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About Cash Play tournament format

Posted By: Eric Guedj
Date: Tuesday, 13 April 2010, at 10:34 a.m.

In Response To: About Cash Play tournament format (Henrik Bukkjaer)

Hello Henrik,

I was not puzzled, but more surprised, considering that the deat-penalty is (or at least used to be) a normal way to handle "run-out-of-time losses".

But I suppose this is not popular anymore..

The example you described is somewhat extreme: You could be in a situation where a player with a stack of 250 chips is matched up against a player with 12500 chips. The big stack loose on time, and looses all of his chips to the small stack.

It's true that this player with a small stack would have a huge gain by winning on time. True.

But again, this is the rule under the other rule that a player is eliminated if he runs out of time, and from what I've read, I'd better amend this rule.

So this rule will be changed after consultation (mostly here, but I urge players with great idea to email me if they think of something better that UBK/Mochy's proposal, ie. 'Adjust the slow player penalty to a combination of current game value and number of remaining games to be played in the Level')

I gave some thoughts to your idea of allocating time per Game instead of per Level. that is a possibility, but I can forecast some delays in the course of the event, when each clock has to be reset after each game, that's a LOT of resettings...

About the Pairings: I like the idea of large stack picks first. On paper.

But it doesn't seem very realistic in real life, for players will have to stand there for what could be over 30mn between Levels(and probably much more, as we TD know that players disappear all over the resort once they finish playing...)

Even with a decent planning tool/overview/admin program, I think it would be an organisational nightmare.

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