Operating
Running a union
The umbrella over clubs: how membership starts and ends, how fee terms are negotiated, and how shared rake is accounted for.
A union links several independent clubs so they can share tables and traffic. It has no players of its own — only an owner and managers — and it earns a negotiated fee on the rake its member clubs generate. Anyone can create a union; new unions start hidden until the owner makes them discoverable.
Becoming a member: the invitation flow
Membership can start from either side, but it always ends with the same two signatures — the union sets the terms, the club accepts them:
- Club asks first. A club owner or manager sends the union an invitation request. The union's admins see it and either respond with a proper invitation or dismiss it.
- Union asks first. A union admin invites the club directly, attaching the proposed fee terms and an optional message.
- The club decides. An invitation always carries concrete terms. The club's owner or manager accepts — membership becomes active on the spot, terms locked in — or declines.
- Anyone can back out of a pending step. A club can withdraw its own request; a union can withdraw an invitation it hasn't heard back on.
The fee contract
The contract is two numbers, agreed per club: a cash fee percentage on rake from union cash tables and a separate jackpot-game fee percentage. Both are set in half-percent steps. After membership is active:
- Either side can propose new terms — one or both numbers at once.
- Only one proposal can be pending per club, and the side that proposed can't accept its own proposal — the other side accepts or rejects it.
- Until it's accepted, nothing changes: the old terms keep applying to every hand.
- A union can send the same proposal to several clubs in one batch; each club still answers for itself.
- Every accepted or rejected change is recorded in the club's fee history, with who proposed and who resolved it.
Union fees
The union keeps a running fee ledger per club. Every raked hand on a union table splits per player: each player's slice of the rake is attributed to the club they sat through, the union keeps that club's fee percentage of it, and the rest is credited to the club's line. Over time the running balance shows which side is owed chips; it is a chip-denominated record inside the product, not a claim on money.
Union games
Union admins create and close the union's cash tables and tournaments. Players reach them through a home club — a union table can't be joined without saying which member club you're sitting through, and that club's chips fund the seat. Players who belong to more than one member club choose which club backs them; see the overview for how that plays out. Cancelling a union tournament that has already collected buy-ins is reserved for the union owner and follows the same guarded process as club tournaments — see Games & tables.
Leaving and removal
An active membership can be ended from either side: the club's owner or manager leaves, or a union admin removes the club. Both are blocked while any of the club's players still have chips in union play — seated at a union table, registered in a union tournament, or holding a spot in a jackpot queue. Those must be cleared first so no one's chips are stranded mid-game. Each member club keeps its own players, chips, and identity throughout; leaving a union changes nothing inside the club.
Deleting the union entirely is owner-only, and only once every club has left and every union table and game is closed.
Union treasury
Members and managers can deposit MGold into the union treasury, and union admins can view a treasury report. MGold is a platform credit, separate from poker chips — see Chips & your wallet and Plans & billing.