View Full Version : Advice for Double Shootouts

05-19-2005, 08:30 PM
Going to play some double shootouts at stars. Stars is where I started so I'm familiar with structure. But just wondering if anyone has noticed anything about the action in these that is worth knowing going in. It seems to me that if you make the final table, and avoid the dreaded 9th place finish, that you should change gears and become very aggressive. All finishers 2-8 get their money back so "going for it" seems to be the proper strategy anyone have any ideas? thanks


Phill S
05-19-2005, 08:37 PM
Your basicly there. Just take all the small edges cos like to say, 2nd is as good as last (except the final table, where 2nd is as good as 2nd last but you get my point).

Play to win should be a SnG strategy, but with shootouts, multiply it by your favourite number.

A further tip, try and buy into the ones where ppl qualified via the $5 re-buy, the competition will be a touch easier overall when compared to the 160 straight buy in SnG type ones.

05-19-2005, 08:44 PM
How does one find one where they qualified for $5?


Phill S
05-19-2005, 08:59 PM
if its found in the SnG tab, then it wont have qualifyers that way (not many anyway). It will have in brackets 'S & G' at the end of its name if your going via the 'events-wsop-cash satellite' tabs - ie it has a start time, instead of when it simply fills up.

two ways ways to be certain how many and who they are (remember, they will be slightly weaker, but not to a huge degree, they still had to win through that event and being a turbo its not an easy feat, helps to have luck on your side too).

firstly open the lobby for the DS 10-20 minutes before the registration is open and there will be a list of names 20-40 long. you can note em down if you wish.

Secondly, you can look down the list of cash game satellites for the $5 feeder, it will be the last one finished before the 160 DS started. You can refer to this lobby when seated and mark off the ones who qualified this way. Again, this doesnt necasserilly make them inheritantly weaker, it just means they took the luck dependant $5 route instead of buting in direct.