Service Rules

The consolidated Sport Poker rules: the legal model (rating and symbolic recognition, a game of skill — without property winnings for the outcome), how tournaments work, and their types

This document is a translation from Russian. In the event of any discrepancy between the versions, the Russian text prevails.

Sport Poker Service Rules

This document is the single consolidated set of Sport Poker rules. It explains what Sport Poker is from a legal standpoint, how poker (Texas Hold'em) works, and the rules for tournaments and their types. It is written to be understood by beginners, experienced players, and organizing clubs alike.

"Rules" is an umbrella term covering this document and its related documents (User Agreement, Club Offer Agreement, Community Rules, Personal Data Processing Policy, Age Confirmation 18+, and other documents posted on the service). Where this document conflicts with other documents regarding the monetary nature of prizes and fees, this document prevails.


1. Disclaimer, Liability, and Play Not for Money

This section explains the legal nature of the Sport Poker service, the format of games conducted through it, and the allocation of responsibility between the Operator, organizing clubs, and players. It is part of the Rules and applies to all users alongside the User Agreement, Club Offer Agreement, Community Rules, Personal Data Processing Policy, Age Confirmation, and other related documents.

Definitions. Operator of the Sport Poker service (the "Operator") — the entity providing the service. Platform — the software and service environment of Sport Poker (website, apps, tools). The Operator is the bearer of rights and obligations; "Platform" denotes the technical environment, not the party bearing liability.

1.1. Sport (Tournament) Poker — a Game of Skill, NOT for Money

1.1.1. Sport Poker is a service for organizing and supporting tournaments in sport (intellectual) poker as a game of skill. Poker on the service is held as a skill game: strategy, mathematics, psychology, and player experience matter — not financial risk.

1.1.2. Play at the table is conducted exclusively with non-monetary tournament chips (points), which have no monetary equivalent and cannot be exchanged, converted, or cashed out for money or other property.

1.1.3. On the service and at events conducted through it, the following are not permitted:

  • monetary bets at the table and any "play for money";

  • formation of a money pool (prize fund) from players' contributions placed "into the pot";

  • conversion, buyout, or cash-out of chips for money or other property;

  • monetary winnings, or winnings in the form of property or property rights, conditioned on a bet or a contribution of property "into the pot" and transferred based on the outcome of play at the table.

    The prohibition covers money, its equivalent, and property/property rights conditioned on a bet or on the risk of particular hands. Non-monetary awards described in 1.1.5 are not covered by this prohibition.

1.1.4. At the gaming table, any mention, offer, advertising, or arrangement of play for money, monetary bets, conversion or exchange of chips for money, and any money-based settlement schemes "for interest" are prohibited — including verbal arrangements between players and settlements that bypass the service and the club.

1.1.5. Any prizes and incentives (if provided by the organizer) constitute an award and rating mechanic of the event. Non-monetary awards — a cup, medal, club merchandise and certificates, rating points, free entry (freeroll) — have no monetary equivalent, are not conditioned on a property contribution "into the pot," and do not depend on the outcome of particular hands, and therefore are not covered by the prohibition in 1.1.3. In the Operator's position, such awards do not constitute "winnings" within the meaning of Russian Federation gambling legislation (absent a monetary bet and a money/property win conditioned on risk). The specific terms of the award mechanic are determined by, and are the responsibility of, the organizing club.

1.1.6. Free participation (a freeroll, free entry into a subsequent event) is an award mechanic of the organizer. It is not a refund or credit of money and does not constitute a monetary win; it is a right to participate in a future event, granted as an award.

1.1.7. A service (organizational) fee for tournament participation, if set by the organizer, is a single payment for the organizer's service of running the event. Such a fee is not tied to individual hands, tables, or the result of play and does not form a prize pool; it is not a bet in a game of chance. The fee is processed in the manner prescribed by law (including issuance of a cash receipt where applicable).

1.2. Adults Only and Responsible Play

1.2.1. The service is intended exclusively for persons 18 years and older (see the "Age Confirmation" document). Date of birth is requested at registration; providing knowingly false data is grounds for a block.

1.2.2. Sport Poker is not a bookmaker and does not organize gambling. The Operator encourages users to be sensible about their time, finances, and psychological well-being. If signs of gambling addiction appear, consulting a specialist is recommended.

1.3. Sport Poker — a Venue and Service, NOT a Game Organizer

1.3.1. Sport Poker is an information-and-service venue: it provides tools for announcing and listing events, registering participants, scheduling, ratings and result tracking, and tools for club staff.

1.3.2. The Operator does not itself organize or conduct games, is not a party to the gaming agreement, does not set the rules of a specific game, does not accept bets, and does not pay out winnings. The Operator is not a gambling establishment and does not carry out activities requiring a license to organize and conduct gambling.

1.3.3. The organizer of each event (tournament, series, club game) is a specific Club — a legal entity or individual entrepreneur that posted the event on the service. The organizer is responsible for actually conducting the event and complying with applicable Russian Federation law.

1.3.4. The Operator may record the status and (optionally) the amounts of organizational fees solely as accounting/reference information for the club's reporting. The Operator does not process payments between the club and the player and does not hold funds as a player balance. Actual settlements are conducted by the organizing club offline; the club is responsible for their correctness.

1.4. Allocation of Responsibility

1.4.1. Responsibility for conducting the tournament, complying with the law during games, conduct at the table, the content and accuracy of event information, settlements with participants, and the award mechanic rests with the organizing club and the players themselves.

1.4.2. Any violation committed during an event or at the gaming table is the responsibility of the person who committed it — the organizing club and/or players. The Operator does not control or guarantee the actions of organizers and participants offline and is not responsible for them.

1.4.3. The Operator provides the service "as is," is not responsible for the results of clubs' live tournaments, service quality, equipment condition, or monetary settlements between club and player offline, and is not a party to such settlements.

1.5. Prohibitions and Consequences of Violations

1.5.1. Users and clubs are prohibited from: offering, mentioning, advertising, or arranging play for money at the table; using the service to organize gambling; circumventing the ban on monetary bets by any means or scheme, including settlements that bypass the service.

1.5.2. Violation of the ban on "play for money" entails the liability of the violating party. Administrative and criminal liability for the illegal organization and conduct of gambling, provided by Russian Federation law, applies primarily to the organizer and initiator of such a scheme. The Operator has no involvement in organizing such games and does not facilitate them.

1.5.3. The Operator is entitled — upon a user's report, at the request of an authorized body, or upon independently detecting a violation — to remove the event or content, restrict access, block the account of a club or player, and apply other measures in accordance with the Community Rules, with no obligation to compensate related losses.

1.6. Personal Data, Settlements, and General Reservations

1.6.1. Processing of users' personal data is carried out on the lawful bases provided by Russian Federation personal data legislation (in particular: the data subject's consent, performance of a contract, compliance with legal requirements). The procedure, purposes, and terms of processing are described in a separate Personal Data Processing Policy. The user may withdraw consent and request deletion of data; the right to deletion is exercised subject to statutory retention periods (including under Federal Law 54-FZ).

1.6.2. When accepting payments, settlements are carried out in accordance with applicable Russian Federation law, including requirements on the use of cash-register equipment and issuance of a cash receipt where required.

1.6.3. Information on the service is informational and does not constitute legal advice. The user and the club independently assess the legality of their actions and consult a lawyer where necessary.

1.6.4. Use of the service signifies agreement with these Rules and related documents (including the User Agreement, Club Offer Agreement, Community Rules, Personal Data Processing Policy, and Age Confirmation). Continued use of the service after a new version is published signifies its acceptance.

1.7. Club Catalog and the Meaning of Verification

1.7.1. Listing a club in the service's publicly available database (catalog) is informational and reference in nature and is in essence analogous to listing information about a business in a map service or a directory of organizations. The Operator is NOT the organizer of the club's events and does not conduct its activities; the club is an independent third party.

1.7.2. By registering and/or submitting an application for verification, the club warrants that it operates in compliance with the laws of the Russian Federation, does NOT conduct gambling for money outside gambling zones (Federal Law No. 244-FZ of 29 December 2006), conducts sport (non-gambling) poker not played for money, holds the necessary registrations, and provides accurate information. The club itself is responsible for the legality of its activities and of the events it conducts.

1.7.3. The "verified" status means ONLY that the club's details (INN/OGRN) have been checked against the public state registry (EGRYUL/EGRIP, the Unified State Register of Legal Entities / Individual Entrepreneurs) — automatically or, where no automatic check is available, by a moderator — and is NOT a guarantee, endorsement, or confirmation of the legality of the club's activities, events, or services. The Operator does not verify and does not guarantee the lawfulness of clubs' operations.

1.7.4. The Operator may, at its sole discretion and with no obligation to compensate losses, refuse verification, revoke verified status, and suspend or terminate a club's listing — including upon complaints or upon suspicion of illegal activity (clause 1.5.3). The detailed allocation of responsibility and the clubs' representations are set out in the Terms of Use (/terms).


2. Poker Rules (Texas Hold'em)

Texas Hold'em is the most popular variant of poker and the main tournament format on Sport Poker. This section explains the rules from scratch: even if you have never played, after reading it you will understand how a hand proceeds and how the winner is determined.

2.1. In Brief: the Essence of the Game

Each player is dealt 2 face-down cards (only you see them) — called "hole cards." Over the course of the hand, 5 community cards (the board) are placed in the center, visible to everyone. Your task is to make the best five-card hand using any of your two hole cards and the five community cards (seven available cards in total). You may use both your cards, one, or none ("playing the board").

A Sport Poker online table seats up to 9 players (9-max).

The goal is to win the pot: all chips bet in the hand. There are two ways to win:

  1. Reach the showdown and show the best hand.
  2. Make all opponents fold before the showdown — then the pot is yours and you need not show cards.

The deck is a standard 52 cards, no jokers. Suits are equal (there is no "high" suit). Card ranking from low to high: 2, 3, 4, 5, 6, 7, 8, 9, 10 (T), Jack (J), Queen (Q), King (K), Ace (A). The Ace is the highest card but can also act as the lowest in a "straight" (see below).

2.2. Hand Rankings (highest to lowest)

A hand always consists of exactly 5 cards. Below are all hands from strongest to weakest. When comparing hands, you first look at the rank of the hand; at equal rank, at the seniority of the cards within it (see "Comparing equal hands").

  1. Royal Flush — the highest straight flush: 10, J, Q, K, A of one suit. An unbeatable hand. Example: A♥ K♥ Q♥ J♥ 10♥.
  2. Straight Flush — five consecutive cards of one suit. Example: 6♠ 7♠ 8♠ 9♠ 10♠. The higher the top card, the stronger.
  3. Four of a Kind ("quads") — four cards of the same rank + any fifth card (kicker). Example: 9♣ 9♦ 9♥ 9♠ + kicker. Four queens beat four jacks.
  4. Full House — three of a kind + a pair. Example: K♥ K♦ K♣ + 4♠ 4♦ ("kings full of fours"). Compared first by the trips, then by the pair.
  5. Flush — five cards of one suit, not consecutive. Example: A♦ J♦ 8♦ 5♦ 2♦. Compared by the highest card, then the next, and so on.
  6. Straight — five consecutive cards of different suits. Example: 5♥ 6♣ 7♦ 8♠ 9♥. The Ace can be at the top (10-J-Q-K-A) or at the bottom — the "wheel" A-2-3-4-5 (this is the lowest straight, where the Ace counts as one). Note: the Ace does not wrap around, i.e., Q-K-A-2-3 is not a straight.
  7. Three of a Kind — three cards of the same rank + two different. Example: 7♣ 7♦ 7♠ + K♥ 2♦.
  8. Two Pair — two different pairs + a fifth card. Example: A♠ A♦ + 9♣ 9♥ + Q♦. Compared by the higher pair, then the lower, then the kicker.
  9. One Pair — two cards of the same rank + three different. Example: 10♥ 10♠ + K♦ 7♣ 3♠.
  10. High Card — none of the above; the hand is evaluated by the highest card. Example: A♣ J♦ 8♠ 6♥ 3♣ — "ace-high."

A memory tip: the rarer a hand, the stronger it is. A flush beats a straight precisely because it is harder to make.

2.3. Comparing Equal Hands (kickers)

If two players have hands of the same rank, the one with higher cards wins:

  • A pair of kings beats a pair of queens.
  • With an equal pair, "kickers" — the highest of the remaining cards — are compared. Example: both have a pair of aces; the first has a K kicker, the second a Q — the first wins.
  • Only 5 cards count. Extra cards (sixth, seventh) do not participate. So if the best five cards of the players match in rank, it is a tie (the pot is split); suit does not matter.

2.4. The Dealer Button and Order of Action

The dealer button ("button") is a marker chip indicating the nominal dealer for the hand. Online, the server shuffles and deals, but the button still determines the betting order and who posts the blinds.

  • After each hand the button moves one player clockwise. This way everyone rotates through advantageous and disadvantageous positions.
  • To the left of the button sit the players who post the forced bets — the blinds.
  • Preflop/postflop asymmetry. On postflop streets (flop, turn, river) the player on the button acts last — the most advantageous position. Preflop it is different: the player to the left of the big blind (UTG, "under the gun") acts first, and the big blind acts last (with the right to raise — the "option"). So the button is last only after the flop, not preflop.

Heads-Up Play (final of a tournament)

When two players remain at the table, positions are inverted:

  • The player on the button is the small blind; they act first preflop and last on the other streets.
  • The second player is the big blind.

This is an important stage: a tournament final always passes through heads-up.

2.5. Blinds and Antes

So that the pot always has chips and the game does not "stall," forced bets are made before the hand:

  • Small blind (SB) — the player to the left of the button (in heads-up, the button player). Posts half the minimum bet.
  • Big blind (BB) — the next player to the left. Posts the full minimum bet. The big blind sets the minimum bet size preflop.

Example: blinds of 100/200 mean the small blind posts 100 chips, the big blind 200.

Ante — an additional small forced bet that, at later tournament levels, is posted by all players. The ante speeds up the game by building the pot before betting begins. (Note: a tournament structure may also use a "BB ante," where one player on the big blind posts the total ante. The specific ante type is set by the tournament structure; by default in Sport Poker each player posts the ante.)

In tournaments, blinds and antes grow over time on a schedule (levels): every N minutes a new level begins with higher stakes. This gradually forces players to act and drives the tournament to a conclusion.

2.6. Betting Rounds (streets)

A hand consists of four betting rounds. Between them, community cards are placed on the table.

1. Preflop. Everyone has 2 hole cards, no community cards yet. Betting begins with the player to the left of the big blind (the UTG position — "under the gun") and proceeds clockwise. The big blind already stands as a bet, so others must at least call it to continue. The big blind acts last and may raise even if everyone has called (the "option").

2. Flop. 3 community cards are revealed at once. A new betting round begins. After the flop and on all subsequent streets, betting begins with the first active player to the left of the button (and the button acts last).

3. Turn. The 4th community card is revealed. Another betting round.

4. River. The 5th and final community card is revealed. The final betting round. After it, if two or more remain, the showdown occurs.

On each street, a betting round ends when all remaining players have put the same number of chips into the pot (or all but one have folded).

2.7. Player Actions

On their turn, a player chooses one action. Available options depend on whether a bet has already been made on this street.

  • Fold — give up the hand. The player discards their cards, loses everything already bet, and no longer participates in this hand. You may fold at any point on your turn.
  • Check — bet nothing and pass the action. Available only if no one has bet before you on this street (the current bet is zero).
  • Call — put in the same as the current bet to stay in the hand. Example: an opponent bet 500 — to continue, you call 500.
  • Bet — make the first bet on a street when no one has bet before you. The minimum bet is one big blind.
  • Raise — increase a bet already made by someone.
  • All-in — put in all your chips. Done when you lack the chips for a full call/raise or when you deliberately go for the maximum. An all-in player stays in the hand to the showdown but no longer participates in subsequent betting (nothing left to bet). If their chips are less than needed to call, the excess of opponents' bets forms a side pot (see below).

The round continues around the table until everyone has responded to the last raise: calling or folding. If everyone simply checks, the street closes with no bets.

Minimum Raise Size

The minimum raise equals the size of the last raise on this street (the increment), not the size of the whole bet. The first raise must be at least the big blind (or the size of the first bet).

Example: big blind 200. A player raises to 600 — that is a raise of 400. The next minimum raise = 600 + 400 = 1000 (not 600 + 600). Thus each subsequent raise must add at least as much as the previous raise did.

A Short (incomplete) All-in Does Not Reopen Betting

If a player goes all-in for less than a full minimum raise, that all-in does not reopen betting for those who have already acted on this street: they may only call the difference or fold, but may not raise again. The full right to re-raise returns only when someone's all-in or raise reaches a full minimum raise. Do not expect a "raise option" after a short all-in — there will be none.

2.8. Showdown and Determining the Winner

If two or more remain after river betting, the showdown occurs.

  • The server simultaneously reveals the hole cards of all remaining (non-folded) players and determines the winner itself: it finds the best five-card hand among each player's 7 available cards (2 hole + 5 community) and compares them by the rules above. The order of showing does not affect the result.
  • The best hand takes the pot. If all opponents folded before the showdown, the remaining player wins automatically and need not show cards.

2.9. Split Pots

Sometimes two or more players have exactly equal hands at showdown (the best 5 cards match in rank). Then:

  • The pot is split equally among the winners. Reminder: suits do not affect hand strength, so an identical flush or straight between two players is a split.
  • A common situation is when the best hand lies on the board (e.g., a straight or flush on the table that no one can improve with their cards). Then the pot is split among all who reached the showdown.
  • If the pot does not divide evenly (an odd number of chips), the indivisible remainder (one minimum chip) goes to the player in the worst position — the first clockwise from the button among the winners. This is a standard tournament rule (TDA) to make the split deterministic.

2.10. Side Pots

When a player goes all-in but has fewer chips than opponents, the pot splits into parts:

  • Main pot — the amount the all-in player can cover; this is what they compete for.
  • Side pot — chips bet beyond their all-in by other players; the all-in player does not compete for this pot.

Example: A is all-in for 1000, B and C continue and bring the bet to 3000 each. Main pot = 1000×3 (+ blinds) — all three play for it. Side pot = (3000−1000)×2 — only B and C play for it. If A wins, they take the main pot, and the side pot goes to the better of B and C. There can be several side pots if several players go all-in for different amounts.

2.11. Standard Sport Poker Tournament Rules

  • Format — freezeout: having bought in and lost all chips, a player is eliminated (unless a specific tournament provides for re-buys / add-ons / re-entries). The tournament runs until one player has all the chips.
  • The starting stack is equal for all participants. Chips are tournament chips and have no direct monetary value — they are "tournament currency."
  • Blind levels grow on a schedule; breaks are possible between levels.
  • Late registration (late reg): late registration is possible up to a certain level. A latecomer receives the standard starting stack (effectively less the forced bets already passed — blinds/antes, which are deducted automatically).
  • Table balancing and merging: the floor manually moves players and breaks tables. The system does not move players automatically. The final table gathers the last participants.
  • Time bank / time per action: each decision has a limited time. If a player runs out and is not protected by the time bank, the default action is auto-check (if there was no bet) or auto-fold (if a bet must be answered). See the reservation in 2.13.
  • Disconnect: on connection loss, default actions are the same auto-check/auto-fold; already posted blinds and antes remain in the pot.
  • Places and prizes are determined by the order of elimination: the last to bust out takes a higher place. The distribution of prizes is set by the structure of the specific tournament.

2.12. Tournament Types (overview)

Besides the basic freezeout, Sport Poker supports various formats (detailed in section 3):

  • Re-buy / re-entry / add-on — variants of re-entering or topping up chips within their window.
  • Bounty / knockout tournaments — a player receives a reward (a "head") for eliminating an opponent. Types: classic, progressive (PKO), mystery bounty.
  • Satellites — qualifying tournaments whose prize is entry into a larger event.
  • Shootout — play proceeds at isolated tables; table winners advance.
  • Guaranteed prize fund (GTD) — the organizer guarantees the announced award pool regardless of the number of participants; the shortfall is covered by the organizer (overlay).

The details of each format are set by the specific tournament; the set of mechanics actually implemented in the platform is described in section 3.

2.13. Liability Reservation (important)

  • Fairness of the deal (provably fair). Shuffling and dealing are performed by the server using a cryptographically strong random number generator; in provably-fair mode a verifiable seed/hash is used. This is a fairness verification mechanism allowing the correctness of a deal to be checked — not an unconditional guarantee of outcome. Opponents' cards are not revealed before the showdown, per the rules.
  • Timeout and disconnect. On a turn timeout or connection loss, the system may automatically fold or check. The player bears the risk of losing bet chips in such situations. It is recommended not to let the clock run out and to maintain a stable connection.
  • Tournament currency. Chips are tournament currency with no direct monetary value (see section 1).
  • Priority of the tournament structure. This description of the rules is informational. In case of discrepancy, the structure and rules of the specific tournament published by the organizer prevail, as do the applicable platform rules, age requirements (18+), and the law of the relevant jurisdiction.

Beginner's tip: you don't have to memorize every nuance of side pots, minimum raises, and showdown order — the system handles it. It's enough to understand hand rankings and the meaning of the actions (fold / check / call / bet / raise / all-in); the table will compute the rest for you.


3. Tournament Rules and Their Types

Sport Poker is sport poker. Money prizes are prohibited: prizes are non-monetary only (cups, medals, free entries, club merchandise and certificates, rating points). The participation fee (buy-in) is a legal organizational fee, not a money prize. A money prize pool from players' fees is not formed (see section 1). All fee amounts are collected by the club at the counter.

Scope. This describes offline live tournaments run by clubs via the platform. Online poker (online.sportpoker.app) is a separate engine with its own mechanics (freeroll-freezeout, etc.) and is not covered here.

This section describes strictly what is implemented in the platform. When adding a new tournament type or new mechanic, the section must be updated (see "How a new type is added").

In Brief: What Is Available Now

  • Tournament formats: freezeout, rebuy, re-entry, add-on, bounty. Format is a label (tag/UI); the actual top-up mechanics are enabled by the fee amounts and windows in the tournament settings, not the format field itself.
  • Bounty types: no bounty, classic bounty, progressive (PKO), mystery bounty.
  • Additionally: late registration, blind levels and breaks (server timer), automatic seating and table balancing, table breaking, prize structure with auto-calculation of ITM/bubble, post-payment of fees at the counter.

3.1. Tournament Formats

The "format" field is a descriptive label. The same tournament may combine several top-up mechanics: everything is determined by which amounts and windows are set in the settings.

Freezeout

One entry, no re-entries or top-ups. Behaviorally, a tournament where the club does not issue rebuy / add-on / re-entry (the corresponding amounts and windows are not set). After busting, a player is eliminated for good: the seat is freed, and re-entering is not possible. Key parameters: starting stack, blind structure, late registration deadline, seat cap. Late registration by the regular buy-in is allowed.

Rebuy

A repeat purchase of chips into an existing entry, without creating a new entry. The starting-stack amount is added; the price is the set rebuy amount. Key parameters: rebuy amount, starting stack (= top-up amount). Important (current limitation): the rebuy has no separate window and no "only when stack is below starting" restriction. The only restriction is that the tournament must not be finished or cancelled. (Unlike the add-on and re-entry, whose windows are checked.)

Re-entry

After busting, a player enters anew — a new entry is created (a full repeat entry with a new starting stack), unlike a rebuy, which only tops up the old entry.

  • Window: limited by the re-entry deadline; if not set, the late registration deadline applies. Outside the window, the entry is rejected. Available only while the tournament is running.
  • Price: the re-entry amount; if not set, the rebuy price is used.
  • Auto-seating: the new entry is automatically seated at a table with the fewest players; if no free seats exist, a new table is opened. Important: re-entry auto-seating is performed by the live layer as a separate step (after the entry is created). Known risk: if this step is not invoked, a re-entry entry may temporarily remain without a seat (for a regular buy-in this case is closed by a separate guard, but not for re-entry).
  • Link to knockouts: if a busted player has already re-entered, voiding their knockout is prohibited.
  • Final place: with re-entry, a player receives one final place — by their last entry; earlier entries get no place, while knockout credits are summed across all their entries. Key parameters: re-entry deadline, re-entry amount, starting stack.

Add-on

A one-time purchase of chips (usually at a break), without creating a new entry. Credits a separately set add-on chip amount (if not set — the starting stack); the price is the add-on amount.

  • The window is open if at least one condition is met: (a) the current time is before the add-on deadline; or (b) "add-on at the N-th break" is set and the timer has already reached that break. If neither a deadline nor a break number is set, the window is unlimited. If at least one restriction is set and none is met, the add-on is rejected. The late registration window does not apply to the add-on (it has its own window).
  • One-time: by default the add-on may be taken only once per tournament; a repeat is rejected. Key parameters: add-on amount, add-on chip amount (if not set — starting stack), add-on deadline, break number, one-time flag.

Bounty

A tournament with a reward for eliminating opponents. The specific behavior is set by the bounty type (see below).


3.2. Bounties and Knockouts

The bounty type determines how "heads" (eliminated opponents) are counted.

  • No bounty — knockouts are recorded for place calculation and statistics, but "per-head" credits do not enter the prize logic. (Technically there is no zero credit in the schema: any recorded knockout carries a credit of 0.5 or 1.0; for a non-bounty tournament these credits are simply not used in prizes — only the order of elimination is recorded.)
  • Classic bounty — for each eliminated opponent a player receives a knockout credit (a non-monetary reward — sport poker). Credits are summed by the eliminator's entry and feed into final statistics and places. A full credit = 1.0 (one killer), half = 0.5.
  • Progressive bounty (PKO) — declared as a type, but in the current version it behaves the same as classic: the same knockout credits are counted. Progressive accumulation of the "head" (part into the player's own bounty, part into the pool) is not yet implemented — technical debt.
  • Mystery bounty — see below.

How a knockout is recorded:

  • A single eliminated player is recorded exactly once (duplicate protection). The knockout record is immutable (audit). The busted entry is moved to "out," is assigned a sequential bust number, and the seat is freed.
  • The order of elimination determines final places: the later a player busts, the higher their place. Simultaneous busts receive the same number.
  • Simultaneous elimination by two killers is recorded as a single record with a credit of 0.5 for the "primary" killer; the second killer is logged only in the audit log and, in the current version, receives no credit in places/statistics. (This is an implementation compromise and technical debt: separate accounting of credit shares is not yet implemented.)
  • Several pairs in one hand (multi-bust) — receive a common group and one bust number; the best place of the block is split among them.
  • You cannot knock out yourself. The level at which the knockout occurred may be recorded optionally.

Voiding a knockout (to correct a dealer error; the dealer's window is about 5 minutes): the record is not deleted but marked voided, and the busted player "comes back to life." Voiding is prohibited if the busted player has already re-entered or if a mystery bounty has already been drawn on this knockout.


3.3. Mystery Bounty

On a knockout, the eliminator "draws" a prize — a draw is recorded with a sequential number, a winning entry, and an optional prize description.

  • One draw per KILLER ENTRY for the whole tournament. The restriction applies to the (tournament, killer entry) pair: the same killer entry draws a mystery prize exactly once per tournament; a repeat draw by the same entry is rejected. Thus a player who eliminates several opponents draws a prize only for the first; for subsequent knockouts no draw is available. (This differs from a "prize per head" — multi-draw for one killer is not supported, see technical debts.)
  • The feature is enabled by a tournament setting; if disabled, drawing is unavailable.
  • Prize values are set outside the platform (for the club's reporting): in the system, the prize is stored as a text description. There is no separate "prize value table" or random amount selection in the platform — this is a deliberate limitation. Monetary wording in the description is rejected.
  • If a mystery bounty has been drawn on a knockout, voiding that knockout is prohibited (the prize has already been awarded).

3.4. Prize Structure, ITM, and the Bubble

Prizes are non-monetary only. Monetary wording and any amounts/currencies in prize lines are rejected by validation (mirrored on the server, in the web client, and in the database). An empty prize list is a valid "tournament without prizes."

  • The number of paid places (ITM) is computed from the field size: a percentage of the number of entries, rounded, no less than the set minimum (minimum 1) and no more than the field itself.
  • ITM/bubble summary: on the bubble — when exactly one bust remains until the prizes; "in the prizes" — when all remaining are already in; it also shows how many busts remain until the prizes.
  • Ready-made (non-monetary) prize presets:
    • "Cup and free entries" — a classic for the top 3;
    • "Club merch" — hoodie/T-shirt/cap for the top 3;
    • "Venue certificates" — dinner/drinks from the club;
    • "Freerolls for all ITM" — a free entry for each paid place, number of places = 10% of the field. Fixed presets are trimmed to the field size.
  • Limits: up to 200 prize lines, up to 500 characters in a prize description.

Post-payment of fees (not payouts!). A player is seated at check-in without payment; their buy-ins, re-entries, and add-ons accumulate as debt. A "settlement" at the counter closes the player's entire debt at once: all their fees are marked paid, and a single settlement record is logged (amount, payment method, who settled and when). Settlement is idempotent. Voiding a settlement returns the debt (the record is not deleted but marked voided). This is collection of fees, not awarding of prizes.

When settlement is possible: in any tournament status except cancelled (draft / registration open / running / finished), including before a player busts. Settlement is prohibited only for a cancelled tournament. There is no tie of settlement to the final.


3.5. Blinds, Levels, and Breaks

  • The blind structure is a reusable club "level grid" with an ante type: no ante, classic (all post) or BB ante (the big-blind player posts).
  • A level contains the small/big blind, ante, duration, and a break flag. A break is a level with the "break" flag.
  • The timer is server-side (source of truth — the server; time in UTC, accounting for pauses): start, pause/resume, advance to the next level (if the structure is exhausted, advancing is impossible), auto-advance on level expiry, manual ±level adjustment, level reset, manual override of the current level's blinds/antes (for a play level, a valid blind ratio is required: small > 0 and big ≥ small).
  • Entering a break level raises a "break started" event; leaving — "break ended."
  • The current break number (count of breaks passed) is used to gate the add-on window "at the N-th break."

3.6. Seating, Balancing, and Table Breaking

  • Initial seating: the number of tables is computed from the field size and the per-table seat cap (2–10 allowed; a value outside the range is rejected by validation, not clamped); players are shuffled by lot and distributed across tables as evenly as possible.
  • Moves during play: the floor explicitly selects both the player and the target seat. There is no automatic table equalization or automatic player movement.
  • Table breaking: all players of the broken table disperse to free seats at other active tables by lot (if there are fewer free seats than players, breaking is impossible). A broken table is no longer used.
  • Late seating / re-entry: a new entry is seated at the table with the fewest players; if there are no seats, a new table is opened.
  • After a knockout: the vacated seat remains empty; with two players remaining, heads-up is formed, and when the remaining field fits at one table, a final table is proposed. Every move is confirmed by the floor.
  • Manual floor operations are also available: manual move, undo of the last move, assembling the final table.

3.7. Final Places

Final places are computed from the elimination graph:

  • voided (annulled) entries are excluded;
  • the champion is the only one remaining in play; if more than one is active, the calculation is not performed (the floor must first mark all the busted);
  • the busted are ranked by order of elimination (later bust — higher place);
  • with an equal bust number (simultaneous bust), players split the best place of the block;
  • re-entry collapses to the player's last entry; earlier entries get no place;
  • a player's knockout figure = the total knockout credit across all their entries (this is a sum of credits, not a head counter; due to half-credits the value may be fractional, e.g., 2.5).

3.8. No-Show

Policy for players who do not check in by the start (machine setting values):

  • drop (default) — the seat is held until the end of late registration, after which the registration is cancelled. Reservation: the actual cancellation occurs at the moment the no-show is processed by the floor or scheduler; the handler itself does not check the late registration window — the hold is ensured by when processing is invoked.
  • absent_mode ("dead stack") — the player is seated with a "dead stack" with automatic deduction of blinds until they show up or bust.

3.9. Lifecycle and Editing

  • Tournament statuses: draft → registration open → running → finished (or cancelled).
  • Editing the listing/settings (blind structure, deadlines, amounts, limits) is allowed before the start — in draft and registration-open status. Once the tournament starts, settings are frozen — you can no longer change, e.g., the blind structure or deadlines on the fly. Plan the parameters in advance.
  • Deadline order: the late registration deadline is after the start; the re-entry deadline is no earlier than the late registration deadline.

3.10. General Flow of a Tournament

  1. Registration — a player signs up for the tournament. Double registration for a parallel tournament is blocked.
  2. Check-in — a player is marked in at the counter. Under the post-payment model they are seated without payment; fees accumulate as debt.
  3. Seating — initial seating across tables (by lot, evenly). Tournament start.
  4. Play — the server timer drives levels and breaks; on busts, knockouts occur, while player moves and table breaking are performed by the floor.
  5. Bust / re-entry:
    • freezeout — the bust is final;
    • rebuy — chips topped up into the current entry (no new entry);
    • re-entry — after a bust, a new entry within its window, with auto-seating;
    • add-on — a one-time purchase within its window (usually at a break). Late registration by the regular buy-in is available while its window is open.
  6. Final — the final table, then heads-up.
  7. Places — final places are computed from the elimination graph; non-monetary prizes are recorded per the structure. Fee settlement at the counter is allowed at any point during a live tournament (not only at the final). The tournament status is finished (or cancelled).

3.11. How a New Type Is Added (for developers)

⚠️ Mandatory rule. When adding a new tournament type, a new bounty subtype, a new prize preset, or a new top-up mechanic, this section (and the entire "Rules" document) must be updated in the same change. Rules and implementation must not diverge.

To add:

  • A new tournament format — add a value to the list of formats; if it includes its own kind of top-up — create a financial operation type, price and chip-crediting branches, a window gate if needed (modeled on the add-on), and window/amount/chip fields in the tournament settings.
  • A new bounty subtype — add a value to the list of bounty types and implement the credit/draw (modeled on knockouts / mystery bounty), not forgetting the void gates.
  • A new prize preset — add it to the preset catalog, remembering the ban on monetary wording.

Known technical debts that will surface on extension:

  • the rebuy has no window or limit (only the ban on a finished/cancelled tournament);
  • PKO is behaviorally indistinguishable from a classic bounty — progressive accumulation is not counted;
  • the mystery bounty has no prize value table (the prize is stored as a text description) and no multi-draw — one draw per killer entry per tournament, not per head;
  • simultaneous elimination by two killers: one record (0.5) is counted for the primary killer, the second killer is only in the audit with no credit in places/statistics (separate share accounting is not implemented);
  • re-entry auto-seating lives in the live layer as a separate step — without it, a re-entry entry may remain without a seat.