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Free tool

GGWF leaderboard calculator.

25 real GG tournaments per leaderboard tier. Edit any buy-in or field size. See expected points per bullet — and exactly how many extra points each re-entry buys you.

No login. Runs in your browser. Zero skill assumed — every finish drawn uniformly from the field. Scored with GG's published formula log10(GTD)/√(rank/N), best rank counts when you fire multiple bullets.

points = log10(GTD) / √(rank / N) · best rank across bullets fired counts

Reference: win a $25 event in a 5K field ≈ pts

By leaderboard

25 tournaments per tier. Edit anything.

Buy-in and field columns are editable on every row. The bullets-per-tournament slider above each table is the headline — it shows how much extra you earn for firing 1.4× or 2× as many bullets per event.

How it works

Uniform draw, GGWF formula, best rank wins.

For every bullet you fire, we draw a random finish position from 1 to the field size you set. Every position is equally likely — zero skill is assumed. The tournament rosters are real, pulled from GG's published 2026-05-03 → 2026-06-09 schedule; field sizes start at guarantee ÷ buy-in and you can edit them to whatever you actually expect.

Each tournament's score is GG's published leaderboard formula:

points = log10(prize pool) / √(rank / N)
prize pool ≈ GTD

The per-row table shows Win pts (what you score finishing 1st in that tournament) and Avg FT pts (mean over the top 9). The tier header surfaces the biggest single-event win in that leaderboard.

The late-reg pts/bullet tile on each panel is a parallel simulation under a different rank distribution. Rather than drawing your finishing rank uniformly across the full field, late-reg models you taking your seat after some fraction has already busted — so your rank is drawn uniformly across the survivors. The slider at the top of the page sets the cutoff (default 60% = 40% of the field has already busted by the time you sit). Tighten to model registering near the bubble; loosen to 100% to disable.

When you fire more than one bullet in the same tournament, only the best finish counts — re-entries improve your order statistic, they don't stack points. So at 1.4× bullets per tournament, on average you fire two bullets in 40% of the events and one in the rest, and either way only your better rank scores. The bullet-leverage figure on each panel measures that improvement directly: total points at the slider value minus total points at 1.0×.

The "best rank lands at" tile reports, per tournament, where your best bullet of the run finished — Win, FT, Min-cash, or Last place. The score formula doesn't bucket ranks; this stat is for intuition only.

One mathematical curiosity: per single fire, expected score ≈ 2 · log10(prize pool), regardless of field size. Field size drives variance, not the mean. So a $25 ME with a $125K prize pool yields the same expected single-bullet points whether 5,000 or 50,000 enter — the high-variance tail just gets fatter when the field is bigger. The best-rank rule fixes that: firing more bullets in a deep field is the only way to harvest the variance.

Skill isn't modelled here on purpose — every contestant in the leaderboard has different edge, and bolting on a generic adjustment would mostly mislead. This is a planning tool: pick a schedule, sanity-check the points geometry, and decide your re-entry posture. The actual outcome is up to you.

Run good

GL to all the contestants.

Free tool, no strings, no login. Edit anything, simulate anything, plan your festival.