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Blind Structures

Discussion in 'Poker Chip Advice' started by jmc, Nov 14, 2006.

  1. jmc

    jmc Well-Known Member

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    Introduction

    It's Friday night. You have poker chips, cards, a table and some friends that are itching to play a No-Limit Hold'em tournament, but you're not sure what kind of blind structure to use. Read on, and you'll have a pretty good idea once you're done!

    Your goal for designing a blind structure for a No-Limit tournament is to create a game that rewards good poker skills, while increasing the blinds over time to encourage the tournament to finish within a reasonable amount of time (say 2~3 hours).

    In general, low blinds favor the better players. As the blinds start increasing, there is less room for players to maneuver -- eventually, the shorter stacked players will be forced to go all-in preflop.

    Designing a blind structure, and the M concept:

    Magriel's M can be thought of as a measure of how desperate a player is in a tournament. As a player's M starts to shrink, his ability to play "good" poker diminishes.

    A player's M is calculated as:

    M = Player's Current Chips / (Big Blind + Small Blind + Antes per orbit)

    As a rough measure of how the blinds restrict a player:
    • M>20 -- A player is unrestricted
    • M~10 -- A player is close to the danger zone and must play more aggressively with weaker hands
    • M<=5 -- A player must move all in preflop

    You'll probably want to start your players off with an M>20 and less than 100 -- unless you want a fairly long game. Starting with an M of around 30~50 will allow your players plenty of room to maneuver, while allowing you to increase the blinds gradually for a 2~3 hour game. Longer tournaments will typically start players with much deeper stacks. The WSOP, for example, starts the players with an M of 133.

    Examples:
    • T2500 w/ 25/50 blinds, players start with M=33
    • T5000 w/ 25/50 blinds, players start with M=66

    Similar to a player's M, the overall tournament M (tM) is a measure of how a tournament is progressing. Typically, a tournament will end around the time when tM = 10. It is possible for the tournament to end sooner, but it's hard for it to end too much later (unless your players are VERY passive).

    tM = (sum of ALL chips in play) / (Big Blind + Small Blind + 2xAntes)
    Sum of all chips in play = Number of Players x Starting stack + Rebuys + Addons

    If you want the shortcut method to ballpark the required blinds:

    No Antes:
    Small Blind = Sum of all chips in play / 30

    Antes:
    Small Blind = Sum of all chips in play / 40
    Ante = Small Blind / 3

    Given these new bits of knowledge, we'll refine our goal for creating a tournament structure:
    We want to allow the players to start with a reasonable M, and increase the blinds gradually such that tM=10 when we want the tournament to end.

    Number of blind levels:

    Typically, you'll want your blind levels to last at least 15 to 20 minutes so that you get at least one full orbit at a full table. For a 2 hour tournament, you have time for eight 15 minute levels. For longer games, you have the option of increasing the number of levels, or increasing the time between levels (or both!).

    Blind structure Rules-of-thumb:
    • Having more blind levels allows for slower blind increases
    • Starting players with a larger M means that the blind increases will be more aggressive
    • Avoid having level jumps of more than 2x the previous level
    • Try to design your structure to color out low denomination chips as the tournament progresses
    • You'll want your final blind level such that tM ~ 10
    • Feel free to place additional levels after the predicted end point for the tournament to insure that the game ends for certain

    Construction example:
    Starting chip stack T1500, 10 players, no rebuys/addons
    2 hour tournament -> 8 levels at 15 minutes each
    We know our 8th level should have SB = 1500x10 / 30 = 500, BB=1000
    If we start our 1st level at 10/20, players have a M=50 (good).

    So our structure looks as follows:
    [10/20], ?, ?, ?, ?, ?, ?, [500/1000]

    Filling it in using our rules-of-thumb:
    [10/20], [15/30], [25/50], [50/100], [100/200], [150/300], [300/600], [500/1000]

    We see only a few 2x jumps in the blinds, otherwise the increases are fairly gentle.

    An alternate method to tournament structure construction is to compute the final blind level, and use our rules-of-thumb to work backwards for the desired number of levels.

    Example:
    Starting chip stack T3000, 10 players, no rebuys/addons
    8 level tournament, no antes

    Ending blind level: SB = 3000x10 / 30 = 1000, BB = 2000

    [1000/2000], ?, ?, ?, ?, ?, ?, ?

    Using our rules of thumb:
    [1000/2000], [800/1600], [500/1000], [300/600], [200/400], [100/200], [50/100], [25/50]

    End result:
    25/50
    50/100
    100/200
    200/400 (color out T25)
    300/600
    500/1000
    800/1600 (color out T100)
    1000/2000

    Now, we just need to check the starting M. Starting M = 3000 / (25+50) = 40 -- good! We'll also need to check to make sure that we're coloring out the low denom chips at a reasonable time.

    By now, you should have a good idea on how to design a blind structure. You can easily design structures to suit your needs (larger stacks, more levels, slower/faster progression, etc). The examples given are geared toward 10 player sit-n-go style tournaments with no rebuys. If you offer rebuys or if there are more players in the game, you'll have to compensate for the additional chips on the table in your tM calculations. Just keep the rules-of-thumb in mind and you'll be good to go!

    Good luck!
    :)


    :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade:

    Additional Blind Construction Systems

    The "Gentle" Blind Structure:

    If you prefer a fairly gentle blind increase system, you can try Wijwij's 2-3-4-6 blind progression system. This works well if you are using chips that are spread out by the "standard" amounts. i.e. T1, T5, T25, T100, T500, etc.

    The way the 2-3-4-6 system works is that the 2-3-4-6 tells you how many of your smallest chip is equal to the small blind. For a game where your smallest chip is T1, your starting blinds are [2/4]. For a game where your smallest chip is T5, the blinds are [10/20].

    Example:
    10 players, starting stack T150
    2/4, M=25
    3/6
    4/8
    6/12
    (colorup to T5 as smallest chip)
    10/20
    15/30
    20/40
    30/60
    (colorup to T25 as smallest chip)
    50/100, tM = 10 (tournament ends)

    Using the 2-3-4-6 system where T5 is the smallest chip:
    10 players start with T1000
    10/20, M=33
    15/30
    20/40
    30/60
    (colorup to T25 as smallest chip)
    50/100
    75/150
    100/200
    150/300
    (colorup to T100 as smallest chip)
    200/400
    300/600, tM = 11 (tournament ends)

    The advantages of using the 2-3-4-6 system are that it's very easy to remember, and your colorups are at fixed intervals. Also, your blind increases are all less than double the previous level. The disadvantage is that players tend to start with smaller M's and you need more time for the tournament since there are more levels.

    Similar to the 2-3-4-6 system is the 1-2-3-5-8 progression. It has no steep jumps, and it's a system that's easy to remember. If you wanted to run a T100, T1000, or T10,000 give this a try. For larger starting stacks, you can utilize the more aggressive 1-2-3-5 blind progression.

    Example [1-2-3-5-8]:
    10 players with T10,000
    15 min blinds, 2 hr Tournament (20 min blinds and the tournament lasts close to 3 hrs)
    100/200, M=33
    200/400
    300/600
    500/1000
    800/1600
    1000/2000
    2000/4000
    3000/6000, tM = 11.1 (tournament expected to end)
    5000/10000

    For a T1000 tournament, divide the above blinds by 10. For a T100 tournament, divide the above blinds by 100.

    The Delayed Blind Structure:

    The delayed blind structure operates on the following principles:
    • We want to start with a high M
    • We want the blinds to increase slowly while there are many players
    • We want the blinds to increase quickly when there are fewer players (so they finish up and we can start a new game!)

    Therefore, we wish to have smaller blind increases at the beginning of the game, and more aggressive 2x blind increases toward the end of the game. We can also make the later blind levels shorter in length.

    Example:
    10 players, T2000 2 hour structure,
    9 levels -- first 4 levels @ 15 min, last 5 levels @ 12 min
    10/20, M=66
    15/30
    20/40
    25/50 (colorup T5)
    50/100
    75/150
    150/300 (colorup T25)
    300/600
    600/1200, tM=11 (tournament ends)

    The advantage of the "delayed" structure is that you get more play in the early part of the tournament because starting stacks will be relatively larger. However, some players don't like seeing the blinds aggressively increase toward the end of a tournament, and would prefer a more gentle progression.

    Blind Structures with Antes:

    Adding antes in addition to increasing the blinds allows for smaller blind increases since antes will help drive the action. Also, you can delay coloring out a smaller chip if it's being used as an ante. One major disadvantage is that counting antes (and prodding your players to ante) will be an annoyance to most players before they get used to it. You'll see antes in most casino structures since they don't bother to color out small chips unless they are forced to. Also, a paid dealer is at the table to collect the antes.

    If you choose to have antes in your structure, try to keep the ante around 25%-33% of the small blind. i.e. 25 ante at 100/200, 75 or 100 ante at a 300/600 blind level.

    Example:
    T2500 Foxwoods, ~2hr structure, 10 players. 15 min levels
    25/50
    50/100
    100/200
    100/200 + 25 ante
    200/400 + 50
    300/600 + 75
    400/800 + 100 ante (color T25 up after this level)
    600/1200 + 200 ante tM = 11 (tournament expected to end)

    :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade: :club: :diamond: :heart: :spade:

    Additional Resources:
    Home Poker Tourney has a tremendous amount of additional information on all things related to home poker -- from chips to cards to blind structures!
    http://www.homepokertourney.com/

    If you need a good way to time the blinds:
    http://www.homepokertourney.com/clocks.htm

    PokerRoom.com Home Game Organizer:
    If you have a laptop or a computer nearby where you host your home tournament, you can program it to time blinds for you! It can calculate prize breakdowns and account for rebuys and add-ons. Unless you're planning on running a huge multi-table event, this software should do just about everything you need it to for your home tournament. Best of all, it's free!
    http://www.pokerroom.com/promos/poker-shop/free-stuff/organizer.html

    The Tournament Director Game Organizer:
    The Tournament Director is professional grade tournament management software for the PC. It can handle player databases for leagues, track statistics, compute prizes, perform table balancing, and more!
    http://www.thetournamentdirector.net
     
    #1
    Last edited: Jul 30, 2007
  2. jdunford

    jdunford Donkey hunter
    Lifetime Supporter

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    Great job! I've made similar calculations for my tournament blinds structures. This is a great resource...
     
    #2
  3. Dimes

    Dimes Well-Known Member

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    An alternative to the 2-3-4-6 structure is:

    Increase according to the scale 2-3-4-6 when the next chip is 4x the current.
    Increase according to the scale 2-3-5-7 when the next chip is 5x the current.
    Increase according to the scale 2-3 when the
    next chip is 2x the current.

    With this scale you avoid the 67% step from 6 x the current blind to 2 x the next when there is a factor 5 between chips. You also get a very convenient 500-1000 level instead of the chip-heavy 400-800 level.

    If you use ante, for convenience, you can use the same number of chips of the chip below the current as the SB.

    Thus, starting at 10, just to start somewhere, and presuming chips of 5-25-100-500-1000-5000:

    SB BB
    10-20
    15-30
    25-50
    35-70 colour up 5s
    -----
    50-100
    75-150
    100-200
    150-300 colour up 25s
    -------
    200-400
    300-600
    500-1000
    700-1400 colour up 100s
    --------
    1000-2000
    1500-3000 colour up 500s
    ---------
    2000-4000
    3000-6000
    5000-10000
    7000-14000 colour up 1000s
    ----------
    10000-20000
    15000-30000
    etc.

    Adjust level length so that the tournament will finish at the appropriate time. If level length then becomes too short, use the following and longer levels:

    Next chip 4x current: 2-3-5 or 2-4 if levels are still too short
    Next chip 5x current: 2-3-6
    Next chip 2x current: 2-3 or only 2 if levels are still too short

    TT
     
    #3
  4. wijwij

    wijwij Well-Known Member

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    Dimes --

    I really like your 2-3-5-7 / 2-3-4-6 approach you mention above. It eliminates one of the esthetic problems with my 2-3-4-6 approach, which is that my approach never has the "simple" blind levels of 1 chip / 2 chips for some common chips in play (such as 5-10, 25-50, and 500-1000). Your approach builds those in.

    Like my 2-3-4-6 approach, your refinement is "scalable" to whatever level you want to start.

    [A minor variant for making big blinds easier to post is to change 7-14, 35-70, and 700-1400 into 7-15, 35-75, 700-1500 in that approach.]

    Jesse, you should include Dimes's approach right after mine (or instead of mine).

    =wijwij
     
    #4
    Last edited: Nov 14, 2006
  5. whataboutj

    whataboutj TAG extrodinare

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    Excellent article - great resource.
    J
     
    #5
  6. BigKyle

    BigKyle Well-Known Member

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    Excellent article, very well-written. Keep in mind that playing style can greatly affect a tournament. Some players who are playing very loose can really speed up a tournament. The same thing can be said if youre playing in a rock garden. Thank you, very useful info!
     
    #6
  7. 4ceps

    4ceps Well-Known Member

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    very good article. this will definitely help people create their own blind schedule for their home tourneys.

    one comment about the tM. you mention that you want the final blind to have a tM of 10. that means (assuming equal stacks when heads up) that each player will have an M of 5. that's pretty tight.

    i'm thinking that most players would be pushing with an M of about 10 or so when they're heads ups.

    maybe i'm too loose heads up:disappoi:
     
    #7
  8. Strange

    Strange Creativity Alliance

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    This is a great article. :laugh:
     
    #8
  9. FlopZnuts

    FlopZnuts Well-Known Member

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  10. NoFear

    NoFear Well-Known Member

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    Thanks for the info....great information.
     
    #10
  11. cp0

    cp0 New Member

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    1-2-3-5-8 Race off

    Hi there,

    I really enjoyed this article. I have a quick question

    If I am using a 1-2-3-5-8 blind structure, when would I be racing off the chips?

    E.g. T10,000 Starting stacks
    Using t100, t200, t500, t1000 chips

    Blinds :
    100/200
    200/400
    300/600
    500/1000
    1000/2000
    2000/4000
    3000/6000
    5000/10000
    8000/16000

    Many thanks
     
    #11
  12. jmc

    jmc Well-Known Member

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    Re: 1-2-3-5-8 Race off

    You can race for chips after the 300/600 and 2000/4000 levels OR you can race after the 500/1000 and 3000/6000 levels. However, I think you're missing the 800/1600 level in your structure, so you should race for 100 after that level.
     
    #12
  13. jackace

    jackace New Member

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    There are some great insights above, but I am always wary of generic/rule of thumb methods of Structure creation. These do not account for variances in the size of the field, desired tournament length, etc.

    One of my biggest issues with many Structures I have encountered is the irrational desire to set the levels so that coloring up occurs early and often. :mad: Generally this results in an uneven progression of the Blinds and Antes. This can be especially pronounced because once a smaller chip is off the table the Structure MUST accelerate to 'leaps' by multiples of the new smallest chip. These steps may not be mathematically correct based upon all the variables of a given tourney, and thus they can force unreasonable pressure upon players.
    <O:razz:</O:razz:
    I have done quite a bit of thinking about Structures myself. :happy: In my work instead of 'M' I use 'PtP' or Pressure to Play. If you are interested in reviewing my analysis and methodologies I have written a lengthy piece at my site:
    McJo's Poker - NL Hold Em Structures
    <O:razz:</O:razz:
    It's pretty long and for a casual player probably pretty tedious as well.:razz: But so far fellow gamers and tournament directors have responded with good feedback. I'd be interested in any commentaries either posted here or emailed to me.
    <O:razz:</O:razz:
    I'm All in,
    JA
     
    #13
  14. edmondnegron

    edmondnegron New Member

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    <meta http-equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 11"><meta name="Originator" content="Microsoft Word 11"><link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CHubertp%5CLOCALS%7E1%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"><!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="156"> </w:LatentStyles> </xml><![endif]--><style> <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:""; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-fareast-font-family:"Times New Roman";} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} </style> <![endif]--> Good job. This article is informative. Nice calculation.
     
    #14
  15. CaptLego

    CaptLego Super Moderator
    Staff Member Lifetime Supporter

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    Necro bump.... Because I've been thinking about supplementing the pokerchip breakdown calculator with a tournament structure calculator. Jackace's modeling of attrition and pressure to play is exactly the kind of analysis I had in mind to incorporate. These would couple to the breakdown and colorup strategies.

    It doesn't look like jackace has released his formulas, but I can probably figure them out. But this is a pretty old post, so perhaps there are some links to more recent or updated sites along these lines?
     
    #15
  16. Bloody Marvellous

    Bloody Marvellous Well-Known Member

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    I thought I'd add a couple of blinds structures that can be used for tournaments.

    Denominations: T1 / T5 / T25 / T100

    Regular structure
    1. 1/2 <== 1st level for T100 (Rebuy) / T200 (Standard) / T400 (Deepstack)
    2. 1/3 <== Optional level
    3. 2/4 <== 1st level for T200 (Rebuy) / T400 (Standard) / T800 (Deepstack)
    4. 3/6
    5. 4/8
    6. 6/12
    7. 8/16
      - Remove T1 chips -
    8. 10/20
    9. 15/30
    10. 20/40
    11. 30/60
    12. 40/80
      - Remove T5 chips -
    13. 50/100
    14. 75/150
    15. 100/200
    16. 150/300
      - Remove T25 chips -
    17. 200/400
    18. 300/600
    19. 400/800
    20. 600/1,200
    Slow structure
    1. 1/2 <== 1st level for T100 (Rebuy) / T200 (Standard) / T400 (Deepstack)
    2. 1/3 <== Optional level
    3. 2/4 <== 1st level for T200 (Rebuy) / T400 (Standard) / T800 (Deepstack)
    4. 2/5 <== Optional level
    5. 3/6
    6. 4/8
    7. 5/10
    8. 6/12
    9. 8/16
    10. 10/20
    11. 12/24
      - Remove T1 chips -
    12. 15/30
    13. 20/40
    14. 25/50
    15. 30/60
    16. 40/80
    17. 50/100
    18. 60/120
      - Remove T5 chips -
    19. 75/150
    20. 100/200
    21. 125/250
    22. 150/300
    23. 200/400
    24. 250/500
      - Remove T25 chips -
    25. 300/600
    26. 400/800
    27. 500/1,000
    28. 600/1,200
     
    #16
    Last edited: Feb 27, 2015
  17. Bloody Marvellous

    Bloody Marvellous Well-Known Member

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    Denomination: T5 / T25 / T100 / T500 / T1,000

    Regular structure
    1. 5/10 <== 1st level for T500 (Rebuy) / T1,000 (Standard) / T2,000 (Deepstack)
    2. 5/15 <== Optional level
    3. 10/20 <== 1st level for T1,000 (Rebuy) / T2,000 (Standard) / T4,000 (Deepstack)
    4. 15/30
    5. 20/40
    6. 30/60
    7. 40/80
      - Remove T5 chips -
    8. 50/100
    9. 75/150
    10. 100/200
    11. 150/300
      - Remove T25 chips -
    12. 200/400
    13. 300/600
    14. 400/800
    15. 600/1,200
    16. 800/1,600
      - Remove T100 chips -
    17. 1,000/2,000
    18. 1,500/3,000
    19. 2,000/4,000
    20. 3,000/6,000
    Slow structure
    1. 5/10 <== 1st level for T500 (Rebuy) / T1,000 (Standard) / T2,000 (Deepstack)
    2. 5/15 <== Optional level
    3. 10/20 <== 1st level for T1,000 (Rebuy) / T2,000 (Standard) / T4,000 (Deepstack)
    4. 10/25 <== Optional level
    5. 15/30
    6. 20/40
    7. 25/50
    8. 30/60
    9. 40/80
    10. 50/100
    11. 60/120
      - Remove T5 chips -
    12. 75/150
    13. 100/200
    14. 125/250
    15. 150/300
    16. 200/400
    17. 250/500
      - Remove T25 chips -
    18. 300/600
    19. 400/800
    20. 500/1,000
    21. 600/1,200
    22. 800/1,600
    23. 1,000/2,000
    24. 1,200/2,400
      - Remove T100 chips -
    25. 1,500/3,000
    26. 2,000/4,000
    27. 2,500/5,000
    28. 3,000/6,000
     
    #17
    Last edited: Feb 27, 2015
  18. Bloody Marvellous

    Bloody Marvellous Well-Known Member

    Joined:
    Aug 5, 2008
    Messages:
    141
    Likes Received:
    32
    Location:
    Gouda, The Netherlands
    Denomination: T25 / T100 / T500 / T1,000 / T5,000

    Regular structure
    1. 25/50 <== 1st lvl for T2,500 (Rebuy) / T5,000 (Standard) / T10,000 (Deepstack)
    2. 25/75 <== Optional level
    3. 50/100 <== 1st lvl for T5,000 (Rebuy) / T10,000 (Standard) / T20,000 (Deepstack)
    4. 75/150
    5. 100/200
    6. 150/300
      - Remove T25 chips -
    7. 200/400
    8. 300/600
    9. 400/800
    10. 600/1,200
    11. 800/1,600
      - Remove T100 chips -
    12. 1,000/2,000
    13. 1,500/3,000
      - Remove T500 chips -
    14. 2,000/4,000
    15. 3,000/6,000
    16. 4,000/8,000
    17. 6,000/12,000
    18. 8,000/16,000
    19. 10,000/20,000
    20. 15,000/30,000
    Slow structure
    1. 25/50 <== 1st lvl for T2,500 (Rebuy) / T5,000 (Standard) / T10,000 (Deepstack)
    2. 25/75 <== Optional level
    3. 50/100 <== 1st lvl for T5,000 (Rebuy) / T10,000 (Standard) / T20,000 (Deepstack)
    4. 50/125 <== Optional level
    5. 75/150
    6. 100/200
    7. 125/250
    8. 150/300
    9. 200/400
    10. 250/500
      - Remove T25 chips -
    11. 300/600
    12. 400/800
    13. 500/1,000
    14. 600/1,200
    15. 800/1,600
    16. 1,000/2,000
    17. 1,200/2,400
      - Remove T100 chips -
    18. 1,500/3,000
    19. 2,000/4,000
    20. 2,500/5,000
      - Remove T500 chips -
    21. 3,000/6,000
    22. 4,000/8,000
    23. 5,000/10,000
    24. 6,000/12,000
    25. 8,000/16,000
    26. 10,000/20,000
    27. 12,000/24,000
    28. 15,000/30,000
     
    #18
    Last edited: Feb 27, 2015
  19. Bloody Marvellous

    Bloody Marvellous Well-Known Member

    Joined:
    Aug 5, 2008
    Messages:
    141
    Likes Received:
    32
    Location:
    Gouda, The Netherlands
    Denomination: T100 / T500 / T1,000 / T5,000 / T25,000

    Regular structure
    1. 100/200 <== 1st lvl for T10,000 (Rebuy) / T20,000 (Standard) / T40,000 (Deepstack)
    2. 100/300 <== Optional level
    3. 200/400 <== 1st lvl for T20,000 (Rebuy) / T40,000 (Standard) / T80,000 (Deepstack)
    4. 300/600
    5. 400/800
    6. 600/1,200
    7. 800/1,600
      - Remove T100 chips -
    8. 1,000/2,000
    9. 1,500/3,000
      - Remove T500 chips -
    10. 2,000/4,000
    11. 3,000/6,000
    12. 4,000/8,000
    13. 6,000/12,000
    14. 8,000/16,000
      - Remove T1,000 chips -
    15. 10,000/20,000
    16. 15,000/30,000
    17. 20,000/40,000
    18. 30,000/60,000
    19. 40,000/80,000
    20. 50,000/100,000
    Slow structure
    1. 100/200 <== 1st lvl for T10,000 (Rebuy) / T20,000 (Standard) / T40,000 (Deepstack)
    2. 100/300 <== Optional level
    3. 200/400 <== 1st lvl for T20,000 (Rebuy) / T40,000 (Standard) / T80,000 (Deepstack)
    4. 200/500 <== Optional level
    5. 300/600
    6. 400/800
    7. 500/1,000
    8. 600/1,200
    9. 800/1,600
    10. 1,000/2,000
    11. 1,200/2,400
      - Remove T100 chips -
    12. 1,500/3,000
    13. 2,000/4,000
    14. 2,500/5,000
      - Remove T500 chips -
    15. 3,000/6,000
    16. 4,000/8,000
    17. 5,000/10,000
    18. 6,000/12,000
    19. 8,000/16,000
    20. 10,000/20,000
    21. 12,000/24,000
      - Remove T1,000 chips -
    22. 15,000/30,000
    23. 20,000/40,000
    24. 25,000/50,000
    25. 30,000/60,000
    26. 40,000/80,000
    27. 50,000/100,000
    28. 60,000/120,000
     
    #19
    Last edited: Feb 27, 2015
  20. Bloody Marvellous

    Bloody Marvellous Well-Known Member

    Joined:
    Aug 5, 2008
    Messages:
    141
    Likes Received:
    32
    Location:
    Gouda, The Netherlands
    Structures with Antes

    Denominations: T1 / T5 / T25 / T100
    1. 1/2/-
    2. 1/3/- (Optional level)
    3. 2/4/-
    4. 2/5/- (Optional level)
    5. 3/6/-
    6. 4/8/-
    7. 5/10/-
    8. 5/10/2
    9. 6/12/2
    10. 8/16/3
    11. 10/20/3
    12. 12/24/4
      - Remove T1 chips -
    13. 15/30/5
    14. 20/40/5
    15. 25/50/10
    16. 30/60/10
    17. 40/80/15
    18. 50/100/15
    19. 60/120/20
      - Remove T5 chips -
    20. 75/150/25
    21. 100/200/25
    22. 125/250/50
    23. 150/300/50
    24. 200/400/75
    25. 250/500/75
    26. 300/600/100
    27. 400/800/150
    28. 500/1,000/200
    29. 600/1,200/200
    Denominations: T5 / T25 / T100 / T500 / T1,000
    1. 5/10/-
    2. 5/15/- (Optional level)
    3. 10/20/-
    4. 10/25/- (Optional level)
    5. 15/30/-
    6. 20/40/-
    7. 25/50/-
    8. 25/50/10
    9. 30/60/10
    10. 40/80/15
    11. 50/100/15
    12. 60/120/20
      - Remove T5 chips -
    13. 75/150/25
    14. 100/200/25
    15. 125/250/50
    16. 150/300/50
    17. 200/400/75
    18. 250/500/75
    19. 300/600/100
    20. 400/800/150
      - Remove T25 chips -
    21. 500/1,000/200
    22. 600/1,200/200
    23. 800/1,600/300
    24. 1,000/2,000/300
    25. 1,200/2,400/400
    26. 1,500/3,000/500
    27. 2,000/4,000/500
    28. 2,500/5,000/1,000
    29. 3,000/6,000/1,000
     
    #20

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