The fine print
Privacy policy.
The short version: we know your email and that you paid. The timer runs on your machine. A game you book on the website is saved to the cloud as it's played, so a laptop that dies mid-night doesn't take the night with it: switch that off for a game, or for every new game in your settings, and the timer doesn't tell us what happened at your table unless the game is in a league. We still wouldn't want to know.
This policy explains how MemberPad LLC, doing business as Degenerate Dealer and based in Ohio, United States (“Degenerate Dealer”, “we”, “us”), collects, uses, shares and protects personal information when you use our website, your account, The Dirty Poker Timer app and the invites, leagues and messages that go with them (together, “the service”). The service is offered to people in the United States and Canada. By using it, you agree to the handling described here. It sits alongside our terms of service.
01What the website collects
- Your account: your name, an email address and a password, which we store hashed.
- Your face at the table: the avatar you pick from our deck, or the one dealt to you when you sign up. It is a cartoon, not a photo. Hosts who have your address in their contacts see it beside your name, as do the other guests of games you are in and anyone reading a league you played in, once you have confirmed your address; it goes when your account does.
- A free player account: if you are only here to be invited, that is all an account is: your name, your email address and your hashed password. No card, no subscription, nothing from Stripe. If you turn on texts for game invites, we also keep the mobile number you confirmed, when you agreed, and which wording you agreed to (see section 04). We don't keep the IP address you agreed from.
- Your address book and your games: the people you add as contacts (their name and, if you give them, an email address), the groups you sort them into, and the games you put on the books. You typed them in; they are yours; they go when your account does.
- Pay handles: if you add a contact's Venmo, Cash App, PayPal or Zelle, or your own on your profile, we keep it on that contact (yours on your own card, the one that seats you at your own table) and send it to your own signed-in machines, so the timer can show a pay button at the end of the night. It is never put in an invite or on a league's share link.
- Your contacts on your own machines: your signed-in machines get a copy of your contacts' names and pay handles, but not their email address or mobile number (though a Zelle handle is itself an email address or a phone number, and goes with the other handles; it is only ever a pay handle, and we never text it). The copy is there so a seat at the table can be given to one of your contacts, even with no internet. Nobody else's machine gets it.
- Leagues: the leagues you make and the results of the nights you put in them. What a result holds is in section 02.
- Games saved to the cloud: each night of a game saved to the cloud, as it's played: who's in and who's out, and each player's money (what they bought, what they paid, what they owe, each buy and payment with its time); while a night is still being played, the timer's whole copy of it, so another of your machines can pick it up; and once somebody wins, the results. Once the game is over, we email how it went (each named player's place, short name and what they took home) to everybody in the results with an email address on your contact card for them, unless they asked you to stop emailing them or turned results emails off on their own account. What each holds is in section 02.
- Games played online: when your host runs a game on our online table, we keep the night: who checked in or sat down and when, each player's chips and buys, and how each finished (a place, or up or down at a cash game); every hand, with every card dealt, on our server; the table's chat, with each writer's short name; and a log of what the host did, such as a pause, a mute or taking somebody off the table. Each player sees only their own cards and the cards shown at the table: nobody else's, the host's included. If the host turns on “open the books” (everybody is told before they sit down), then once the night is over, everybody who bought in can see every hand's cards. When the night ends, its results go into the game's results like any night saved to the cloud and are emailed the same way; the rest is deleted 30 days after the night ends (section 06). The chips are only a count: we never hold or move anybody's money, and settling up happens between the players themselves.
- Invites and answers: when you invite people to a game, we keep who you asked, when, and what they said: in, out or maybe, and any note they left you with it. We email you each answer as it comes in, unless you turn that off on My Account.
- Billing: our payment processor, Stripe, handles your card. We get back a confirmation, the card's brand, its last four digits and its expiry, so we can show you which card is on file, and Stripe's fingerprint for the card (a code, not the number), which we keep only as a one-way code to hold free trials to one per card (section 06). We never receive or store the full card number.
- Support and ideas: if you write to us, we keep the thread so we can answer it. An idea sent from the feedback page is kept the same way. It needs no name or email address, and if you leave them, we use them only to write back.
- Cookies and browser storage: no cookies at all. While you are signed in, your browser keeps the sign-in in its own local storage (a pass good for fifteen minutes and a key that renews it), along with your email address and which face you wear, so the menu can show who you are before the page has finished checking. That is strictly necessary to being signed in, so there is no banner asking about it. Signing out clears all of it here and ends the sign-in on our side as well; left alone, it lapses after thirty days without a visit. No advertising, no tracking pixels, no analytics of any kind.
We use all of this only to run the service for you: to keep your account, take payment, sync your machines, send the invites and notices you ask us to, tell you when your guests answer, keep your leagues, answer you, keep the service secure, and meet our legal obligations. We don't use it for advertising and we don't build profiles of you.
If somebody invited you to a game. You don't have an account with us and you never need one. What we hold about you is what your host typed into their address book (a name and, usually, an email address), plus your answer to their invites and any note you leave your host with it. We handle it on your host's behalf, to deliver their invites by email, and to email your host where everybody stands, your answer and note included, each time one of you answers. Your host can also copy your invite link, or show it as a QR code, and pass it to you themselves; that sends nothing through us. Hosts cannot enter phone numbers. If you want invites by text, you enter your own mobile number on your own free account and confirm it with a code we text to that number; nothing else is ever texted to you until you have done both (see section 04). Your link only works for your invite to that one game. The other guests invited to it see who's in, as a first name and a last initial. Every email has a line at the bottom that stops that host's invites from reaching you, and replying STOP to any text stops texts to your number from us altogether. Your answers go when your host deletes the game (a game they call off keeps them, so your invite link can say it is off and it can come back on); your details go when your host deletes you or their account, except that if you played in your host's league, or at a game of theirs saved to the cloud, the name they typed for you, and your place and your money at that table, stay with that night until they remove it or the league, or delete the game. If you want them gone sooner, ask your host, or write to us and we'll delete them. One exception: if you ask to stop a host's invites, we keep your email address against that host, and nothing else, for as long as their account exists. That is what keeps the stop working if they ever add you again.
02What the app collects
The Dirty Poker Timer runs on your machine. Your player lists, your payouts, your results and everything Sal said are stored locally. For a game that is not in a league and not saved to the cloud, none of that ever leaves the machine. What does travel is listed here, all of it.
- Signing in. When you sign in inside the app it tells us your account and, for that machine, an id made when the app was installed, the name you gave the machine, what it runs on and the app's version, so we can confirm the seat is active, count it against your three machines, and show you on your account page which machines are signed in and when each was last seen. After that the app works with no internet at all until your renewal date, and your seat is never checked during a game. Between games, when it has internet, it trades what is listed below with our server and picks up your booked games and your contacts' names and pay handles; a game saved to the cloud is saved during the game too (below).
- Your blind structures. The structures you build (their names, levels, timings and blind amounts, and the settings used to build one: a starting stack, a player count, a target length and chip values) are kept on our server so that all three machines on your seat have the same ones. The only other thing that goes with them is the name of the machine a change came from, so that a copy made when two machines disagree can say where it came from. Nothing else: no player names, no payouts, no results, no record of what happened at your table. Delete your account and they go.
- People you seat at the table. Put somebody new in a seat and the app adds them to your contacts with the name you typed and nothing else (no email), so the game can get going; you fill in the rest on the website if you want to. Rename a seat that belongs to one of your contacts and the contact is renamed to match, because it is the same person. Those names are all that goes, and they go straight away if the app has internet (during a game too, so the name is right before the night is over), or as soon as it next does. Anybody you seat without making them a contact stays on the machine, unless the game is in a league or saved to the cloud, when the name you typed goes with that night (below).
- Who deals a booked game, and how they turn up. Pick Sal or Sally, sober or drunk or in church mode, for one of your booked games on the app's Games page, between games, and the app tells our server which, the same as changing it on the website would. A dealer or a mood switched during a game stays on the machine until the game is over (for a game saved to the cloud it is part of the night saved there as it's played); then it goes with the night (below), and your game is booked that way, unless you changed the game yourself after that night began, or a later night of the same game got there first.
- A game's own blinds and chips. Each game keeps its own copy of the blind ladder picked for it. Change a game's blinds in the app, from its card on the Games page or on the clock during the game, or change its chips from the clock, and the app sends the new levels (their timings and blind amounts, and what the blinds are called) or the new chips (each one's color, label, value and count) to our server straight away if it has internet, so the game on the website matches. For a game only the app has yet, they go with it when it goes. Nothing about who plays goes with them.
- A night you start without a booked game. Start the clock on its own, with no game from your list, and the app puts it on your games list as a game of its own as it starts if it has internet, or as soon as it next does: its name (the blind ladder's, which you can change on the website), the day and time it started, its time zone, the ladder and the game's own copy of its levels, who deals it and how they turn up, and the settings it is played on (the buy-in, rebuy and add-on, the stacks and chips, when rebuys close, how payouts round, and whether it is saved to the cloud). Nothing about who plays goes with it. Delete it from the app's Games page or on the website.
- Five numbers for each night you run. When a tournament ends, the app records how long it lasted, how many times the blinds went up, how many breaks were called, and whether the sound was ever muted, along with the date, which of your booked games it was, what you called the game, its time zone, which dealer dealt it (Sal or Sally), and whether they were sober, drunk or in church mode. That is the whole of it. There is nowhere in what gets sent to put who played, what anyone won, or anything else about your table, and that is enforced by the shape of the message rather than by us being careful. League results and games saved to the cloud, below, go separately, and only for a game that is in a league or saved to the cloud. Delete your account and these go too.
Leagues: only when you ask. A league is something you switch on per game, on the website. Put a game in one and, when a night on it ends with a winner crowned, the app sends that night's results so the league can add them up: for each named player, the name you gave them (and which of your contacts they are, if you picked one), where they finished, how many times they bought in, whether they took the add-on, what they put in and what they took home. It also sends how many played and the date it was played. Players you left unnamed are counted and nothing else. A night with no winner sends nothing. A game not in a league sends none of this, ever. You can correct or remove any of it on your leagues page, and it goes when you delete the league or your account. If you turn on a league's share link, anyone you give it to sees the standings (each player's points, nights played, wins, cashes, best finish and net winnings or losses for the season), the season's awards, and for each night its date, the game's name, how many played and who won, with names cut to a first name and an initial (“Ann L.”). The link shows no emails, numbers or pay handles. Turn the link off and it stops working.
Saving a game to the cloud: on unless you switch it off. A new game you book on the website is saved to the cloud unless you switch that off for the game, or for every new game in your settings, and so is a night you start without a booked game, by the same setting. For a game saved to the cloud, once a night of it is clearly a real game (two or more players, and ten minutes played or somebody out; a night started by mistake and stopped again never leaves the machine), the app saves it to our server while it's played, whenever it has internet, and keeps it on the machine when it hasn't. What it saves: the whole of the timer's copy of the night while it's still being played (the players, their places, buys, add-ons, payments and pay handles, the blind ladder, the clock and the dealer), so another of your signed-in machines can pick the night up where it was left, and the name of the machine playing it; and a summary of the table for the game's page: for each player, the name you gave them (and which of your contacts they are, if you picked one), their face, where they finished, what they put in, what they paid, what they still owe or are owed, what they took home, and each buy and payment with its time; and how many played, the prize pool and the level. When the night ends, or when you switch the game off, or at our daily clean-up once nothing has been saved to it for a day, the whole copy is deleted and only the summary is kept, and if somebody won, the app also sends its results: for each named player, where they finished, how many times they bought in, whether they took the add-on, what they put in and what they took home, with how many played, the prize pool and the date. Players you left unnamed are counted and nothing else. A game with it off sends none of this, ever. Only you see it, on your own games pages, where you can delete any night (its results go with it), take anybody out of the results or forget them altogether; it also goes when you delete the game or your account (calling a game off keeps it, in case the game comes back on).
If you play in somebody's league, or at a game saved to the cloud. What we hold about you is what your host's timer sent: your name as they typed it, your results in their games, and at a game saved to the cloud, what you put in, paid and owed that night. Once that game is over, we email you how it went: everybody's place, short name and what they took home, never what anybody put in. Turn that off on My Account, or use the link in the email to stop all email from that host. Answer through a host's shared game link and your name and email go on that host's list of players, as if they had added you. Ask your host to remove it (or, in a league, fix it), or write to us.
That is the entire list. No usage statistics, no crash reports, and nothing at all until you have signed in. During a game what goes is the names of people you seat or rename, the game a night started without a booked one becomes, changes you make to the game's blinds or chips, and for a game saved to the cloud, the night as above; everything else waits until the game is over. A night played with no internet stays on the machine until there is some, and then joins the rest.
03Who we share it with
We use a small number of service providers. Each gets only what it needs to do its job for us, and may use it only for that.
- Stripe, our payment processor, to take the money and send your receipts. It receives your email address and your card details directly from you, and handles them under its own privacy policy. Stripe keeps its own records of payments, including after you close your account, as the law requires of it.
- Resend, our email provider, to send sign-up and reset links, the invites and game notices you send your guests, the email you get when one of them answers, messages you send us through the contact form or the feedback page, and the occasional “we changed the terms” note. It gets the recipient's address and the message.
- Microsoft 365, which hosts our support mailbox: it holds what you send us through the contact form, the feedback page or by email, so we can answer.
- Telnyx, our text message provider, only to text people who switched texts on themselves. It gets their phone number and the message, and nothing else.
- Microsoft Azure, which hosts our servers and database in the United States (see section 05).
- Google Fonts, which serves the three typefaces this site uses. Loading a font from someone else's server means your browser tells Google your IP address and which page asked. We get nothing back and we do not send Google anything about you.
- Anyone you give a league's share link to, as described in section 02, and only while the link is on.
- Other hosts who already have your email address in their own address book, who see that the address belongs to an account here and, once you have confirmed it, your face at the table (section 01). If you turned texts on, hosts who have invited you to a game also see the mobile number you confirmed and whether texts to it are on or stopped. They can see these, never change them, and see nothing else from your account.
- The other guests invited to the same game, who see who's in (as a first name, a last initial and a face) and the host's first name.
- The other players at an online table, who see your short name, your face, your chips, what you do at the table, the cards you show and what you write in its chat. The host, and a co-host they name, see the same, and can remove a message, mute someone or take them off the table.
- The people you invite, who see your full name on the invite and your account's email address as the one their replies go to, so a reply about running late reaches you, not us. Check an address before you send: a typo sends that to a stranger.
- Law enforcement, courts or regulators, only where the law requires it, and only what it requires. We may also disclose information where needed to protect someone's safety or to establish or defend a legal claim.
- If Degenerate Dealer is ever sold or transferred, a buyer would take over this information under the same promises made here, and we'd tell you first.
Nobody else. We don't sell, rent or trade your information, and we don't hand it to advertisers.
04Text messages
You get texts from us only if you switched them on yourself, on your own account. How to turn them on, with the form and example messages. Nobody can do it for you: hosts cannot add a phone number to anyone's contact card, cannot tick a box on anyone's behalf, and cannot turn texts on for a guest. We never text anyone for marketing.
- How you opt in: make an account (a free player account is enough, and never asks for a card) with your email address confirmed. Signing up from a game invite we emailed you, with the address it was sent to, confirms it; otherwise the link in our welcome email does, and texts wait until it is confirmed. Then, right after signing up or later on your profile, under “Texts for game invites”, enter your mobile number and tick a box that starts unticked and says, word for word: “I agree to receive game invites and reminders from Degenerate Dealer by text at this number. Message frequency varies. Msg & data rates may apply. Reply STOP to opt out, HELP for help. Hosts who invite me can see this number.” We then text a six-digit code to that number. Texts switch on only once you type the code back in, so a number can only be signed up by whoever holds that phone. We record when you agreed and which version of that wording you agreed to.
- Who can see your number: hosts who have invited you to at least one game see the number you confirmed and whether texts to it are on or stopped, and, like any host with your address, your face at the table; nothing else from your account. They can see it; they can't change it. A number still waiting for its code is never shown to anyone.
- What the texts are: the confirmation code, invites from hosts who invite you, and notices about those games (a seat opening up for you, a change to the details, a cancellation, the game coming back on after one, and a reminder on the day). Every text starts with the name of the host it comes from and “via Degenerate Dealer” (or “Degenerate Dealer:” alone, when there is no host to name), and says how to stop them. They say “game night” rather than repeating what a host called the game or where it is, and they never mention money.
- How often: message frequency varies with how many games you are invited to and how often those games change. It is typically a few messages per game.
- Cost: message and data rates may apply.
- Stopping them: reply STOP to any text and we stop texting that number for every host who uses Degenerate Dealer, not just the one who invited you. Or press “Turn off texts” on your profile, which deletes your number and your agreement from your account straight away. Either way, invites still come by email.
- The stop list: If someone replies STOP to one of our texts, we keep their phone number on a do-not-text list so that no host can text them through Degenerate Dealer again. That record is not removed when a host deletes the contact or closes their account, because stopping was the recipient's choice, not the host's. Replying START removes the number from the list. While your number is on it, your profile says so.
- Help: reply HELP to any text, or email support@degeneratedealer.com.
- Your consent is not a condition of anything: you never have to agree to texts to play, to answer invites or to have an account.
Mobile numbers and SMS consent are never shared with or sold to third parties or affiliates for marketing purposes. Phone numbers are shared only with Telnyx, to deliver the texts described above, and shown to the hosts who invite you, as described above.
05Where it lives and how we protect it
Our servers and database run on Microsoft Azure in the United States. If you are outside the United States, including in Canada, your information is transferred to, stored in and processed in the United States, and may be accessible to courts, law enforcement and national security authorities there under US law. Our service providers may also process it in the United States or elsewhere, under contracts that require them to protect it.
We protect what we hold with safeguards appropriate to it: connections are encrypted in transit, passwords are stored only as hashes, card numbers never reach us, access to our systems is limited, and every request to our server is checked so that an account can reach only its own data. No system is perfectly secure, but we work to keep ours that way.
If something goes wrong. If a breach of our safeguards involving your personal information creates a real risk of significant harm to you, we will notify you as soon as feasible and report it to the regulators the law requires (including the Office of the Privacy Commissioner of Canada and, for Quebec residents, the Commission d’accès à l’information), and we will notify residents of US states as their state's law requires. We keep a record of every such incident.
06How long we keep it
For as long as you have an account, plus whatever the tax authorities make us keep for billing records. Delete your account and everything that isn't a legally required billing record comes out of our live systems straight away, and out of our backups within 30 days as they roll over. What stays is a payment reference with no name, address or card on it, kept only so a refund or a disputed charge has something to point at. If you started a free trial, we also keep one-way codes: one made from the card you used (from our payment processor's fingerprint for it, never the number) and one from each email address the account has used. We can't read the card or the address back out of them: they only let us check whether a given card or address has had its free trial, so it can't start another (one free trial per person and per card, as the terms say). They are kept for three years. If you ever replied STOP to one of our texts, your number also stays on the do-not-text list described in section 04. Your confirmed mobile number and your agreement to texts are kept until you turn texts off or delete the account; either one deletes both. A number waiting for its confirmation code is kept only until the code expires (about ten minutes) and is cleared from our database within a day at the latest. The code itself is stored only in scrambled (hashed) form. Emails and texts we send for you wait in our database only until they go: their content is erased the moment each is sent, or given up on after about an hour of failed tries, and the bare record of the attempt (when, how many tries, the error) is deleted after 30 days. Our operational logs note that a message was sent or failed, to a partly hidden address, and are kept for no more than 30 days. A game played online keeps its night (the hands, the chat, who came and went) for 30 days after the night ends, then deletes it; its results stay with the game like any other night's. Delete your account and what you wrote in any table's chat goes straight away.
07Your rights
You can see, export, correct or delete what we hold about you. Most of it you can see and change yourself on the website, and your profile page has a button that deletes your account. For a copy of everything we hold about you, in a machine-readable file, or for anything else, email our Privacy Officer at support@degeneratedealer.com and a person will answer within 30 days. We may need to confirm it's really you before we act, usually by writing back to the email address on the account, and we'll only ask for what we need to do that. You can have someone act for you with your written permission. If we can't do what you ask, we'll tell you why. Exercising any of these rights is free, and it will never cost you a worse price or a worse service.
Guests and league players who don't have an account can ask the same things; we'll help, and where the information belongs to a host's address book we may also point you to that host.
08If you live in the United States
Several US states, including California, give their residents specific privacy rights. Here is how they apply to us, wherever in the US you live:
- No sale, no sharing: we do not sell personal information, and we do not share it for cross-context behavioural advertising. We don't show targeted ads, and we don't let anyone track you on our site for that purpose. We've never done either. Because there is nothing to opt out of, there is no opt-out link. But if your browser sends a Global Privacy Control signal, we treat it as a request not to, and honour it.
- No sensitive inferences: we don't use personal information to profile you or to make decisions about you that have legal or similarly significant effects.
- Your rights: to know what we collect and hold about you, to get a copy, to correct it and to delete it. Use the website or email support@degeneratedealer.com, as in section 07.
- Appeals: if we decline a request, you can appeal by replying to our answer; we'll respond within the time your state's law allows, and if you're still not satisfied you can contact your state attorney general.
- No discrimination: we will not deny you the service, charge you differently or give you a lower quality of service because you exercised a privacy right.
The categories we collect are the ones described in sections 01 and 02: identifiers and contact details (name, email, and the mobile number you add to your own account if you turn texts on), commercial information (your subscription and the card summary), the content you create (contacts, games and the nights saved with them, structures, league results), and device information about your signed-in machines. They come from you, from your host if you are a guest, and from Stripe for billing. We use and disclose them only as this policy says.
09If you live in Canada
We handle personal information in line with the Personal Information Protection and Electronic Documents Act (PIPEDA) and, for residents of Quebec, the Act respecting the protection of personal information in the private sector as amended by Law 25.
- Who is accountable: our Privacy Officer, at support@degeneratedealer.com, is responsible for how we handle personal information and for answering your questions and requests.
- Consent: we collect, use and disclose your information with your consent, for the purposes in this policy, which you give by creating an account or using the service. You can withdraw it at any time, subject to legal or contractual limits. For example, you can do so by removing information from your account or deleting the account. Some withdrawals mean we can no longer provide part or all of the service, and we'll tell you if that's the case.
- Access and correction: you can ask to see the personal information we hold about you, how it has been used and to whom it has been disclosed, and ask us to correct it. We'll answer in writing within 30 days. You can also ask for your information in a structured, commonly used technological format, and we'll send it.
- Outside Canada: your information is stored and processed in the United States, as described in section 05, and may be accessible to US authorities under US law.
- No profiling or tracking: we don't use technology that identifies, locates or profiles you, and we make no decisions about you by automated processing alone.
- Breaches: as in section 05, we notify you and the regulator of any breach that creates a real risk of significant harm, and we keep a record of all breaches.
- Complaints: if you're unhappy with how we've handled your information, tell our Privacy Officer first and we'll try to put it right. You also have the right to complain to the Office of the Privacy Commissioner of Canada, and Quebec residents to the Commission d’accès à l’information du Québec.
10Age
This is an adult product with an adult vocabulary, for people 18 or older (or the age of majority where they live, if that is higher). We don't knowingly collect information from anyone younger, and hosts must not invite them. If you think we have, tell us and it's gone.
11Changes
If we change this policy in a way that matters, we'll email account holders at least 30 days before the change takes effect, and we'll never use information we already hold in a materially different way without your consent. The date at the top always tells you which version you're reading.
12Contact
Privacy questions, requests to see, correct or delete your information, or you just want to know what we have: write to our Privacy Officer, at support@degeneratedealer.com. Degenerate Dealer is a trade name of MemberPad LLC, based in Ohio, United States.