Thirteen rounds. One season.
Every round, TP drops you in the scrim room of a roster that won or nearly won The International. Four of their five players show up that round, each with one signature hero. Pick one and steal one of its thirteen spells. That spell goes into your grimoire and locks: you can't take it again from anyone. After thirteen rounds your grimoire is full and you play a season.
The thirteen spells
| Group | Spells |
|---|---|
| Damage | Burst, Sustain, Push |
| Survival | Durability, Escape |
| Control | Control, Initiation |
| Macro | Farm, Vision, Mobility |
| Team | Teamfight, Versatility, Clutch |
Read the groups, not just the total. The season punishes builds with a hole: any group averaging under 78 costs you OVR, and opponents pick on your weakest group.
Modes
- Classic. Full numbers. Start here.
- Blind. Hero names and roles only. Numbers reveal after round thirteen.
- Chaos. Only four untaken spells are open each round.
- Wild. Classic numbers plus three one-shot powers: Smoke brings the fifth player, Bounty adds five to one steal, a sealed steal takes a spell you don't get to choose. Its own board.
Buyback
Don't like the roster? Buyback TPs you somewhere else. Two per run.
The season
A six-opponent regional league (best of three), a four-team Major for the top four, then The International: invited if you finished top two or reached a Major final, otherwise one open-qualifier final. TI is an eight-team group stage into a double-elimination bracket. The grand final is best of five. Deciding games weigh your Clutch.
Season events
Three to six times a season the log stops and the captain has to call something: a visa problem, a leaked scrim, a sealed rune, a Glyph. Every option shows its effect, except the sealed ones. Same seed, same events, same sealed outcomes for everyone; only the calls differ. Some options play differently depending on your spells; modes that show numbers mark those with a star.
Contracts
Before the season you sign one of three contracts. Keep it and the points are yours; break it and nothing happens.
Your rival
One league opponent is your rival for the year. You meet them again at the Major and in the TI bracket if the draw allows. Never lose to them and the report says Nemesis.
Scoring
OVR is a weighted average of the five groups at your best position, minus a penalty for the weakest group. Season points come from league series won, Major and TI placement, and OVR. The board sorts by season points, then rarity, then OVR.
Seeds and rarity
Everyone plays the same seed each day, so the rosters you land on are the same as everyone else's and only the choices differ. Rarity rewards choices few others made that day. Roshan respawns at 00:00 UTC and the board resets. The play page has a seed field: type a word or roll one and you draft a free seed, which goes on that seed's own board.
Verified runs
Sign in with Google and your runs are marked verified: they count toward achievements and your career history. Signing in never changes how you rank.
Daily Draft
A two-minute puzzle every day, separate from the draft: odd days you guess a hero from its thirteen bars, even days you name a TI-winning five. Streaks count playing, not solving. Play today's.
Go deeper
The guides cover reading the groups, the four modes, seeds, rarity, the season engine and buybacks, a few minutes each.