What a private online game actually requires
Running poker for a fixed group online is a different problem from joining a public table. Nobody is matching you with opponents, so you are responsible for four things: a platform that supports private tables, a way to invite exactly the people you want, a blind structure that fits the time you have, and a set of house rules agreed before the first hand. Get those four right and the game runs itself. Get the blind structure wrong and your three-hour game either ends in forty minutes or never ends at all.
Choosing the format before the platform
Decide the format first, because it determines everything else. Cash game: players buy in, can leave at any time, and stacks stay constant in big-blind terms. Best for a group where people arrive and leave at different times. Tournament: everyone starts together with the same stack, blinds rise on a timer, and it ends when one player has everything. Best for a fixed group and a fixed evening, and it produces a clear winner. Sit & Go: a small tournament that starts when the seats fill. Best for a short session or a group of six or fewer. A common mistake is running a tournament for a group where people need to leave at 22:00. Use a cash game for that, or use a turbo structure with a known end time.
| Format | Best for | Ends when | Late arrivals |
|---|---|---|---|
| Cash game | Drop-in groups | Whenever players leave | Easy — sit and buy in |
| Tournament | Fixed group, one evening | One player has all chips | Only during the late-registration window |
| Sit & Go | 4–9 players, short session | One player has all chips | No |
Blind structures that produce the game you wanted
This is the part groups get wrong most often, and it is entirely predictable. The length of a tournament is driven by two numbers: the starting stack in big blinds, and how fast the levels rise. A rough planning rule: a structure with 100bb starting stacks and 15-minute levels runs long — comfortably three hours or more for a full table. Cut the levels to 10 minutes and you cut roughly a third. Start with 50bb instead of 100bb and you cut it again. For a weekday game with a hard stop, use short levels and a modest starting stack, and accept that the later stages will be shove-heavy. For a weekend game where the poker matters more than the schedule, use deeper stacks and longer levels.
- Fast weekday game (~90 min): 50bb start, 8–10 minute levels
- Standard evening (~2.5–3 hrs): 75–100bb start, 12–15 minute levels
- Deep weekend game (3 hrs+): 150bb+ start, 20 minute levels
- Add a break every 4–6 levels — groups need it more than a public field does
- Decide in advance whether antes start, and at which level
Inviting the right people, and only them
A private table is only private if the invitation is controlled. Whatever platform you use, the mechanism is the same in principle: the table or club has an identifier, and only players who have that identifier and have been approved can sit down. Two practical habits prevent almost all problems. First, treat the table identifier the way you would treat any access code — share it in the group, not in public. Second, if the platform supports an approval step for new members, use it, so that a forwarded code does not become an open door. For a recurring game, a persistent club is more convenient than a fresh table each week: the roster carries over, the settings are saved, and results accumulate in one place.
House rules to agree before the first hand
Almost every argument in a private game comes from a rule nobody discussed. Settle these in writing in the group chat, once, and reuse them.
- Buy-in amount, and whether re-buys are allowed and until when
- For cash games: the maximum buy-in, and whether a player may top up mid-session
- Disconnection policy — how long the table waits, and what happens to an all-in player who drops
- Whether a deal at the final table is permitted, and how it would be calculated
- Whether the game continues if a player has to leave early, and what happens to their stack
- Who is responsible for starting the table on time
- Whether any form of assistance software is allowed — the answer should be no
Keeping the game alive week after week
The failure mode of a private game is not a bad night; it is a slow fade. Three things prevent it. A fixed slot. "Tuesdays at 21:00" survives; "let's find a night that works" does not. A structure that respects people's time. If the game regularly overruns by an hour, attendance drops regardless of how much everyone enjoys it. A visible record. A simple running scoreboard in the group chat — even just a note of who won each week — gives the game continuity and gives the players who lost a reason to come back. One more thing that matters more than it sounds: keep the stakes low enough that nobody is uncomfortable. A private game survives on the people, and any stake that makes one regular hesitate is too high for that group.
Common setup mistakes
These are the ones that turn a good idea into a game that never has a second week.
- A structure that runs twice as long as the evening allows
- Starting a tournament before everyone has actually joined the table
- No agreed disconnection rule, discovered during an all-in
- Sharing the table identifier publicly and getting players nobody knows
- Stakes set by the most enthusiastic player rather than the most cautious one
- No break, on a three-hour game
- Nobody clearly responsible for the settings, so the game starts twenty minutes late every week
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