Sit and go poker, explained

A sit and go (SNG) is a poker tournament that starts as soon as its seats are filled, not at a set time. Usually it’s one table of 6 or 9 players with equal stacks and rising blinds, and the top finishers are paid. Strategy changes as the blinds climb — from patient, deep-stacked poker to all-in or fold.

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The four phases of a sit and go

Table
Blind levels
Pace
EarlyMiddleBubbleHeads-up02550751001251500306090Push-or-fold zone (≤ 10 BB)Minutes from the first handBig blinds
  • Starting stack (10,000 chips)
  • Average stack of players still in
PhaseMinutesAvg stack
Early9–7 players0–16100 BBblinds 50/100
Middle6–5 players16–40100 BBblinds 75/150
Bubble4–3 players40–6875 BBblinds 150/300
Heads-up2 players68–9256 BBblinds 400/800

Typical 9-player game, paying 3 places: over in about 1 h 30 min after 132 hands.

Dashed line: exact — a 10,000-chip stack divided by the big blind on FizzPoker’s ladder. Solid line and phase boundaries: 500 simulated games per setting (mean average stack; median time of each elimination). How the simulation works.

How a sit and go works

The name says it: players sit down, and when the table is full, it goes. Online, that means you register for a game of a given size and buy-in, and the cards are dealt the moment the last seat is taken. Everything else follows standard tournament rules:

  • Equal stacks. Everyone pays the same buy-in and starts with the same number of chips. Tournament chips have no cash value — you can’t cash out halfway.
  • Rising blinds. The blinds go up on a clock, so the stacks shrink relative to the blinds and the game must end.
  • A fixed payout. The prize pool is the buy-ins (minus the site’s fee on real-money sites). A 9-player game commonly pays three places, often split 50/30/20; a 6-player game often pays two.
  • Freezeout. Most SNGs have no rebuys: bust and you’re done. The game ends when one player holds every chip.

A home tournament is the same format with friends instead of a registration list. On FizzPoker the host picks 2–9 seats and a blind speed, shares a private link, and presses start once everyone is seated. There’s no buy-in and no prize, so there are no paid places — the whole table plays for the win.

Strategy for each phase

SNG strategy is mostly about stack depth: how many big blinds you and your opponents have. Each phase is named for how many players are left, but how deep the stacks are when it arrives depends on the blind structure and the table. The times below are the simulated 9-player game on 10-minute levels at a relaxed pace, as in the chart above.

Early — 9–7 players, the first 16 minutes or so

Stacks start at 100 big blinds and the blinds are tiny compared with the chips in play. Nothing you win now is worth risking your tournament for. Play fewer hands than you would in a cash game, favour position, and let the loose players knock each other out. Small pairs and suited connectors are worth a cheap look in position, hoping to hit big; don’t go broke with one pair.

Middle — 6–5 players, until about minute 40

The table thins out and the blinds start to bite: by minute 40 they are 150/300. While the stacks are still deep this plays much like the early phase. As your stack falls toward 25 big blinds, stealing the blinds becomes a real source of chips: open-raise from late position more often, especially when the players behind you are short or cautious. With roughly 15–25 big blinds, re-raising all-in over a late opener is a strong weapon, because it wins a sizeable pot without a flop.

Bubble — 4 players left, then 3

With three places paid, the fourth-place finisher gets nothing. That makes survival worth more than chips, and it changes who should gamble. The big stack can raise almost any hand, because the medium stacks can’t afford to call without a very strong hand. Medium stacks should tighten up and let the short stack bust. The short stack has to shove to stay alive — waiting to blind out usually costs more than a risky all-in. The next section shows why, in numbers.

Heads-up — the last 2, from about minute 68

Two players left means you’re in the blinds every hand, so almost any two cards are worth playing from the button. Raise most hands on the button, defend your big blind widely, and bet when your opponent shows weakness. Once the effective stack falls below about 10 big blinds, move to all-in or fold. The heads-up poker guide covers the ranges in detail.

Why chips aren’t money on the bubble

In a sit and go that pays three places, doubling your chips does not double your prize. The Independent Chip Model (ICM) turns a stack into an expected share of the prize pool: your chance of finishing first is your share of the chips, and each lower place is worked out the same way from the players left. Here are four players on the bubble of a 9-player game (90,000 chips in play), paying 50/30/20:

PlayerChipsShare of chipsShare of prizes (ICM)
Big stack36,00040.0%33.6% (▼ worth less)
Second27,00030.0%29.5% (▼ worth less)
Third18,00020.0%23.6% (▲ worth more)
Short stack9,00010.0%13.3% (▲ worth more)

The big stack holds 40% of the chips but only 33.6% of the prize money; the short stack holds 10% and is worth 13.3%. Chips you win are worth less than chips you lose.

What that means for a call. The big stack shoves and the second stack (27,000) must decide. In chips, calling for the whole stack needs 50% to break even. Under ICM, winning lifts that player’s share to 40.5% while losing ends their tournament with nothing — so the call needs about 73% to break even (ignoring the blinds already in the pot). That is why medium stacks fold strong hands on the bubble, and why big stacks keep shoving at them.

In a winner-take-all game — like a FizzPoker table, where only first place counts — ICM gives each player exactly their share of the chips, so the bubble pressure disappears and a chip is a chip until the end.

Sit and go vs. tournament vs. cash game

Sit and goMulti-table tournamentCash game
StartsWhen the seats fillAt a scheduled timeAny time; join or leave between hands
PlayersUsually one table (2–10)Many tables, from dozens to thousandsOne table; players come and go
ChipsEqual stacks, no cash valueEqual stacks, no cash value (rebuys in some)Chips are money you bring and can take away
BlindsRise on a clockRise on a clock, over many hoursFixed
LengthFrom under an hour to about twoHours; big live events run for daysAs long as you like
Who gets paidThe top few placesA small part of the field; most money to the final tableWhoever has chips when they leave
Key skillsStack sizes, push-or-fold, bubble playEverything in an SNG, plus deep-stack play and patienceDeep-stack play after the flop

If you have an evening rather than a weekend, a sit and go gives you the full arc of a tournament — deep stacks, blind pressure, a bubble and a heads-up finish — in one sitting.

Turbo, hyper and regular speeds

Sites label sit and gos by how fast the blinds rise: regular, turbo and hyper-turbo, from longest levels to shortest. The exact minutes differ from site to site, but the effect is always the same: shorter levels mean fewer hands at each blind, so stacks reach push-or-fold sooner and the cards decide more of the result. FizzPoker’s four speeds show the trade-off on one ladder (9 players, simulated):

SpeedLevel length10,000 chips = 10 BB atTypical length (quick · relaxed)Hands dealt (relaxed)
Turbo3 minminute 2133 min · 39 min49
Fast5 minminute 3547 min · 56 min71
Normal10 minminute 701 h 15 min · 1 h 30 min132
Slow15 minminute 1051 h 35 min · 2 h194

Going from 10-minute to 5-minute levels cuts the typical 9-player game by about 39% — and the hands dealt by 46%, so far more of the game is played short-stacked. Three-minute turbo levels cut it by about 57%. Pick turbo for a weeknight game that fits well under an hour, fast for a quick game at the end of the night, slow if your group likes to play deep, and normal for everything in between. The tournament length estimator covers every table size from 2 to 9.

Play a free sit and go with friends

A FizzPoker table is a free single-table freezeout: everyone starts with 10,000 chips, the blinds follow the ladder above, and the last player with chips wins. Tables of 2–4 need no account. With a free account the host can open 5–9 seats and fill empty ones with bots from Level 1 to Level 5, so a short-handed group can still play a full-table SNG.

When the game ends, Rematch deals the same table again — same seats, blinds and bots — in one tap, and a shareable recap card shows the winner, the standings and awards like biggest pot and bad beat. For a regular group, a free league turns your sit and gos into a series: members-only tables and all-time standings ranked by players outlasted, so every finish counts, not just the wins.

After the game, signed-in players can review their decisions with the Fizz Score — an advisory, post-game second opinion that labels each graded decision acceptable, inaccuracy, mistake or blunder by its estimated cost as a share of the pot. It’s a good way to check your push-or-fold calls once the game is over, and the Stats tab adds classic numbers such as VPIP, steal and big-blind fold to steal, plus ranked coach’s advice with a concrete “try this” rule for each. Read about GTO and how the review works.

Questions people ask

What is a sit and go in poker?

A sit and go (SNG) is a poker tournament with no scheduled start time: it begins as soon as enough players have registered to fill the table. Everyone pays the same buy-in and gets the same chips, the blinds rise on a clock, and the top finishers are paid when one player has all the chips.

What is the difference between a sit and go and a tournament?

A sit and go is a tournament — the difference is how it starts and how big it is. A multi-table tournament (MTT) starts at a set time and can have hundreds or thousands of players; a sit and go starts when its seats fill and is usually a single table of 6 to 10.

How many players are in a sit and go?

Most are single-table games of 6 or 9 players (10 on some sites), plus heads-up SNGs for 2. Multi-table sit and gos exist too, with fields such as 18 or 45 that still start when full rather than at a set time.

What is the bubble in a sit and go?

The bubble is the last player to finish outside the paid places — fourth in a 9-player game that pays three. Near the bubble, losing chips costs more than winning them gains, so medium stacks tighten up and big stacks attack them.

What is a turbo sit and go?

A turbo uses shorter blind levels than a regular game, so stacks shrink faster and play turns to push-or-fold sooner. Sites define the level lengths differently; hyper-turbos go shorter still and often start with fewer big blinds. FizzPoker’s turbo speed uses 3-minute levels.

How long does a sit and go take?

It depends on the level length and how fast people act. In 500 simulated 9-player games per setting on FizzPoker’s blind ladder with 10-minute levels, the typical game lasted 1 h 30 min at a relaxed pace; 6-player games lasted 1 h 20 min. Five-minute levels cut the 9-player time by about 39%, and FizzPoker’s 3-minute turbo levels by about 57%.

Can I play a free sit and go with friends?

Yes. Every FizzPoker table is a free single-table freezeout: pick 2–9 seats and a blind speed from 3-minute turbo to 15-minute slow levels, send the private link, and start when everyone is seated. There is no buy-in and no prize — chips have no cash value — so the whole table plays for the win, and a free league can keep standings across games.

Deal a sit and go for your friends

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