The implementation phase will be where we get to put our theories to the test. Each day attendees will play a stage of a tournament. It should be noted that no attendees will put up any money. Their incentive will be a freeroll provided by the instructors. Also, each time an attendee busts the event, it will be noted and will affect their final payout opportunity.

Day 1: Early Stages

Attendees will be divided into equal groups of up to 9. The tournament will begin with 300bb starting stacks and we will play 12 levels at 20 mins per level. Anytime someone busts, they will be re-entered into the event with whatever the current average stack is. At the end of level 12, everyone will bag and tag, picking up the following day at level 13.

The objective of day 1 is to allow students to work on accumulation strategies over the course of a quick paced day 1 while still keeping tournament life in mind.

Day 2: Moving Day

Upon return, attendees will again be equally divided playing the first 3 levels at 20 mins followed by 6 more levels at 30 mins. Again as people bust their knockout will be recorded and they will be re-entered with an average stack. Again, everyone will bag and tag in preparation for the final day.

Day 2 should prove to put attendees in tougher strategy situations. As the levels get slightly longer, and stacks become increasingly more shallow, on the fly adjustments will be necessary in order to continue on as one of the larger stacks.

Day 3: Final Table

The final day will consist of multiple final tables. Rather than have the attendees play out a hyper turbo from multiple tables down to one winner, we will instead choose a shootout format, where each table is in fact a final table. The top 10% will still pay at each table; For instance: If we have 27 attendees and 54 re-entries then there will be 3 final tables, each one paying the top 3 spots (81 total entrants divided by 3 final tables = 27 * 10% = 3). This number is also the cap. No more than 3/table will be paid, no fewer than 1.

Day 3 will address a lot of deeper MTT strategy, such as ICM. Indirectly it will also address some real world issues such as makeup. Because some will have more entries than others, their winnings will be fractionalized; similar to if they, for one reason or another, didn’t have all their own action.

Upon completion of the camp a condensed video of all relevant hands will be made. Hole cards will be exposed thanks to the tables RFID technology, and coaches’ commentary will be included. A copy of the video will be sent to each student as a means to continue working beyond the camp.