levels. The inconsistency is as bad as the four crazy-high double-jumps.

And from a per-orbit outlay increase, it looks even worse: 75, 150, 150, 150, 300, 900 (!), 1200, 3000 (!), 3000, etc.

I'm guessing an average 40-player event runs about 4 hours total play time plus breaks. Lots of better ways to skin a cat in a four-hour window. Here's one example:

L1 -- 25/50
L2 -- 50/75
L3 -- 75/150
L4 -- 125/250
L5 -- 200/400
L6 -- 350/700
L7 -- 600/1200
L8 -- 1000/2000
L9 -- 1800/3600
L10 -- 3000/6000

Starts at the same place (25/50) and gets to the same place (3000/6000) at Level 10, but all increases are in within a pretty narrow range of 60% and 80% (with no 100% jumps) and the average increase is actually a little less at 70%.
I prefer the 50%-75% transtition rates, although my experiment would result the 3000-6000 would be at Stage 11.
 
Here's the entire structure, just in case you're curious. 3K/6K, then 5K/10K, then 10K/20K.
Screen Shot 2018-11-01 at 6.37.16 AM.png
 

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