Step 0: Overview
The Main Calculator is really the only one you need to use. But because a lot of the values
it takes as inputs are themselves calculated, I provided a SubCalculator to help.
You don't need to use the SubCalculator if you can understand this:
[Orbit Cost] = [PlayersPerTable]*[Ante] + [Small Blind] + [Big Blind]
An [Orbit Cost] is the sum of the blinds plus the antes for an orbit of the button at a level. Using the Example
Structure in the right column, assuming its played 10 handed; the [Orbit Cost] of Level 6 is 950
(10*50 + 150 + 300).
You will need to do the [Orbit Cost] math a few times to generate the values to input in the Main Calculator.
Like I said though, you can use the SubCalculator to do that [Orbit Cost] math or just do it in your head
and use only the Main Calculator.
The Main Calculator is really the only one you need to use. But because a lot of the values
it takes as inputs are themselves calculated, I provided a SubCalculator to help.
You don't need to use the SubCalculator if you can understand this:
[Orbit Cost] = [PlayersPerTable]*[Ante] + [Small Blind] + [Big Blind]
An [Orbit Cost] is the sum of the blinds plus the antes for an orbit of the button at a level. Using the Example
Structure in the right column, assuming its played 10 handed; the [Orbit Cost] of Level 6 is 950
(10*50 + 150 + 300).
You will need to do the [Orbit Cost] math a few times to generate the values to input in the Main Calculator.
Like I said though, you can use the SubCalculator to do that [Orbit Cost] math or just do it in your head
and use only the Main Calculator.
In the Main Calculator, enter values for Total BuyIn: and Vig & Fees:. It should be obvious
what data needs to go in there, but to be clear:
Total BuyIn: 
Total amount it costs to register one person into the tournament. 
Vig & Fees: 
Amount from one registration that is not going to the prize pool. 
Determining these values isn't always as straight forward as you would think. Tournaments hide their
fees in the fine print, scatter them throughout the structure sheet and require conversion from percentages to determine
their exact costs. The Example Structure does this as well. All the yellow highlighted items
are values that should be used for these 2 inputs.
For the Example Structure the Total BuyIn: value you should input into the Main Caculator is 310
($300 BuyIn + $10 AddOn). The value you should enter for Vig & Fees: is 62 and is very obfuscated.
In the Example Structure, some fees are listed at the top ($28 + $10 AddOn) and then there's more at
the bottom ($18 Dealer Gratuity + $6 Promotional Costs).
The next 4 values in the Main Calculator are the [Orbit Costs] at different levels (6, 10, 14 & 18). For this you can use the SubCalculator to calculate the correct values for the Main Calculator, or you can do the math in your head and enter the data directly.
The below instructions will walk you through using the SubCalculator. All the relevant data is now highlighted in the Example Structure.
 Enter 15000 into the Starting Chips: input (10,000 + 5,000 AddOn).
 Leave the Players Per Table: input at 10, but note that when you enter data from a real tournament that plays 9 or 6 handed you can adjust it.
 For each row of inputs that correspond to a Level (6, 10, 14 & 18) enter that level's Ante and Blind data. Using the Example Structure, the first row should have 6 in the Level drop down, 50 for the Ante, 150 for the Small Blind and 300 for the Big Blind.
 Select Caclulate Orbit Costs from the bottom drop down and click the Execute button. The Orbit Cost and Stack % columns will populate for each of the 4 levels. For verification, the correct Example Structure Orbit Cost values should be: 950, 2500, 7600 & 22000.
 When the Orbit Costs are correct, select Move Orbit Costs To Main in the drop down and click Execute. That will move the Orbit Costs from the SubCaclulator to the corresponding inputs in the Main Calculator.
The drop down gives you the ability to reset the SubCalculator, but you should not use that function at this time. You will use Stack % value in the next step.
The final piece of data required for the Main Calculator is how many minutes you can play before an [Orbit Cost] is greater than your starting stack. Determining this is a manual process of calculating [Orbit Costs] and comparing them to the Starting Chips, but the SubCalculator can help.
From the previous step, the SubCalculator should have this data:
6  50  150 
300  950  6.3% 
10  100  500 
1000  2500  16.7% 
14  400  1200 
2400  7600  50.7% 
18  1000  4000 
8000  22000  146.7% 
You need to find the first level where the Stack % is over 100%. Looking at the above data you can tell that occurs somewhere from Level 14 to Level 18. To find out exactly, you need to calculate the Orbit Costs for every level prior to 18 until you find the one that is under 100%.
Do this by overwriting the Level 14 data with Level 17 data. Change the Level drop down to 17, replace the Ante and Blind data with that of Level 17, select Calculate Orbit Costs in the drop down and click Execute. Do this until you find the first Level that has a Stack % under 100%.
6  50  150 
300  950  6.3% 
16  500  2000 
4000  11000  73.3% 
17  1000  2000 
4000  19000  126.7% 
18  1000  4000 
8000  22000  146.7% 
For the Example Structure, Level 16 is the last level where the Starting Chips: is greater than a level's [Orbit Cost]. Since levels are 30 minutes long in the example, 480 (16 x 30) is the value you put into the 100% Minutes: input of the Main Calculator. After inputting that, click the Calculate button. The Vig % and SPoints boxes will populate and tell you how well the example tournament is structured.
Once done, you will see the Example Tournament Structure has a 20.0% Vig % and 56 SPoints. The Vig % should be easily relateable. If you paid attention to the tournaments you've played you will find its a little high for a special tournament series, but right in line for a weekly tournament.
56 SPoints on the otherhand means nothing, so you need to give it a context. Establish a benchmark by calculating the SPoints for what you think was the best structured tournament you've played in, then use that to measure other tournaments against. For example, I play in the lower level WSOP Circuit Events (~$350) which have 65 SPoints. Since the Example Structure has 56 SPoints I would consider the Example Structure a good tournament structure.
The more SPoints, the better. See the
About Page for my rambling explanation and math behind SPoints. This is the jist:
SPoints compares the Starting Stack Size and Level Lengths to how much the blinds are increasing.
The more starting chips, the better the structure. The longer the levels, the better the structure. The smaller the blinds increase, the better the structure. Those 3 variables are all relative to another though. A larger starting stack can be negated by skipping levels. 10% more time at each level isn't that great if the blinds/antes are increasing 25% more each level.
SPoints relates those 3 variables, reducing them to one simple number that lets you evaluate a tournament. Compare SPoints of different tournaments and you can objectively determine which tournament has the better structure.

Main Calculator
SubCalculator

Example Poker Series
Event #9: NLH
4/30/2017 @ 12:00 PM
BuyIn: $300 ($272 + $28)
Players start with 10,000 in Chips
5,000 Chip AddOn For $10 To Dealers

1 
0 
25 
50 
2 
0 
50 
100 
3 
0 
75 
150 
4 
0 
100 
200 
5 
25 
100 
200 
6 
50 
150 
300 
7 
50 
200 
400 
8 
75 
300 
600 
9 
100 
400 
800 
10 
100 
500 
1000 
11 
200 
600 
1200 
12 
200 
800 
1600 
13 
300 
1000 
2000 
14 
400 
1200 
2400 
15 
500 
1500 
3000 
16 
500 
2000 
4000 
17 
1000 
3000 
6000 
18 
1000 
4000 
8000 
19 
1000 
5000 
10000 
20 
2000 
6000 
12000 
$18 Of Buyin For Dealer Gratuity
All Levels Will Be 30 Minutes
Promotional Costs Of 2% Taken From BuyIn

